Hi all, I spent a bit of time today digging into the Faust2Unity workflow with the goal of pushing a small Unity app using Faust String models onto a mobile device (Pixel 5a, version: 11.0, abi: arm64-v8a, sdk: 30).
I'm ultimately getting no sound on device (I have sound in editor using the Win64 built plugin), and seeing these errors in Android Logicat: 2021/11/21 01:20:44.257 17322 17343 Error Unity DllNotFoundException: libFaustPlugin_proceede_violin 2021/11/21 01:20:44.257 17322 17343 Error Unity at (wrapper managed-to-native) FaustUtilities_proceede_violin.Faust_Context.Faust_contextNew(int) 2021/11/21 01:20:44.257 17322 17343 Error Unity at FaustUtilities_proceede_violin.Faust_Context..ctor (System.Int32 buffersize) [0x00006] in <fc43311815dd42d7bd5b03c7a64e1479>:0 2021/11/21 01:20:44.257 17322 17343 Error Unity at FaustPlugin_proceede_violin.Awake () [0x00007] in <fc43311815dd42d7bd5b03c7a64e1479>:0 I'm getting the same errors whether I compile via Faust2Unity for armeabi-v7a or arm64-v8a (after adding arm64-v8a to APP_ABI in Application.mk). I'm running Faust2Unity on a Mac and transferring the unity package over to a Windows machine where I'm building the Unity project onto the Android phone. (For what it's worth, I'm not building OS X or iOS at this time as I'm on an older version of OS X and would need to upgrade my OS to install XCode). I tried forcing Unity into compiling 64-bit Android with IL2CPP but that didn't seem to do anything. Any thoughts on what could be going on would be extremely helpful. I ran through as many possible scenarios as I could think of, but no sound on mobile ever is working. One thing I'm seeing that I don't understand is that in the generated FaustUtilities_ .cs file, the _dllName string is being populated with a different name than the generated Android plugin... the plugin name begins with "libFaust" while line 253 of FaustUtilities_ in the Faust_Context class def looks for a plugin starting with "Faust...". The first declaration for EDITOR and WIN seems to rightly use the "libFaust..." preface (see below): #if UNITY_EDITOR_OSX || UNITY_EDITOR_WIN || UNITY_STANDALONE_OSX || UNITY_STANDALONE_WIN || UNITY_WSA || UNITY_WSA_10_0 const string _dllName = "libFaustPlugin_proceede_violin"; #elif UNITY_IOS const string _dllName = "__Internal"; #elif UNITY_EDITOR || UNITY_ANDROID || UNITY_STANDALONE_LINUX const string _dllName = "FaustPlugin_proceede_violin"; #else Debug.LogError("Architecture not supported by the plugin"); #endif That being said, I also tested by making sure the _dllName var was the same as the plugin but nothing changed. Anything jump out as being suspicious? I'm pretty new to Android so I'm hoping I'm just missing something dumb. thanks, rob
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