Portaudio opens stream but no sound at all - c#

My unity project includes an unmanaged dll that links to portaudio dll which I've built, everything is configured and built for x86_x64 architecture. My unmanaged dll uses portaudio to open an ASIO audio stream.
I want to build it as Universal Windows Build.
The problem is: a standalone build of unity project works properly on windows 10, also Unity editor works fine, but when I build a Universal Windows Build I get a working application but without sound at all. Logs show that portaudio opens stream successfully and gets all properties of the ASIO driver, which in my case is ASIO4ALL, however when I call PaAsio_ShowControlPanel() it opens ASIO4ALL's settings window, but shows that it sees no hardware devices at all, as opposed to listing them when running the same method in a standalone build.
I tried enabling mic permission in unity, visual studio and windows settings.
I also tried running everything as admin, did not work.
Debug output I got when building the generated visual studio 2019 solution included those lines:
Exception thrown at 0x00007FFDD17BD759 (KernelBase.dll) in MyApp.exe WinRT originate error - 0x80004005 'The window has already been destroyed.'.
onecoreuapdriversmobilepcsensorsconvergenceapiwinrtpublicinternalsensorserver.cpp(74)Windows.Devices.Sensors.dll!00007FFD7C3A2E23 (caller 00007FFD7C3EDA61) ReturnHr(3) tid(4a70) 80070490 Element not found.

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How to use .exe from VS2013 in UWP app passing AppContainer check?

I am new to UWP and I have:
a game for UWP(Windows 10 only exported from Unity)
an executable (.exe) file (configuration generator for game, simple winform builded in VS2013 .Net 4.5)
When I call my exe from game it works perfect. Launching by FullTrustProcessLauncher:(https://learn.microsoft.com/en-us/uwp/api/windows.applicationmodel.fulltrustprocesslauncher)
But when I upload my game in MS Store. It failed some checking:
"%PATH_TO_EXE%/*.exe has failed the AppContainerCheck check."
I understand what is it but I am so confused because of reading docs about UWP, AppContainerCheck and etc
I installed VS2019 and import my project but I don't understand what I have to do. I have some variants:
rebuild project as .appxupload and call it from my export-from-Unity-UWP-game
rebuild as Desktop Bridge
do something with /APPCONTAINER (https://learn.microsoft.com/en-us/cpp/build/reference/appcontainer-windows-store-app?view=vs-2019)
do something with -target:appcontainerexe (https://learn.microsoft.com/en-us/dotnet/csharp/language-reference/compiler-options/target-appcontainerexe-compiler-option)
I understand that my exe-file must be run in an app container but how to rebuild my exe from VS2013 in VS2019 to pass the AppContainerCheck check?

Xamarin Won't Build on Physical Devices

I'm building a Xamarin app, and, so far, I've been able to build without issue on the iPhone Simulator, but I haven't been able to get the app to launch successfully on a physical iPhone device. In the past (about a month ago), the app was working fine on the same device. Here's some background on the specifics:
I develop my Xamarin code on my Windows machine, which is linked a remote Mac (hosted by MacStadium, a third-party hosting service).
My test phone is an iPhone 5c running iOS 10.3.3
To deploy to my iPhone, I build my app in Release mode in Visual Studio, upload the code to a third-party app installation service, Installr, which hosts the IPA file and assists with the installation of my app on the physical device. I've never had an issue with Installr and have no reason to believe that this is the source of my problem.
Since the last time the app worked on the physical device, I updated Visual Studio to version 16.3.2 and updated Xamarin. Here's the Xamarin Specs:
Generally, what happens, is that I download and install my app on the iPhone without any issue. However, when I click on the app, the splash screen loads for about 5 seconds, a white screen briefly appears as follow, then the app crashes.
I've seen several related articles on StackOverflow and other sources on the internet, but none of the proposed solutions see to work for me. For example, I've tried adding [assembly: XamlCompilation(XamlCompilationOptions.Compile)]
to App.xaml.cs with no luck.
I've also played around with changing the CSProj file settings to compile for various combinations of ARM64 and ARMv7. Changing this didn't help either. I've tried changing the linker behavior to "Don't Link" from "Link Framework SDKs Only", and I get an error message stating that the native code is too large for 32-bit architectures. I would compile for only 64-architectures to get around this error, but I believe that the iPhone 5c uses a 32-bit architecture.
Here's what my iOS Project's CSProj file looks like currently. I've tried checking just about all of those checkboxes with no luck:
I'm stumped as to what this could be. Any suggestions would be greatly appreciated. To further complicate things, I haven't been able to get a good log file from the iPhone. Since the Mac is remotely hosted, I can't plug my phone into XCode to pull the logs that way. Does anyone have a reliable solution to get log files another way?
It looks like upgrading solved the problem. Visual Studio was updated to Visual Studio to 16.3.5 from 16.3.2. XCode on my Mac was updated to Version 11.1. After these updates, Visual Studio performed an update while connecting to the Mac remotely.

Native iOS app built in Xamarin/Visual Studio opening then instantly closing

Our company has a native iOS app that was built in Xamarin/Visual Studio. We originally uploaded it to the App Store a few years ago and have made a few changes to it over the years.
The app itself is very basic. It's basically just a web view that navigates to a Single Page Application. There is very little native app code in the project.
Every week or so I regular launch the native app on our company iPad. Instead of running a version pulled down from the App Store, I periodically rebuild and upload the app from a Mac Mini running Visual Studio and/or debug it directly from the Mac Mini through Visual Studio.
A few days ago I tried launching the native app and after opening it immediately closed. I tried rebooting the iPad but the app still minimizes/closes immediately after opening. If I double-tab the Home button on the iPad, I can see the app still running in the background, but any time I tap on it it immediately minimizes itself.
I tried Cleaning and Rebuilding the native app solution in Visual Studio and re-uploading it to the iPad and that didn't fix it. I updated Visual Studio (and all of its packages) on the Mac Mini, updated XCode, updated Mac OS, updated iOS on the iPad, and nothing resolved the issue.
When I attempt to debug the app from Visual Studio, it shows two error codes in the Output window: MT1043 and MT1007. The debugger always fails to attach to the app as well.
I've tried Googling the error codes and the problem itself and haven't found anything that has worked. I've tried generating a new Development Certificate and Provisioning Profile to use to sign the app when uploading it to the iPad but that didn't work either.
What's strange is that if I download the app off of the App Store it works just fine. The source code that I'm attempting to build/run right now is identical to what it was at the time it was deployed to the app store. What else is strange is that, if I spin up an iOS Emulator and upload/debug against that, the app works just fine.
I tried using a different iPad and it had the same issue. The app minimizes itself immediately after attempting to launch it.
Found the answer. Had to set the system certificate trust from "Always Trust" to "Use System Default". Same solution as provided here: https://stackoverflow.com/a/52506186/9704484

visual studio 2013 needs internet connection to load symbols

I have created an application that needs to run on a standalone machine that has and cannot have any internet connection.
Everything was going well until I tried to run the app in visual studio 2013. I have found that I need to be connected to the internet when I first run the app in the IDE. The issue is that it seems to need to load symbols from application extensions. I have used a few extensions, xceed WPF toolkit, BrainboxesIO, Log4net, SnmpSharpNet. After the app runs once it doesnt need to happen again until I reboot my machine. How can I prevent the need for internet connectivity, firstly whilst developing in the IDE.
I have tried to deploy my app. I can create a setup project. But as soon as I use the configuration manager to go to release, I lose reference to the same extensions. If I create a .msi in debug the app runs, but again needs the internet when it first runs. I can then disconnect and it runs provided I don't reboot, which is obviously not what I need.
Anyone have any idea what I'm not doing right?

Application has stopped immediately after starting on Android

I am designing a simple webBrowser with webview, in VS 2010, when I compile program, it's okay, and even when I run it in emulator it works all right and I see the window and button, but when I install on device, immediately says 'stopped' and closes the application without showing anything.
I use API 8 to compile and install unsigned version and try to install it on android 4 or higher.
Appendix: When I run project in xamarin, it doesn't create apk file, nevertheless I did all configuration said in docummention.
What should I do to run on device or when can I compile it for once?

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