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README_MACOS.md

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Welcome to SuperCollider for macOS!

These are installation and build instructions for the macOS version of James McCartney's SuperCollider synthesis engine (scsynth) and programming language (sclang).

Pre-compiled releases are available for download at:

https://github.com/SuperCollider/SuperCollider/releases

You can also download a bleeding-edge build of the latest development branch here.

Table of contents

  • Prerequisites
  • Obtaining the source code
  • Build instructions
  • Diagnosing build problems
  • Frequently used cmake settings
  • Using cmake with Xcode or QtCreator
  • Using ccache with Xcode
  • Building without Qt or the IDE
  • sclang and scynth executables

Executables

SuperCollider.app is the IDE (integrated development environment) for writing and executing SuperCollider code.

Inside that application are the executables that make up SuperCollider itself:

  • sclang, the language interpreter including Qt GUI components
  • SuperCollider, the IDE executable launched by the app
  • scsynth, the original audio engine
  • supernova, the newer audio engine which supports multithreading

Prerequisites:

  • Xcode can be installed free from the Apple App Store or downloaded from: http://developer.apple.com.

  • If you do not have the Xcode command line tools installed already, install them with: xcode-select --install

  • homebrew is recommended to install required libraries See http://brew.sh for installation instructions.

  • git, cmake >= 3.12, libsndfile, readline, and qt6 >= 6.2, installed via homebrew: brew install git cmake libsndfile readline qt@6

  • If you want to build with the supernova server, you need portaudio and fftw packages, which can also be installed via homebrew: brew install portaudio fftw

Obtaining the source code

SuperCollider is hosted on Github: https://github.com/SuperCollider/SuperCollider

First, clone the repository with git:

git clone --recursive https://github.com/SuperCollider/SuperCollider.git

--recursive specifies that it should also clone the git submodules.

Build instructions

cd SuperCollider
mkdir -p build
cd build
cmake -G Xcode ..
# or, if you want to build with supernova:
cmake -G Xcode -DSUPERNOVA=ON ..
# then start the build
cmake --build . --target install --config RelWithDebInfo

If successful this will build the application into build/Install/SuperCollider/

You can see the available build options with cmake -LH.

To install, you may move this to /Applications or use it in place from the build directory.

Qt 5.15 compatibility: For the time being, SuperCollider can still be built against Qt 5.15. Note that in order to build with Qt5, Qt6 needs to be uninstalled or unlinked:

brew unlink qt@5
cmake -G Xcode -DCMAKE_PREFIX_PATH=`brew --prefix qt@5` -DSUPERNOVA=ON ..
cmake --build . --target install --config RelWithDebInfo

More info on supernova can be found in the section Frequently used cmake settings below.

Note: You can also open the produced SuperCollider.xcodeproj in Xcode, and build the "Install" scheme in place of the last step. Do make sure you run the previous configuration steps.

Step by step explanation of the Build instructions:

Create a build folder if one doesn't already exist:
mkdir -p build
cd build
Prepare for building by making a configuration file:
cmake -G Xcode ..

(The .. at the end is easy to miss. Don't forget it!)

This specifies to cmake that we will be using Xcode to build.

Build
cmake --build . --target install --config RelWithDebInfo

Cmake will build the application looking up configuration information in the file CMakeCache.txt in the specified directory (the current directory: . ). By specifying '--target install' you build all targets and trigger the creation of a portable bundle containing all files contained in the SC distribution. The default install location is ./Install.

The flag --config RelWithDebInfo will build an optimized binary but will still include some useful debug information.

By default Xcode builds the application in debug mode which runs much slower and has a larger application size. It is intended for use with the XCode debugger. For normal usage you will want an optimized release version.

The four possible build configs are:

  • Debug
  • RelWithDebInfo
  • Release
  • MinSizeRel

Diagnosing Build Problems

The most common build problems are related to incorrect versions of the core dependencies, or dirty states in your build folder.

Checking component versions:

Xcode: xcodebuild -version, or the "About" dialog of the Xcode application. Any build from the 6.x series or greater should generally work.

cmake, qt, libsndfile, readline: brew info ____ will show you what you have installed - for example, brew info qt@6 should show you the Qt6 version information.

brew upgrade ____ will update the dependency to a newer version.

Other common homebrew problems can be fixed using brew doctor.

Dirty build states

While it's generally safe to re-use your build folder, changing branches, build tools, cmake settings, or the versions of your dependencies can sometimes put you in a state where you can no longer build. The solution is to clean your build folder - the common ways to do this, in order of severity:

  1. rm CMakeCache.txt (delete your cmake settings for that build)
  2. xcodebuild clean --target install or make clean (clean your intermediate build files)
  3. rm -r ./Install (delete the output of your build)
  4. cd ..; rm -r ./build (delete your entire build folder)

Removing the CMakeCache.txt should fix most build problems. After running each one of these, you must re-run the two cmake commands shown in the build instructions above (configure and rebuild).

If you wish to build multiple git branches you should usually create a new build folder for each branch you're building. In practice, though, you can usually switch between similar branches and rebuild by simply deleting your CMakeCache.txt.

GitHub Actions continuous integration

The code on github is tested anytime a contributor pushes new changes, so if a mistake was made in the cutting edge development version and something is broken, then you should be able to see this by visiting the GitHub Actions status page for the develop branch:

https://github.com/supercollider/supercollider/actions/workflows/actions.yml?query=branch%3Adevelop

If the latest build status is failing, then you can switch your local copy to a previous commit that is still working (until the developers get a chance to fix the problem):

  • locate the most recent passing build in the GitHub Actions,
  • find it's git commit id (e.g. 595b956), and
  • check out that change in git: git checkout 595b956
  • build

If all else fails

Post to the user list stating what git hash you have checked out and all xcode version and library information and most importantly the error messages.

Simply posting "the latest checkout is broken" won't help. We need the exact compile error message.

Frequently used cmake settings

There are more settings in the build configuration you may want to adjust. In order to see a useful list of your options, you can run:

cmake -L ..

This configures the build using default settings or settings stored in the file build/CMakeCache.txt, prints explanatory return statements and produces a list of variables the value of which you might want to change.

In order to see all the command line options cmake offers, type:

cmake --help

It is not necessary to pass in all required arguments each time you run cmake, as cmake caches previously set arguments in the file CMakeCache.txt. This is helpful, but also something to keep in mind if unexpected things happen.

If you feel uncomfortable with the command line, you might want to try cmake frontends like ccmake or cmake-gui. You can also configure your build by manually editing build/CMakeCache.txt.

Common arguments to control the build configuration are:

  • Control the location where SC gets installed. The following line moves it to the Applications folder (which means you need to use sudo):

    -DCMAKE_INSTALL_PREFIX=/Applications

  • Enable compiler optimizations for your local system

    -DNATIVE=ON

  • Build the supernova server:

    -DSUPERNOVA=ON

    Using supernova requires the portaudio audio backend, so you need to install it (Homebrew and MacPorts both provide packages).

    Note: When you build with supernova, an alternative server executable and a supernova version of each plugin is built. If you also use the sc3-plugins package, make sure to compile them with supernova support too.

    Within SC you will be able to switch between scsynth and supernova by evaluating one of:

    Server.supernova Server.scsynth

    Check sc help for ParGroup to see how to make use of multi-core hardware.

  • By default the build will only be compatible with the macOS (and subsequent versions) on which the compiler was run. To build with compatibility for previous versions of macOS, you can use e.g.:

    -DCMAKE_OSX_DEPLOYMENT_TARGET=10.10

  • Homebrew installations of libsndfile should be detected automatically. To link to a version of libsndfile that is not installed in /usr/local/include|lib, you can use:

    -DSNDFILE_INCLUDE_DIR='/path/to/libsndfile/include' -DSNDFILE_LIBRARY='/path/to/libsndfile/lib/libreadline.dylib'

  • Normally, homebrew installations of readline are detected automatically, and building with readline is only required if you plan to use SuperCollider from the terminal. To link to a non-standard version of readline, you can use:

    -DREADLINE_INCLUDE_DIR='/path/to/readline/include' -DREADLINE_LIBRARY='/path/to/readline/lib/libreadline.dylib'

Using cmake with Xcode or QtCreator

Xcode projects are generated by appending: -G Xcode. The build instructions above use the Xcode toolchain, which is well-tested and generally recommended if you're planning to debug or hack on SC.

You may also want to make the expected SDK-Version and location explicit, using:

-DCMAKE_OSX_SYSROOT=

This is often useful to point to an older SDK even with a newer Xcode installed. These are generally located in the

/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs

of an Xcode.app package.

You can build without using XCode using make, by omitting the -G Xcode - in this case, your build command is make rather than xcodebuild

Qt Creator has very good cmake integration and can build cmake projects without requiring a cmake generated project file. If you have Qt6 via homebrew installed, you can install Qt Creator by running:

brew install qt-creator

Using ccache with Xcode

Although cmake does not support using ccache with Xcode out of the box, this project is set up to allow it with the option -DRULE_LAUNCH_COMPILE=ccache. This can speed up build times significantly, even when the build directory has been cleared.

Building without Qt or the IDE

The Qt framework is used for the SC-IDE, and to provide a graphical toolkit for the sclang language interpreter for users to build their own GUIs.

The 3.8 release does not currently support building on macOS without also building the IDE. It is also not currently possible to build sclang without Qt.

This should be fixed at some point (its a build tool configuration issue). Until then these build flags do not work on macOS:

-DSC_IDE=OFF

-DSC_QT=OFF

They do however work on Linux and Windows.

Building with native JACK backend

If you want to use scsynth or supernova on macOS with JACK, but without the JackRouter driver, you can build them with the native JACK backend. In that case you will not be able to boot scsynth/supernova without booting JACK first. JackRouter allows any macOS application to stream audio to/from JACK, but at the time of writing this (early 2019) it is outdated and the development has stalled.

First you need to install JACK, either through homebrew:

brew install jack qjackctl

or by installing the JackOSX package. Please note, JACK from homebrew is jack1 and does not include JackRouter. JackOSX is jack2 and it does include JackRouter. jack1 and jack2 implement the same API, but you should have only one of them installed at a time.

In order to build with JACK, you need to add the -DAUDIOAPI=jack flag to cmake.

After running cmake configuration proceed with the build process as usual.

Running SuperCollider with JACK

When jack is installed via homebrew, you need to add jack's path to the $PATH environment variable in sclang:

"PATH".setenv("echo $PATH".unixCmdGetStdOut ++ ":/usr/local/bin");

Please note, this is not needed when using the JackOSX package.

Optionally, you can have scsynth/supernova automatically connect to system inputs/outputs by setting appropriate environment variables (refer to the Linux section of the "Audio device selection" reference in SuperCollider help):

// connect all input channels with system
"SC_JACK_DEFAULT_INPUTS".setenv("system");
// connect all output channels with system
"SC_JACK_DEFAULT_OUTPUTS".setenv("system");

Now you can start JACK, either using JackPilot app (from JackOSX package), qjackctl (from homebrew) or from command line:

jackd -d coreaudio
# or
jackd -d coreaudio -r48000 -p512 # specifying sample rate and buffer size

Then start scsynth/supernova as usual.

Caveats

JACK installed with homebrew can only use a single device for both input and output. In order to use it with the internal soundcard on macOS, one needs to create an aggregate device that includes both input and output. JACK from JackOSX does not have this limitation.

sclang and scynth executables

The executables sclang, scsynth and (if available) supernova are inside the application bundle:

SuperCollider.app/Contents/MacOS/sclang SuperCollider.app/Contents/Resources/scsynth SuperCollider.app/Contents/Resources/supernova

The SuperCollider class library and help files are in:

SuperCollider.app/Contents/Resources

In previous versions of SuperCollider these resources lived in the top folder next to SuperCollider.app. To make a standard self-contained app bundle with correct library linking, these have now been moved into the app bundle.

If you need to access them from the Finder, ctrl-click SuperCollider.app and choose "Show package contents" from the context menu.

To access them in the Terminal:

cd /path/to/SuperCollider.app/Contents/Resources

or

cd /path/to/SuperCollider.app/Contents/MacOS
Adding scsynth and sclang to your path

To have sclang and scsynth available system-wide, you can create shell scripts and put them somewhere that is in your PATH (eg. /usr/local/bin or ~/bin)

For sclang:

#!/bin/sh
cd /full/path/to/SuperCollider.app/Contents/MacOS
exec ./sclang $*

And for scsynth:

#!/bin/sh
cd /full/path/to/SuperCollider.app/Contents/Resources
export SC_PLUGIN_PATH="/full/path/to/SuperCollider.app/Contents/Resources/plugins/";
exec ./scsynth $*
Why not just symlink them ?
  • If you have Qt installed system-wide, sclang will load those as well as the Qt frameworks included in the application bundle. It will then fail with an error message like:

You might be loading two sets of Qt binaries into the same process. Check that all plugins are compiled against the right Qt binaries. Export DYLD_PRINT_LIBRARIES=1 and check that only one set of binaries are being loaded. This application failed to start because it could not find or load the Qt platform plugin "cocoa".

  • scsynth will not find the included "plugins", unless given explicitly with the -U commandline flag or using the SC_PLUGIN_PATH environment variable as shown above.