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I have some visualisation-heavy AUv3's, and the goal is not to perform graphics-intensive tasks if the plugin window is not opened inside the host app (such as Logic Pro). On iOS, this is easily accomplished by the viewWillAppear, etc overrides. But on macOS, it seems these overrides are not called every time the user opens / closes the plugin windows in the host application. I did try some alternate methods, like trying to traverse the view / controller hierarchy, or make use of the window property, to no avail. What substitute mechanism could I use to determine visibility status of an AUv3 on macOS? Thanks in advance, Zoltan
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I'm trying to build an audio unit that can load another one. The first step, listing and getting the components only works in the example code if and when the audio unit is loaded by its accompanying main app. But when loaded inside Logic Pro for example, the listed components will be limited to Apple-manufactured ones. On another forum, although not for an AppEx, someone indicated that the solution was to enable Inter-App Audio, which is now deprecated. Tried all three methods of AVAudioUnitComponentManager to get the component list. Please advise. Many thanks, Zoltan
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Hi, When debugging an iOS AUv3 extension in GarageBand (or in other host apps) on Mac OS Monterey running on an M1 Mac, there is a large number of warnings that read: WARNING: SPI usage of '-[UINSWindow uiWindows]' is being shimmed. This will break in the future. Please file a radar requesting API for what you are trying to do. I noticed that immediately after such a warning, the view's hitTest is called with a UIHoverEvent, and indeed moving the mouse results in more log spam. Although the very first occurrence of the warning may have a different root cause. Using a symbolic breakpoint wasn't helpful in revealing further information. Note that I'm launching the AUv3 extension in the "Designed for iPad" mode. Project language is Objective-C. I was able to reproduce the issue with even an empty project, adding nothing beyond Xcode's built-in appex template for iOS Audio Units. The issue doesn't seem to happen with the Apple sample code "CreatingCustomAudioEffects", which is a swift project. I also compared and matched storyboard settings between that project and my own, but to no avail. Any pointers would be highly appreciated. Thanks.
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