iOS app with HISE
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@ursbollhalder it gets a bit better on an actual device though
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@christoph-hart Hmm… it’s ‘ Peitsche und Zuckerbrot’ with you, right? Now you’re making me curious again…
But to build it on an actual device I do need a running dev membership? Which I’ll have to get eventually anyways…
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@ursbollhalder no i think you can make a Personal account for free where you can register your device to and then you can run a debug build for 7 days so this might work for initial prototyping.
But I get the zuckerbrot and peitsche thing, but it‘s not me, it‘s how iOS works...
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@christoph-hart I actually got it running on my iPhone 8!!
It looks a bit like shit at the moment... but there might be hope after all...
I do get sample streaming crashes a lot. Stuff like this...
JUCE Assertion failure in StreamingSamplerVoice.cpp:727
Are there things that need to be avoided when exporting for iOS regarding sample streaming, settings, etc.?
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@christoph-hart I actually think this is pretty darn cool! Honestly!
The graphics performance is not that bad with this little instrument. I am drawing on a panel quite a bit... and it looks really good and interactivity is also good! The drawing of settings or preset panels with boxBlur and tiny bit of noise is a bit laggy. But not much... Could be optimized maybe on my part...
Also, I wonder how the mouse callbacks relate to the touch gestures!! So is mouseUp working the same way as when i lift the finger from the screen f.e.?
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@ursbollhalder If you touch for longer than 1 second without moving your fingers more than 8 pixels, it will trigger the same callback as right clicking.
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Are there things that need to be avoided when exporting for iOS regarding sample streaming, settings, etc.?
Are you using HLAC monoliths? I think I have deactivated using raw files on iOS (not sure why though)...
Also I've rewritten the way how samples that are pitched extremely are handled after I've used iOS the last time so this might also break something.
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@christoph-hart Yes. Monoliths… I think I couldn’t export it as Standalone from HISE otherwise, no?!
And there is some pitch shifting going on yes, but nothing I’d categorise as extreme…
I had the impression it always crashed when randomising stuff, which also loads random samples and then trying to play a note before the sample map is loaded. That is something I noticed on a macOS standalone export as well. The instrument will go silent and abort loading samplemaps when you try to play before the loading process is finished!
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@christoph-hart I am still on the iOS train here... Haven't given up yet!
Since recently XCode throws me the following errors that are blocking my compilation.
EDIT: It doesn't any sense at all! I was able to compile it with "no problems" (Well, it's iOS we're talking about... so...) and now I get the same errors as the others who tried to catch the iOS train... But I didn't change anything!
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@ursbollhalder Yeah, those aren't defined in the JUCE OpenGL wrapper for some reason. I've fixed it by adding those to the JUCE definitions, but I have no idea whether this breaks something...
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@christoph-hart Ah wow... Thanks for the support here! Much appreciated! I'll give it a go...
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Hi - I'm interested in catching the iOS train and might have enough tolerance for frustration. The experience @ursbollhalder describes above seems to give some hope. I wouldn't be doing complex interfaces, to begin with at least, so suboptimal graphics performance might not be a problem.
But I'm unsure how to start experimenting in space: With my HISE project open in Xcode, I only see a Mac run destination; no iPad/iPhone simulator or device destinations (even though a device is connected and shows up for other Xcode projects).
If I open
Binaries/AutogeneratedProject.jucer
in Projucer, from within my HISE project, I only see an option for aXcode (macOS)
exporter, while withHISE Standalone.jucer
open in Projucer, for compiling HISE itself, I see anXcode (iOS)
exporter option.Do you have any ideas on how to overcome this initial hurdle?
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Found an Internet Archive snapshot of the page at
http://hise.audio/manual/ios.php
which currently displays some error. There I found helpful information on the missing pieces:- wasn't using the Xcode project generated at
Binaries/Builds/iOS/
- needed to add the Apple Team Development ID in the HISE User Settings and an App Group ID in the Project Settings
Now the same basic project, which I've previously built as a desktop standalone and -plugin application, runs on an iOS simulator and an iPhone device, which is quite amazing.
- wasn't using the Xcode project generated at
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