| Oddly enough it still takes me to the same spot. My guess is that
memory is not being correctly allocated when the plugin instantiates.
Or something somewhere is corrupting some memory space. I think that
signals the end of my experiment. In the end I'm not sure how useful
it is as it only supports effects processors.
On 16 May 2015 at 13:01, Rory Walsh wrote:
> Hmmm......a call to csoundCreate(NULL) would help I'm sure! Let sees
> what happens now..
>
>
>
> On 16 May 2015 at 12:45, Rory Walsh wrote:
>> If I use the c interface things get a little more interesting. So my
>> code looks like this now:
>>
>> csoundInitialize(CSOUNDINIT_NO_ATEXIT);
>> effectdata->args[0] = "csound";
>> effectdata->args[1] =
>> "/Users/walshr/sourcecode/UnityNativeAudioPluginSDK/Test.csd";
>> csoundCompile(effectdata->csound, 2, effectdata->args);
>>
>> I start stepping from csoundCompile() and it eventually leads me to a
>> EXC_BAD_ACCESS in csoundCompileArgs(). This seems very odd to me.
>> Check out the screenshot.
>>
>>
>>
>> On 16 May 2015 at 12:07, Rory Walsh wrote:
>>> I have a debug build working now, and I think it's pretty safe to say
>>> that this isn't a Csound issue. It's most likely a memory issue. I'll
>>> keep digging.
>>>
>>> On 16 May 2015 at 11:07, Victor Lazzarini wrote:
>>>> you don’t need much. libsndfile installed & cmake.
>>>> ========================
>>>> Dr Victor Lazzarini
>>>> Dean of Arts, Celtic Studies and Philosophy,
>>>> Maynooth University,
>>>> Maynooth, Co Kildare, Ireland
>>>> Tel: 00 353 7086936
>>>> Fax: 00 353 1 7086952
>>>>
>>>>> On 16 May 2015, at 10:51, Rory Walsh wrote:
>>>>>
>>>>> Looking into this now. Must I use homebrew? Or can I simply use the
>>>>> same cmake setup I use for other platforms?
>>>>>
>>>>> On 16 May 2015 at 10:30, Victor Lazzarini wrote:
>>>>>> yes, you do need a debug version to see the symbols.
>>>>>>
>>>>>> Victor Lazzarini
>>>>>> Dean of Arts, Celtic Studies, and Philosophy
>>>>>> Maynooth University
>>>>>> Ireland
>>>>>>
>>>>>>> On 16 May 2015, at 10:23, Rory Walsh wrote:
>>>>>>>
>>>>>>> attach attaches to a running process. Unity won't run when it tries to
>>>>>>> load my library, so I can't attach to a running process? Anyway, I
>>>>>>> have the debugger running now in Xcode and I've placed breakpoints
>>>>>>> into the trouble spot. When I try to step over the call to GetSpin(),
>>>>>>> after calling GetSpout() (or vice versa) I get an EXC_BAD_ERROR, but
>>>>>>> it doesn't tell me much else. The debugger won't let me step over this
>>>>>>> call and I just get stuck there. I've attached a screenshot. It's
>>>>>>> pretty nondescript. I guess I need a debug version of Csound for this?
>>>>>>>
>>>>>>>> On 16 May 2015 at 10:06, Victor Lazzarini wrote:
>>>>>>>> why don’t you use lldb/gdb on the command line and then the “attach ” command? It is simple enough. Then
>>>>>>>> “continue” to carry on running.
>>>>>>>>
>>>>>>>> ========================
>>>>>>>> Dr Victor Lazzarini
>>>>>>>> Dean of Arts, Celtic Studies and Philosophy,
>>>>>>>> Maynooth University,
>>>>>>>> Maynooth, Co Kildare, Ireland
>>>>>>>> Tel: 00 353 7086936
>>>>>>>> Fax: 00 353 1 7086952
>>>>>>>>
>>>>>>>>> On 16 May 2015, at 09:48, Rory Walsh wrote:
>>>>>>>>>
>>>>>>>>> Can anyone help me setting up a debug environment with Xcode. It's
>>>>>>>>> driving me mad. With every other IDE I use I can select a program to
>>>>>>>>> host my library. So when I start debugging that host program will
>>>>>>>>> launch, but I can't seem to do this with Xcode? I can 'attach to a
>>>>>>>>> running process' but this is rather useless considering that the
>>>>>>>>> process I wish to attach it to, Unity, crashes as soon as I start it.
>>>>>>>>> Any ideas how to set this up?
>>>>>>>>>
>>>>>>>>>> On 16 May 2015 at 00:27, Michael Gogins wrote:
>>>>>>>>>> They are not safe until performance has started, as I recall.
>>>>>>>>>>
>>>>>>>>>> Regards,
>>>>>>>>>> Mike
>>>>>>>>>>
>>>>>>>>>>> On May 15, 2015 4:54 PM, "Rory Walsh" wrote:
>>>>>>>>>>>
>>>>>>>>>>> Unity5 now comes with an Audio plugin API. I thought I would try
>>>>>>>>>>> building a simple Csound effect as the API looks simple enough to use.
>>>>>>>>>>> My plugin will build and load in Unity so long as I don't call
>>>>>>>>>>> GetSpout() AND GetSpin(). I can't think what is causing the problem. I
>>>>>>>>>>> make no further calls to the Csound API after this. Has anyone come
>>>>>>>>>>> across this before? I'm going to try to figure out how to load run
>>>>>>>>>>> Unity through Xcode. I guess that's probably the only way to see
>>>>>>>>>>> what's really happening.
>>>>>>>>>>>
>>>>>>>>>>>
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>>>>>>>>> Performance metrics, stats and reports that give you Actionable Insights
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>>>>>>>> Widest out-of-the-box monitoring support with 50+ applications
>>>>>>>> Performance metrics, stats and reports that give you Actionable Insights
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>>>>>>>
>>>>>>> ------------------------------------------------------------------------------
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>>>>>>> Widest out-of-the-box monitoring support with 50+ applications
>>>>>>> Performance metrics, stats and reports that give you Actionable Insights
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>>>>>> Widest out-of-the-box monitoring support with 50+ applications
>>>>>> Performance metrics, stats and reports that give you Actionable Insights
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>>>>>
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>>>>> Widest out-of-the-box monitoring support with 50+ applications
>>>>> Performance metrics, stats and reports that give you Actionable Insights
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>>>>
>>>> ------------------------------------------------------------------------------
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>>>> Widest out-of-the-box monitoring support with 50+ applications
>>>> Performance metrics, stats and reports that give you Actionable Insights
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