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I'm using AVAudioEngine for some very simple mixing application but I'd like to be able to use arbitrary audio devices for input (like USB devices) and not just the system selected device. Is there any simple way to do this?Ideally I'd like to be able to mix multiple hardware sources at the same time but I'd be happy at this point to just be able to change the device behind the one AVAudioInputNode instance.Thanks for any suggestions..
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I have a DAL plugin that has been working well in sandboxed apps for some time but since Mojave (or perhaps a Flash player upgrade?) the assistant process fails to launch on Flash-based sites with this sandbox error:Sandbox: com.apple.WebKit(2639) deny(1) mach-lookup my.bundle.nameThe call I'm using is:xpc_connection_create_mach_service("my.bundle.name", nil, XPC_CONNECTION_MACH_SERVICE_PRIVILEGED);Note that this does not happen with Chrome, which I believe has its own build of the Flash player.I know Flash is dead but I'm hoping that there is a solution to this problem as many sites are dragging their feet on moving away from Flash.
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Hello Developers,I've just discovered that code I've been using for several years does not work properly on all GPUs. The basic failure case is like this:1. Offscreen OpenGL context + FBO, with share context of the main context.2. Clear FBO context with glClear()3. Render stuff, mostly other textures to the FBO context.4. Take the resulting texture from the FBO and render it to the main context, on screen.5. Repeat at step #2.What I'm seeing is that glClear(), and possibly other functions, start to fail silently on the FBO context with certain GPUs.I've narrowed it down to these calls. Once these calls are made on the main context (with the texture from the FBO context), the FBO context stops behaving.glEnable(GL_TEXTURE_RECTANGLE_EXT); glBindTexture(GL_TEXTURE_RECTANGLE_EXT, fbo.texture); glBegin(GL_QUADS); .... glEnd();My initial findings are that this all works fine on NVIDIA hardware but break with Intel Iris hardware.I've tried several things to get the FBO context back in working condition but I can't seem to figiure it out. Is this supposed to work or have I found a bug?Thanks!
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Can anyone think of a reason why AVAudioPlayerNode doesn't like atTime values with host time? The completionHandler is called but no audio is heard on the other side unless atTime is nil. No errors are seen in the console.In short, this works: [_player scheduleBuffer:buffer atTime:nil options:0 completionHandler:^() { }];But this doesnt. [_player scheduleBuffer:buffer atTime:[AVAudioTime timeWithHostTime:CVGetCurrentHostTime()] options:0 completionHandler:^() { }];
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Hi developers,Until High Sierra, I had been using WebView to render html offscreen with a CARenderer and it's been working exceptionally well. With HighSierra, that no longer works but I'm taking that as a sign from the Gods that I should swtich to WKWebView. Unfortunately, WKViewView does not render offscreen either. All I get out of CARenderer is a solid white image. Note that takeSnapshotWithConfiguration does work but I want to run at a steady 30fps and Im not confident takeSnapshotWithConfiguration would be the best route.Ideally I'd stay with WebView but the documentation seems pretty direct about not using it anymore. That being said, I dont see it stated as deprecated. In the worst case scenario I'll switch to Chromium embedded, but ugh..Any suggestions or comments would be appreciated... Thank you
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