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Re: OSX State-of-Play?

Posted: Sun Apr 14, 2019 11:02 am
by deva
I have recently made some progress in the OSX/Cocoa UI area: http://aasimon.org/public/drumgizmo/osx-teaser.mkv
It still needs a lot of work (improving on the performance for one thing) but most of the old road-blocks has been bypassed.

Interested readers can check out the cocoa_ui branch to try it out for themselves.

Re: OSX State-of-Play?

Posted: Sat May 04, 2019 3:06 pm
by deva
OSX support is drawing nearer:
http://aasimon.org/public/drumgizmo/rea ... -first.mkv (note: audio works, but was not recorded by the screen-scraper)

I even managed to get the plugin UI embedding to work now:
http://aasimon.org/public/drumgizmo/rea ... -first.mkv

Re: OSX State-of-Play?

Posted: Sat May 04, 2019 8:25 pm
by Michael Willis
deva wrote:OSX support is drawing nearer
Whoa, this is great news! As somebody who uses MacOS and Linux, I've been hoping that Drum Gizmo would eventually support both.

I'll try to carve out some time to build the Mac version and test it.

Re: OSX State-of-Play?

Posted: Sun May 05, 2019 10:45 am
by deva
Cool! :-)

You can check out the cocoa_ui branch and follow the instructions on https://drumgizmo.org/wiki/doku.php?id= ... ding_howto
Inside the plugingui folder there should be an application called plugingui which you should be able to run to see the UI without the engine.
We made that to be able to test the UI backends without having to make the audio parts of the code work first.
Compiling the VST requires the VST SDK with VST2 support to be present on the system at vuild-time. Unfortunately we cannot redistribute it but you might be able to find it "on the internet"(tm).

Re: OSX State-of-Play?

Posted: Mon May 13, 2019 2:25 pm
by ivoaudio
Good news. Thanks for the effort.

I'm looking forward to using Drumgizmo inside Ardour in my Macbook Air, because my Linux machines (notebooks and netbooks) are very old and can't cope because of a severe lack of RAM.

I will compile in the next few days, if I get some free time.

Re: OSX State-of-Play?

Posted: Fri May 31, 2019 3:37 pm
by deva
I just merged the Cocoa backend to the develop branch.
It has been tested on Yosemite and Mojave (the latest version of OSX) with Reaper.
To test it, follow the instructions on our osx development page: https://drumgizmo.org/wiki/doku.php?id= ... ding_howto

Since it is still highly experimental implementation we will not be making a binary release for the 0.9.17 version and we encourage all users who are able to compile the plugin themselves to report any found issues so we can have them fixed and make a (hopefully) good and solid binary OSX release for the 0.9.18 version.

Re: OSX State-of-Play?

Posted: Wed Jun 26, 2019 6:25 pm
by Michael Willis
deva wrote: You can check out the cocoa_ui branch and follow the instructions on https://drumgizmo.org/wiki/doku.php?id= ... ding_howto
I finally tried building this on MacOS. Is there a way to build a MacOS native LV2? I tried fiddling with the parameters to ./configure, and it built an LV2 version, but it looks like it is Linux native, having .so instead of .dylib ... I didn't work up the gumption to find the VST2 SDK, but I do have experience building LV2 plugins on Mac, (using Distrho Plugin Framework).

Re: OSX State-of-Play?

Posted: Thu Jun 27, 2019 4:18 pm
by deva
I'm not sure the UI works yet. The code to make it work should be in place, but I haven't tested it yet.
I think you can simply rename the .so file to .dylib as with the vst and perhaps it just-works(tm) ?

Re: OSX State-of-Play?

Posted: Tue Jul 16, 2019 7:33 pm
by deva
Michael Willis wrote:I finally tried building this on MacOS. Is there a way to build a MacOS native LV2? I tried fiddling with the parameters to ./configure, and it built an LV2 version, but it looks like it is Linux native, having .so instead of .dylib ... I didn't work up the gumption to find the VST2 SDK, but I do have experience building LV2 plugins on Mac, (using Distrho Plugin Framework).
Did you manage to get the lv2 to work?

Re: OSX State-of-Play?

Posted: Tue Jul 16, 2019 10:21 pm
by Michael Willis
deva wrote:
Did you manage to get the lv2 to work?
I got it to build and load in the DAW, but the UI doesn't work. I was thinking of maybe configuring an Ardour session on my Linux machine, and then trying to load it on the Mac to see if it would at least make some noise, but I haven't tried it yet.

Re: OSX State-of-Play?

Posted: Wed Jul 17, 2019 7:21 pm
by deva
Michael Willis wrote:
deva wrote:
Did you manage to get the lv2 to work?
I got it to build and load in the DAW, but the UI doesn't work. I was thinking of maybe configuring an Ardour session on my Linux machine, and then trying to load it on the Mac to see if it would at least make some noise, but I haven't tried it yet.
You could try changing the line:

Code: Select all

a ui:X11UI ;
to

Code: Select all

a ui:CocoaUI ;
in the manifest.ttl file. That might work.

Re: OSX State-of-Play?

Posted: Fri Nov 01, 2019 7:01 pm
by deva
Michael Willis wrote:
deva wrote: You can check out the cocoa_ui branch and follow the instructions on https://drumgizmo.org/wiki/doku.php?id= ... ding_howto
I finally tried building this on MacOS. Is there a way to build a MacOS native LV2? I tried fiddling with the parameters to ./configure, and it built an LV2 version, but it looks like it is Linux native, having .so instead of .dylib ... I didn't work up the gumption to find the VST2 SDK, but I do have experience building LV2 plugins on Mac, (using Distrho Plugin Framework).
We now have an experimental VST binary that should work across all OSX (64bit) versions.
You can download it here: https://www.drumgizmo.org/releases/drum ... vst.tar.gz
Simply extract it to the ~/Library/Audio/Plug-Ins/VST folder so that the VST folder ends up containing a drumgizmo.vst folder and then it be possible to load inside the DAWs.

Since this is our first binary release on that platform please report any experiences with the plugin back to us so we know if it works.

Re: OSX State-of-Play?

Posted: Sun Jan 19, 2020 6:25 pm
by _inthenoise
deva wrote:
Michael Willis wrote:
deva wrote: You can check out the cocoa_ui branch and follow the instructions on https://drumgizmo.org/wiki/doku.php?id= ... ding_howto
I finally tried building this on MacOS. Is there a way to build a MacOS native LV2? I tried fiddling with the parameters to ./configure, and it built an LV2 version, but it looks like it is Linux native, having .so instead of .dylib ... I didn't work up the gumption to find the VST2 SDK, but I do have experience building LV2 plugins on Mac, (using Distrho Plugin Framework).
We now have an experimental VST binary that should work across all OSX (64bit) versions.
You can download it here: https://www.drumgizmo.org/releases/drum ... vst.tar.gz
Simply extract it to the ~/Library/Audio/Plug-Ins/VST folder so that the VST folder ends up containing a drumgizmo.vst folder and then it be possible to load inside the DAWs.

Since this is our first binary release on that platform please report any experiences with the plugin back to us so we know if it works.
I downloaded the binary, put it in the correct folder, and attempted to use it in Reaper (v5.984). It was able to find the plugin but when I loaded it as a new VST instrument, the GUI wasn't interactive at all. It looked like a small screenshot of what I assume the GUI looks like.

I also tried following the instructions here: https://drumgizmo.org/wiki/doku.php?id= ... ding_howto but got stuck with this error at the make step.

Code: Select all

make[3]: *** No rule to make target `/Path/to/VST3_SDK/public.sdk/source/vst2.x/aeffeditor.h', needed by `public.sdk/source/vst2.x/aeffeditor.h'.  Stop.
make[2]: *** [all-recursive] Error 1
make[1]: *** [all-recursive] Error 1
make: *** [all] Error 2

Re: OSX State-of-Play?

Posted: Sun Jan 19, 2020 7:09 pm
by deva
_inthenoise wrote:..., the GUI wasn't interactive at all. It looked like a small screenshot of what I assume the GUI looks like.
I guess you have a retina display? We are currently working on a way to support this so hopefully this will be available in the next release.

Re: OSX State-of-Play?

Posted: Tue Feb 11, 2020 3:06 am
by _inthenoise
deva wrote:
_inthenoise wrote:..., the GUI wasn't interactive at all. It looked like a small screenshot of what I assume the GUI looks like.
I guess you have a retina display? We are currently working on a way to support this so hopefully this will be available in the next release.
Yep, retina display. Thanks for the update!