I followed the examples as closely as I could.
Everything compiles until I add #import "AEDemoAudioController.h" to the bridging header file.
When attempting to compile, it fails at the first line with:
Hey i made it work somehow,
i got temporary solution I think. I made a TAAE2-master duplicate and edited the TAAE Sample .m and .swift files to start with the sine wave, it worked in my ipad pro and the simulator.
Hey @fbunn - Ah, yes, if you're using the same architecture (an Xcode workspace with the app as a subproject), then you need to do a bit of messing with the header search paths. Take a look at the TAAE2 sample app's project settings; you'll find "$(BUILT_PRODUCTS_DIR)" in the header search paths for the debug build, and that as well as "$(TEMP_ROOT)/UninstalledProducts/$(PLATFORM_NAME)" for the release build.
Thanks, Michael! I'll give that a whirl
I have a similar problem. I tried building a sample from scratch using the video.
Using the sample project from GitHub with the sample project tree I get the following errors:
I can edit the #import </TheAmazingAudioEngine/TheAmazingAudioEngine.h> path to absolute path on my computer but then the project does not find The Amazing Audio Engine modules:
Any ideas? Thanks!
You've got a typo there in AEAudioController.h:12: #import </The.... Gotta remove that leading "/". I just checked, it doesn't seem to be there in the repository.
Not sure how that / got in there. I still get the same error.
Here is other change I made (the debug and build locations listed above):
Thanks for the help.
Hmm, maybe just revert all changes/delete and re-download?
Edit: Oh! You've opened the Xcode project for TAAESample, not the Xcode workspace, that's why. Open the workspace, and it'll work.
yes. That is what I did wrong. Open the workspace not the Xcode project. Thanks.
I've just started trying out TAAE2 and love the stack approach to processing buffers. But would it be hard to make this available via Cocoapods?
I haven't tried the cocoapods install yet but I'm pretty sure it is already available
It'll definitely be made available on Cocoapods soon - currently, there's just 'TheAmazingAudioEngine' (TAAE 1). Soon there'll be TheAmazingAudioEngine2, but only once I've hit a solid version 1.0. That won't be far off, though.