Overdraw | audio plug-in that implements a waveshaper

 by   unevens C++ Version: Current License: GPL-3.0

kandi X-RAY | Overdraw Summary

kandi X-RAY | Overdraw Summary

Overdraw is a C++ library. Overdraw has no bugs, it has no vulnerabilities, it has a Strong Copyleft License and it has low support. You can download it from GitHub.

Overdraw is an audio plug-in that implements a waveshaper in which the transfer function of each channel is an automatable spline.
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            kandi-support Support

              Overdraw has a low active ecosystem.
              It has 6 star(s) with 0 fork(s). There are 2 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              Overdraw has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of Overdraw is current.

            kandi-Quality Quality

              Overdraw has no bugs reported.

            kandi-Security Security

              Overdraw has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              Overdraw is licensed under the GPL-3.0 License. This license is Strong Copyleft.
              Strong Copyleft licenses enforce sharing, and you can use them when creating open source projects.

            kandi-Reuse Reuse

              Overdraw releases are not available. You will need to build from source code and install.
              Installation instructions are available. Examples and code snippets are not available.

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            Overdraw Key Features

            No Key Features are available at this moment for Overdraw.

            Overdraw Examples and Code Snippets

            No Code Snippets are available at this moment for Overdraw.

            Community Discussions

            QUESTION

            Is it okay to call SDL_RenderCopy() for each sprite?
            Asked 2021-Feb-21 at 07:57

            This is a followup to my question here: Is it okay to have a SDL_Surface and SDL_Texture for each sprite?

            I made an class called entity each having a SDL_Texture, which is set in the constructor and then a member function render() is called for every onscreen entity in a vector, which uses SDL_RenderCopy() to draw to the renderer.

            This render() function includes generating rectangles for each sprite based on their position/cameradata

            Is this okay? Is there a faster way?

            I made a testlevel with 96 sprites that each take up 2% of the screen with tons of overdraw and ft is 15ms (~65fps)at a resolution of1600x900. Seems a little slow for just some sprites, and my computer breathes much heavier then when playing a full game such as spelunky or isaac.

            ...

            ANSWER

            Answered 2021-Feb-20 at 23:49

            So, I've done some more testing by examining the memory/cpu usage of this program at full screen with a "demanding" level and managed to make it similar to other games by enforcing a framerate cap with SDL_Wait()

            Source https://stackoverflow.com/questions/66294817

            QUESTION

            Is it okay to have a SDL_Surface and SDL_Texture for each sprite?
            Asked 2021-Feb-20 at 23:54

            I'm trying to build a gameengine in SDL2 with cpp. I have a class called 'entity' which has some data for movement and also some pointers to a surface and a texture. A function "render" is called inmass to render each sprite based on the g_entities vector.

            ...

            ANSWER

            Answered 2021-Feb-20 at 23:54

            Yes but actually, no. If the same sprite will be used many times without modification, its most efficient for those objects to have pointers to the same SDL_Texture. Additionally, the image can be freed after the texture is generated. Furthermore, loading these in the constructor may be a bad idea since objects made on-the-fly will require disk-reading.

            I set up a system where entities are given another variable on construction, and if it is positive, the entity will check and see if any other entity used the same file for it's sprite, and if so, just use that same reference.

            That means that objects like bullets that are spawned and destroyed can be handled efficiently by spawning a single bullet in the level.

            https://www.reddit.com/r/sdl/comments/lo24vt/is_it_okay_to_have_a_sdl_surface_and_sdl_texture/

            Source https://stackoverflow.com/questions/66267674

            QUESTION

            android layout seperate resource folder
            Asked 2020-Nov-20 at 02:03

            Suppose i have a file in res/layout

            ...

            ANSWER

            Answered 2020-Nov-20 at 02:03

            You can create another style something like:

            Source https://stackoverflow.com/questions/64921977

            QUESTION

            How to calculate how many fields a circle with radius r will take up in a coordinate system
            Asked 2020-Nov-17 at 04:38

            I wrote a function that "draws" a circle into a coordinate system (a 2d array/list):

            ...

            ANSWER

            Answered 2020-Oct-13 at 20:23

            Instead of using trigonometry, exploit effective Bresenham circle drawing algorithm.

            It produces only distinct points.

            Source https://stackoverflow.com/questions/64338875

            QUESTION

            How to make your view transparent / display only the drawing in Android Studio?
            Asked 2020-Oct-02 at 14:31

            I have a class named DrawView which extends View and is on top of a TableLayout. I'm using this class to draw 1 simple line using the drawLine() method. My TableLayout is being overdrawn because my DrawView class is on top of it. How can I prevent this? My line needs to be on top of the TableLayout, said line isn't using the whole canvas, so I thought setting the background to transparent would fix it, which isn't the case.

            ...

            ANSWER

            Answered 2020-Oct-02 at 14:29

            To my shame, the background of the layout, in which my view (DrawView) is, was set to white. Therefore my view also had a white canvas, thus overdrawing my TableLayout.

            While this might be an underwhelming answer, it might help someone who comes along this in the future.

            Check your layout's background.

            Source https://stackoverflow.com/questions/64169385

            QUESTION

            C# drawing on windows
            Asked 2020-Sep-27 at 16:30

            I am trying to draw some lines and rectangles on an existing window. I found the following code to draw on the desktop that works perfectly fine.

            ...

            ANSWER

            Answered 2020-Sep-27 at 16:30

            As said in the comments, you cannot draw on the screen directly. What you can do is build some "overlay" window (transparent and click-through) and draw on it.

            Here is a C# Console app sample that demonstrates that and also uses UI Automation that track opened windows and draw a yellow rectangle around them.

            Source https://stackoverflow.com/questions/64086172

            QUESTION

            Android windowBackground attribute being ignored
            Asked 2020-Jul-14 at 13:34

            Or kind of.

            I've got an activity with a fragment container. Each Fragments layout has no background itself. I've already tried to set background to transparent - no effect. Also I'm using FragNav library to handle fragment transactions.

            The thing is - widnows background shows correctly in the editor xml preview.

            Style:

            ...

            ANSWER

            Answered 2020-Jul-14 at 13:34

            Ok, the issue was with an external lib, called 'com.infideap.drawerbehavior:drawer-behavior:1.0.1'. Will try to figure out what was wrong and post a proper solution.Yeah.

            Source https://stackoverflow.com/questions/62895700

            QUESTION

            How to find average, Max and largest(similar to excel function) in a list in python?
            Asked 2020-Jun-10 at 07:45

            I have a list of numbers and from this list, I want to create 3 more lists that contain the maximum, average, and 5th largest number from it. My original list overdraw is the block of lists, which means it has sub-blocks in it and each block has 6 numbers in it and there are a total of 3 blocks or 6x3 matrix or array.

            ...

            ANSWER

            Answered 2020-Jun-10 at 07:31

            QUESTION

            Simple Banking Application in Visual Basic
            Asked 2020-May-31 at 20:32

            I hope that someone can point me in the right direction, as I am new to programming.

            I made a basic banking application. It displays a balance for the account, has a textbox for the user to enter the amount, and 2 buttons: one for depositing an amount into the account and one for withdrawing an amount. If the user tries to deposit or withdraw a negative number or "0" then it gives an error that it isn't a valid amount. If the user tries to withdraw more than is in the account, it gives an error that they cannot withdraw more money than is in the account.

            My problem is that all the error messages are working for the deposit button, but not for the withdraw button. I used nested If structure, output to a label at the bottom.

            I tried using breakpoints to examine my variables, but didn't find any issues.

            I don't really want the answer, just some help to understand why the Deposit button will give the error but the Withdraw button won't show either error.

            ...

            ANSWER

            Answered 2020-May-31 at 18:57

            Here are some ideas to think on, focusing on Sub btnWithdraw_Click.

            The code you have under the comment ' Processing is known as an "If-Else Ladder" (http://www.eng.fsu.edu/~haik/met.dir/hcpp.dir/notes.dir/cppnotes/node41.html). To make that ladder with better clarity, it can be refactored to:

            Source https://stackoverflow.com/questions/62119587

            QUESTION

            Setting "outside" bottom edge for MaterialCardView doesn't work as expected
            Asked 2020-May-24 at 20:26

            I'm trying to build a tooltip with shadow like the following image:

            I was able to do so by using an Image as background. But I couldn't apply shadows to it. So, after searching I found this article, it uses MaterialCardView and applying MaterialShapeDrawable to it as a background.

            I have tried the following code:

            ...

            ANSWER

            Answered 2020-May-24 at 20:26

            I can achieve it using:

            Source https://stackoverflow.com/questions/61859676

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install Overdraw

            Overdraw uses the JUCE cross-platform C++ framework. You'll need Projucer to open the file Overdraw.jucer and generate the platform specific builds.

            Support

            Overdraw is developed and tested on Windows and Ubuntu. It may also work on macOS, but I can neither confirm nor deny. VST and VST3 binaries are available at https://www.unevens.net/overdraw.html.
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          • HTTPS

            https://github.com/unevens/Overdraw.git

          • CLI

            gh repo clone unevens/Overdraw

          • sshUrl

            git@github.com:unevens/Overdraw.git

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