LibPD and externals
From CCRMA Wiki
"When dynamic loading is not available, clients can have externals compiled into them and initialize them by calling the setup function after calling the libpd_init function." - https://github.com/libpd/libpd/wiki/misc
"All Pd assets (patches, audio files, text files, externals) must be placed in Assets > StreamingAssets > PdAssets. libpd will not be able to find any of the resources in a build if the assets are placed in another folder." - http://twobigears.com/labs/unity-and-libpd/
http://createdigitalnoise.com/discussion/1986/reson-cyclone-with-libpd-and-android
https://github.com/libpd/pd-for-ios/wiki/ios Using compiled C-language Externals on iOS Because iOS does not support dynamic libraries it is necessary to compile and statically link any C-language Pd externals in with your iOS app. It is also necessary to explicitly initialize any such external before it can be used from a Pd patch. This registers the external objects as available to Libpd. For example, to use the C-language external lrshift~ with an iOS app. Add lrshift~.c to your project (it is located in the extra folder along with the Libpd source). Then call the lrshift_tilde_setup() function after initializing Libpd. extern void lrshift_tilde_setup(void); - (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions { pdAudioController = [[PdAudioController alloc] init]; [pdAudioController configurePlaybackWithSampleRate:44100 numberChannels:2 inputEnabled:YES mixingEnabled:NO]; lrshift_tilde_setup(); ...
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