Hi,
I detect dark mode on macOS like following:
NSAppearance *appearance = NSApp.mainWindow.effectiveAppearance;
NSString *interface_style = appearance.name;
NSAppearanceName basicAppearance = [appearance bestMatchFromAppearancesWithNames:@[
NSAppearanceNameAqua,
NSAppearanceNameDarkAqua
]];
if([basicAppearance isEqualToString:NSAppearanceNameDarkAqua]){
theme = "Adwaita:dark";
dark_mode = TRUE;
}
if([interface_style isEqualToString:NSAppearanceNameDarkAqua]){
theme = "Adwaita:dark";
dark_mode = TRUE;
}else if([interface_style isEqualToString:NSAppearanceNameVibrantDark]){
theme = "Adwaita:dark";
dark_mode = TRUE;
}else if([interface_style isEqualToString:NSAppearanceNameAccessibilityHighContrastAqua]){
theme = "HighContrast";
}else if([interface_style isEqualToString:NSAppearanceNameAccessibilityHighContrastDarkAqua]){
theme = "HighContrast:dark";
dark_mode = TRUE;
}else if([interface_style isEqualToString:NSAppearanceNameAccessibilityHighContrastVibrantDark]){
theme = "HighContrast:dark";
dark_mode = TRUE;
}
But this doesn't work if my window is in background. As the application window is put into background, it loses dark mode. Howto fix it?
regards, Joël
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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.
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
Hi,
I build my application bundle by makefile and later using productbuild to create an application installer. This works fine.
But as uploading it to apple using Transporter I get these 2 error messages.
#01 error message:
Asset validation failed (90242)
The product archive is invalid. The Info.plist must contain a LSApplicationCategoryType key, whose value is the UTI for a valid category. For more details, see "Submitting your Mac apps to the App Store". (ID: f25a48a4-8e89-4824-9f22-a6bc2fb90193)
#02 error message:
Asset validation failed (90259)
Bad Bundle Executable. You must include a valid CFBundleExecutable key in your bundle's information property list file. (ID: c3d9f35a-5a27-4cc6-bba8-56cf514c3ad9)
Here is my Info.plist
<!DOCTYPE plist PUBLIC "-//Apple Computer//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleDevelopmentRegion</key>
<string>English</string>
<key>CFBundleExecutable</key>
<string>GSequencer</string>
<key>CFBundleGetInfoString</key>
<string>6.4.3, Copyright 2005-2024 Joel Kraehemann</string>
<key>CFBundleIconFile</key>
<string>GSequencer.icns</string>
<key>CFBundleIdentifier</key>
<string>com.gsequencer.GSequencer</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundlePackageType</key>
<string>APPL</string>
<key>CFBundleShortVersionString</key>
<string>6.4.3</string>
<key>CFBundleSignature</key>
<string>????</string>
<key>CFBundleVersion</key>
<string>6.4.3</string>
<key>NSHumanReadableCopyright</key>
<string>Copyright 2005-2024 Joel Kraehemann, GNU General Public License.</string>
<key>LSMinimumSystemVersion</key>
<string>11.0</string>
</dict>
</plist>
Here are the 2 binaries in MacOS directory:
ls -1 gsequencer-macos/build/universal/GSequencer.app/Contents/MacOS/
GSequencer
gsequencer_macos_install
Please help me to fix.
regards, Joël
Hi,
I have create a universal app then did this:
https://support.apple.com/en-vn/guide/apple-business-essentials/axm20c32e0c6/web
But this doesn't produce a working package installer.
productbuild --sign "3rd Party Mac Developer Installer: ****" --component /Applications/MyApp.app MyApp-universal.pkg
Do I need to create a code signature with codesign, prior to call productbuild?
regards, Joël
Hi,
I would love to disable app sandbox completely, because my music application requires extended filesystem permissions. Like reading configuration files from $HOME and enabling services through sockets.
The UI toolkit I am using endorses IPC mechanism.
cheers, Joël
Hi,
I am experience crashes with my application after code signing, this didn't happen before. Does OpenGL require special permissions?
GSequencer stack-trace gtk4 crash
by, Joël
Topic:
App Store Distribution & Marketing
SubTopic:
General
Tags:
App Store
Objective-C
OpenGL
Code Signing
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
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
Hi, I would love to code with the Neural Engine on my macbook pro M1 2020.
Is there any low-level API to create my very own work-loads?
I am working with audio and MIDI. As well sound synthesis and mixing.
Can I use the Neural Engine to offload the CPU? I am especially interested in parallelism using threads.
My programming lanuage of choice is ANSI C and Objective C.
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.
Topic:
Code Signing
SubTopic:
Certificates, Identifiers & Profiles
Tags:
macOS
Provisioning Profiles
Code Signing