MAC AUi Component build doesn't show in a DAW
-
@nesta99 I've only ever used Mojave
-
@d-healey said in MAC AUi Component build doesn't show in a DAW:
@nesta99 Use xcode 10, don't build 32bit plugins.
What´s the lowest supported macOS version exportable in Xcode 10?
-
@Alex-Paradis said in MAC AUi Component build doesn't show in a DAW:
Thanks guy for the help!
I've tried multiple things on my MAC, removing caches and restarting, but still not showing :/.
User/system folders: (I´m sure you know this, but still) If you are trying to open au-plugins in the
user/Library/Audio/components/
folder you won´t be able to. Logic only reads system folders. So HISE normally exports to a folder Logic cannot read from. Move the .component toMac HD/Library/Audio/components/
instead, if you don´t normally. -
@Lindon said in MAC AUi Component build doesn't show in a DAW:
@nesta99 what David said.....
if you want your plugin to run on anyone else's machine you WILL have to do the notarizing...Is that for macOS >10.14.x (Mojave)? Or for them all? And are we talking about the actual .component files or the installer package (.pkg)?
-
@andioak said in MAC AUi Component build doesn't show in a DAW:
@Lindon said in MAC AUi Component build doesn't show in a DAW:
@nesta99 what David said.....
if you want your plugin to run on anyone else's machine you WILL have to do the notarizing...Is that for macOS >10.14.x (Mojave)? Or for them all? And are we talking about the actual .component files or the installer package (.pkg)?
Mojave onwards.
If you are using a packager then you can noterize the package - and the contents will be noterized for you.
You will have to code sign each thing separately before you do any of this.
-
@Lindon If each AUi component needs a unique code, how do you make sure your code doesn't accidentally match another developer's code?
-
@benosterhouse I believe the code is also checked again the company code. We should probably test this at some point...
-
Ooh I didn't distinguish between the two 4-letter codes. Company code and plugin code.
If it's checked against the company code, then is there some list of which companies are using which codes?
I can still see room for conflict there... -
is there some list of which companies are using which codes?
Nope, it's the Wild West. I wonder if the bundle ID is also taken into account.
-
Taking the bundle ID into account would be nice! I'll try making two AU's with the same plugin and company codes, but different bundle ids.
-
When I try to change the Bundle Identifier it says, "BundleIdentifier doesn't match the required format.Press OK to load the default value."
There's one place here where it talks about bundle identifiers here, but I'm not sure how it relates: https://developer.apple.com/library/archive/documentation/MusicAudio/Conceptual/AudioUnitProgrammingGuide/AudioUnitDevelopmentFundamentals/AudioUnitDevelopmentFundamentals.html
-
@benosterhouse The format should always be xxx.xxx.xxx usually it's a reversed URL, like com.osterhouse.ben
-
When I try anything like "com.myCompany2.product" I get that message, so I think the format is ok.
Perhaps "myCompany" and "product" are variables that you have to change somewhere else.
In the preferences I don't see another setting to set the company and product. -
Actually, I see under User Settings you can change the Company. You wouldn't want to change that for every plugin though of course!
At the top, under Project Settings you could change "Name", and maybe that would change the product in the bundle identifier.
However, I've already tried exporting two AUi's with the same codes but different names.
Reaper would only show one of them at a time. -
Perhaps the bundle ID has to be lower case.
-
That's not it. You can actually ignore that message. I'm just going to see what happens when I compile. It takes about 20 minutes on my 2014 macmini.
-
@benosterhouse Do a debug build it will be much faster, it's the linking that takes the time.
-
Soooo glad you told me that. I was wondering if this was just the way things were going to be ::squinting_face_with_tongue:
-
How do you do a debug build?
-
@benosterhouse Select build for running.