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
> 
> 
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