AudioIO | modular component system for building complex instruments | Audio Utils library

 by   squarefeet JavaScript Version: 0.0.1 License: No License

kandi X-RAY | AudioIO Summary

kandi X-RAY | AudioIO Summary

AudioIO is a JavaScript library typically used in Audio, Audio Utils applications. AudioIO has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

AudioIO is a modular component system for building complex instruments, effects, and audio signal graphs using the WebAudio API, similar to NI’s Reaktor, PureData, or Max/MSP. The goal behind this library is to elimate the need to use expensive ScriptProcessorNodes and instead pass these calculations through "native" WebAudio components. This allows for a much more efficient way of building audio effects and instruments.
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            kandi-support Support

              AudioIO has a low active ecosystem.
              It has 17 star(s) with 1 fork(s). There are 4 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              AudioIO has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of AudioIO is 0.0.1

            kandi-Quality Quality

              AudioIO has 0 bugs and 0 code smells.

            kandi-Security Security

              AudioIO has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              AudioIO code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              AudioIO does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              AudioIO releases are available to install and integrate.
              Installation instructions are available. Examples and code snippets are not available.
              AudioIO saves you 966 person hours of effort in developing the same functionality from scratch.
              It has 2200 lines of code, 0 functions and 83 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

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            AudioIO Key Features

            No Key Features are available at this moment for AudioIO.

            AudioIO Examples and Code Snippets

            No Code Snippets are available at this moment for AudioIO.

            Community Discussions

            QUESTION

            How to play multiple players simultaneously with Superpowered
            Asked 2020-Feb-05 at 00:31

            I am trying to make a basic mixer app, which will involve up to 4 sounds playing at the same time.

            Here is the class I am using to achieve this:

            ...

            ANSWER

            Answered 2019-Jul-13 at 10:02

            A more elegant solution can be:

            Source https://stackoverflow.com/questions/56916986

            QUESTION

            Raw midi values and bytes c++
            Asked 2019-Oct-18 at 19:52

            I use superpowered, I need send midi note to a controller midi.
            The problem is that I saw a function send(int deviceID, unsigned char *data, int bytes); Where in their source code say:

            deviceID: Device identifier.
            data: Raw MIDI data.
            bytes: Number of bytes.

            I don't know the values that I need put exactly on data and bytes to work.
            The raw midi could be 0x80 - 0x48 - 0x00(start of C4 note, pitch= 72, See values)
            And the bytes 1001nnnn0kkkkkkk0kkkkkkk(note on event See values) for example?
            Something like that:

            SuperpoweredUSBMIDI::send(deviceID, reinterpret_cast(0x80 - 0x48 - 0x00), 1001nnnn0kkkkkkk0kkkkkkk);

            The problem that always crash, and I can't debug or get the error for the reason that I use the mobile with otg to replicate the error.
            When I find a solution, I will put it as soon as I can.

            I'm newbie with markdown, sorry for any mistakes and my English grammar.

            Edit: I'm using the example project that they have on GitHub for testing purposes, specifically the simpleusb project. (source)

            I make a small modifications and work, but with this specifically I try with many ways and nothing. I think this simple macrochange at least could work if I insert well the values
            class simpleusb.cpp:

            ...

            ANSWER

            Answered 2018-Jun-08 at 19:58

            Ok, so here's what send is saying:

            Source https://stackoverflow.com/questions/50758818

            QUESTION

            AudioUnitInitialize causes Allow Microphone access prompt on iOS Simulator
            Asked 2019-Mar-27 at 21:08

            I'm using AudioUnit to playback audio from a TeamSpeak server but when I call AudioUnitInitialize on the iOS Simulator, I'm getting constantly the macOS prompt to allow microphone access even if I want to playback only.

            On a real device everything works fine without any native prompts but it is really annoying when running the app in the simulator because this prompts appear every time I run the app.

            ...

            ANSWER

            Answered 2019-Mar-27 at 21:08

            This is a known bug with Xcode (previous to 10.2) from macOS Mojave (I say known because it has happened to me a lot of time when playing video but also because when I was looking for it I found a lot of people having the same issue); althought I couldn't find any report from Apple. Probably there can be some workaround depending on the environment, the way you launch the app, the version of Xcode and the version of macOS Mojave you have.

            This will happen only in the simulator, and as you also said it won't happen on real device as most of the apps don't need microphone access for playing with Audio/Video features.

            In the meantime this bug get resolved, you can try:

            1. Going to "Security & Privacy" settings on your macOS

            2. "Microphone" on the left panel

            3. Then on the right panel disable the option for Xcode

            Another thing you can try to get rid of the message is to change Hardware Audio Input to Internal Microphone:

            Update in Xcode 10.2:

            You’re now only prompted once to authorize microphone access to all simulator devices. (45715977)

            Source https://stackoverflow.com/questions/55198366

            QUESTION

            Convert callback/closure to Swift from Objective C
            Asked 2018-Sep-03 at 07:25

            So I am trying to implement the Superpowered library in Swift, and am getting stuck around initialisation with a callback. How would I convert that line:

            ...

            ANSWER

            Answered 2018-Sep-03 at 07:25

            So I discovered that in this context the self I was trying to cast to is actually a new variable providing an __unsafe_unretained reference to self, as passed to the initialiser for SuperpoweredIOSAudioIO.

            This answer provided me with almost everything I needed. Swift 3.3 changes a couple of things, and this is what I ended up with:

            Source https://stackoverflow.com/questions/52102383

            QUESTION

            Superpowered SDK trying to record and play it at the same time
            Asked 2018-Aug-14 at 01:23

            I am trying to create android app with Superpowered SDK, which would allow me to redirect mic input to headphones with added reverb effect to mic, to simulate huge room effect. I found this repository with code snippets: https://bitbucket.org/snippets/kasurd/Mynnp/nativesuperpoweredrecorder-with, but I can't make it working. This is my current code:

            ...

            ANSWER

            Answered 2017-Jul-06 at 07:11

            The code attached is not really relevant here, as it mostly deals with a player. I recommend to do your own code from scratch. Use SuperpoweredAndroidAudioIO for audio input/output, and use SuperpoweredRecorder to process the incoming audio. Will be no more than a few lines total.

            Source https://stackoverflow.com/questions/44861617

            QUESTION

            Proper transition between audio tracks using Superpowered Audio Kit
            Asked 2018-May-15 at 06:11

            I implemented the audio playback successfully but a frequent problem comes up where a sharp auditory glitch occurs when "next song" is clicked from JAVA. This sound glitch elapses approx. around 100ms. And occurs more frequently before the next song starts playing.

            Please importantly note this: I call "delete" on every variable class and "free" stereobuffers (setdestroyallthreads) at the end of every playback, then "process"(process) method before every playback starts.

            From Java, the transition sequence looks like this;

            ...

            ANSWER

            Answered 2018-May-15 at 06:11

            Destroy the audio I/O ("audioSystem" in your code) first. The audio I/O invokes your audio processing callback periodically, so it needs to be destroyed first, it will use deleted objects otherwise.

            Source https://stackoverflow.com/questions/50321457

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

            Vulnerabilities

            No vulnerabilities reported

            Install AudioIO

            Added SchroederAllPass graph.
            Added SineShaper.
            Added StereoRotation.
            Added StereoWidth.
            Added SineBank (n sine waves, each with harmonic multiplier control)
            OscillatorBank and NoiseOscillator now use the Crossfader node to smoothly transition between waveforms if required.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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          • HTTPS

            https://github.com/squarefeet/AudioIO.git

          • CLI

            gh repo clone squarefeet/AudioIO

          • sshUrl

            git@github.com:squarefeet/AudioIO.git

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