AFAICS this is supposed to work, and we had two persons @Charley Lanusse and @Markus on Faust Slack channel having this working.
I ‘ve sen you an invitation for the Faust Slack channel Stéphane > Le 21 nov. 2021 à 07:51, Rob Hamilton <robert.k.hamil...@gmail.com> a écrit : > > 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 > > > _______________________________________________ > Faudiostream-users mailing list > Faudiostream-users@lists.sourceforge.net > https://lists.sourceforge.net/lists/listinfo/faudiostream-users _______________________________________________ Faudiostream-users mailing list Faudiostream-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/faudiostream-users