Comments (6)
I wonder if it's worth repackaging SFBAudioEngine.framework
for iOS as a non-umbrella framework. It would be a bit more work for developers (linking to multiple frameworks instead of one) but I think umbrella frameworks still aren't officially supported on iOS.
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I also just hit what I think is the same issue. Is there any way to get the framework working on iOS?
dyld: Library not loaded: @rpath/dumb.framework/dumb
Referenced from: /private/var/containers/Bundle/Application/11B50186-95C9-4AAC-AD56-5EE5BA02865A/ExampleApp.app/Frameworks/SFBAudioEngine.framework/SFBAudioEngine
Reason: no suitable image found. Did find:
/private/var/containers/Bundle/Application/11B50186-95C9-4AAC-AD56-5EE5BA02865A/ExampleApp.app/Frameworks/SFBAudioEngine.framework/Frameworks/dumb.framework/dumb: code signature in (/private/var/containers/Bundle/Application/11B50186-95C9-4AAC-AD56-5EE5BA02865A/ExampleApp.app/Frameworks/SFBAudioEngine.framework/Frameworks/dumb.framework/dumb) not valid for use in process using Library Validation: mapped file has no cdhash, completely unsigned? Code has to be at least ad-hoc signed.
dyld: launch, loading dependent libraries
DYLD_LIBRARY_PATH=/usr/lib/system/introspection
DYLD_INSERT_LIBRARIES=/Developer/usr/lib/libBacktraceRecording.dylib:/Developer/usr/lib/libMainThreadChecker.dylib:/Developer/Library/PrivateFrameworks/DTDDISupport.framework/libViewDebuggerSupport.dylib
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Same error with SimplePalyer on iOS:
dyld: Library not loaded: @rpath/SFBAudioEngine.framework/SFBAudioEngine
Referenced from: /private/var/containers/Bundle/Application/6E928A8D-3547-4DD0-9169-4B2002D9A6AC/SimplePlayer-iOS.app/SimplePlayer-iOS
Reason: image not found
dyld: launch, loading dependent libraries
DYLD_LIBRARY_PATH=/usr/lib/system/introspection
from sfbaudioengine.
I can share some experience about this issue, hope it helps.
I worked on a flac music streamer app a while back and this error popped up trying for a release build
What I did to get it working was (not sure if it is still work tho) :
go into every single one of the audio libraries' xcode project file and manually enable "Automatically manage signing" and assign a team, then follow the instruction to build the framework
iirc I also imported those audio libraries framework file (something like FLAC.framework, oups.framework etc) to the project I was working on, not sure which one did the trick.
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Related to #200
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This should be fixed in #230. Any testing to verify the new build process would be appreciated.
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Related Issues (20)
- SFBFLACDecoder - decodeIntoBuffer - not decoding all frames HOT 5
- Add .podspec for Cocoapods HOT 1
- Looping a decoder region doesn't work HOT 1
- Unable to stream MP3/WAV and possibly other formats HOT 3
- playReturningError failure HOT 6
- How to changed speed
- Importing Package HOT 2
- macOS 14+ dependencies? HOT 6
- Unable to convert some audio formats
- AudioDevice HOT 3
- Encoding .wav to .oggOpus HOT 8
- Does the pre-render callback still exist? HOT 1
- Issues queueing and dequeueing Opus tracks HOT 8
- Retain cycle in `SFBAudioPlayerNode` prevents deallocation HOT 1
- MOD files repeat endlessly HOT 4
- Replace dumb with libopenmpt for MOD decoding
- SPM can't add package HOT 1
- Unable to import CSFBAudioEngine HOT 7
- Lack of content type detection
- Package framework BUG in the background HOT 3
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