Comments (8)
Adding a little info... I did try to upgrade the SynthOne code we're using, but I was getting build errors on sp_oscmorph2d
. I've just tried building from the SynthOne repo and I see the same errors if I remove the version number from the Podfile.
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Are you building from the develop
branch? master is currently outdated.
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Ah, I am building from master, yes. I'll try with develop.
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I'm getting Swift 5 related errors now. Our project is 4.2 (on Xcode 10.3). Is that going to be a showstopper, or is there a version of AudioKit that will work?
UPDATE: Okay, looks like I get back to the same issue with sp_oscmorph2d
when running on 4.8 (specifying the pod as < 4.9
just installs 4.8). Maybe this is a showstopper... Do you have any idea what might be going on with the EXC_BAD_ACCESS
when stopping and restarting AudioKit? I have tested SynthOne itself (master branch, with the AK 4.7 beta version specified in that podfile) and the problem doesn't happen there.
I've double-checked the problem, and even just adding:
DispatchQueue.main.asyncAfter(deadline: .now() + 10.0) {
print("Stop engine (as a test)")
AudioKit.engine.stop()
DispatchQueue.main.asyncAfter(deadline: .now() + 2.0) {
print("Restart engine... does stuff play?")
try! AudioKit.engine.start()
}
}
at the end of my init (in Conductor), and it will crash on playing from SynthOne.
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The oscmorph bug got fixed in AudioKit 4.9, so you might wanna use that.
Please provide me with a new stacktrace based on a recent Synth One version, else I can't make any sense of the line numbers inside of it.
Unforuntately I don't have enough time right now to set up an environment that reflects yours. Is there any specific reason you cannot upgrade your project to the most recent swift version?
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Yes, like you, time is the main reason we're still on Swift 4.2... But I guess we may have to change that sooner rather than later. I did try with AudioKit 4.7.2.b1 (as in the master branch), using our original Synth One code, but I get the same crash. What I'll do a little later is try with 4.7.2.b1 with your master code (which I've confirmed doesn't have the basic stop/start bug), in our project, and see if that works to keep us going, for now.
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Failing a short-term fix for the stop/restart crash, what would be the recommended routine for tearing everything down and starting overβi.e., as if from initial launch? Since it is only the offline rendering/export routine that's causing a problem, it is an option for us to just completely rebuild the audio graph, but I haven't found a reliable process for doing that (which surprises me, since it seems like it should be very simple). Are there any "gotchas" that come to mind, in terms of de/re-instantiating Synth One?
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Okay, a Swift 5 upgrade did cure this issue. Thanks.
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Related Issues (20)
- Code can't compile on Xcode 11.5 HOT 9
- Feature request: export current preset as Swift code HOT 1
- How do i run this on windows HOT 1
- Disable processing in skinless SynthOne instance(s)
- Support 2-way MIDI mappings HOT 1
- Wrong parameter name in S1ParameterInfo array HOT 2
- The "Documents & Data" of this app is massive (huge filesize) HOT 3
- auv3 support HOT 3
- XCode 12 Ipad IOS 14.4 Swift 5.2.1 compile problems. HOT 2
- Building HOT 3
- hi, when i build project, met this error "Command CompileSwiftSources failed with a nonzero exit code"
- Sequencer Division incorrect HOT 2
- Cutoff Frequency Percentage
- Guidance for porting as a headless application to Linux
- BPM gets reset after saving present HOT 1
- Build Failed HOT 1
- Would be amazing to use it on M1/M2 Macs
- New things in the sequencer for the iPhone app
- Pod Installation (pod repo update / pod install) HOT 3
- Android Port
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