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Re: How to debug Audio Unit?
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Re: How to debug Audio Unit?


  • Subject: Re: How to debug Audio Unit?
  • From: Eagle Offshore <email@hidden>
  • Date: Sun, 14 Aug 2011 13:22:05 -0700

Hmmm, I've tried that and despite extensive fiddling of build architectures and such I can't get it to stop at any break points.

Printf to the rescue.  I have solved it (basically make clean, a little more tracing and somehow it started working...no idea why).

So - YAY.  Thanks for the help.

On Aug 13, 2011, at 4:33 PM, Stephen Blinkhorn wrote:

> If you're using AULab you need to assign it as the active executable. If I remember correctly:
>
> 1. Project >> New Custom Executable
> 2. Project >> Set Active Executable
>
> Also, looking at my debug setup I stripped out all the 64 bit and PPC code from AULab leaving me with a simple i386 version of AULab. I can't remember what tool I used for that but it was terminal bases. This was necessary on my setup to get breakpoints working.
>
> Stephen
>
>
> On 13 Aug 2011, at 15:42, Eagle Offshore wrote:
>
>> I'm still trying to find out why my host callbacks fail to install silently (I've only been trying to sort this out for about 18 months off and on and I'm determined to do it if I could only buy a clue).  I've grabbed sinsynth audio unit example and I'm using XCode 3.
>>
>> I can get my host up in the debugger, compile sinsynth and open from my host.  But I cannot, even with both projects open, step into the code in sinsynth.  There is a failure somewhere between me calling AudioUnitSetProperty and DispatchProperty and I'm determined to trace this call somehow but I'm not able to get a break point in sinsynth to fire.
>>
>> HOW DO I DO THIS?
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References: 
 >How to debug Audio Unit? (From: Eagle Offshore <email@hidden>)
 >Re: How to debug Audio Unit? (From: Stephen Blinkhorn <email@hidden>)

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