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Xcode build keeps crashing
Hi, I just modified my build setup. Now, Xcode project build crashes. From command line everything seems fine. xcodebuild ** BUILD SUCCEEDED ** Here is the stack-trace of crash-report showed: Thread 5 Crashed:: Dispatch queue: com.apple.root.default-qos.cooperative 0 SWBCore 0x10161da08 ClangCompilerSpec.constructTasks(_:_:) + 8636 1 SWBTaskConstruction 0x10119cee5 FilesBasedBuildPhaseTaskProducerBase.constructTasksForRule(_:_:_:) + 1 2 SWBTaskConstruction 0x1012202cd SourcesTaskProducer.constructTasksForRule(_:_:_:_:_:) + 1 3 SWBTaskConstruction 0x1011a11b9 closure #1 in FilesBasedBuildPhaseTaskProducerBase.addTasksForRule<A>(groupContext:_:_:_:_:_:_:) + 1 4 SWBTaskConstruction 0x10115fe89 <deduplicated_symbol> + 1 5 SWBTaskConstruction 0x1011547a1 <deduplicated_symbol> + 1 6 SWBTaskConstruction 0x1011da831 <deduplicated_symbol> + 1 7 SWBTaskConstruction 0x1011d53b1 specialized FilesBasedBuildPhaseTaskProducerBase.addTasksForGroup<A>(_:_:_:_:_:_:) + 1 8 SWBTaskConstruction 0x1011c7f8d specialized FilesBasedBuildPhaseTaskProducerBase.groupAndAddTasksForFiles<A>(_:_:_:filterToAPIRules:filterToHeaderRules:_:extraResolvedBuildFiles:) + 1 9 SWBTaskConstruction 0x1011e655d SourcesTaskProducer.generateTasks() + 1 10 SWBTaskConstruction 0x10114d725 <deduplicated_symbol> + 1 11 SWBTaskConstruction 0x1011532cd closure #2 in closure #4 in BuildPlan.init(planRequest:taskPlanningDelegate:) + 1 12 SWBTaskConstruction 0x10115fe89 <deduplicated_symbol> + 1 13 SWBTaskConstruction 0x101152321 <deduplicated_symbol> + 1 14 SWBTaskConstruction 0x101152321 <deduplicated_symbol> + 1 15 SWBUtil 0x100e32b0d <deduplicated_symbol> + 1 16 SWBUtil 0x100e32b0d <deduplicated_symbol> + 1 17 SWBUtil 0x100ec3271 <deduplicated_symbol> + 1 18 SWBUtil 0x100e3554d <deduplicated_symbol> + 1 19 libswift_Concurrency.dylib 0x287e40ec5 completeTaskWithClosure(swift::AsyncContext*, swift::SwiftError*) + 1 regards , Joël
1
0
164
2w
complaint about xcodecloud and missing brew for arm64
Hi, I am curious about why don't you provide an arm64 version of homebrew to your developers. To install arm64 homebrew in xcodecloud requires to compile packages from source. After 35 minutes still running ci_scripts/ci_post_clone.sh to install some packages: arm-brew install coreutils arm-brew install bash awk grep cat arm-brew install make arm-brew install gnu-tar gzip bzip2 xz arm-brew install automake autoconf m4 libtool arm-brew install llvm arm-brew install perl perl-build pod2man python3 meson ninja sqlite libtasn1 openssl libiconv gettext Further I need continues integration to build universal binaries and libraries. Maybe run the integration test suite, too. I think xcodecloud should provide arm64 and x86_64 versions of homebrew. Please consider this change.
1
1
306
3w
Apple AUGraphicEQ dead-lock
Hi, I encounter a dead-lock with Apple AUGraphicEQ. I have attached backtrace: thread #44, name = 'com.apple.audio.toolbox.AUScheduledParameterRefresher' frame #0: 0x0000000182059bb0 libsystem_kernel.dylib`semaphore_wait_trap + 8 frame #1: 0x000000018e9e7e00 caulk`caulk::semaphore::timed_wait(double) + 224 frame #2: 0x000000018e9e7cac caulk`caulk::concurrent::details::worker_thread::run() + 32 frame #3: 0x000000018e9e794c caulk`void* caulk::thread_proxy<std::__1::tuple<caulk::thread::attributes, void (caulk::concurrent::details::worker_thread::*)(), std::__1::tuple<caulk::concurrent::details::worker_thread*>>>(void*) + 96 frame #4: 0x000000018209dc58 libsystem_pthread.dylib`_pthread_start + 136 regards, Joël
2
0
651
Jun ’26
certificates expired, created new certificates and missing Mac App Distribution
Hi, My certificates expired and I created new ones. But now Xcode shows me in Apple Accounts status of Mac App Distribution that the Missing Private... Howto fix the missing private key? I need to sign a .pkg for upload with Transporter. Further I generated a CSR for App License Delivery ALD certificates. https://developer.apple.com/help/account/certificates/create-a-certificate-signing-request/ And with App Store Connected I created new certificates. In Xcode I had to remove the Apple Account and add it again, after altering currency. This procedure was described somewhere because Xcode was not able to connect my account. This is fixed now.
15
0
2.4k
Jan ’26
Embedding a command-line tool to Application
Hi, I need to bundle an additional binary along my yet published application. It is a Audio Unit test application. My yet published application implemented Audio Unit plugin support. But upload is always rejected: Validation failed (409) Invalid Provisioning Profile. The provisioning profile included in the bundle com.gsequencer.GSequencer [com.gsequencer.GSequencer.pkg/Payload/com.gsequencer.GSequencer.app] is invalid. [Missing code-signing certificate.] For more information, visit the macOS Developer Portal. (ID: ****) I have followed the instructions here: Embedding a helper tool in a sandboxed app but no luck. Does anyone know whats going on? I use Transporter to upload the application, the embedded.provisioningprofile is copied from Xcode build and code signing is done manually.
7
0
915
Sep ’25
Audio Unit v3 host v2 third party plugins
Hi, I have just implemented an Audio Unit v3 host. AgsAudioUnitPlugin *audio_unit_plugin; AVAudioUnitComponentManager *audio_unit_component_manager; NSArray<AVAudioUnitComponent *> *av_component_arr; AudioComponentDescription description; guint i, i_stop; if(!AGS_AUDIO_UNIT_MANAGER(audio_unit_manager)){ return; } audio_unit_component_manager = [AVAudioUnitComponentManager sharedAudioUnitComponentManager]; /* effects */ description = (AudioComponentDescription) {0,}; description.componentType = kAudioUnitType_Effect; av_component_arr = [audio_unit_component_manager componentsMatchingDescription:description]; i_stop = [av_component_arr count]; for(i = 0; i < i_stop; i++){ ags_audio_unit_manager_load_component(audio_unit_manager, (gpointer) av_component_arr[i]); } /* instruments */ description = (AudioComponentDescription) {0,}; description.componentType = kAudioUnitType_MusicDevice; av_component_arr = [audio_unit_component_manager componentsMatchingDescription:description]; i_stop = [av_component_arr count]; for(i = 0; i < i_stop; i++){ ags_audio_unit_manager_load_component(audio_unit_manager, (gpointer) av_component_arr[i]); } But this doesn't show me Audio Unit v2 plugins, why? regards, Joël
3
0
1.4k
Aug ’25
AVAudioUnit host - PCM buffer output silent
Hi, I just started to develop audio unit hosting support in my application. Offline rendering seems to work except that I hear no output, but why? I suspect with the player goes something wrong. I connect to CoreAudio in a different location in the code. Here are some error messages I faced so far: 2025-08-14 19:42:04.132930+0200 com.gsequencer.GSequencer[34358:18611871] [avae] AVAudioEngineGraph.mm:4668 Can't retrieve source node to play sequence because there is no output node! 2025-08-14 19:42:04.151171+0200 com.gsequencer.GSequencer[34358:18611871] [avae] AVAudioEngineGraph.mm:4668 Can't retrieve source node to play sequence because there is no output node! 2025-08-14 19:43:08.344530+0200 com.gsequencer.GSequencer[34358:18614927] AUAudioUnit.mm:1417 Cannot set maximumFramesToRender while render resources allocated. 2025-08-14 19:43:08.346583+0200 com.gsequencer.GSequencer[34358:18614927] [avae] AVAEInternal.h:104 [AVAudioSequencer.mm:121:-[AVAudioSequencer(AVAudioSequencer_Player) startAndReturnError:]: (impl->Start()): error -10852 ** (<unknown>:34358): WARNING **: 19:43:08.346: error during audio sequencer start - -10852 I have implemented an AVAudioEngine based AudioUnit host. Here I instantiate player and effect: /* audio engine */ audio_engine = [[AVAudioEngine alloc] init]; fx_audio_unit_audio->audio_engine = (gpointer) audio_engine; av_format = (AVAudioFormat *) fx_audio_unit_audio->av_format; /* av audio player node */ av_audio_player_node = [[AVAudioPlayerNode alloc] init]; /* av audio unit */ av_audio_unit_effect = [[AVAudioUnitEffect alloc] initWithAudioComponentDescription:[((AVAudioUnitComponent *) AGS_AUDIO_UNIT_PLUGIN(base_plugin)->component) audioComponentDescription]]; av_audio_unit = (AVAudioUnit *) av_audio_unit_effect; fx_audio_unit_audio->av_audio_unit = av_audio_unit; /* audio sequencer */ av_audio_sequencer = [[AVAudioSequencer alloc] initWithAudioEngine:audio_engine]; fx_audio_unit_audio->av_audio_sequencer = (gpointer) av_audio_sequencer; /* output node */ [[AVAudioOutputNode alloc] init]; /* audio player and audio unit */ [audio_engine attachNode:av_audio_player_node]; [audio_engine attachNode:av_audio_unit]; [audio_engine connect:av_audio_player_node to:av_audio_unit format:av_format]; [audio_engine connect:av_audio_unit to:[audio_engine outputNode] format:av_format]; ns_error = NULL; [audio_engine enableManualRenderingMode:AVAudioEngineManualRenderingModeOffline format:av_format maximumFrameCount:buffer_size error:&ns_error]; if(ns_error != NULL && [ns_error code] != noErr){ g_warning("enable manual rendering mode error - %d", [ns_error code]); } ns_error = NULL; [[av_audio_unit AUAudioUnit] allocateRenderResourcesAndReturnError:&ns_error]; if(ns_error != NULL && [ns_error code] != noErr){ g_warning("Audio Unit allocate render resources returned error - ErrorCode %d", [ns_error code]); } Then I render in a dedicated thread. ns_error = NULL; [audio_engine startAndReturnError:&ns_error]; if(ns_error != NULL && [ns_error code] != noErr){ g_warning("error during audio engine start - %d", [ns_error code]); } [av_audio_sequencer prepareToPlay]; ns_error = NULL; [av_audio_sequencer startAndReturnError:&ns_error]; if(ns_error != NULL && [ns_error code] != noErr){ g_warning("error during audio sequencer start - %d", [ns_error code]); } [av_audio_player_node play]; while(is_running){ /* pre sync */ /* IO buffers */ av_output_buffer = (AVAudioPCMBuffer *) scope_data->av_output_buffer; av_input_buffer = (AVAudioPCMBuffer *) scope_data->av_input_buffer; /* fill input buffer */ /* schedule av input buffer */ frame_position = 0; // (gint64) ((note_offset * absolute_delay) + delay_counter) * buffer_size; av_audio_player_node = (AVAudioPlayerNode *) fx_audio_unit_audio->av_audio_player_node; AVAudioTime *av_audio_time = [[AVAudioTime alloc] initWithHostTime:frame_position sampleTime:frame_position atRate:((double) samplerate)]; [av_audio_player_node scheduleBuffer:av_input_buffer atTime:av_audio_time options:0 completionHandler:nil]; /* render */ ns_error = NULL; status = [audio_engine renderOffline:AGS_FX_AUDIO_UNIT_AUDIO_FIXED_BUFFER_SIZE toBuffer:av_output_buffer error:&ns_error]; if(ns_error != NULL && [ns_error code] != noErr){ g_warning("render offline error - %d", [ns_error code]); } } regards, Joël
3
0
689
Aug ’25
hyperthreading with arm64
Hi, I am curious about if hyperthreading is enabled/disabled on my macbook pro M1 or M4. Howto figure out? I am using macOS 15.5. Further, I develop a multi-threaded audio sequencer that creates threads per instrument. I use vector operations to increase performance. I recognized lowering synchronization rate from 250 Hz to 60 Hz gives additional performance advantages. Howto programmatically check if Hyperthreading is enabled/disabled and howto enable/disable it programmatically? After some research I found sysctl() and nvram SMTDisable=%01. https://support.apple.com/en-us/101870 Can anyone provide me an Objective C example? regards, Joël
2
0
399
Jul ’25
Essentials of macOS to read and write mp3 and mp4 audio files
Hi, On macOS I used to open MP3 and MP4 files with ExtAudioFile. For a few years it doesn't work anymore. So I decided to try different macOS API using the AudioFileID of AudioToolbox framework. I decided to write a test: https://gist.github.com/joelkraehemann/7f5b241b52ca38c3a765c138fb647588 It fails right here: AudioFileOpenWithCallbacks() By telling OSStatus error 1954115647, which means kAudioFileUnsupportedFileTypeError. The filename was set to an MP4 file: ~/Music/test.mp4 Howto fix this? regards, Joël
1
0
970
Jun ’25
dlopen and dlsym loadable modules located in app directory
Hi, I encounter problems after updating macOS to Sequoia 15.5 with plugins loaded with dlopen and dlsym. $ file /Applications/com.gsequencer.GSequencer.app/Contents/Plugins/ladspa/cmt.dylib /Applications/com.gsequencer.GSequencer.app/Contents/Plugins/ladspa/cmt.dylib: Mach-O universal binary with 2 architectures: [x86_64:Mach-O 64-bit bundle x86_64] [arm64:Mach-O 64-bit bundle arm64] /Applications/com.gsequencer.GSequencer.app/Contents/Plugins/ladspa/cmt.dylib (for architecture x86_64): Mach-O 64-bit bundle x86_64 /Applications/com.gsequencer.GSequencer.app/Contents/Plugins/ladspa/cmt.dylib (for architecture arm64): Mach-O 64-bit bundle arm64 I am currently investigating what goes wrong. My application runs in a sandboxed environment.
2
0
370
Jun ’25
macOS maximum CPU usage of application
My audio and MIDI sequencer application consumes about 600 % of CPU power with 10 different instruments during playback. While idle approximately 100%. What is the maximum of CPU power that an application can consume? Are there any limits and could they be modified? I am asking because if I add more instruments the real-time behaviour gets bad at 700 % of CPU power. I have got following HW: MacBook Pro 14-inch, Nov 2024 Apple M4 Pro 24 GB
1
0
515
Mar ’25
Xcode build keeps crashing
Hi, I just modified my build setup. Now, Xcode project build crashes. From command line everything seems fine. xcodebuild ** BUILD SUCCEEDED ** Here is the stack-trace of crash-report showed: Thread 5 Crashed:: Dispatch queue: com.apple.root.default-qos.cooperative 0 SWBCore 0x10161da08 ClangCompilerSpec.constructTasks(_:_:) + 8636 1 SWBTaskConstruction 0x10119cee5 FilesBasedBuildPhaseTaskProducerBase.constructTasksForRule(_:_:_:) + 1 2 SWBTaskConstruction 0x1012202cd SourcesTaskProducer.constructTasksForRule(_:_:_:_:_:) + 1 3 SWBTaskConstruction 0x1011a11b9 closure #1 in FilesBasedBuildPhaseTaskProducerBase.addTasksForRule<A>(groupContext:_:_:_:_:_:_:) + 1 4 SWBTaskConstruction 0x10115fe89 <deduplicated_symbol> + 1 5 SWBTaskConstruction 0x1011547a1 <deduplicated_symbol> + 1 6 SWBTaskConstruction 0x1011da831 <deduplicated_symbol> + 1 7 SWBTaskConstruction 0x1011d53b1 specialized FilesBasedBuildPhaseTaskProducerBase.addTasksForGroup<A>(_:_:_:_:_:_:) + 1 8 SWBTaskConstruction 0x1011c7f8d specialized FilesBasedBuildPhaseTaskProducerBase.groupAndAddTasksForFiles<A>(_:_:_:filterToAPIRules:filterToHeaderRules:_:extraResolvedBuildFiles:) + 1 9 SWBTaskConstruction 0x1011e655d SourcesTaskProducer.generateTasks() + 1 10 SWBTaskConstruction 0x10114d725 <deduplicated_symbol> + 1 11 SWBTaskConstruction 0x1011532cd closure #2 in closure #4 in BuildPlan.init(planRequest:taskPlanningDelegate:) + 1 12 SWBTaskConstruction 0x10115fe89 <deduplicated_symbol> + 1 13 SWBTaskConstruction 0x101152321 <deduplicated_symbol> + 1 14 SWBTaskConstruction 0x101152321 <deduplicated_symbol> + 1 15 SWBUtil 0x100e32b0d <deduplicated_symbol> + 1 16 SWBUtil 0x100e32b0d <deduplicated_symbol> + 1 17 SWBUtil 0x100ec3271 <deduplicated_symbol> + 1 18 SWBUtil 0x100e3554d <deduplicated_symbol> + 1 19 libswift_Concurrency.dylib 0x287e40ec5 completeTaskWithClosure(swift::AsyncContext*, swift::SwiftError*) + 1 regards , Joël
Replies
1
Boosts
0
Views
164
Activity
2w
complaint about xcodecloud and missing brew for arm64
Hi, I am curious about why don't you provide an arm64 version of homebrew to your developers. To install arm64 homebrew in xcodecloud requires to compile packages from source. After 35 minutes still running ci_scripts/ci_post_clone.sh to install some packages: arm-brew install coreutils arm-brew install bash awk grep cat arm-brew install make arm-brew install gnu-tar gzip bzip2 xz arm-brew install automake autoconf m4 libtool arm-brew install llvm arm-brew install perl perl-build pod2man python3 meson ninja sqlite libtasn1 openssl libiconv gettext Further I need continues integration to build universal binaries and libraries. Maybe run the integration test suite, too. I think xcodecloud should provide arm64 and x86_64 versions of homebrew. Please consider this change.
Replies
1
Boosts
1
Views
306
Activity
3w
CI with xcodecloud and build timeouts
Hi, My full build with all dependencies takes approximately 2 hours plus about 1 hour to run integration tests. Sorry 120 minutes build timeout is too short. Is there a way to adjust build timeouts? by Joël
Replies
0
Boosts
0
Views
255
Activity
3w
Apple AUGraphicEQ dead-lock
Hi, I encounter a dead-lock with Apple AUGraphicEQ. I have attached backtrace: thread #44, name = 'com.apple.audio.toolbox.AUScheduledParameterRefresher' frame #0: 0x0000000182059bb0 libsystem_kernel.dylib`semaphore_wait_trap + 8 frame #1: 0x000000018e9e7e00 caulk`caulk::semaphore::timed_wait(double) + 224 frame #2: 0x000000018e9e7cac caulk`caulk::concurrent::details::worker_thread::run() + 32 frame #3: 0x000000018e9e794c caulk`void* caulk::thread_proxy<std::__1::tuple<caulk::thread::attributes, void (caulk::concurrent::details::worker_thread::*)(), std::__1::tuple<caulk::concurrent::details::worker_thread*>>>(void*) + 96 frame #4: 0x000000018209dc58 libsystem_pthread.dylib`_pthread_start + 136 regards, Joël
Replies
2
Boosts
0
Views
651
Activity
Jun ’26
certificates expired, created new certificates and missing Mac App Distribution
Hi, My certificates expired and I created new ones. But now Xcode shows me in Apple Accounts status of Mac App Distribution that the Missing Private... Howto fix the missing private key? I need to sign a .pkg for upload with Transporter. Further I generated a CSR for App License Delivery ALD certificates. https://developer.apple.com/help/account/certificates/create-a-certificate-signing-request/ And with App Store Connected I created new certificates. In Xcode I had to remove the Apple Account and add it again, after altering currency. This procedure was described somewhere because Xcode was not able to connect my account. This is fixed now.
Replies
15
Boosts
0
Views
2.4k
Activity
Jan ’26
temporary exception audio unit host entitlement and the App Store
Hi, Recently I encountered troubles uploading a binary with temporary-exception.audio-unit-host entitlement using Transporter. I would love to make use of in my application and distribute in the AppStore. What is necessary to do so? regards, Joël
Replies
1
Boosts
0
Views
870
Activity
Sep ’25
Embedding a command-line tool to Application
Hi, I need to bundle an additional binary along my yet published application. It is a Audio Unit test application. My yet published application implemented Audio Unit plugin support. But upload is always rejected: Validation failed (409) Invalid Provisioning Profile. The provisioning profile included in the bundle com.gsequencer.GSequencer [com.gsequencer.GSequencer.pkg/Payload/com.gsequencer.GSequencer.app] is invalid. [Missing code-signing certificate.] For more information, visit the macOS Developer Portal. (ID: ****) I have followed the instructions here: Embedding a helper tool in a sandboxed app but no luck. Does anyone know whats going on? I use Transporter to upload the application, the embedded.provisioningprofile is copied from Xcode build and code signing is done manually.
Replies
7
Boosts
0
Views
915
Activity
Sep ’25
Audio Unit logo for website
hi, Is there an Audio Unit logo I can show on my website? I would love to show that my application is able to host Audio Unit plugins. regards, Joël
Replies
0
Boosts
0
Views
725
Activity
Sep ’25
Audio Unit v3 host v2 third party plugins
Hi, I have just implemented an Audio Unit v3 host. AgsAudioUnitPlugin *audio_unit_plugin; AVAudioUnitComponentManager *audio_unit_component_manager; NSArray<AVAudioUnitComponent *> *av_component_arr; AudioComponentDescription description; guint i, i_stop; if(!AGS_AUDIO_UNIT_MANAGER(audio_unit_manager)){ return; } audio_unit_component_manager = [AVAudioUnitComponentManager sharedAudioUnitComponentManager]; /* effects */ description = (AudioComponentDescription) {0,}; description.componentType = kAudioUnitType_Effect; av_component_arr = [audio_unit_component_manager componentsMatchingDescription:description]; i_stop = [av_component_arr count]; for(i = 0; i < i_stop; i++){ ags_audio_unit_manager_load_component(audio_unit_manager, (gpointer) av_component_arr[i]); } /* instruments */ description = (AudioComponentDescription) {0,}; description.componentType = kAudioUnitType_MusicDevice; av_component_arr = [audio_unit_component_manager componentsMatchingDescription:description]; i_stop = [av_component_arr count]; for(i = 0; i < i_stop; i++){ ags_audio_unit_manager_load_component(audio_unit_manager, (gpointer) av_component_arr[i]); } But this doesn't show me Audio Unit v2 plugins, why? regards, Joël
Replies
3
Boosts
0
Views
1.4k
Activity
Aug ’25
AVAudioUnit host - PCM buffer output silent
Hi, I just started to develop audio unit hosting support in my application. Offline rendering seems to work except that I hear no output, but why? I suspect with the player goes something wrong. I connect to CoreAudio in a different location in the code. Here are some error messages I faced so far: 2025-08-14 19:42:04.132930+0200 com.gsequencer.GSequencer[34358:18611871] [avae] AVAudioEngineGraph.mm:4668 Can't retrieve source node to play sequence because there is no output node! 2025-08-14 19:42:04.151171+0200 com.gsequencer.GSequencer[34358:18611871] [avae] AVAudioEngineGraph.mm:4668 Can't retrieve source node to play sequence because there is no output node! 2025-08-14 19:43:08.344530+0200 com.gsequencer.GSequencer[34358:18614927] AUAudioUnit.mm:1417 Cannot set maximumFramesToRender while render resources allocated. 2025-08-14 19:43:08.346583+0200 com.gsequencer.GSequencer[34358:18614927] [avae] AVAEInternal.h:104 [AVAudioSequencer.mm:121:-[AVAudioSequencer(AVAudioSequencer_Player) startAndReturnError:]: (impl->Start()): error -10852 ** (<unknown>:34358): WARNING **: 19:43:08.346: error during audio sequencer start - -10852 I have implemented an AVAudioEngine based AudioUnit host. Here I instantiate player and effect: /* audio engine */ audio_engine = [[AVAudioEngine alloc] init]; fx_audio_unit_audio->audio_engine = (gpointer) audio_engine; av_format = (AVAudioFormat *) fx_audio_unit_audio->av_format; /* av audio player node */ av_audio_player_node = [[AVAudioPlayerNode alloc] init]; /* av audio unit */ av_audio_unit_effect = [[AVAudioUnitEffect alloc] initWithAudioComponentDescription:[((AVAudioUnitComponent *) AGS_AUDIO_UNIT_PLUGIN(base_plugin)->component) audioComponentDescription]]; av_audio_unit = (AVAudioUnit *) av_audio_unit_effect; fx_audio_unit_audio->av_audio_unit = av_audio_unit; /* audio sequencer */ av_audio_sequencer = [[AVAudioSequencer alloc] initWithAudioEngine:audio_engine]; fx_audio_unit_audio->av_audio_sequencer = (gpointer) av_audio_sequencer; /* output node */ [[AVAudioOutputNode alloc] init]; /* audio player and audio unit */ [audio_engine attachNode:av_audio_player_node]; [audio_engine attachNode:av_audio_unit]; [audio_engine connect:av_audio_player_node to:av_audio_unit format:av_format]; [audio_engine connect:av_audio_unit to:[audio_engine outputNode] format:av_format]; ns_error = NULL; [audio_engine enableManualRenderingMode:AVAudioEngineManualRenderingModeOffline format:av_format maximumFrameCount:buffer_size error:&ns_error]; if(ns_error != NULL && [ns_error code] != noErr){ g_warning("enable manual rendering mode error - %d", [ns_error code]); } ns_error = NULL; [[av_audio_unit AUAudioUnit] allocateRenderResourcesAndReturnError:&ns_error]; if(ns_error != NULL && [ns_error code] != noErr){ g_warning("Audio Unit allocate render resources returned error - ErrorCode %d", [ns_error code]); } Then I render in a dedicated thread. ns_error = NULL; [audio_engine startAndReturnError:&ns_error]; if(ns_error != NULL && [ns_error code] != noErr){ g_warning("error during audio engine start - %d", [ns_error code]); } [av_audio_sequencer prepareToPlay]; ns_error = NULL; [av_audio_sequencer startAndReturnError:&ns_error]; if(ns_error != NULL && [ns_error code] != noErr){ g_warning("error during audio sequencer start - %d", [ns_error code]); } [av_audio_player_node play]; while(is_running){ /* pre sync */ /* IO buffers */ av_output_buffer = (AVAudioPCMBuffer *) scope_data->av_output_buffer; av_input_buffer = (AVAudioPCMBuffer *) scope_data->av_input_buffer; /* fill input buffer */ /* schedule av input buffer */ frame_position = 0; // (gint64) ((note_offset * absolute_delay) + delay_counter) * buffer_size; av_audio_player_node = (AVAudioPlayerNode *) fx_audio_unit_audio->av_audio_player_node; AVAudioTime *av_audio_time = [[AVAudioTime alloc] initWithHostTime:frame_position sampleTime:frame_position atRate:((double) samplerate)]; [av_audio_player_node scheduleBuffer:av_input_buffer atTime:av_audio_time options:0 completionHandler:nil]; /* render */ ns_error = NULL; status = [audio_engine renderOffline:AGS_FX_AUDIO_UNIT_AUDIO_FIXED_BUFFER_SIZE toBuffer:av_output_buffer error:&ns_error]; if(ns_error != NULL && [ns_error code] != noErr){ g_warning("render offline error - %d", [ns_error code]); } } regards, Joël
Replies
3
Boosts
0
Views
689
Activity
Aug ’25
hyperthreading with arm64
Hi, I am curious about if hyperthreading is enabled/disabled on my macbook pro M1 or M4. Howto figure out? I am using macOS 15.5. Further, I develop a multi-threaded audio sequencer that creates threads per instrument. I use vector operations to increase performance. I recognized lowering synchronization rate from 250 Hz to 60 Hz gives additional performance advantages. Howto programmatically check if Hyperthreading is enabled/disabled and howto enable/disable it programmatically? After some research I found sysctl() and nvram SMTDisable=%01. https://support.apple.com/en-us/101870 Can anyone provide me an Objective C example? regards, Joël
Replies
2
Boosts
0
Views
399
Activity
Jul ’25
Essentials of macOS to read and write mp3 and mp4 audio files
Hi, On macOS I used to open MP3 and MP4 files with ExtAudioFile. For a few years it doesn't work anymore. So I decided to try different macOS API using the AudioFileID of AudioToolbox framework. I decided to write a test: https://gist.github.com/joelkraehemann/7f5b241b52ca38c3a765c138fb647588 It fails right here: AudioFileOpenWithCallbacks() By telling OSStatus error 1954115647, which means kAudioFileUnsupportedFileTypeError. The filename was set to an MP4 file: ~/Music/test.mp4 Howto fix this? regards, Joël
Replies
1
Boosts
0
Views
970
Activity
Jun ’25
dlopen and dlsym loadable modules located in app directory
Hi, I encounter problems after updating macOS to Sequoia 15.5 with plugins loaded with dlopen and dlsym. $ file /Applications/com.gsequencer.GSequencer.app/Contents/Plugins/ladspa/cmt.dylib /Applications/com.gsequencer.GSequencer.app/Contents/Plugins/ladspa/cmt.dylib: Mach-O universal binary with 2 architectures: [x86_64:Mach-O 64-bit bundle x86_64] [arm64:Mach-O 64-bit bundle arm64] /Applications/com.gsequencer.GSequencer.app/Contents/Plugins/ladspa/cmt.dylib (for architecture x86_64): Mach-O 64-bit bundle x86_64 /Applications/com.gsequencer.GSequencer.app/Contents/Plugins/ladspa/cmt.dylib (for architecture arm64): Mach-O 64-bit bundle arm64 I am currently investigating what goes wrong. My application runs in a sandboxed environment.
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2
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0
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370
Activity
Jun ’25
SIGABORT with ExtAudioFileWrite and .m4a file
Hi, I am getting into a trap. Please check stack-trace, howto fix this? regards, Joël stack-trace with ExtAudioFileWrite
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2
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0
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1.1k
Activity
Jun ’25
macOS maximum CPU usage of application
My audio and MIDI sequencer application consumes about 600 % of CPU power with 10 different instruments during playback. While idle approximately 100%. What is the maximum of CPU power that an application can consume? Are there any limits and could they be modified? I am asking because if I add more instruments the real-time behaviour gets bad at 700 % of CPU power. I have got following HW: MacBook Pro 14-inch, Nov 2024 Apple M4 Pro 24 GB
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1
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0
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515
Activity
Mar ’25