Perl 6 - the future is here, just unevenly distributed

IRC log for #openframeworks, 2013-12-20

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19:23 JordanParsons Howdy, has anyone used ofxAudioUnit on iOS?
19:25 admsyn1 it won't work right away, but it can be made to work
19:26 admsyn1 at the time I made it, low-level audio on iOS was kind of wacky due to the shift from 8.24 -> floating point audio, so it was a huge pain in the ass to move all the features over (like the tap)
19:26 admsyn1 but it's more sane now
19:27 admsyn1 I've used the codebase a few times on iOS, just haven't merged the code into ofxAudioUnit
19:27 admsyn1 I can definitely help you get it going if you have an hour or so to fiddle with it :)
19:28 JordanParsons That would be amazing. The main issue right now is it seems to want files not found in the iOS audio unit framework
19:29 admsyn1 which ones?
19:29 admsyn1 The DSP stuff will take a bit of work, but if you just want to stick some audio units together there shouldn't be toooo much work involved :)
19:29 JordanParsons AudioUnitUtilities.h
19:30 JordanParsons my end goal was to test it with network streaming from a server (osx) to device
19:30 admsyn1 oh interesting..like via the Bonjour net send thing, or rolling your own?
19:30 admsyn1 actually I think air-play stuff could be made to work, assuming you can get it via the RemoteIO (I haven't looked into Air Play too much)
19:31 JordanParsons interesting, had not thought about airplay
19:31 admsyn1 yeah I guess it depends a lot on what your osx server is doing
19:31 JordanParsons i was going to look into bonjour, but do my own thing if i had to
19:32 admsyn1 There's *probably* some sort of reasonable way of implementing a receiver for the AUNetSend audio unit
19:32 JordanParsons mostly audio rend / and receive from the device
19:32 JordanParsons that was my main intent, stephanshulz had told me about that
19:32 admsyn1 hell there might even be an AUNetReceive on iOS for all I know
19:32 JordanParsons mainly i was hoping for this to be a point for me to start digging and see what kind of trouble i could unearth lol
19:32 admsyn1 I haven't taken stock of what audio units are available on iOS since like ~iOS5/6
19:33 admsyn1 oh ok :)
19:33 admsyn1 well I'll help you get up and running
19:33 JordanParsons that would be much appreciated
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19:34 * admsyn is just making a new iOS project and adding ofxAudioUnit to see what happens
19:34 JordanParsons righto
19:36 admsyn also it's worth noting that the simulator is awful at low level audio stuff, just FYI :)
19:36 admsyn or at least last time I checked like a year ago
19:36 JordanParsons I attempt to avoid the simulator and run on a dev device when I can
19:36 admsyn yeah
19:37 admsyn ah ok it's stumbling on the stuff for parameters
19:37 admsyn it's not crucial, one sec I'll see how to take it out
19:37 pizthewiz Y'all cray with your simulator hate 💀
19:38 admsyn :p
19:38 JordanParsons lol
19:38 admsyn simulator's pretty great actually, except for the audio stuff :)
19:38 pizthewiz How many hours of life have you lost while Xcode copies binaries over to your device! :0)
19:38 pizthewiz Yeah, sadly it is pretty shite for Unity stuff too
19:39 JordanParsons and camera lol
19:39 pizthewiz (or is it that Unity does a crap job supporting the Simulator…)
19:40 admsyn ok JordanParsons, step one, remove the CAPublicUtility group from ofxAudioUnit
19:40 admsyn and then the #include "AUParamInfo.h" in ofxAudioUnitBase.h
19:41 JordanParsons alright, one sec
19:41 admsyn step 2 is to get rid of all the hardware stuff, since iOS has a whole different API for that business
19:42 admsyn and after you remove the ofxAudioUnitHardware* things, you'll get a get things in ofxAudioUnitInput/Output that broke, so just take them out
19:43 admsyn step 3 is to add the accelerate framework, since it looks like OF on iOS doesn't include that by default
19:46 admsyn and then it looks like there's a bunch of "no matching function…" calls because AudioUnitSampleType is a float on OSX and a long on iOS
19:46 admsyn just to fuck with out
19:46 admsyn *with you
19:46 admsyn you can just comment those calls out, or just take out the ofxAudioUnitTap / DSPNode / FFTNode since they'll probably need a bit of actual work to make them operational on iOS
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19:47 JordanParsons ok. working on it
19:47 JordanParsons thanks again
19:48 admsyn np
19:49 admsyn on my end I'm solving that last one by just removing the references to the tap, dsp node and fft node, and then moving all the #includes in ofxAudioUnit.h into the #if !TARGET_OS_IPHONE section
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19:52 admsyn steo 4, take out the file references for anything that throws a "use of undeclared identifier 'kAudioUnitSubType…", because that means that audio unit isn't available on iOS
19:52 admsyn so for me. I'm seeing that on the net send, net receive and speech synth
19:53 admsyn there's also a random param in the sampler that apparently doesn't have a constant defined, so you can just comment the body of that function out
19:54 JordanParsons AUParamInfo.h seems to reference a CAAUParameter
19:54 admsyn yeah all that stuff's got to go
19:54 admsyn anything CA… AU...
19:55 JordanParsons straight out of the code, not just the inculdes?
19:55 admsyn it's old-school core audio public utility stuff that didn't make it over to iOS as far as I can tell
19:55 admsyn yeah all of it -> pew pew
19:55 JordanParsons gotcha
19:55 admsyn it'll break a couple things RE: parameters in ofxAudioUnit, so take them out too
19:55 admsyn you can still set params, you just won't be able to use my convenient littler wrapper function :)
20:01 admsyn the input looks like it might take a bit more finesse
20:02 admsyn ok, RE Input: take out the lines that reference "inputDeviceID"
20:02 admsyn just sniping each line that references it should be enough
20:03 admsyn actually I think the input is still going to need some new functionality to actually work with the RemoteIO
20:03 admsyn is that a thing you'll need? i.e. hardware input from the mic?
20:03 JordanParsons it is
20:03 admsyn hm :/ ok well getting it to compile is like half the work
20:03 admsyn the rest isn't killer
20:03 JordanParsons ya ofxaudiounitnetsend.cpp is going a bit crazy
20:04 admsyn yeah just take that whole thing right out
20:06 admsyn so for the input, take out the lines that reference "inputDeviceID", all of the functions that have "device" in the name *except* configureInputDevice()
20:07 admsyn configureInputDevice() is where the new work will have to go that configures the RemoteIO, it'll be *almost* ready to go out-of-the-box, but IIRC there's an extra property or two you've got to set, or an AudioSession somethingorother call
20:08 admsyn and in configureInputDevice(), just take out the bit with "deviceIDSize" to get it to compile (it's an OSX-specific thing)
20:09 admsyn in ofxAudioUnitMidi, just take out the #ifdef guard for iOS, I don't know why that's in there anymore :/
20:10 admsyn and after that, you'll need to bump up the deployment target from iOS 3.1 to something that's not ancient
20:10 admsyn and then it compiles for me
20:10 JordanParsons ya my target has been iso 6.1
20:10 admsyn i think anything 5+ should be fine for that
20:14 JordanParsons interesting. after all that it is reporting that the audio unit framework is not found... i have it included... hmmm I may need to do a fresh setup again and try the culling all over
20:14 admsyn actually I'm getting the same thing too, just looking into it
20:14 JordanParsons k
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20:17 admsyn oh, it build fine for me if you just take the audiounit framework entirely
20:18 admsyn I forget where all the symbols lie in iOS for that stuff, you might get them from CoreAudio.framework on iOS or something
20:19 admsyn yeah looks like everything's just in AudioToolbox.framework
20:19 admsyn so yeah
20:20 admsyn you should be able to do something like a filePlayer -> mixer -> output thing to test it
20:20 JordanParsons so it runs for you with with audiounit framework and the audiotoolbox framework?
20:21 admsyn woah let's not get crazy here all I said is it compiles
20:21 JordanParsons lol
20:21 * admsyn tries to run it
20:21 admsyn yeah runs for me
20:21 admsyn I'll try a test
20:22 JordanParsons hmmm ok
20:24 admsyn yeah so throwing a bunch of audio units in a chain and starting the output works for me
20:24 admsyn I'm just looking around for an iOS device to try it on with file playback
20:24 JordanParsons so just to be clear you added audiotoolbox framwork via the build phases link binary window and it complies?
20:24 admsyn you should already have the audiotoolbox framework, actually
20:24 admsyn like, just from default oF
20:24 admsyn but yeah add it if you don't
20:25 JordanParsons ya they are both added and I get the same issue hmmm
20:25 admsyn note that there's two lists of frameworks, the one for your app itself and then the one buried in the oF project file
20:25 admsyn same issue RE: audiounit.framework?
20:25 JordanParsons indeed
20:25 JordanParsons i am adding it to the app or the of list?
20:26 admsyn for audiounit framework, you're just taking it out entirely if it shows up anywhere
20:26 admsyn just removing it in the file browser should do it
20:26 admsyn because it looks like on iOS all you need is audiotoolbox.framework
20:28 admsyn it could be hanging out in either root > libs > core > core frameworks OR root > openFrameworks > iOS+OFLib.xcodeproj > libs > core > core frameworks
20:29 JordanParsons i seem to have taken it out from both places, once sec
20:43 JordanParsons thank you for your help.
20:43 JordanParsons that seems to have it complining
20:43 admsyn \o/
20:43 JordanParsons mwhahaa, what a process
20:44 JordanParsons thanks a lot!
20:46 JordanParsons I think this will get me heading in the direction i was looking for. I'll be tearing through your source for sure
20:51 JordanParsons thanks again for all the help I have to split for the day, but I'll show you what i get working at some point
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