I started adding support for using PdAudioUnit in a Cocoa / OS X app (PdAudioController is too iOS-specific) and checked my progress into the cocoa branch here:

https://github.com/libpd/libpd/tree/cocoa

There is a (very basic) working app at:

https://github.com/libpd/libpd/tree/cocoa/samples/cocoa_samples/CocoaPdBasic

You can also find some experimentation I did with moving towards an AUGraph design but, in the end, I found it much more restrictive than just using Audio Units directly.  Apologies for not finding the time to finish this, I've been working full-time on a different project for many months now... but hopefully once that is done I will finish off those samples, unless someone else already has.

In essence, there were only a few things that needed to be modified. Off the top of my head, they were:

- switch the audio unit to kAudioUnitSubType_HALOutput
- enable an input audio device (required on OS X, not on iOS)
- fix some Obj-C syntax issues that are different on OS X (property synthesis generation I believe)

By the way, you can use the C++ wrapper quite readily with any other existing audio framework that provides OS X support - I use it in cinder apps and of course Dan provides ofxPd.  I know others who have used portaudio or FMOD directly.

cheers,
Rich


On Sat, Jul 6, 2013 at 9:04 AM, Dan Wilcox <danomatika@gmail.com> wrote:
Sorry. I assumed you were using the existing Obj-C PdAudioUnit and PdAudioController classes included with libpd which were written mainly for iOS. We should get around to tweaking it so it works on OSX. Did you try it?

In skimming your code, it looks like you're doing everything the PAudioUnit does, so I don't see any obvious problems.


On Jul 6, 2013, at 8:52 AM, Joe White <white.joe4@gmail.com> wrote:

Sorry that previous code had some test stuff in it, here's a slightly cleaner version (ARC'd)

http://pastebin.com/index/1bR2Ftqn

On 6 July 2013 13:47, Joe White <white.joe4@gmail.com> wrote:
How do you mean the CoreAudio backend? I would have thought I should just be able to call the process function in my render callback. Did you check out the code I posted? I happy to provide that as an AudioController for libpd on OSX. Messages and print objects work correctly but libpd is not processing any audio. 


Cheers,
Joe


On 5 July 2013 23:33, Dan Wilcox <danomatika@gmail.com> wrote:
As far as I know, the OSX port isn't finished and the CoreAudio backend isn't hooked up. Anyone wanna help out there or sponsor us? :D

On Jul 5, 2013, at 7:56 AM, pd-list-request@iem.at wrote:

From: Joe White <white.joe4@gmail.com>
Subject: [PD] Libpd running in OS X app
Date: July 5, 2013 7:34:47 AM EDT
To: pd-list <pd-list@iem.at>


Hi guys,

Does anyone have any experience running libpd in an OS X app, using CoreAudio. 

I'm able to run a patch and receive print statements but I'm not getting any audio output and DSP doesn't seem to be processing. I created a quick test tone in code to see if it was my audio unit but that works. My main problem it seems is that after calling 

  [PdBase processFloatWithInputBuffer:leftBuffer outputBuffer:leftBuffer ticks:ticks];

...the buffer is still empty. Anyone have any ideas?

I'm calling [PdBase computeAudio:] just before I start the AudioUnit. Here's the whole controller class if that helps:http://pastebin.com/eYf1Facp

Any help would be much appreciated!

Many thanks,

Joe


--------
Dan Wilcox
@danomatika








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Follow me on Twitter @diplojocus



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Follow me on Twitter @diplojocus

--------
Dan Wilcox
@danomatika






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