繁体   English   中英

无法在iOS上注册FMOD插件(使用Unity3d)

[英]Not able to register FMOD Plugin on iOS (using Unity3d)

我在C ++上创建了FMOD插件,并生成了动态库(.dylib)和静态库(.a)。

我可以在FMOD Studio GUI上成功使用动态库,也可以在Unity3d Mac模拟器中使用它(该模拟器从Assets / Plugins中选择动态库。但是,在iPhone上运行时我遇到了问题。

对于iOS,我需要使用静态库(* .a),这意味着我必须在Unity3d(C#)中手动加载插件,生成Xcode项目并将其安装在iPhone上。 我尝试在C中实现一个基本功能并将其加载到C#上,并且工作正常。 这意味着静态库可以正确生成,并且我可以在iPhone上成功加载并使用它。 但是我无法使用FMOD描述功能。

这是我的代码,当我在iPhone中运行它时,出现此错误:

“ FmodDescPtr是IntPtr.Zero”

在此先感谢您的帮助! 我已经为此苦苦挣扎了5天,还没有解决。

C ++方面:

F_DECLSPEC F_DLLEXPORT int F_STDCALL AigooGetDSPDescription2(FMOD_DSP_DESCRIPTION *FmodDesc)
{

// defines the user interface, maximum distance knob
static float distance_mapping_values[] = { 0, 1, 5, 20, 100, 500, 10000 };
static float distance_mapping_scale[] = { 0, 1, 2, 3, 4, 4.5, 5 };

// defines the 3D location attributes
FMOD_DSP_INIT_PARAMDESC_DATA(p_3d_attributes, "3D Attributes", "",  "",  FMOD_DSP_PARAMETER_DATA_TYPE_3DATTRIBUTES);


FMOD_DSP_DESCRIPTION Aigoo_Simple_Plugin_Desc =
{
    FMOD_PLUGIN_SDK_VERSION,
    "AigooSimplePlugin6",    // name
    0x00010000,     // plug-in version
    1,              // number of input buffers to process
    1,              // number of output buffers to process
    Aigoo_Simple_Plugin_dspcreate,
    Aigoo_Simple_Plugin_dsprelease,
    Aigoo_Simple_Plugin_dspreset,
    Aigoo_Simple_Plugin_dspread,
    0,
    0,
    AIGOO_SIMPLE_PLUGIN_NUM_PARAMETERS,
    Aigoo_Simple_Plugin_dspparam,
    Aigoo_Simple_Plugin_dspsetparamfloat,
    0, // Aigoo_Simple_Plugin_dspsetparamint,
    0, // Aigoo_Simple_Plugin_dspsetparambool,
    Aigoo_Simple_Plugin_dspsetparamdata,
    Aigoo_Simple_Plugin_dspgetparamfloat,
    0, // Aigoo_Simple_Plugin_dspgetparamint,
    0, // Aigoo_Simple_Plugin_dspgetparambool,
    Aigoo_Simple_Plugin_dspgetparamdata,
    Aigoo_Simple_Plugin_shouldiprocess,
    0,                                      // userdata
    Aigoo_Simple_Plugin_sys_register,
    Aigoo_Simple_Plugin_sys_deregister,
    Aigoo_Simple_Plugin_sys_mix
};


FmodDesc = &Aigoo_Simple_Plugin_Desc;

return 9291983;  //this is to test that I'm able to get this value on C# and iOS side
}

C#端:

public class AigooPlugInHandler {
    [DllImport ("__Internal")]
    public static extern int AigooGetDSPDescription2(out IntPtr FmodDesc);
}

public class MyAigooClass : MonoBehaviour 
{
    if (Application.platform == RuntimePlatform.IPhonePlayer) {
        IntPtr FmodDescPtr;
        plugin_result = AigooPlugInHandler.AigooGetDSPDescription2(out FmodDescPtr);
        //printing plugin_result returns 9291983 which is the value returned from C 
        if (FmodDescPtr != IntPtr.Zero)
        {
            DSP_DESCRIPTION FmodDesc = (DSP_DESCRIPTION)Marshal.PtrToStructure(FmodDescPtr, typeof(DSP_DESCRIPTION));
            FmodDesc.numinputbuffers = 1;
            ERRCHECK(sys.registerDSP(ref FmodDesc, out mmdsp_handle));
        }
        else
            Console.WriteLine("FmodDescPtr is IntPtr.Zero");    
    }
}

这是DSP_DESCRIPTION的原始结构:

[StructLayout(LayoutKind.Sequential)] //original:
public struct DSP_DESCRIPTION
{
    public uint pluginsdkversion;                          /* [w] The plugin SDK version this plugin is built for.  set to this to FMOD_PLUGIN_SDK_VERSION defined above. */
    [MarshalAs(UnmanagedType.ByValArray, SizeConst = 32)]
    public char[]                      name;               /* [w] Name of the unit to be displayed in the network. */
    public uint                        version;            /* [w] Plugin writer's version number. */
    public int                         numinputbuffers;    /* [w] Number of input buffers to process.  Use 0 for DSPs that only generate sound and 1 for effects that process incoming sound. */
    public int                         numoutputbuffers;   /* [w] Number of audio output buffers.  Only one output buffer is currently supported. */
    public DSP_CREATECALLBACK          create;             /* [w] Create callback.  This is called when DSP unit is created.  Can be null. */
    public DSP_RELEASECALLBACK         release;            /* [w] Release callback.  This is called just before the unit is freed so the user can do any cleanup needed for the unit.  Can be null. */
    public DSP_RESETCALLBACK           reset;              /* [w] Reset callback.  This is called by the user to reset any history buffers that may need resetting for a filter, when it is to be used or re-used for the first time to its initial clean state.  Use to avoid clicks or artifacts. */
    public DSP_READCALLBACK            read;               /* [w] Read callback.  Processing is done here.  Can be null. */
    public DSP_PROCESS_CALLBACK        process;            /* [w] Process callback.  Can be specified instead of the read callback if any channel format changes occur between input and output.  This also replaces shouldiprocess and should return an error if the effect is to be bypassed.  Can be null. */
    public DSP_SETPOSITIONCALLBACK     setposition;        /* [w] Setposition callback.  This is called if the unit wants to update its position info but not process data.  Can be null. */

    public int                         numparameters;      /* [w] Number of parameters used in this filter.  The user finds this with DSP::getNumParameters */
    public IntPtr                      paramdesc;          /* [w] Variable number of parameter structures. */
    public DSP_SETPARAM_FLOAT_CALLBACK setparameterfloat;  /* [w] This is called when the user calls DSP.setParameterFloat. Can be null. */
    public DSP_SETPARAM_INT_CALLBACK   setparameterint;    /* [w] This is called when the user calls DSP.setParameterInt.   Can be null. */
    public DSP_SETPARAM_BOOL_CALLBACK  setparameterbool;   /* [w] This is called when the user calls DSP.setParameterBool.  Can be null. */
    public DSP_SETPARAM_DATA_CALLBACK  setparameterdata;   /* [w] This is called when the user calls DSP.setParameterData.  Can be null. */
    public DSP_GETPARAM_FLOAT_CALLBACK getparameterfloat;  /* [w] This is called when the user calls DSP.getParameterFloat. Can be null. */
    public DSP_GETPARAM_INT_CALLBACK   getparameterint;    /* [w] This is called when the user calls DSP.getParameterInt.   Can be null. */
    public DSP_GETPARAM_BOOL_CALLBACK  getparameterbool;   /* [w] This is called when the user calls DSP.getParameterBool.  Can be null. */
    public DSP_GETPARAM_DATA_CALLBACK  getparameterdata;   /* [w] This is called when the user calls DSP.getParameterData.  Can be null. */
    public DSP_SHOULDIPROCESS_CALLBACK shouldiprocess;     /* [w] This is called before processing.  You can detect if inputs are idle and return FMOD_OK to process, or any other error code to avoid processing the effect.  Use a count down timer to allow effect tails to process before idling! */
    public IntPtr                      userdata;           /* [w] Optional. Specify 0 to ignore. This is user data to be attached to the DSP unit during creation.  Access via DSP::getUserData. */
}

谢谢,卡洛斯

看起来Aigoo_Simple_Plugin_Desc是在堆栈而不是堆上分配的。

代替:

FMOD_DSP_DESCRIPTION Aigoo_Simple_Plugin_Desc = ...

...尝试以下操作。 注意如何将FMOD_DSP_DESCRIPTION参数更改为指向指针的指针

F_DECLSPEC F_DLLEXPORT int F_STDCALL
AigooGetDSPDescription2(FMOD_DSP_DESCRIPTION **ppFmodDesc)
{
    FMOD_DSP_DESCRIPTION* Aigoo_Simple_Plugin_DescPtr = new FMOD_DSP_DESCRIPTION ();
    // initialise Aigoo_Simple_Plugin_DescPtr 
    .
    .
    .
    *ppFmodDesc = Aigoo_Simple_Plugin_DescPtr;  
    .
    .
    .

指定的结构必须是可漂白的或具有布局信息

尝试将[StructLayout(LayoutKind.Explicit)]到c#端的结构中。

暂无
暂无

声明:本站的技术帖子网页,遵循CC BY-SA 4.0协议,如果您需要转载,请注明本站网址或者原文地址。任何问题请咨询:yoyou2525@163.com.

 
粤ICP备18138465号  © 2020-2024 STACKOOM.COM