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[Csnd] Problems with C++ API and Android

Date2017-12-02 20:06
FromHector Centeno
Subject[Csnd] Problems with C++ API and Android
Hello,

I'm trying to get Csound working in Unreal Engine and so far I got it to work and generate audio in Windows but not in Android. 

It seems that I managed to get all the needed libraries to package in the APK and to load properly at runtime  but the issue I have is that the audio output is completely silent even though the log shows that Csound is performing normally. I don't get any error messages and the only difference between the logs in Windows and Android is this message, that I get only in Android:

"Non-real-time" performance (engineStatus: 9)

Unreal Engine is handling the audio device so I'm running Csound just to get the audio buffers. My C++ code setup is done like this:

At Initialization (showing only the key parts):

csoundSetGlobalEnv("SSDIR", ssdirChar.Get());
csound = csoundCreate(0);
csoundSetRTAudioModule(csound, TCHAR_TO_ANSI(*FString("null")));
csoundSetHostImplementedAudioIO(csound, 1, AudioDevice->GetBufferLength() / 2);
csoundSetMessageCallback(csound, CsoundMessageCallback);
csoundSetOption(csound, TCHAR_TO_ANSI(*FString("-n")));
csoundCompileCsd(csound, TCHAR_TO_ANSI(*csdPath));
csoundStart(csound);

Then at each buffer generation call (whole function):

void UCsSynthComponent::OnGenerateAudio(float* OutAudio, int32 NumSamples)
{
if (initialized && !csoundPerformBuffer(csound)) {

MYFLT *csBuffer = csoundGetOutputBuffer(csound);

for (int32 Sample = 0; Sample < NumSamples; ++Sample)
{
OutAudio[Sample] = csBuffer[Sample];
}
}
}

As I said, this works perfectly fine in Windows but in Android it seems that csoundPerformBuffer returns true from the beginning even though the logs show that it is still performing (allocating instruments and performing the score). Although once I got it to return false (performing) but still no audio. I can post the Android log here if needed.

Thanks!

Hector
Csound mailing list Csound@listserv.heanet.ie https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to https://github.com/csound/csound/issues Discussions of bugs and features can be posted here

Date2017-12-02 22:20
FromRory Walsh
SubjectRe: [Csnd] Problems with C++ API and Android
Hi Hector. You don't seem to be using the CsoundAndroid class? I'd definitely start there, i.e, 

#include "AndroidCsound.hpp"
...
AndroidCsound* csound;
MYFLT *CSspin, *CSspout;
int result;
...

csound = new AndroidCsound();
csound->setOpenSlCallbacks(); // for android audio to work
csound->SetOption((char*)"-n");
csound->SetOption((char*)"-d");
result = csound->CompileCsd(....);

CSspout = csound->GetSpout();
CSspin  = csound->GetSpin();

You processing function should look pretty similar but you can just call csound->PerformKsmps(). And you don't need to keep calling csound->GetSpout(); 



On 2 December 2017 at 20:06, Hector Centeno <hcengar@gmail.com> wrote:
Hello,

I'm trying to get Csound working in Unreal Engine and so far I got it to work and generate audio in Windows but not in Android. 

It seems that I managed to get all the needed libraries to package in the APK and to load properly at runtime  but the issue I have is that the audio output is completely silent even though the log shows that Csound is performing normally. I don't get any error messages and the only difference between the logs in Windows and Android is this message, that I get only in Android:

"Non-real-time" performance (engineStatus: 9)

Unreal Engine is handling the audio device so I'm running Csound just to get the audio buffers. My C++ code setup is done like this:

At Initialization (showing only the key parts):

csoundSetGlobalEnv("SSDIR", ssdirChar.Get());
csound = csoundCreate(0);
csoundSetRTAudioModule(csound, TCHAR_TO_ANSI(*FString("null")));
csoundSetHostImplementedAudioIO(csound, 1, AudioDevice->GetBufferLength() / 2);
csoundSetMessageCallback(csound, CsoundMessageCallback);
csoundSetOption(csound, TCHAR_TO_ANSI(*FString("-n")));
csoundCompileCsd(csound, TCHAR_TO_ANSI(*csdPath));
csoundStart(csound);

Then at each buffer generation call (whole function):

void UCsSynthComponent::OnGenerateAudio(float* OutAudio, int32 NumSamples)
{
if (initialized && !csoundPerformBuffer(csound)) {

MYFLT *csBuffer = csoundGetOutputBuffer(csound);

for (int32 Sample = 0; Sample < NumSamples; ++Sample)
{
OutAudio[Sample] = csBuffer[Sample];
}
}
}

As I said, this works perfectly fine in Windows but in Android it seems that csoundPerformBuffer returns true from the beginning even though the logs show that it is still performing (allocating instruments and performing the score). Although once I got it to return false (performing) but still no audio. I can post the Android log here if needed.

Thanks!

Hector
Csound mailing list Csound@listserv.heanet.ie https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to https://github.com/csound/csound/issues Discussions of bugs and features can be posted here

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Date2017-12-03 01:51
Fromhcenteno
SubjectRe: [Csnd] Problems with C++ API and Android
Hi Rory,

Thank you for your reply. I wasn't aware of AndroidCsound.hpp, it's the fist
time I use the C++ Csound API for Android. I tried and now UE is crashing
and the logs are not helping. On Windows I found that UE would crash if I
try to instantiate Csound using new, which is why I used csoundCreate()
instead. I'll keep trying!



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Date2017-12-03 08:50
FromRory Walsh
SubjectRe: [Csnd] Problems with C++ API and Android
Have you checked out the Csound API examples on github? That's a good place to look too. 

On 3 Dec 2017 1:51 a.m., "hcenteno" <hcengar@gmail.com> wrote:
Hi Rory,

Thank you for your reply. I wasn't aware of AndroidCsound.hpp, it's the fist
time I use the C++ Csound API for Android. I tried and now UE is crashing
and the logs are not helping. On Windows I found that UE would crash if I
try to instantiate Csound using new, which is why I used csoundCreate()
instead. I'll keep trying!



--
Sent from: http://csound.1045644.n5.nabble.com/Csound-General-f1093014.html

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Date2017-12-03 15:14
FromHector Centeno
SubjectRe: [Csnd] Problems with C++ API and Android
Hi Rory,

Thanks! Yes, I'm aware of the Csound examples and I've done desktop C++ and Android Java  apps before but this is the first time I'm trying to do native C++ for Android and also Csound not doing audio device management but just generating buffers. I don't seem to find examples of this included with the Csound source. Also I wonder if I really need OpenSL if Csound is not using any audio device module.




On Dec 3, 2017 3:50 AM, "Rory Walsh" <rorywalsh@ear.ie> wrote:
Have you checked out the Csound API examples on github? That's a good place to look too. 

On 3 Dec 2017 1:51 a.m., "hcenteno" <hcengar@gmail.com> wrote:
Hi Rory,

Thank you for your reply. I wasn't aware of AndroidCsound.hpp, it's the fist
time I use the C++ Csound API for Android. I tried and now UE is crashing
and the logs are not helping. On Windows I found that UE would crash if I
try to instantiate Csound using new, which is why I used csoundCreate()
instead. I'll keep trying!



--
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Date2017-12-03 15:51
FromMichael Gogins
SubjectRe: [Csnd] Problems with C++ API and Android
The main thing is whether Csound is calling csoundPerformKsmps to drive performance or whether an audio driver is driving performance and is given a callback that should call csoundPerformKsmps. 

On Dec 3, 2017 10:15, "Hector Centeno" <hcengar@gmail.com> wrote:
Hi Rory,

Thanks! Yes, I'm aware of the Csound examples and I've done desktop C++ and Android Java  apps before but this is the first time I'm trying to do native C++ for Android and also Csound not doing audio device management but just generating buffers. I don't seem to find examples of this included with the Csound source. Also I wonder if I really need OpenSL if Csound is not using any audio device module.




On Dec 3, 2017 3:50 AM, "Rory Walsh" <rorywalsh@ear.ie> wrote:
Have you checked out the Csound API examples on github? That's a good place to look too. 

On 3 Dec 2017 1:51 a.m., "hcenteno" <hcengar@gmail.com> wrote:
Hi Rory,

Thank you for your reply. I wasn't aware of AndroidCsound.hpp, it's the fist
time I use the C++ Csound API for Android. I tried and now UE is crashing
and the logs are not helping. On Windows I found that UE would crash if I
try to instantiate Csound using new, which is why I used csoundCreate()
instead. I'll keep trying!



--
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Date2017-12-03 16:01
FromSteven Yi
SubjectRe: [Csnd] Problems with C++ API and Android
Hi Hector,

I don't think AndroidCsound should be necessary nor OpenSL since
you're transferring samples yourself to Unreal's audio graph. Could
you post a fuller log?

steven

On Sun, Dec 3, 2017 at 10:14 AM, Hector Centeno  wrote:
> Hi Rory,
>
> Thanks! Yes, I'm aware of the Csound examples and I've done desktop C++ and
> Android Java  apps before but this is the first time I'm trying to do native
> C++ for Android and also Csound not doing audio device management but just
> generating buffers. I don't seem to find examples of this included with the
> Csound source. Also I wonder if I really need OpenSL if Csound is not using
> any audio device module.
>
>
>
>
> On Dec 3, 2017 3:50 AM, "Rory Walsh"  wrote:
>
> Have you checked out the Csound API examples on github? That's a good place
> to look too.
>
> On 3 Dec 2017 1:51 a.m., "hcenteno"  wrote:
>>
>> Hi Rory,
>>
>> Thank you for your reply. I wasn't aware of AndroidCsound.hpp, it's the
>> fist
>> time I use the C++ Csound API for Android. I tried and now UE is crashing
>> and the logs are not helping. On Windows I found that UE would crash if I
>> try to instantiate Csound using new, which is why I used csoundCreate()
>> instead. I'll keep trying!
>>
>>
>>
>> --
>> Sent from:
>> http://csound.1045644.n5.nabble.com/Csound-General-f1093014.html
>>
>>
>> Csound mailing list
>> Csound@listserv.heanet.ie
>> https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND
>> Send bugs reports to
>>         https://github.com/csound/csound/issues
>> Discussions of bugs and features can be posted here
>
> Csound mailing list Csound@listserv.heanet.ie
> https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to
> https://github.com/csound/csound/issues Discussions of bugs and features can
> be posted here
>
>
> Csound mailing list Csound@listserv.heanet.ie
> https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to
> https://github.com/csound/csound/issues Discussions of bugs and features can
> be posted here

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Date2017-12-03 19:25
FromHector Centeno
SubjectRe: [Csnd] Problems with C++ API and Android
Thanks Steven,

Here's the log produced when running the app on Android: 


It looks normal to me, except I'm not sure what the following means, is it referring to realtime as in producing audio realtime or as in the pre parsing of the score (as described in csound.h)?

Csound output: "Non-real-time" performance (engineStatus: 9).

On Windows I don't get this message.
It's also strange because it seems that even though the logs show that it is performing normal, performksmps seems to be returning true all the time.


On Dec 3, 2017 11:02 AM, "Steven Yi" <stevenyi@gmail.com> wrote:
Hi Hector,

I don't think AndroidCsound should be necessary nor OpenSL since
you're transferring samples yourself to Unreal's audio graph. Could
you post a fuller log?

steven

On Sun, Dec 3, 2017 at 10:14 AM, Hector Centeno <hcengar@gmail.com> wrote:
> Hi Rory,
>
> Thanks! Yes, I'm aware of the Csound examples and I've done desktop C++ and
> Android Java  apps before but this is the first time I'm trying to do native
> C++ for Android and also Csound not doing audio device management but just
> generating buffers. I don't seem to find examples of this included with the
> Csound source. Also I wonder if I really need OpenSL if Csound is not using
> any audio device module.
>
>
>
>
> On Dec 3, 2017 3:50 AM, "Rory Walsh" <rorywalsh@ear.ie> wrote:
>
> Have you checked out the Csound API examples on github? That's a good place
> to look too.
>
> On 3 Dec 2017 1:51 a.m., "hcenteno" <hcengar@gmail.com> wrote:
>>
>> Hi Rory,
>>
>> Thank you for your reply. I wasn't aware of AndroidCsound.hpp, it's the
>> fist
>> time I use the C++ Csound API for Android. I tried and now UE is crashing
>> and the logs are not helping. On Windows I found that UE would crash if I
>> try to instantiate Csound using new, which is why I used csoundCreate()
>> instead. I'll keep trying!
>>
>>
>>
>> --
>> Sent from:
>> http://csound.1045644.n5.nabble.com/Csound-General-f1093014.html
>>
>>
>> Csound mailing list
>> Csound@listserv.heanet.ie
>> https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND
>> Send bugs reports to
>>         https://github.com/csound/csound/issues
>> Discussions of bugs and features can be posted here
>
> Csound mailing list Csound@listserv.heanet.ie
> https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to
> https://github.com/csound/csound/issues Discussions of bugs and features can
> be posted here
>
>
> Csound mailing list Csound@listserv.heanet.ie
> https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to
> https://github.com/csound/csound/issues Discussions of bugs and features can
> be posted here

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Send bugs reports to
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Date2017-12-03 19:45
FromMichael Gogins
SubjectRe: [Csnd] Problems with C++ API and Android
This is explained at the top of csound.h.

On Dec 3, 2017 2:25 PM, "Hector Centeno" <hcengar@gmail.com> wrote:
Thanks Steven,

Here's the log produced when running the app on Android: 


It looks normal to me, except I'm not sure what the following means, is it referring to realtime as in producing audio realtime or as in the pre parsing of the score (as described in csound.h)?

Csound output: "Non-real-time" performance (engineStatus: 9).

On Windows I don't get this message.
It's also strange because it seems that even though the logs show that it is performing normal, performksmps seems to be returning true all the time.


On Dec 3, 2017 11:02 AM, "Steven Yi" <stevenyi@gmail.com> wrote:
Hi Hector,

I don't think AndroidCsound should be necessary nor OpenSL since
you're transferring samples yourself to Unreal's audio graph. Could
you post a fuller log?

steven

On Sun, Dec 3, 2017 at 10:14 AM, Hector Centeno <hcengar@gmail.com> wrote:
> Hi Rory,
>
> Thanks! Yes, I'm aware of the Csound examples and I've done desktop C++ and
> Android Java  apps before but this is the first time I'm trying to do native
> C++ for Android and also Csound not doing audio device management but just
> generating buffers. I don't seem to find examples of this included with the
> Csound source. Also I wonder if I really need OpenSL if Csound is not using
> any audio device module.
>
>
>
>
> On Dec 3, 2017 3:50 AM, "Rory Walsh" <rorywalsh@ear.ie> wrote:
>
> Have you checked out the Csound API examples on github? That's a good place
> to look too.
>
> On 3 Dec 2017 1:51 a.m., "hcenteno" <hcengar@gmail.com> wrote:
>>
>> Hi Rory,
>>
>> Thank you for your reply. I wasn't aware of AndroidCsound.hpp, it's the
>> fist
>> time I use the C++ Csound API for Android. I tried and now UE is crashing
>> and the logs are not helping. On Windows I found that UE would crash if I
>> try to instantiate Csound using new, which is why I used csoundCreate()
>> instead. I'll keep trying!
>>
>>
>>
>> --
>> Sent from:
>> http://csound.1045644.n5.nabble.com/Csound-General-f1093014.html
>>
>>
>> Csound mailing list
>> Csound@listserv.heanet.ie
>> https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND
>> Send bugs reports to
>>         https://github.com/csound/csound/issues
>> Discussions of bugs and features can be posted here
>
> Csound mailing list Csound@listserv.heanet.ie
> https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to
> https://github.com/csound/csound/issues Discussions of bugs and features can
> be posted here
>
>
> Csound mailing list Csound@listserv.heanet.ie
> https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to
> https://github.com/csound/csound/issues Discussions of bugs and features can
> be posted here

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Date2017-12-03 19:46
FromRory Walsh
SubjectRe: [Csnd] Problems with C++ API and Android
That output looks fine to me but Steven has sharper eyes that I. Have you tried outputting sound directly, without calling Csound? Perhaps you could generate a simple sine wave and see if that works?
Maybe Csound isn't the problem?

On 3 December 2017 at 19:25, Hector Centeno <hcengar@gmail.com> wrote:
Thanks Steven,

Here's the log produced when running the app on Android: 


It looks normal to me, except I'm not sure what the following means, is it referring to realtime as in producing audio realtime or as in the pre parsing of the score (as described in csound.h)?

Csound output: "Non-real-time" performance (engineStatus: 9).

On Windows I don't get this message.
It's also strange because it seems that even though the logs show that it is performing normal, performksmps seems to be returning true all the time.


On Dec 3, 2017 11:02 AM, "Steven Yi" <stevenyi@gmail.com> wrote:
Hi Hector,

I don't think AndroidCsound should be necessary nor OpenSL since
you're transferring samples yourself to Unreal's audio graph. Could
you post a fuller log?

steven

On Sun, Dec 3, 2017 at 10:14 AM, Hector Centeno <hcengar@gmail.com> wrote:
> Hi Rory,
>
> Thanks! Yes, I'm aware of the Csound examples and I've done desktop C++ and
> Android Java  apps before but this is the first time I'm trying to do native
> C++ for Android and also Csound not doing audio device management but just
> generating buffers. I don't seem to find examples of this included with the
> Csound source. Also I wonder if I really need OpenSL if Csound is not using
> any audio device module.
>
>
>
>
> On Dec 3, 2017 3:50 AM, "Rory Walsh" <rorywalsh@ear.ie> wrote:
>
> Have you checked out the Csound API examples on github? That's a good place
> to look too.
>
> On 3 Dec 2017 1:51 a.m., "hcenteno" <hcengar@gmail.com> wrote:
>>
>> Hi Rory,
>>
>> Thank you for your reply. I wasn't aware of AndroidCsound.hpp, it's the
>> fist
>> time I use the C++ Csound API for Android. I tried and now UE is crashing
>> and the logs are not helping. On Windows I found that UE would crash if I
>> try to instantiate Csound using new, which is why I used csoundCreate()
>> instead. I'll keep trying!
>>
>>
>>
>> --
>> Sent from:
>> http://csound.1045644.n5.nabble.com/Csound-General-f1093014.html
>>
>>
>> Csound mailing list
>> Csound@listserv.heanet.ie
>> https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND
>> Send bugs reports to
>>         https://github.com/csound/csound/issues
>> Discussions of bugs and features can be posted here
>
> Csound mailing list Csound@listserv.heanet.ie
> https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to
> https://github.com/csound/csound/issues Discussions of bugs and features can
> be posted here
>
>
> Csound mailing list Csound@listserv.heanet.ie
> https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to
> https://github.com/csound/csound/issues Discussions of bugs and features can
> be posted here

Csound mailing list
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Send bugs reports to
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Discussions of bugs and features can be posted here

Csound mailing list Csound@listserv.heanet.ie https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to https://github.com/csound/csound/issues Discussions of bugs and features can be posted here

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Date2017-12-03 19:56
FromMichael Gogins
SubjectRe: [Csnd] Problems with C++ API and Android
I've read your code. Questions. There are 3 potential buffer sizes here, unreal, spout, and the csound output buffer size. How are you correlating these?

You log shows audio output .6. What is 0dbfs for unreal? If it is 32767 you will not hear .6.

On Dec 2, 2017 3:06 PM, "Hector Centeno" <hcengar@gmail.com> wrote:
Hello,

I'm trying to get Csound working in Unreal Engine and so far I got it to work and generate audio in Windows but not in Android. 

It seems that I managed to get all the needed libraries to package in the APK and to load properly at runtime  but the issue I have is that the audio output is completely silent even though the log shows that Csound is performing normally. I don't get any error messages and the only difference between the logs in Windows and Android is this message, that I get only in Android:

"Non-real-time" performance (engineStatus: 9)

Unreal Engine is handling the audio device so I'm running Csound just to get the audio buffers. My C++ code setup is done like this:

At Initialization (showing only the key parts):

csoundSetGlobalEnv("SSDIR", ssdirChar.Get());
csound = csoundCreate(0);
csoundSetRTAudioModule(csound, TCHAR_TO_ANSI(*FString("null")));
csoundSetHostImplementedAudioIO(csound, 1, AudioDevice->GetBufferLength() / 2);
csoundSetMessageCallback(csound, CsoundMessageCallback);
csoundSetOption(csound, TCHAR_TO_ANSI(*FString("-n")));
csoundCompileCsd(csound, TCHAR_TO_ANSI(*csdPath));
csoundStart(csound);

Then at each buffer generation call (whole function):

void UCsSynthComponent::OnGenerateAudio(float* OutAudio, int32 NumSamples)
{
if (initialized && !csoundPerformBuffer(csound)) {

MYFLT *csBuffer = csoundGetOutputBuffer(csound);

for (int32 Sample = 0; Sample < NumSamples; ++Sample)
{
OutAudio[Sample] = csBuffer[Sample];
}
}
}

As I said, this works perfectly fine in Windows but in Android it seems that csoundPerformBuffer returns true from the beginning even though the logs show that it is still performing (allocating instruments and performing the score). Although once I got it to return false (performing) but still no audio. I can post the Android log here if needed.

Thanks!

Hector
Csound mailing list Csound@listserv.heanet.ie https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to https://github.com/csound/csound/issues Discussions of bugs and features can be posted here
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Date2017-12-03 20:14
FromRory Walsh
SubjectRe: [Csnd] Problems with C++ API and Android
In relation to the buffer sizes question Mike raised you may wish to see how I use my step through Csound buffer samples, iirespective of Unity's buffer sample index:
https://github.com/csound/csound/blob/develop/frontends/csladspa/csladspa.cpp#L137-L160
You may also want to check out the csladspa frontend which does a similar thing:


On 3 December 2017 at 19:56, Michael Gogins <michael.gogins@gmail.com> wrote:
I've read your code. Questions. There are 3 potential buffer sizes here, unreal, spout, and the csound output buffer size. How are you correlating these?

You log shows audio output .6. What is 0dbfs for unreal? If it is 32767 you will not hear .6.

On Dec 2, 2017 3:06 PM, "Hector Centeno" <hcengar@gmail.com> wrote:
Hello,

I'm trying to get Csound working in Unreal Engine and so far I got it to work and generate audio in Windows but not in Android. 

It seems that I managed to get all the needed libraries to package in the APK and to load properly at runtime  but the issue I have is that the audio output is completely silent even though the log shows that Csound is performing normally. I don't get any error messages and the only difference between the logs in Windows and Android is this message, that I get only in Android:

"Non-real-time" performance (engineStatus: 9)

Unreal Engine is handling the audio device so I'm running Csound just to get the audio buffers. My C++ code setup is done like this:

At Initialization (showing only the key parts):

csoundSetGlobalEnv("SSDIR", ssdirChar.Get());
csound = csoundCreate(0);
csoundSetRTAudioModule(csound, TCHAR_TO_ANSI(*FString("null")));
csoundSetHostImplementedAudioIO(csound, 1, AudioDevice->GetBufferLength() / 2);
csoundSetMessageCallback(csound, CsoundMessageCallback);
csoundSetOption(csound, TCHAR_TO_ANSI(*FString("-n")));
csoundCompileCsd(csound, TCHAR_TO_ANSI(*csdPath));
csoundStart(csound);

Then at each buffer generation call (whole function):

void UCsSynthComponent::OnGenerateAudio(float* OutAudio, int32 NumSamples)
{
if (initialized && !csoundPerformBuffer(csound)) {

MYFLT *csBuffer = csoundGetOutputBuffer(csound);

for (int32 Sample = 0; Sample < NumSamples; ++Sample)
{
OutAudio[Sample] = csBuffer[Sample];
}
}
}

As I said, this works perfectly fine in Windows but in Android it seems that csoundPerformBuffer returns true from the beginning even though the logs show that it is still performing (allocating instruments and performing the score). Although once I got it to return false (performing) but still no audio. I can post the Android log here if needed.

Thanks!

Hector
Csound mailing list Csound@listserv.heanet.ie https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to https://github.com/csound/csound/issues Discussions of bugs and features can be posted here
Csound mailing list Csound@listserv.heanet.ie https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to https://github.com/csound/csound/issues Discussions of bugs and features can be posted here

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Date2017-12-03 20:23
FromMichael Gogins
SubjectRe: [Csnd] Problems with C++ API and Android
These 2 code snippets are the same. 

On Dec 3, 2017 3:15 PM, "Rory Walsh" <rorywalsh@ear.ie> wrote:
In relation to the buffer sizes question Mike raised you may wish to see how I use my step through Csound buffer samples, iirespective of Unity's buffer sample index:
https://github.com/csound/csound/blob/develop/frontends/csladspa/csladspa.cpp#L137-L160
You may also want to check out the csladspa frontend which does a similar thing:


On 3 December 2017 at 19:56, Michael Gogins <michael.gogins@gmail.com> wrote:
I've read your code. Questions. There are 3 potential buffer sizes here, unreal, spout, and the csound output buffer size. How are you correlating these?

You log shows audio output .6. What is 0dbfs for unreal? If it is 32767 you will not hear .6.

On Dec 2, 2017 3:06 PM, "Hector Centeno" <hcengar@gmail.com> wrote:
Hello,

I'm trying to get Csound working in Unreal Engine and so far I got it to work and generate audio in Windows but not in Android. 

It seems that I managed to get all the needed libraries to package in the APK and to load properly at runtime  but the issue I have is that the audio output is completely silent even though the log shows that Csound is performing normally. I don't get any error messages and the only difference between the logs in Windows and Android is this message, that I get only in Android:

"Non-real-time" performance (engineStatus: 9)

Unreal Engine is handling the audio device so I'm running Csound just to get the audio buffers. My C++ code setup is done like this:

At Initialization (showing only the key parts):

csoundSetGlobalEnv("SSDIR", ssdirChar.Get());
csound = csoundCreate(0);
csoundSetRTAudioModule(csound, TCHAR_TO_ANSI(*FString("null")));
csoundSetHostImplementedAudioIO(csound, 1, AudioDevice->GetBufferLength() / 2);
csoundSetMessageCallback(csound, CsoundMessageCallback);
csoundSetOption(csound, TCHAR_TO_ANSI(*FString("-n")));
csoundCompileCsd(csound, TCHAR_TO_ANSI(*csdPath));
csoundStart(csound);

Then at each buffer generation call (whole function):

void UCsSynthComponent::OnGenerateAudio(float* OutAudio, int32 NumSamples)
{
if (initialized && !csoundPerformBuffer(csound)) {

MYFLT *csBuffer = csoundGetOutputBuffer(csound);

for (int32 Sample = 0; Sample < NumSamples; ++Sample)
{
OutAudio[Sample] = csBuffer[Sample];
}
}
}

As I said, this works perfectly fine in Windows but in Android it seems that csoundPerformBuffer returns true from the beginning even though the logs show that it is still performing (allocating instruments and performing the score). Although once I got it to return false (performing) but still no audio. I can post the Android log here if needed.

Thanks!

Hector
Csound mailing list Csound@listserv.heanet.ie https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to https://github.com/csound/csound/issues Discussions of bugs and features can be posted here
Csound mailing list Csound@listserv.heanet.ie https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to https://github.com/csound/csound/issues Discussions of bugs and features can be posted here

Csound mailing list Csound@listserv.heanet.ie https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to https://github.com/csound/csound/issues Discussions of bugs and features can be posted here

Csound mailing list Csound@listserv.heanet.ie https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to https://github.com/csound/csound/issues Discussions of bugs and features can be posted here

Date2017-12-03 20:47
FromSteven Yi
SubjectRe: [Csnd] Problems with C++ API and Android
Hi Hector,

I'm not sure about that message myself.

A few things:

1. Are you using a custom -b or -B setting?  On Windows, do you have
this set in .csound6rc perhaps?  One thing I see in the Android output
is:

[2017.12.03-19.07.33:101][  1]LogTemp: Warning: Csound output: audio
buffered in 2048 sample-frame blocks

Which seems bigger than that 512 ksmps and nchnls 2 by 2.

2. You also mention using performKsmps but the original email you have
performBuffer.

I think the above two things make me wonder if a -b or -B are set on
Windows somewhere but not on Android.  However, that's just a guess;
if that was the case, you would probably hear something but it would
be distorted.  Csound does show that 0.6 amplitude is being generated.

Some other information that would be good:

* What version of Csound on Android?
* What device are you using for testing?  (In particular, make/model
of device, what kind of CPU, what version of Android)

Thanks!
steven


On Sun, Dec 3, 2017 at 2:25 PM, Hector Centeno  wrote:
> Thanks Steven,
>
> Here's the log produced when running the app on Android:
>
> https://pastebin.com/55SgPu2K
>
> It looks normal to me, except I'm not sure what the following means, is it
> referring to realtime as in producing audio realtime or as in the pre
> parsing of the score (as described in csound.h)?
>
> Csound output: "Non-real-time" performance (engineStatus: 9).
>
> On Windows I don't get this message.
> It's also strange because it seems that even though the logs show that it is
> performing normal, performksmps seems to be returning true all the time.
>
>
> On Dec 3, 2017 11:02 AM, "Steven Yi"  wrote:
>
> Hi Hector,
>
> I don't think AndroidCsound should be necessary nor OpenSL since
> you're transferring samples yourself to Unreal's audio graph. Could
> you post a fuller log?
>
> steven
>
> On Sun, Dec 3, 2017 at 10:14 AM, Hector Centeno  wrote:
>> Hi Rory,
>>
>> Thanks! Yes, I'm aware of the Csound examples and I've done desktop C++
>> and
>> Android Java  apps before but this is the first time I'm trying to do
>> native
>> C++ for Android and also Csound not doing audio device management but just
>> generating buffers. I don't seem to find examples of this included with
>> the
>> Csound source. Also I wonder if I really need OpenSL if Csound is not
>> using
>> any audio device module.
>>
>>
>>
>>
>> On Dec 3, 2017 3:50 AM, "Rory Walsh"  wrote:
>>
>> Have you checked out the Csound API examples on github? That's a good
>> place
>> to look too.
>>
>> On 3 Dec 2017 1:51 a.m., "hcenteno"  wrote:
>>>
>>> Hi Rory,
>>>
>>> Thank you for your reply. I wasn't aware of AndroidCsound.hpp, it's the
>>> fist
>>> time I use the C++ Csound API for Android. I tried and now UE is crashing
>>> and the logs are not helping. On Windows I found that UE would crash if I
>>> try to instantiate Csound using new, which is why I used csoundCreate()
>>> instead. I'll keep trying!
>>>
>>>
>>>
>>> --
>>> Sent from:
>>> http://csound.1045644.n5.nabble.com/Csound-General-f1093014.html
>>>
>>>
>>> Csound mailing list
>>> Csound@listserv.heanet.ie
>>> https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND
>>> Send bugs reports to
>>>         https://github.com/csound/csound/issues
>>> Discussions of bugs and features can be posted here
>>
>> Csound mailing list Csound@listserv.heanet.ie
>> https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to
>> https://github.com/csound/csound/issues Discussions of bugs and features
>> can
>> be posted here
>>
>>
>> Csound mailing list Csound@listserv.heanet.ie
>> https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to
>> https://github.com/csound/csound/issues Discussions of bugs and features
>> can
>> be posted here
>
> Csound mailing list
> Csound@listserv.heanet.ie
> https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND
> Send bugs reports to
>         https://github.com/csound/csound/issues
> Discussions of bugs and features can be posted here
>
>
> Csound mailing list Csound@listserv.heanet.ie
> https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to
> https://github.com/csound/csound/issues Discussions of bugs and features can
> be posted here

Csound mailing list
Csound@listserv.heanet.ie
https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND
Send bugs reports to
        https://github.com/csound/csound/issues
Discussions of bugs and features can be posted here

Date2017-12-03 21:03
FromHector Centeno
SubjectRe: [Csnd] Problems with C++ API and Android
Hi Michael,

The exact same code works on Windows, so it seems that unreal uses samples in the -1 to 1 range. Unreal's buffer for both Windows and Android devices is set to 1024. I'm using performksmps, the spout buffer to get the samples, and I'm setting ksmps to 512 (stereo, so the final spout size will be 1024, correct?). Again this works well on Windows but no audio output on Android.

Rory, in the same function call were the the csound samples are generated I'm also generating a sine wave for testing and I can hear it on Android.


On Dec 3, 2017 2:56 PM, "Michael Gogins" <michael.gogins@gmail.com> wrote:
I've read your code. Questions. There are 3 potential buffer sizes here, unreal, spout, and the csound output buffer size. How are you correlating these?

You log shows audio output .6. What is 0dbfs for unreal? If it is 32767 you will not hear .6.

On Dec 2, 2017 3:06 PM, "Hector Centeno" <hcengar@gmail.com> wrote:
Hello,

I'm trying to get Csound working in Unreal Engine and so far I got it to work and generate audio in Windows but not in Android. 

It seems that I managed to get all the needed libraries to package in the APK and to load properly at runtime  but the issue I have is that the audio output is completely silent even though the log shows that Csound is performing normally. I don't get any error messages and the only difference between the logs in Windows and Android is this message, that I get only in Android:

"Non-real-time" performance (engineStatus: 9)

Unreal Engine is handling the audio device so I'm running Csound just to get the audio buffers. My C++ code setup is done like this:

At Initialization (showing only the key parts):

csoundSetGlobalEnv("SSDIR", ssdirChar.Get());
csound = csoundCreate(0);
csoundSetRTAudioModule(csound, TCHAR_TO_ANSI(*FString("null")));
csoundSetHostImplementedAudioIO(csound, 1, AudioDevice->GetBufferLength() / 2);
csoundSetMessageCallback(csound, CsoundMessageCallback);
csoundSetOption(csound, TCHAR_TO_ANSI(*FString("-n")));
csoundCompileCsd(csound, TCHAR_TO_ANSI(*csdPath));
csoundStart(csound);

Then at each buffer generation call (whole function):

void UCsSynthComponent::OnGenerateAudio(float* OutAudio, int32 NumSamples)
{
if (initialized && !csoundPerformBuffer(csound)) {

MYFLT *csBuffer = csoundGetOutputBuffer(csound);

for (int32 Sample = 0; Sample < NumSamples; ++Sample)
{
OutAudio[Sample] = csBuffer[Sample];
}
}
}

As I said, this works perfectly fine in Windows but in Android it seems that csoundPerformBuffer returns true from the beginning even though the logs show that it is still performing (allocating instruments and performing the score). Although once I got it to return false (performing) but still no audio. I can post the Android log here if needed.

Thanks!

Hector
Csound mailing list Csound@listserv.heanet.ie https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to https://github.com/csound/csound/issues Discussions of bugs and features can be posted here
Csound mailing list Csound@listserv.heanet.ie https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to https://github.com/csound/csound/issues Discussions of bugs and features can be posted here

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Date2017-12-03 21:45
FromHector Centeno
SubjectRe: [Csnd] Problems with C++ API and Android
Hi Steven,

Yes, sorry. I switched to using performksmps to see if that would make it work, which again works on Windows but not Android. I'm not setting -b and I assumed it's not necessary since I'm reading from spout, is that correct?

And yes, I would expect to at least get distorted audio with a wrong buffer setup but it's just completely silent, except for my test tone, which is set to the left channel.

I'm using Csound 6.09.1 on a Samsung S8. Android version is 7.0 Nougat.





On Dec 3, 2017 3:47 PM, "Steven Yi" <stevenyi@gmail.com> wrote:
Hi Hector,

I'm not sure about that message myself.

A few things:

1. Are you using a custom -b or -B setting?  On Windows, do you have
this set in .csound6rc perhaps?  One thing I see in the Android output
is:

[2017.12.03-19.07.33:101][  1]LogTemp: Warning: Csound output: audio
buffered in 2048 sample-frame blocks

Which seems bigger than that 512 ksmps and nchnls 2 by 2.

2. You also mention using performKsmps but the original email you have
performBuffer.

I think the above two things make me wonder if a -b or -B are set on
Windows somewhere but not on Android.  However, that's just a guess;
if that was the case, you would probably hear something but it would
be distorted.  Csound does show that 0.6 amplitude is being generated.

Some other information that would be good:

* What version of Csound on Android?
* What device are you using for testing?  (In particular, make/model
of device, what kind of CPU, what version of Android)

Thanks!
steven


On Sun, Dec 3, 2017 at 2:25 PM, Hector Centeno <hcengar@gmail.com> wrote:
> Thanks Steven,
>
> Here's the log produced when running the app on Android:
>
> https://pastebin.com/55SgPu2K
>
> It looks normal to me, except I'm not sure what the following means, is it
> referring to realtime as in producing audio realtime or as in the pre
> parsing of the score (as described in csound.h)?
>
> Csound output: "Non-real-time" performance (engineStatus: 9).
>
> On Windows I don't get this message.
> It's also strange because it seems that even though the logs show that it is
> performing normal, performksmps seems to be returning true all the time.
>
>
> On Dec 3, 2017 11:02 AM, "Steven Yi" <stevenyi@gmail.com> wrote:
>
> Hi Hector,
>
> I don't think AndroidCsound should be necessary nor OpenSL since
> you're transferring samples yourself to Unreal's audio graph. Could
> you post a fuller log?
>
> steven
>
> On Sun, Dec 3, 2017 at 10:14 AM, Hector Centeno <hcengar@gmail.com> wrote:
>> Hi Rory,
>>
>> Thanks! Yes, I'm aware of the Csound examples and I've done desktop C++
>> and
>> Android Java  apps before but this is the first time I'm trying to do
>> native
>> C++ for Android and also Csound not doing audio device management but just
>> generating buffers. I don't seem to find examples of this included with
>> the
>> Csound source. Also I wonder if I really need OpenSL if Csound is not
>> using
>> any audio device module.
>>
>>
>>
>>
>> On Dec 3, 2017 3:50 AM, "Rory Walsh" <rorywalsh@ear.ie> wrote:
>>
>> Have you checked out the Csound API examples on github? That's a good
>> place
>> to look too.
>>
>> On 3 Dec 2017 1:51 a.m., "hcenteno" <hcengar@gmail.com> wrote:
>>>
>>> Hi Rory,
>>>
>>> Thank you for your reply. I wasn't aware of AndroidCsound.hpp, it's the
>>> fist
>>> time I use the C++ Csound API for Android. I tried and now UE is crashing
>>> and the logs are not helping. On Windows I found that UE would crash if I
>>> try to instantiate Csound using new, which is why I used csoundCreate()
>>> instead. I'll keep trying!
>>>
>>>
>>>
>>> --
>>> Sent from:
>>> http://csound.1045644.n5.nabble.com/Csound-General-f1093014.html
>>>
>>>
>>> Csound mailing list
>>> Csound@listserv.heanet.ie
>>> https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND
>>> Send bugs reports to
>>>         https://github.com/csound/csound/issues
>>> Discussions of bugs and features can be posted here
>>
>> Csound mailing list Csound@listserv.heanet.ie
>> https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to
>> https://github.com/csound/csound/issues Discussions of bugs and features
>> can
>> be posted here
>>
>>
>> Csound mailing list Csound@listserv.heanet.ie
>> https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to
>> https://github.com/csound/csound/issues Discussions of bugs and features
>> can
>> be posted here
>
> Csound mailing list
> Csound@listserv.heanet.ie
> https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND
> Send bugs reports to
>         https://github.com/csound/csound/issues
> Discussions of bugs and features can be posted here
>
>
> Csound mailing list Csound@listserv.heanet.ie
> https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to
> https://github.com/csound/csound/issues Discussions of bugs and features can
> be posted here

Csound mailing list
Csound@listserv.heanet.ie
https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND
Send bugs reports to
        https://github.com/csound/csound/issues
Discussions of bugs and features can be posted here

Csound mailing list Csound@listserv.heanet.ie https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to https://github.com/csound/csound/issues Discussions of bugs and features can be posted here

Date2017-12-04 18:09
FromHector Centeno
SubjectRe: [Csnd] Problems with C++ API and Android
Just to make things easier to followup, here's the current code and CSD file:


Thanks!

On Sun, Dec 3, 2017 at 4:45 PM Hector Centeno <hcengar@gmail.com> wrote:
Hi Steven,

Yes, sorry. I switched to using performksmps to see if that would make it work, which again works on Windows but not Android. I'm not setting -b and I assumed it's not necessary since I'm reading from spout, is that correct?

And yes, I would expect to at least get distorted audio with a wrong buffer setup but it's just completely silent, except for my test tone, which is set to the left channel.

I'm using Csound 6.09.1 on a Samsung S8. Android version is 7.0 Nougat.





On Dec 3, 2017 3:47 PM, "Steven Yi" <stevenyi@gmail.com> wrote:
Hi Hector,

I'm not sure about that message myself.

A few things:

1. Are you using a custom -b or -B setting?  On Windows, do you have
this set in .csound6rc perhaps?  One thing I see in the Android output
is:

[2017.12.03-19.07.33:101][  1]LogTemp: Warning: Csound output: audio
buffered in 2048 sample-frame blocks

Which seems bigger than that 512 ksmps and nchnls 2 by 2.

2. You also mention using performKsmps but the original email you have
performBuffer.

I think the above two things make me wonder if a -b or -B are set on
Windows somewhere but not on Android.  However, that's just a guess;
if that was the case, you would probably hear something but it would
be distorted.  Csound does show that 0.6 amplitude is being generated.

Some other information that would be good:

* What version of Csound on Android?
* What device are you using for testing?  (In particular, make/model
of device, what kind of CPU, what version of Android)

Thanks!
steven


On Sun, Dec 3, 2017 at 2:25 PM, Hector Centeno <hcengar@gmail.com> wrote:
> Thanks Steven,
>
> Here's the log produced when running the app on Android:
>
> https://pastebin.com/55SgPu2K
>
> It looks normal to me, except I'm not sure what the following means, is it
> referring to realtime as in producing audio realtime or as in the pre
> parsing of the score (as described in csound.h)?
>
> Csound output: "Non-real-time" performance (engineStatus: 9).
>
> On Windows I don't get this message.
> It's also strange because it seems that even though the logs show that it is
> performing normal, performksmps seems to be returning true all the time.
>
>
> On Dec 3, 2017 11:02 AM, "Steven Yi" <stevenyi@gmail.com> wrote:
>
> Hi Hector,
>
> I don't think AndroidCsound should be necessary nor OpenSL since
> you're transferring samples yourself to Unreal's audio graph. Could
> you post a fuller log?
>
> steven
>
> On Sun, Dec 3, 2017 at 10:14 AM, Hector Centeno <hcengar@gmail.com> wrote:
>> Hi Rory,
>>
>> Thanks! Yes, I'm aware of the Csound examples and I've done desktop C++
>> and
>> Android Java  apps before but this is the first time I'm trying to do
>> native
>> C++ for Android and also Csound not doing audio device management but just
>> generating buffers. I don't seem to find examples of this included with
>> the
>> Csound source. Also I wonder if I really need OpenSL if Csound is not
>> using
>> any audio device module.
>>
>>
>>
>>
>> On Dec 3, 2017 3:50 AM, "Rory Walsh" <rorywalsh@ear.ie> wrote:
>>
>> Have you checked out the Csound API examples on github? That's a good
>> place
>> to look too.
>>
>> On 3 Dec 2017 1:51 a.m., "hcenteno" <hcengar@gmail.com> wrote:
>>>
>>> Hi Rory,
>>>
>>> Thank you for your reply. I wasn't aware of AndroidCsound.hpp, it's the
>>> fist
>>> time I use the C++ Csound API for Android. I tried and now UE is crashing
>>> and the logs are not helping. On Windows I found that UE would crash if I
>>> try to instantiate Csound using new, which is why I used csoundCreate()
>>> instead. I'll keep trying!
>>>
>>>
>>>
>>> --
>>> Sent from:
>>> http://csound.1045644.n5.nabble.com/Csound-General-f1093014.html
>>>
>>>
>>> Csound mailing list
>>> Csound@listserv.heanet.ie
>>> https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND
>>> Send bugs reports to
>>>         https://github.com/csound/csound/issues
>>> Discussions of bugs and features can be posted here
>>
>> Csound mailing list Csound@listserv.heanet.ie
>> https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to
>> https://github.com/csound/csound/issues Discussions of bugs and features
>> can
>> be posted here
>>
>>
>> Csound mailing list Csound@listserv.heanet.ie
>> https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to
>> https://github.com/csound/csound/issues Discussions of bugs and features
>> can
>> be posted here
>
> Csound mailing list
> Csound@listserv.heanet.ie
> https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND
> Send bugs reports to
>         https://github.com/csound/csound/issues
> Discussions of bugs and features can be posted here
>
>
> Csound mailing list Csound@listserv.heanet.ie
> https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to
> https://github.com/csound/csound/issues Discussions of bugs and features can
> be posted here

Csound mailing list
Csound@listserv.heanet.ie
https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND
Send bugs reports to
        https://github.com/csound/csound/issues
Discussions of bugs and features can be posted here

Csound mailing list Csound@listserv.heanet.ie https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to https://github.com/csound/csound/issues Discussions of bugs and features can be posted here

Date2017-12-05 05:07
FromSteven Yi
SubjectRe: [Csnd] Problems with C++ API and Android
One thing I can think of is that desktop Csound should be compiled for
double precision, while Csound Android is compiled for single
precision.  You should be careful *not* to define USE_DOUBLE for
Android to ensure MYFLT is a float there, and be careful not to share
the same include folder when compiling on Desktop as on Android as
there may be a float-version.h there for desktop that defines
USE_DOUBLE.  Could you check whether you have USE_DOUBLE defined or
have a float-version.h somewhere?

On Mon, Dec 4, 2017 at 1:09 PM, Hector Centeno  wrote:
> Just to make things easier to followup, here's the current code and CSD
> file:
>
> https://gist.github.com/hectorC/6a3a7d707d622085efa9ef925efc6524
>
> Thanks!
>
> On Sun, Dec 3, 2017 at 4:45 PM Hector Centeno  wrote:
>>
>> Hi Steven,
>>
>> Yes, sorry. I switched to using performksmps to see if that would make it
>> work, which again works on Windows but not Android. I'm not setting -b and I
>> assumed it's not necessary since I'm reading from spout, is that correct?
>>
>> And yes, I would expect to at least get distorted audio with a wrong
>> buffer setup but it's just completely silent, except for my test tone, which
>> is set to the left channel.
>>
>> I'm using Csound 6.09.1 on a Samsung S8. Android version is 7.0 Nougat.
>>
>>
>>
>>
>>
>> On Dec 3, 2017 3:47 PM, "Steven Yi"  wrote:
>>
>> Hi Hector,
>>
>> I'm not sure about that message myself.
>>
>> A few things:
>>
>> 1. Are you using a custom -b or -B setting?  On Windows, do you have
>> this set in .csound6rc perhaps?  One thing I see in the Android output
>> is:
>>
>> [2017.12.03-19.07.33:101][  1]LogTemp: Warning: Csound output: audio
>> buffered in 2048 sample-frame blocks
>>
>> Which seems bigger than that 512 ksmps and nchnls 2 by 2.
>>
>> 2. You also mention using performKsmps but the original email you have
>> performBuffer.
>>
>> I think the above two things make me wonder if a -b or -B are set on
>> Windows somewhere but not on Android.  However, that's just a guess;
>> if that was the case, you would probably hear something but it would
>> be distorted.  Csound does show that 0.6 amplitude is being generated.
>>
>> Some other information that would be good:
>>
>> * What version of Csound on Android?
>> * What device are you using for testing?  (In particular, make/model
>> of device, what kind of CPU, what version of Android)
>>
>> Thanks!
>> steven
>>
>>
>> On Sun, Dec 3, 2017 at 2:25 PM, Hector Centeno  wrote:
>> > Thanks Steven,
>> >
>> > Here's the log produced when running the app on Android:
>> >
>> > https://pastebin.com/55SgPu2K
>> >
>> > It looks normal to me, except I'm not sure what the following means, is
>> > it
>> > referring to realtime as in producing audio realtime or as in the pre
>> > parsing of the score (as described in csound.h)?
>> >
>> > Csound output: "Non-real-time" performance (engineStatus: 9).
>> >
>> > On Windows I don't get this message.
>> > It's also strange because it seems that even though the logs show that
>> > it is
>> > performing normal, performksmps seems to be returning true all the time.
>> >
>> >
>> > On Dec 3, 2017 11:02 AM, "Steven Yi"  wrote:
>> >
>> > Hi Hector,
>> >
>> > I don't think AndroidCsound should be necessary nor OpenSL since
>> > you're transferring samples yourself to Unreal's audio graph. Could
>> > you post a fuller log?
>> >
>> > steven
>> >
>> > On Sun, Dec 3, 2017 at 10:14 AM, Hector Centeno 
>> > wrote:
>> >> Hi Rory,
>> >>
>> >> Thanks! Yes, I'm aware of the Csound examples and I've done desktop C++
>> >> and
>> >> Android Java  apps before but this is the first time I'm trying to do
>> >> native
>> >> C++ for Android and also Csound not doing audio device management but
>> >> just
>> >> generating buffers. I don't seem to find examples of this included with
>> >> the
>> >> Csound source. Also I wonder if I really need OpenSL if Csound is not
>> >> using
>> >> any audio device module.
>> >>
>> >>
>> >>
>> >>
>> >> On Dec 3, 2017 3:50 AM, "Rory Walsh"  wrote:
>> >>
>> >> Have you checked out the Csound API examples on github? That's a good
>> >> place
>> >> to look too.
>> >>
>> >> On 3 Dec 2017 1:51 a.m., "hcenteno"  wrote:
>> >>>
>> >>> Hi Rory,
>> >>>
>> >>> Thank you for your reply. I wasn't aware of AndroidCsound.hpp, it's
>> >>> the
>> >>> fist
>> >>> time I use the C++ Csound API for Android. I tried and now UE is
>> >>> crashing
>> >>> and the logs are not helping. On Windows I found that UE would crash
>> >>> if I
>> >>> try to instantiate Csound using new, which is why I used
>> >>> csoundCreate()
>> >>> instead. I'll keep trying!
>> >>>
>> >>>
>> >>>
>> >>> --
>> >>> Sent from:
>> >>> http://csound.1045644.n5.nabble.com/Csound-General-f1093014.html
>> >>>
>> >>>
>> >>> Csound mailing list
>> >>> Csound@listserv.heanet.ie
>> >>> https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND
>> >>> Send bugs reports to
>> >>>         https://github.com/csound/csound/issues
>> >>> Discussions of bugs and features can be posted here
>> >>
>> >> Csound mailing list Csound@listserv.heanet.ie
>> >> https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to
>> >> https://github.com/csound/csound/issues Discussions of bugs and
>> >> features
>> >> can
>> >> be posted here
>> >>
>> >>
>> >> Csound mailing list Csound@listserv.heanet.ie
>> >> https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to
>> >> https://github.com/csound/csound/issues Discussions of bugs and
>> >> features
>> >> can
>> >> be posted here
>> >
>> > Csound mailing list
>> > Csound@listserv.heanet.ie
>> > https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND
>> > Send bugs reports to
>> >         https://github.com/csound/csound/issues
>> > Discussions of bugs and features can be posted here
>> >
>> >
>> > Csound mailing list Csound@listserv.heanet.ie
>> > https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to
>> > https://github.com/csound/csound/issues Discussions of bugs and features
>> > can
>> > be posted here
>>
>> Csound mailing list
>> Csound@listserv.heanet.ie
>> https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND
>> Send bugs reports to
>>         https://github.com/csound/csound/issues
>> Discussions of bugs and features can be posted here
>>
>>
> Csound mailing list Csound@listserv.heanet.ie
> https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to
> https://github.com/csound/csound/issues Discussions of bugs and features can
> be posted here

Csound mailing list
Csound@listserv.heanet.ie
https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND
Send bugs reports to
        https://github.com/csound/csound/issues
Discussions of bugs and features can be posted here

Date2017-12-06 22:22
FromHector Centeno
SubjectRe: [Csnd] Problems with C++ API and Android
Thanks Steven. Indeed, I'm sharing the same include folder for both build targets and there's a float-version.h file that defines USE_DOUBLE. Other than this file, are there any other ones in the include files that I should change/remove for the Android build?


 
On Tue, Dec 5, 2017 at 12:07 AM Steven Yi <stevenyi@gmail.com> wrote:
One thing I can think of is that desktop Csound should be compiled for
double precision, while Csound Android is compiled for single
precision.  You should be careful *not* to define USE_DOUBLE for
Android to ensure MYFLT is a float there, and be careful not to share
the same include folder when compiling on Desktop as on Android as
there may be a float-version.h there for desktop that defines
USE_DOUBLE.  Could you check whether you have USE_DOUBLE defined or
have a float-version.h somewhere?

On Mon, Dec 4, 2017 at 1:09 PM, Hector Centeno <hcengar@gmail.com> wrote:
> Just to make things easier to followup, here's the current code and CSD
> file:
>
> https://gist.github.com/hectorC/6a3a7d707d622085efa9ef925efc6524
>
> Thanks!
>
> On Sun, Dec 3, 2017 at 4:45 PM Hector Centeno <hcengar@gmail.com> wrote:
>>
>> Hi Steven,
>>
>> Yes, sorry. I switched to using performksmps to see if that would make it
>> work, which again works on Windows but not Android. I'm not setting -b and I
>> assumed it's not necessary since I'm reading from spout, is that correct?
>>
>> And yes, I would expect to at least get distorted audio with a wrong
>> buffer setup but it's just completely silent, except for my test tone, which
>> is set to the left channel.
>>
>> I'm using Csound 6.09.1 on a Samsung S8. Android version is 7.0 Nougat.
>>
>>
>>
>>
>>
>> On Dec 3, 2017 3:47 PM, "Steven Yi" <stevenyi@gmail.com> wrote:
>>
>> Hi Hector,
>>
>> I'm not sure about that message myself.
>>
>> A few things:
>>
>> 1. Are you using a custom -b or -B setting?  On Windows, do you have
>> this set in .csound6rc perhaps?  One thing I see in the Android output
>> is:
>>
>> [2017.12.03-19.07.33:101][  1]LogTemp: Warning: Csound output: audio
>> buffered in 2048 sample-frame blocks
>>
>> Which seems bigger than that 512 ksmps and nchnls 2 by 2.
>>
>> 2. You also mention using performKsmps but the original email you have
>> performBuffer.
>>
>> I think the above two things make me wonder if a -b or -B are set on
>> Windows somewhere but not on Android.  However, that's just a guess;
>> if that was the case, you would probably hear something but it would
>> be distorted.  Csound does show that 0.6 amplitude is being generated.
>>
>> Some other information that would be good:
>>
>> * What version of Csound on Android?
>> * What device are you using for testing?  (In particular, make/model
>> of device, what kind of CPU, what version of Android)
>>
>> Thanks!
>> steven
>>
>>
>> On Sun, Dec 3, 2017 at 2:25 PM, Hector Centeno <hcengar@gmail.com> wrote:
>> > Thanks Steven,
>> >
>> > Here's the log produced when running the app on Android:
>> >
>> > https://pastebin.com/55SgPu2K
>> >
>> > It looks normal to me, except I'm not sure what the following means, is
>> > it
>> > referring to realtime as in producing audio realtime or as in the pre
>> > parsing of the score (as described in csound.h)?
>> >
>> > Csound output: "Non-real-time" performance (engineStatus: 9).
>> >
>> > On Windows I don't get this message.
>> > It's also strange because it seems that even though the logs show that
>> > it is
>> > performing normal, performksmps seems to be returning true all the time.
>> >
>> >
>> > On Dec 3, 2017 11:02 AM, "Steven Yi" <stevenyi@gmail.com> wrote:
>> >
>> > Hi Hector,
>> >
>> > I don't think AndroidCsound should be necessary nor OpenSL since
>> > you're transferring samples yourself to Unreal's audio graph. Could
>> > you post a fuller log?
>> >
>> > steven
>> >
>> > On Sun, Dec 3, 2017 at 10:14 AM, Hector Centeno <hcengar@gmail.com>
>> > wrote:
>> >> Hi Rory,
>> >>
>> >> Thanks! Yes, I'm aware of the Csound examples and I've done desktop C++
>> >> and
>> >> Android Java  apps before but this is the first time I'm trying to do
>> >> native
>> >> C++ for Android and also Csound not doing audio device management but
>> >> just
>> >> generating buffers. I don't seem to find examples of this included with
>> >> the
>> >> Csound source. Also I wonder if I really need OpenSL if Csound is not
>> >> using
>> >> any audio device module.
>> >>
>> >>
>> >>
>> >>
>> >> On Dec 3, 2017 3:50 AM, "Rory Walsh" <rorywalsh@ear.ie> wrote:
>> >>
>> >> Have you checked out the Csound API examples on github? That's a good
>> >> place
>> >> to look too.
>> >>
>> >> On 3 Dec 2017 1:51 a.m., "hcenteno" <hcengar@gmail.com> wrote:
>> >>>
>> >>> Hi Rory,
>> >>>
>> >>> Thank you for your reply. I wasn't aware of AndroidCsound.hpp, it's
>> >>> the
>> >>> fist
>> >>> time I use the C++ Csound API for Android. I tried and now UE is
>> >>> crashing
>> >>> and the logs are not helping. On Windows I found that UE would crash
>> >>> if I
>> >>> try to instantiate Csound using new, which is why I used
>> >>> csoundCreate()
>> >>> instead. I'll keep trying!
>> >>>
>> >>>
>> >>>
>> >>> --
>> >>> Sent from:
>> >>> http://csound.1045644.n5.nabble.com/Csound-General-f1093014.html
>> >>>
>> >>>
>> >>> Csound mailing list
>> >>> Csound@listserv.heanet.ie
>> >>> https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND
>> >>> Send bugs reports to
>> >>>         https://github.com/csound/csound/issues
>> >>> Discussions of bugs and features can be posted here
>> >>
>> >> Csound mailing list Csound@listserv.heanet.ie
>> >> https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to
>> >> https://github.com/csound/csound/issues Discussions of bugs and
>> >> features
>> >> can
>> >> be posted here
>> >>
>> >>
>> >> Csound mailing list Csound@listserv.heanet.ie
>> >> https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to
>> >> https://github.com/csound/csound/issues Discussions of bugs and
>> >> features
>> >> can
>> >> be posted here
>> >
>> > Csound mailing list
>> > Csound@listserv.heanet.ie
>> > https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND
>> > Send bugs reports to
>> >         https://github.com/csound/csound/issues
>> > Discussions of bugs and features can be posted here
>> >
>> >
>> > Csound mailing list Csound@listserv.heanet.ie
>> > https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to
>> > https://github.com/csound/csound/issues Discussions of bugs and features
>> > can
>> > be posted here
>>
>> Csound mailing list
>> Csound@listserv.heanet.ie
>> https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND
>> Send bugs reports to
>>         https://github.com/csound/csound/issues
>> Discussions of bugs and features can be posted here
>>
>>
> Csound mailing list Csound@listserv.heanet.ie
> https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to
> https://github.com/csound/csound/issues Discussions of bugs and features can
> be posted here

Csound mailing list
Csound@listserv.heanet.ie
https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND
Send bugs reports to
        https://github.com/csound/csound/issues
Discussions of bugs and features can be posted here
Csound mailing list Csound@listserv.heanet.ie https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to https://github.com/csound/csound/issues Discussions of bugs and features can be posted here

Date2017-12-06 22:33
FromSteven Yi
SubjectRe: [Csnd] Problems with C++ API and Android
I think that's the only thing. It looks to me that float-version.h
that is used with the Android build is found here:

https://github.com/csound/csound/blob/develop/android/CsoundAndroid/jni/float-version.h

which just #undefs USE_DOUBLE

On Wed, Dec 6, 2017 at 5:22 PM, Hector Centeno  wrote:
> Thanks Steven. Indeed, I'm sharing the same include folder for both build
> targets and there's a float-version.h file that defines USE_DOUBLE. Other
> than this file, are there any other ones in the include files that I should
> change/remove for the Android build?
>
>
>
> On Tue, Dec 5, 2017 at 12:07 AM Steven Yi  wrote:
>>
>> One thing I can think of is that desktop Csound should be compiled for
>> double precision, while Csound Android is compiled for single
>> precision.  You should be careful *not* to define USE_DOUBLE for
>> Android to ensure MYFLT is a float there, and be careful not to share
>> the same include folder when compiling on Desktop as on Android as
>> there may be a float-version.h there for desktop that defines
>> USE_DOUBLE.  Could you check whether you have USE_DOUBLE defined or
>> have a float-version.h somewhere?
>>
>> On Mon, Dec 4, 2017 at 1:09 PM, Hector Centeno  wrote:
>> > Just to make things easier to followup, here's the current code and CSD
>> > file:
>> >
>> > https://gist.github.com/hectorC/6a3a7d707d622085efa9ef925efc6524
>> >
>> > Thanks!
>> >
>> > On Sun, Dec 3, 2017 at 4:45 PM Hector Centeno  wrote:
>> >>
>> >> Hi Steven,
>> >>
>> >> Yes, sorry. I switched to using performksmps to see if that would make
>> >> it
>> >> work, which again works on Windows but not Android. I'm not setting -b
>> >> and I
>> >> assumed it's not necessary since I'm reading from spout, is that
>> >> correct?
>> >>
>> >> And yes, I would expect to at least get distorted audio with a wrong
>> >> buffer setup but it's just completely silent, except for my test tone,
>> >> which
>> >> is set to the left channel.
>> >>
>> >> I'm using Csound 6.09.1 on a Samsung S8. Android version is 7.0 Nougat.
>> >>
>> >>
>> >>
>> >>
>> >>
>> >> On Dec 3, 2017 3:47 PM, "Steven Yi"  wrote:
>> >>
>> >> Hi Hector,
>> >>
>> >> I'm not sure about that message myself.
>> >>
>> >> A few things:
>> >>
>> >> 1. Are you using a custom -b or -B setting?  On Windows, do you have
>> >> this set in .csound6rc perhaps?  One thing I see in the Android output
>> >> is:
>> >>
>> >> [2017.12.03-19.07.33:101][  1]LogTemp: Warning: Csound output: audio
>> >> buffered in 2048 sample-frame blocks
>> >>
>> >> Which seems bigger than that 512 ksmps and nchnls 2 by 2.
>> >>
>> >> 2. You also mention using performKsmps but the original email you have
>> >> performBuffer.
>> >>
>> >> I think the above two things make me wonder if a -b or -B are set on
>> >> Windows somewhere but not on Android.  However, that's just a guess;
>> >> if that was the case, you would probably hear something but it would
>> >> be distorted.  Csound does show that 0.6 amplitude is being generated.
>> >>
>> >> Some other information that would be good:
>> >>
>> >> * What version of Csound on Android?
>> >> * What device are you using for testing?  (In particular, make/model
>> >> of device, what kind of CPU, what version of Android)
>> >>
>> >> Thanks!
>> >> steven
>> >>
>> >>
>> >> On Sun, Dec 3, 2017 at 2:25 PM, Hector Centeno 
>> >> wrote:
>> >> > Thanks Steven,
>> >> >
>> >> > Here's the log produced when running the app on Android:
>> >> >
>> >> > https://pastebin.com/55SgPu2K
>> >> >
>> >> > It looks normal to me, except I'm not sure what the following means,
>> >> > is
>> >> > it
>> >> > referring to realtime as in producing audio realtime or as in the pre
>> >> > parsing of the score (as described in csound.h)?
>> >> >
>> >> > Csound output: "Non-real-time" performance (engineStatus: 9).
>> >> >
>> >> > On Windows I don't get this message.
>> >> > It's also strange because it seems that even though the logs show
>> >> > that
>> >> > it is
>> >> > performing normal, performksmps seems to be returning true all the
>> >> > time.
>> >> >
>> >> >
>> >> > On Dec 3, 2017 11:02 AM, "Steven Yi"  wrote:
>> >> >
>> >> > Hi Hector,
>> >> >
>> >> > I don't think AndroidCsound should be necessary nor OpenSL since
>> >> > you're transferring samples yourself to Unreal's audio graph. Could
>> >> > you post a fuller log?
>> >> >
>> >> > steven
>> >> >
>> >> > On Sun, Dec 3, 2017 at 10:14 AM, Hector Centeno 
>> >> > wrote:
>> >> >> Hi Rory,
>> >> >>
>> >> >> Thanks! Yes, I'm aware of the Csound examples and I've done desktop
>> >> >> C++
>> >> >> and
>> >> >> Android Java  apps before but this is the first time I'm trying to
>> >> >> do
>> >> >> native
>> >> >> C++ for Android and also Csound not doing audio device management
>> >> >> but
>> >> >> just
>> >> >> generating buffers. I don't seem to find examples of this included
>> >> >> with
>> >> >> the
>> >> >> Csound source. Also I wonder if I really need OpenSL if Csound is
>> >> >> not
>> >> >> using
>> >> >> any audio device module.
>> >> >>
>> >> >>
>> >> >>
>> >> >>
>> >> >> On Dec 3, 2017 3:50 AM, "Rory Walsh"  wrote:
>> >> >>
>> >> >> Have you checked out the Csound API examples on github? That's a
>> >> >> good
>> >> >> place
>> >> >> to look too.
>> >> >>
>> >> >> On 3 Dec 2017 1:51 a.m., "hcenteno"  wrote:
>> >> >>>
>> >> >>> Hi Rory,
>> >> >>>
>> >> >>> Thank you for your reply. I wasn't aware of AndroidCsound.hpp, it's
>> >> >>> the
>> >> >>> fist
>> >> >>> time I use the C++ Csound API for Android. I tried and now UE is
>> >> >>> crashing
>> >> >>> and the logs are not helping. On Windows I found that UE would
>> >> >>> crash
>> >> >>> if I
>> >> >>> try to instantiate Csound using new, which is why I used
>> >> >>> csoundCreate()
>> >> >>> instead. I'll keep trying!
>> >> >>>
>> >> >>>
>> >> >>>
>> >> >>> --
>> >> >>> Sent from:
>> >> >>> http://csound.1045644.n5.nabble.com/Csound-General-f1093014.html
>> >> >>>
>> >> >>>
>> >> >>> Csound mailing list
>> >> >>> Csound@listserv.heanet.ie
>> >> >>> https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND
>> >> >>> Send bugs reports to
>> >> >>>         https://github.com/csound/csound/issues
>> >> >>> Discussions of bugs and features can be posted here
>> >> >>
>> >> >> Csound mailing list Csound@listserv.heanet.ie
>> >> >> https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to
>> >> >> https://github.com/csound/csound/issues Discussions of bugs and
>> >> >> features
>> >> >> can
>> >> >> be posted here
>> >> >>
>> >> >>
>> >> >> Csound mailing list Csound@listserv.heanet.ie
>> >> >> https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to
>> >> >> https://github.com/csound/csound/issues Discussions of bugs and
>> >> >> features
>> >> >> can
>> >> >> be posted here
>> >> >
>> >> > Csound mailing list
>> >> > Csound@listserv.heanet.ie
>> >> > https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND
>> >> > Send bugs reports to
>> >> >         https://github.com/csound/csound/issues
>> >> > Discussions of bugs and features can be posted here
>> >> >
>> >> >
>> >> > Csound mailing list Csound@listserv.heanet.ie
>> >> > https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to
>> >> > https://github.com/csound/csound/issues Discussions of bugs and
>> >> > features
>> >> > can
>> >> > be posted here
>> >>
>> >> Csound mailing list
>> >> Csound@listserv.heanet.ie
>> >> https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND
>> >> Send bugs reports to
>> >>         https://github.com/csound/csound/issues
>> >> Discussions of bugs and features can be posted here
>> >>
>> >>
>> > Csound mailing list Csound@listserv.heanet.ie
>> > https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to
>> > https://github.com/csound/csound/issues Discussions of bugs and features
>> > can
>> > be posted here
>>
>> Csound mailing list
>> Csound@listserv.heanet.ie
>> https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND
>> Send bugs reports to
>>         https://github.com/csound/csound/issues
>> Discussions of bugs and features can be posted here
>
> Csound mailing list Csound@listserv.heanet.ie
> https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to
> https://github.com/csound/csound/issues Discussions of bugs and features can
> be posted here

Csound mailing list
Csound@listserv.heanet.ie
https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND
Send bugs reports to
        https://github.com/csound/csound/issues
Discussions of bugs and features can be posted here

Date2017-12-07 02:35
FromHector Centeno
SubjectRe: [Csnd] Problems with C++ API and Android
Ah! Yes! That was it. Thank you very much Steven. It works now!

Cheers,

Hector



On Wed, Dec 6, 2017 at 5:33 PM Steven Yi <stevenyi@gmail.com> wrote:
I think that's the only thing. It looks to me that float-version.h
that is used with the Android build is found here:

https://github.com/csound/csound/blob/develop/android/CsoundAndroid/jni/float-version.h

which just #undefs USE_DOUBLE

On Wed, Dec 6, 2017 at 5:22 PM, Hector Centeno <hcengar@gmail.com> wrote:
> Thanks Steven. Indeed, I'm sharing the same include folder for both build
> targets and there's a float-version.h file that defines USE_DOUBLE. Other
> than this file, are there any other ones in the include files that I should
> change/remove for the Android build?
>
>
>
> On Tue, Dec 5, 2017 at 12:07 AM Steven Yi <stevenyi@gmail.com> wrote:
>>
>> One thing I can think of is that desktop Csound should be compiled for
>> double precision, while Csound Android is compiled for single
>> precision.  You should be careful *not* to define USE_DOUBLE for
>> Android to ensure MYFLT is a float there, and be careful not to share
>> the same include folder when compiling on Desktop as on Android as
>> there may be a float-version.h there for desktop that defines
>> USE_DOUBLE.  Could you check whether you have USE_DOUBLE defined or
>> have a float-version.h somewhere?
>>
>> On Mon, Dec 4, 2017 at 1:09 PM, Hector Centeno <hcengar@gmail.com> wrote:
>> > Just to make things easier to followup, here's the current code and CSD
>> > file:
>> >
>> > https://gist.github.com/hectorC/6a3a7d707d622085efa9ef925efc6524
>> >
>> > Thanks!
>> >
>> > On Sun, Dec 3, 2017 at 4:45 PM Hector Centeno <hcengar@gmail.com> wrote:
>> >>
>> >> Hi Steven,
>> >>
>> >> Yes, sorry. I switched to using performksmps to see if that would make
>> >> it
>> >> work, which again works on Windows but not Android. I'm not setting -b
>> >> and I
>> >> assumed it's not necessary since I'm reading from spout, is that
>> >> correct?
>> >>
>> >> And yes, I would expect to at least get distorted audio with a wrong
>> >> buffer setup but it's just completely silent, except for my test tone,
>> >> which
>> >> is set to the left channel.
>> >>
>> >> I'm using Csound 6.09.1 on a Samsung S8. Android version is 7.0 Nougat.
>> >>
>> >>
>> >>
>> >>
>> >>
>> >> On Dec 3, 2017 3:47 PM, "Steven Yi" <stevenyi@gmail.com> wrote:
>> >>
>> >> Hi Hector,
>> >>
>> >> I'm not sure about that message myself.
>> >>
>> >> A few things:
>> >>
>> >> 1. Are you using a custom -b or -B setting?  On Windows, do you have
>> >> this set in .csound6rc perhaps?  One thing I see in the Android output
>> >> is:
>> >>
>> >> [2017.12.03-19.07.33:101][  1]LogTemp: Warning: Csound output: audio
>> >> buffered in 2048 sample-frame blocks
>> >>
>> >> Which seems bigger than that 512 ksmps and nchnls 2 by 2.
>> >>
>> >> 2. You also mention using performKsmps but the original email you have
>> >> performBuffer.
>> >>
>> >> I think the above two things make me wonder if a -b or -B are set on
>> >> Windows somewhere but not on Android.  However, that's just a guess;
>> >> if that was the case, you would probably hear something but it would
>> >> be distorted.  Csound does show that 0.6 amplitude is being generated.
>> >>
>> >> Some other information that would be good:
>> >>
>> >> * What version of Csound on Android?
>> >> * What device are you using for testing?  (In particular, make/model
>> >> of device, what kind of CPU, what version of Android)
>> >>
>> >> Thanks!
>> >> steven
>> >>
>> >>
>> >> On Sun, Dec 3, 2017 at 2:25 PM, Hector Centeno <hcengar@gmail.com>
>> >> wrote:
>> >> > Thanks Steven,
>> >> >
>> >> > Here's the log produced when running the app on Android:
>> >> >
>> >> > https://pastebin.com/55SgPu2K
>> >> >
>> >> > It looks normal to me, except I'm not sure what the following means,
>> >> > is
>> >> > it
>> >> > referring to realtime as in producing audio realtime or as in the pre
>> >> > parsing of the score (as described in csound.h)?
>> >> >
>> >> > Csound output: "Non-real-time" performance (engineStatus: 9).
>> >> >
>> >> > On Windows I don't get this message.
>> >> > It's also strange because it seems that even though the logs show
>> >> > that
>> >> > it is
>> >> > performing normal, performksmps seems to be returning true all the
>> >> > time.
>> >> >
>> >> >
>> >> > On Dec 3, 2017 11:02 AM, "Steven Yi" <stevenyi@gmail.com> wrote:
>> >> >
>> >> > Hi Hector,
>> >> >
>> >> > I don't think AndroidCsound should be necessary nor OpenSL since
>> >> > you're transferring samples yourself to Unreal's audio graph. Could
>> >> > you post a fuller log?
>> >> >
>> >> > steven
>> >> >
>> >> > On Sun, Dec 3, 2017 at 10:14 AM, Hector Centeno <hcengar@gmail.com>
>> >> > wrote:
>> >> >> Hi Rory,
>> >> >>
>> >> >> Thanks! Yes, I'm aware of the Csound examples and I've done desktop
>> >> >> C++
>> >> >> and
>> >> >> Android Java  apps before but this is the first time I'm trying to
>> >> >> do
>> >> >> native
>> >> >> C++ for Android and also Csound not doing audio device management
>> >> >> but
>> >> >> just
>> >> >> generating buffers. I don't seem to find examples of this included
>> >> >> with
>> >> >> the
>> >> >> Csound source. Also I wonder if I really need OpenSL if Csound is
>> >> >> not
>> >> >> using
>> >> >> any audio device module.
>> >> >>
>> >> >>
>> >> >>
>> >> >>
>> >> >> On Dec 3, 2017 3:50 AM, "Rory Walsh" <rorywalsh@ear.ie> wrote:
>> >> >>
>> >> >> Have you checked out the Csound API examples on github? That's a
>> >> >> good
>> >> >> place
>> >> >> to look too.
>> >> >>
>> >> >> On 3 Dec 2017 1:51 a.m., "hcenteno" <hcengar@gmail.com> wrote:
>> >> >>>
>> >> >>> Hi Rory,
>> >> >>>
>> >> >>> Thank you for your reply. I wasn't aware of AndroidCsound.hpp, it's
>> >> >>> the
>> >> >>> fist
>> >> >>> time I use the C++ Csound API for Android. I tried and now UE is
>> >> >>> crashing
>> >> >>> and the logs are not helping. On Windows I found that UE would
>> >> >>> crash
>> >> >>> if I
>> >> >>> try to instantiate Csound using new, which is why I used
>> >> >>> csoundCreate()
>> >> >>> instead. I'll keep trying!
>> >> >>>
>> >> >>>
>> >> >>>
>> >> >>> --
>> >> >>> Sent from:
>> >> >>> http://csound.1045644.n5.nabble.com/Csound-General-f1093014.html
>> >> >>>
>> >> >>>
>> >> >>> Csound mailing list
>> >> >>> Csound@listserv.heanet.ie
>> >> >>> https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND
>> >> >>> Send bugs reports to
>> >> >>>         https://github.com/csound/csound/issues
>> >> >>> Discussions of bugs and features can be posted here
>> >> >>
>> >> >> Csound mailing list Csound@listserv.heanet.ie
>> >> >> https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to
>> >> >> https://github.com/csound/csound/issues Discussions of bugs and
>> >> >> features
>> >> >> can
>> >> >> be posted here
>> >> >>
>> >> >>
>> >> >> Csound mailing list Csound@listserv.heanet.ie
>> >> >> https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to
>> >> >> https://github.com/csound/csound/issues Discussions of bugs and
>> >> >> features
>> >> >> can
>> >> >> be posted here
>> >> >
>> >> > Csound mailing list
>> >> > Csound@listserv.heanet.ie
>> >> > https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND
>> >> > Send bugs reports to
>> >> >         https://github.com/csound/csound/issues
>> >> > Discussions of bugs and features can be posted here
>> >> >
>> >> >
>> >> > Csound mailing list Csound@listserv.heanet.ie
>> >> > https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to
>> >> > https://github.com/csound/csound/issues Discussions of bugs and
>> >> > features
>> >> > can
>> >> > be posted here
>> >>
>> >> Csound mailing list
>> >> Csound@listserv.heanet.ie
>> >> https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND
>> >> Send bugs reports to
>> >>         https://github.com/csound/csound/issues
>> >> Discussions of bugs and features can be posted here
>> >>
>> >>
>> > Csound mailing list Csound@listserv.heanet.ie
>> > https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to
>> > https://github.com/csound/csound/issues Discussions of bugs and features
>> > can
>> > be posted here
>>
>> Csound mailing list
>> Csound@listserv.heanet.ie
>> https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND
>> Send bugs reports to
>>         https://github.com/csound/csound/issues
>> Discussions of bugs and features can be posted here
>
> Csound mailing list Csound@listserv.heanet.ie
> https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to
> https://github.com/csound/csound/issues Discussions of bugs and features can
> be posted here

Csound mailing list
Csound@listserv.heanet.ie
https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND
Send bugs reports to
        https://github.com/csound/csound/issues
Discussions of bugs and features can be posted here
Csound mailing list Csound@listserv.heanet.ie https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to https://github.com/csound/csound/issues Discussions of bugs and features can be posted here

Date2017-12-07 05:19
FromSteven Yi
SubjectRe: [Csnd] Problems with C++ API and Android
Fantastic, glad that's working. Cheers!

Steven

On Wed, Dec 6, 2017, 21:35 Hector Centeno <hcengar@gmail.com> wrote:
Ah! Yes! That was it. Thank you very much Steven. It works now!

Cheers,

Hector



On Wed, Dec 6, 2017 at 5:33 PM Steven Yi <stevenyi@gmail.com> wrote:
I think that's the only thing. It looks to me that float-version.h
that is used with the Android build is found here:

https://github.com/csound/csound/blob/develop/android/CsoundAndroid/jni/float-version.h

which just #undefs USE_DOUBLE

On Wed, Dec 6, 2017 at 5:22 PM, Hector Centeno <hcengar@gmail.com> wrote:
> Thanks Steven. Indeed, I'm sharing the same include folder for both build
> targets and there's a float-version.h file that defines USE_DOUBLE. Other
> than this file, are there any other ones in the include files that I should
> change/remove for the Android build?
>
>
>
> On Tue, Dec 5, 2017 at 12:07 AM Steven Yi <stevenyi@gmail.com> wrote:
>>
>> One thing I can think of is that desktop Csound should be compiled for
>> double precision, while Csound Android is compiled for single
>> precision.  You should be careful *not* to define USE_DOUBLE for
>> Android to ensure MYFLT is a float there, and be careful not to share
>> the same include folder when compiling on Desktop as on Android as
>> there may be a float-version.h there for desktop that defines
>> USE_DOUBLE.  Could you check whether you have USE_DOUBLE defined or
>> have a float-version.h somewhere?
>>
>> On Mon, Dec 4, 2017 at 1:09 PM, Hector Centeno <hcengar@gmail.com> wrote:
>> > Just to make things easier to followup, here's the current code and CSD
>> > file:
>> >
>> > https://gist.github.com/hectorC/6a3a7d707d622085efa9ef925efc6524
>> >
>> > Thanks!
>> >
>> > On Sun, Dec 3, 2017 at 4:45 PM Hector Centeno <hcengar@gmail.com> wrote:
>> >>
>> >> Hi Steven,
>> >>
>> >> Yes, sorry. I switched to using performksmps to see if that would make
>> >> it
>> >> work, which again works on Windows but not Android. I'm not setting -b
>> >> and I
>> >> assumed it's not necessary since I'm reading from spout, is that
>> >> correct?
>> >>
>> >> And yes, I would expect to at least get distorted audio with a wrong
>> >> buffer setup but it's just completely silent, except for my test tone,
>> >> which
>> >> is set to the left channel.
>> >>
>> >> I'm using Csound 6.09.1 on a Samsung S8. Android version is 7.0 Nougat.
>> >>
>> >>
>> >>
>> >>
>> >>
>> >> On Dec 3, 2017 3:47 PM, "Steven Yi" <stevenyi@gmail.com> wrote:
>> >>
>> >> Hi Hector,
>> >>
>> >> I'm not sure about that message myself.
>> >>
>> >> A few things:
>> >>
>> >> 1. Are you using a custom -b or -B setting?  On Windows, do you have
>> >> this set in .csound6rc perhaps?  One thing I see in the Android output
>> >> is:
>> >>
>> >> [2017.12.03-19.07.33:101][  1]LogTemp: Warning: Csound output: audio
>> >> buffered in 2048 sample-frame blocks
>> >>
>> >> Which seems bigger than that 512 ksmps and nchnls 2 by 2.
>> >>
>> >> 2. You also mention using performKsmps but the original email you have
>> >> performBuffer.
>> >>
>> >> I think the above two things make me wonder if a -b or -B are set on
>> >> Windows somewhere but not on Android.  However, that's just a guess;
>> >> if that was the case, you would probably hear something but it would
>> >> be distorted.  Csound does show that 0.6 amplitude is being generated.
>> >>
>> >> Some other information that would be good:
>> >>
>> >> * What version of Csound on Android?
>> >> * What device are you using for testing?  (In particular, make/model
>> >> of device, what kind of CPU, what version of Android)
>> >>
>> >> Thanks!
>> >> steven
>> >>
>> >>
>> >> On Sun, Dec 3, 2017 at 2:25 PM, Hector Centeno <hcengar@gmail.com>
>> >> wrote:
>> >> > Thanks Steven,
>> >> >
>> >> > Here's the log produced when running the app on Android:
>> >> >
>> >> > https://pastebin.com/55SgPu2K
>> >> >
>> >> > It looks normal to me, except I'm not sure what the following means,
>> >> > is
>> >> > it
>> >> > referring to realtime as in producing audio realtime or as in the pre
>> >> > parsing of the score (as described in csound.h)?
>> >> >
>> >> > Csound output: "Non-real-time" performance (engineStatus: 9).
>> >> >
>> >> > On Windows I don't get this message.
>> >> > It's also strange because it seems that even though the logs show
>> >> > that
>> >> > it is
>> >> > performing normal, performksmps seems to be returning true all the
>> >> > time.
>> >> >
>> >> >
>> >> > On Dec 3, 2017 11:02 AM, "Steven Yi" <stevenyi@gmail.com> wrote:
>> >> >
>> >> > Hi Hector,
>> >> >
>> >> > I don't think AndroidCsound should be necessary nor OpenSL since
>> >> > you're transferring samples yourself to Unreal's audio graph. Could
>> >> > you post a fuller log?
>> >> >
>> >> > steven
>> >> >
>> >> > On Sun, Dec 3, 2017 at 10:14 AM, Hector Centeno <hcengar@gmail.com>
>> >> > wrote:
>> >> >> Hi Rory,
>> >> >>
>> >> >> Thanks! Yes, I'm aware of the Csound examples and I've done desktop
>> >> >> C++
>> >> >> and
>> >> >> Android Java  apps before but this is the first time I'm trying to
>> >> >> do
>> >> >> native
>> >> >> C++ for Android and also Csound not doing audio device management
>> >> >> but
>> >> >> just
>> >> >> generating buffers. I don't seem to find examples of this included
>> >> >> with
>> >> >> the
>> >> >> Csound source. Also I wonder if I really need OpenSL if Csound is
>> >> >> not
>> >> >> using
>> >> >> any audio device module.
>> >> >>
>> >> >>
>> >> >>
>> >> >>
>> >> >> On Dec 3, 2017 3:50 AM, "Rory Walsh" <rorywalsh@ear.ie> wrote:
>> >> >>
>> >> >> Have you checked out the Csound API examples on github? That's a
>> >> >> good
>> >> >> place
>> >> >> to look too.
>> >> >>
>> >> >> On 3 Dec 2017 1:51 a.m., "hcenteno" <hcengar@gmail.com> wrote:
>> >> >>>
>> >> >>> Hi Rory,
>> >> >>>
>> >> >>> Thank you for your reply. I wasn't aware of AndroidCsound.hpp, it's
>> >> >>> the
>> >> >>> fist
>> >> >>> time I use the C++ Csound API for Android. I tried and now UE is
>> >> >>> crashing
>> >> >>> and the logs are not helping. On Windows I found that UE would
>> >> >>> crash
>> >> >>> if I
>> >> >>> try to instantiate Csound using new, which is why I used
>> >> >>> csoundCreate()
>> >> >>> instead. I'll keep trying!
>> >> >>>
>> >> >>>
>> >> >>>
>> >> >>> --
>> >> >>> Sent from:
>> >> >>> http://csound.1045644.n5.nabble.com/Csound-General-f1093014.html
>> >> >>>
>> >> >>>
>> >> >>> Csound mailing list
>> >> >>> Csound@listserv.heanet.ie
>> >> >>> https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND
>> >> >>> Send bugs reports to
>> >> >>>         https://github.com/csound/csound/issues
>> >> >>> Discussions of bugs and features can be posted here
>> >> >>
>> >> >> Csound mailing list Csound@listserv.heanet.ie
>> >> >> https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to
>> >> >> https://github.com/csound/csound/issues Discussions of bugs and
>> >> >> features
>> >> >> can
>> >> >> be posted here
>> >> >>
>> >> >>
>> >> >> Csound mailing list Csound@listserv.heanet.ie
>> >> >> https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to
>> >> >> https://github.com/csound/csound/issues Discussions of bugs and
>> >> >> features
>> >> >> can
>> >> >> be posted here
>> >> >
>> >> > Csound mailing list
>> >> > Csound@listserv.heanet.ie
>> >> > https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND
>> >> > Send bugs reports to
>> >> >         https://github.com/csound/csound/issues
>> >> > Discussions of bugs and features can be posted here
>> >> >
>> >> >
>> >> > Csound mailing list Csound@listserv.heanet.ie
>> >> > https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to
>> >> > https://github.com/csound/csound/issues Discussions of bugs and
>> >> > features
>> >> > can
>> >> > be posted here
>> >>
>> >> Csound mailing list
>> >> Csound@listserv.heanet.ie
>> >> https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND
>> >> Send bugs reports to
>> >>         https://github.com/csound/csound/issues
>> >> Discussions of bugs and features can be posted here
>> >>
>> >>
>> > Csound mailing list Csound@listserv.heanet.ie
>> > https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to
>> > https://github.com/csound/csound/issues Discussions of bugs and features
>> > can
>> > be posted here
>>
>> Csound mailing list
>> Csound@listserv.heanet.ie
>> https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND
>> Send bugs reports to
>>         https://github.com/csound/csound/issues
>> Discussions of bugs and features can be posted here
>
> Csound mailing list Csound@listserv.heanet.ie
> https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to
> https://github.com/csound/csound/issues Discussions of bugs and features can
> be posted here

Csound mailing list
Csound@listserv.heanet.ie
https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND
Send bugs reports to
        https://github.com/csound/csound/issues
Discussions of bugs and features can be posted here
Csound mailing list Csound@listserv.heanet.ie https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to https://github.com/csound/csound/issues Discussions of bugs and features can be posted here
Csound mailing list Csound@listserv.heanet.ie https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to https://github.com/csound/csound/issues Discussions of bugs and features can be posted here