iOS app with HISE
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Well it was once working up to the point where you can compile it and run it on your device but all the horror that came after that (testing across hosts, submitting to the app store etc) was so annoying that we never went ahead with publishing the products we had on iOS.
Also the UI performance was really bad (and I think that any app that isn‘t exclusively developed using the native UI kit from Apple feels like being run on an emulator.
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@christoph-hart @d-healey I see! Thx for the quick reply! I’ll have to think of another solution then. Doing it with HISE would have been nice though…
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@ursbollhalder the problem is not HISE - as I said it‘s what comes after you compiled it.
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@christoph-hart I see. So I could do it but iOS versions and different devices could make life difficult for me!? And what about the graphics performance. I have an instrument that works with drawing (paint routines) on the canvas to add sounds and arpeggiator functionalities. Quite a bit of stuff. Would you say it might be better to let it go?
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@ursbollhalder Ditching iOS was my conclusion after trying but you might have a higher tolerance for frustration. It‘s a shame because the possibility of pushing a finished product to another target audience just with a click of a button seemed nice.
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@ursbollhalder I developed an iOS app, it was based an a panel, you could play on a, type of keyboard with your fingers.
You could adjust the pitch by just moving the fingers a tiny bit tp the left and right, and increase/decrease the volume by sliding the fingers on the Y-Axis
It worked ok, I used it on my iPad, but I never continued developing it or even thought about releasing it :)
I should say it was more than 2 years ago, with todays code I don't really know. -
@christoph-hart I'm having trouble compiling the XCode project!
I think this has to do with the mentioned App Group ID that you describe in the docs. But in HISE settings I can't input anything there.
Hitting ok will leave that field empty!Well... it's not that you didn't warn me!
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@ursbollhalder it needs to be similar to your bundle identifier. So if this is
com.mycompany.product
it needs to be
group.mycompany.product
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@christoph-hart THanks. I am one step further... although that field is behaving a bit wonky...
But I think I am doing something wrong here! I do get this error:
Weird. Because that flag is set to 1 in my projucer file!
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@ursbollhalder Believe me, this procedure will go on for at least 100 times until you have something running on your iOS device.
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@christoph-hart But we're already down to 99, right?! 🤪
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@ursbollhalder well it's an estimate so we could also have 9999 problems left to solve.
Out of fun I just compiled the current project I'm working on for iOS (which worked after I added a few missing OpenGL constants) and it completely explodes the iOS simulator with
'cyclone' is not a recognized processor for this target
Googling this remarkable epic error message yields this forum topic:
https://developer.apple.com/forums/thread/658330
so the solution to this problem is to use a deprecated iOS simulator < 14.0. Whether the software then runs on an actual device with iOS > 13.0 is completely unclear.
And this is just one example how iOS development is the absolute worst.
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@christoph-hart That's encouraging!
So where is the bottleneck in this export to an iOS app? Is JUCE just not a good solution for creating an iOS app in that case? What route would you take, if you wanted to create an instrument for iOS? -
@ursbollhalder My experience is that as soon as you deviate from the path that Apple offers you (using JUCE or even C++ instead of whatever language Apple wants you to use today), you're in a world of hurt.
So, use Xcode, Swift, Metal (not OpenGL since that is deprecated) and develop iOS apps that only run on iOS, then you might have a better time. Basically reimplement everything you have already working for desktop with another toolset with an unknown return on investment because the iOS music software market is rather small.
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@christoph-hart said in iOS app with HISE:
So, use Xcode, Swift, Metal (not OpenGL since that is deprecated) and develop iOS apps that only run on iOS, then you might have a better time. Basically reimplement everything you have already working for desktop with another toolset with an unknown return on investment because the iOS music software market is rather small.
That's what I thought. But learning those frameworks, in general, is not a bad idea I suppose, if you're into that kind of space, no?
The idea I had in mind was more along the lines of an educative, playful, game-sorta app for kids. My 2 plugins that are getting in shape steadily involve drawing on the ui a lot. I thought of creating a bunch of little apps for. kids that would talk to each other and let them create stuff playfully... something like GarageBand jam, where you can hookup multiple devices. Just a crazy idea I had...
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But learning those frameworks, in general, is not a bad idea I suppose, if you're into that kind of space, no?
If you want to learn native iOS development, then yes, learning about native iOS development is a good idea :)
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@christoph-hart I managed to get it running on the simulator at least... The graphics performance on there is super awful... as you said... I need a HISE backend with a swiftUI frontend!!
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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…