jstrecker's picture

Confirmed, there is a problem with Hap playback in exported apps. We'll get this fixed.

Workaround in the meantime:

  • Right-click on the exported app, choose Show Package Contents, navigate to Contents > Frameworks > Vuo.framework, and create a new folder called "Frameworks".
  • Right-click on Vuo Editor.app, choose Show Package Contents, navigate to Contents > Frameworks > Vuo.framework > Versions > 1.2.6 > Frameworks, and copy HapInAVFoundation.framework to the folder just created in the exported app.
jstrecker's picture

Thanks for pointing out the workaround, @Kewl.

To avoid the situation where you pick one device from the menu but Vuo uses a different device, we could modify that menu to disambiguate devices with the same name.

jstrecker's picture

Super, thanks! So maybe your GPU doesn't support multisampling, or at least not up to 4x. (We saw a similar issue with the Intel HD 3000.) We'll look into it.

timwessman's picture

I have HAP-codec on my system and it works with other software (VDMX, Compressor...). I guess HAP -codec is needed to view HAP-videos even in the Vuo-editor (which works)?

And I tried to reinstall it, doesn't help.

Do HAP-video player work on your system when composition is exported as standalone app?

timwessman's picture

HAP video don't work on exported Mac App


Vuo version: 

OS version: 

  • Mac OS 10.11

How severely does this bug affect you?: 

●●●○ — It prevents me from completing a specific task with Vuo.

Steps causing the bug to occur: 

  1. Create simple video player composition. With vuo.video.play and vuo.image.render.window
  2. Set Hap -encoded video as video URL
  3. Run composition -> Everything works (attached image: ScreenShotHapBug2.png)
  4. Export composition to Mac App
  5. Run exported mac app -> Video is not displayed (attached image: ScreenShotHapBug1.png)
  6. Check OSX error console (attached image: ScreenShotHapBug3.png)
  7. Do the same with other video types (at least h264) -> Works fine

Have you found a workaround?: 

No - only other codecs works (at least h264)

Other notes: 

Attached example project, which is source of screenshots.



Package icon HapBug.zip12.06 MB
Benedikt's picture

Second thing:

May 24 04:36:50 Benedikts-MacBook-Pro Vuo Editor[10817]: notify name "user.uid.501.BRNotificationServerAvailabilityChanges" has been registered 20 times - this may be a leak
May 24 04:36:51 Benedikts-MacBook-Pro Vuo Editor[10817]: assertion failed: 16E195: libxpc.dylib + 74307 [ABC45890-DA23-3A4A-B50B-1384BD4CBBDF]: 0x89
May 24 04:36:54 Benedikts-MacBook-Pro Vuo Editor[10817]: BUG in libdispatch client: kevent[EVFILT_MACHPORT] monitored resource vanished before the source cancel handler was invoked

pasted from system.log

Benedikt's picture

first thing: switching off multi-sampling compiles !

jstrecker's picture

Maybe you could generate a list of points in the exact shape of a sphere (or whatever), then use the result of Calculate Amplitudes for Frequencies to perturb each point.

There's probably some formula you could plug into Calculate List or Make Parametric Points to generate points along the surface of a sphere. Make Parametric Grid Points could also be useful.

Once you generate the list of points, you could feed that into an Add Lists node and have the other input come from Calculate Amplitude for Frequencies.

Then you could feed the resulting list into the Transforms port of Copy 3D Object (TRS + Material). And you could feed a list of colors into the Materials port that is also controlled by the output of Calculate Amplitudes for Frequencies.

Or maybe another way to approach the problem would be to use Displace 3D Object with Image. You could use the result of Calculate Amplitudes for Frequencies to draw points in an image (appropriately distorted to map onto a sphere), and use that to distort your sphere. And you could draw points similarly but using the result of Calculate Amplitudes for Frequencies to control the color, and use Shade with Unlit Image to color points or areas on the sphere.



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