AudioKit - How can I get MIDI inputs to work? - macos

Using AudioKit v5-main. I'm going out of my mind, as I can't seem to get any MIDI inputs to work in my project (MacOS). I simply get no input.
I have run the MIDI Monitor in Cookbook successfully.
I have copied the MIDIMonitor to a new clean project successfully.
To figure out what's wrong, I have copied the MIDIMonitor.swift into my own project, stripped it down so all it runs is the MIDI monitor. No luck.
When I close MIDI Monitor (the one that's embedded in my project) I get the following error, which I don't get when I close the version embedded in CookBook:
MIDI+Receiving.swift:closeInput(uid:):450:Error disconnecting MIDI port: -50 (MIDI+Receiving.swift:closeInput(uid:):450)
MIDI+Receiving.swift:closeInput(uid:):456:Error displosing MIDI port: -50 (MIDI+Receiving.swift:closeInput(uid:):456)
(B.t.w., there seems to be a typo in MIDI+Receiving.swift, should have been "disposing" and no extra space).
It seems somehow that the MIDI input was never properly initialised, but I get no error when I open the MIDI inputs.
Anyway, anybody has a clue on what could provoke this error?
Project setting?
MacOS 11.2.3
Xcode 12.4

Make sure you have background modes audio checked as below:

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Sample executable hanging after fresh Windows OMNeT++ Installation

I was trying to use OMNeT++ earlier today but I was unable to get any simulation to run. I tried numerous model simulations but they began hanging at the same place during initialization. I deleted and re-installed OMNeT++, but the problem persists. So even after a fresh install of OMNeT++ v5.5.1 on a Windows 10 v1903 machine, I am unable to run any simulation. This is what I saw when I ran the Aloha sample simulation executable directly after following all the OMNeT++ installation steps:
The Qtenv simulation window starts up but it's completely blank, and I can't actually focus on it, which leads me to believe there's something up with Qt. The program hangs indefinitely at this point. OMNeT++ was configured using the default values found in configure.user.
Any suggestions?
EDIT:
This is the last console output I receive after running QT_LOGGING_RULES="*.debug=true" ./aloha.
This is the last console output I receive after running QT_DEBUG_PLUGINS=1 ./aloha.
Did you connect additional monitor to your computer? Sometimes Windows remember position of an application on non-existed screen. Try to change your screen properties or connect second screen and look for Qtenv window of Aloha simulation.
Besides the above, delete .qtenvrc from samples/aloha.

Terminals are not working with USBSerial on an Arduino DUE. Ports are ok

I have firmware installed on an Arduino DUE from a different mac, it is designed to interface with a Matlab-based application. It has been tested and known to work. I am attempting to modify the firmware from the mac in my office, but I ran into a snag after installing the Arduino IDE.
First, I cannot get the Arduino Serial Monitor to interact with the DUE. I have tried multiple times, it worked once but I have not managed to make it work since. No errors are reported.
Second, I cannot get the screen terminal command to interact with the DUE either. No errors are reported.
Third, if I simply use text pipes in the terminal (e.g., echo 'status' > /dev/cu.usbmodem1421 or head -20 /dev/cu.usbmodem1421 &) I get appropriate responses from the DUE.
Fourth, the Matlab application can interact with the DUE just as designed.
Note that this is the native USB port in the DUE, no serial adapters (with their driver weirdnesses) are involved. I have not tried to download new code to the DUE as the firmware works as it is as long as we use macs (it is just that I need to modify it so that it can work with the much-slower ports in a Windows PC).
I need to be able to debug the code I am modifying, and for that I need to be able to interact via a terminal, any terminal. Any ideas of where to look?
UPDATE: I noticed that the code was not waiting for USB to be ready. So I added
while(!WiredSerial){
digitalWrite(PIN_LED, HIGH);
delay(125);
digitalWrite(PIN_LED, LOW);
delay(125);
}
After this change the DUE waits for the terminal to be opened and the terminals display the initialization text without a hitch. After that the behavior is the same as reported before.
Never mind.
I was certain that I had already checked this before posting. As a matter of fact, I am sure that it is the first thing I checked, something else must have changed in the interim.
The code was expecting a newline character before it sent anything back while the terminals were just sending a carriage return.

Mac SDL+OpenGL App refuses to launch from anything but terminal

We've got a fairly mature cross-platform game engine which we've had running on OSX for several years now without a hitch; we recently upgraded the game from SDL 1.2.15 to 2.0, and at some point in the conversion, I goofed something up and now we have a bizarre problem where the app launches just fine from the terminal, but when you launch the app from a double-click in the Finder, it just bounces once in the dock and just goes away.
We're baffled because insofar as I can tell, there's only a one-liner being printed in Console.app: Exited with code: 255 (naturally running from the terminal doesn't help here because we can't reproduce the problem there; the app runs fine when launched in a terminal).
So the only thing we can figure is it's either something we're goofing up in our main.cpp, or something we've hosed in how I set up the dylibs/frameworks. It's also possible that it's something to do with the working directory not being set right, but to the best of my abilities, I believe we're doing it right (regardless of your current working directory; the app attempts to forcibly set said directory to be in the Resources folder - this was necessary to get the game to launch, but I don't know if we're doing it wrong). This feels like a somewhat awkward fit for stackoverflow, for which I apologize, since it's not a simple "paste this code and ask what's wrong" job. I have two ways for you to reproduce it; firstly we are an open-source project, and you can get our source code (complete with a mac project file and all dependencies included in the repo, set up and ready-to-go exactly as I've perhaps erroneously created them), at our github page. The one change you'll need to do is open a file at the root level, named master-config.cfg, and remove the // comments from it (so the engine knows you want to launch a simple demo game shipped with the engine).
Alternately, I have a stripped down (~15mb zipped) binary you can directly download and try to run, if that's sufficient to diagnose the problem.
As said before, we're open-source, so we welcome any pull-requests for fixes!
You need to write a minimal Cocoa wrapper so that OS X will not SIGKILL you for not launching properly. I will give you a pull request with that wrapper.

Haxe - Objects on stage not displaying when deploying to windows

I am using Haxe/nme with Flash Develope to port a flash game to multiple platforms. All my imported library's are from NME. The program compiles and runs fine with Flash as the target. But when I target Windows the program compiles and runs, even the music starts playing, but all I see is a blank window.
All objects on the stage are missing. There are no errors and everything seems to compile/run perfectly, except for no objects showing up?
Is there something special I need to do to make objects show up with a windows target?
I solved it. Interlaced PNG's work's just fine when deploying to flash but will show absolutely nothing on windows with no errors at all. This is clearly something that should be put in big bold letters somewhere to warn newcomers, but now that I know everything is running great.
There is no "make objects show up on windows target" setting. Its very hard to tell you if there is something wrong with your code without seeing it.
Please try to compile the example project to windows to see a working project. http://www.nme.io/developer/documentation/getting-started/

EDSDK EdsOpenSession EXC_BAD_ACCESS signal

I believe this is similar to the thread: Canon SDK 2.11 on OSX
However the solution there did not work for me. I'm perplexed because I'm not sure how to figure out what has changed. I had some working software, did not work on it over the holiday and now when I open it up to work it fails. Not only my software but the demo app included with the SDK, which I have never changed and indeed used to work just fine.
I have tried with two different cameras (5DmII and 5DmIII) with the same result.
when I try and run the application, the camera is recognized but, as it attempts to open a session it receives a EXC_BAD_ACCESS signal. In each program it happens when a call is made to EdsOpenSession() with this message...
*** -[NSConcreteData release]: message sent to deallocated instance 0x8157af0
Interestingly, when I tried to use the EOS Utility that would crash also. So I updated and now that works great. I followed the suggestion in the above thread and copied the EDSDK.framework from the working bundle to my program and recompiled but I get the same results.
I'm trying to figure out how to contact Canon to get some information but they don't make it easy to get help so I'm appealing to the one group I know is responsive.
The only thing I can think is that sometime over the holiday I updated some critical library without knowing it.
Has anyone else run into and been able to solve this?
I'm running OS X 10.7.5, xcode 4.1, and EDSDK 2.11.3
Solved this. It did turn out to be the same solution as the mentioned link. However, what I was missing was that I needed to also copy the new EDSDK.framework into /Library/Frameworks not just have it in my source directory. This may be because I don't have everything setup correctly in XCode.

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