oscen | Rust Sound Synthesis Library | Audio Utils library

 by   reedrosenbluth Rust Version: clock License: Apache-2.0

kandi X-RAY | oscen Summary

kandi X-RAY | oscen Summary

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

Oscen [“oh-sin”] is a library for building modular synthesizers in Rust. It contains a collection of components frequently used in sound synthesis such as oscillators, filters, and envelope generators. It lets you connect (or patch) the output of one module into the input of another.
Support
    Quality
      Security
        License
          Reuse

            kandi-support Support

              oscen has a low active ecosystem.
              It has 115 star(s) with 3 fork(s). There are 6 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 6 open issues and 11 have been closed. On average issues are closed in 25 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of oscen is clock

            kandi-Quality Quality

              oscen has 0 bugs and 0 code smells.

            kandi-Security Security

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

            kandi-License License

              oscen is licensed under the Apache-2.0 License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              oscen releases are available to install and integrate.
              Installation instructions are not available. Examples and code snippets are available.

            Top functions reviewed by kandi - BETA

            kandi's functional review helps you automatically verify the functionalities of the libraries and avoid rework.
            Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of oscen
            Get all kandi verified functions for this library.

            oscen Key Features

            No Key Features are available at this moment for oscen.

            oscen Examples and Code Snippets

            No Code Snippets are available at this moment for oscen.

            Community Discussions

            QUESTION

            Transpose z-position from perspective to orthographic camera in three.js
            Asked 2019-Mar-22 at 21:39

            I have a scene where I want to combine perspective objects (ie. objects that appear smaller when they are far away) with orthogographic objects (ie. objects that appear the same size irrespective of distance). The perspective objects are part of the rendered "world", while the orthogographic objects are adornments, like labels or icons. Unlike a HUD, I want the orthogographic objects to be rendered "within" the world, which means that they can be covered by world objects (imagine a plane passing before a label).

            My solution is to use one renderer, but two scenes, one with a PerspectiveCamera and one with an OrthogographicCamera. I render them in sequence without clearing the z buffer (the renderer's autoClear property is set to false). The problem that I am facing is that I need to synchronize the placement of the objects in each scene so that an object in one scene is assigned a z-position that is behind objects in the other scene that are before it, but before objects that are behind it.

            To do that, I am designating my perspective scene as the "leading" scene, ie. all coordinates of all objects (perspective and orthogographic) are assigned based on this scene. The perspective objects use these coordinates directly and are rendered within that scene and with the perspective camera. The coordinates of the orthogographic objects are transformed to the coordinates in the orthogographic scene and then rendered in that scene with the orthogographic camera. I do the transformation by projecting the coordinates in the perspective scene to the perspective camera's view pane and then back to the orthogonal scene with the orthogographic camera:

            ...

            ANSWER

            Answered 2019-Jan-23 at 08:03

            I have found a solution that involves only the perspective camera and scales the adornments according to their distance to the camera. It is similar to the answer posted to a similar question, but not quite the same. My specific issue is that I don't only need the adornments to be the same size independent of their distance to the camera, I also need to control their exact size on screen.

            To scale them to the right size, not to any size that does not change, I use the function to calculate on screen size found in this answer to calculate the position of both ends of a vector of a known on-screen length and check the length of the projection to the screen. From the difference in length I can calculate the exact scaling factor:

            Source https://stackoverflow.com/questions/46829113

            QUESTION

            JavaFX best practise guide for small/medium/big desktop applications?
            Asked 2017-Apr-19 at 07:24

            I'm learning JavaFX + FXML on a project developing a multi-window desktop application. Later aiming for some dependencies between those windows (a change in gui 1 refreshes gui 2, gui x ... ).

            Now I'm wondering how experienced javafx developers structure their projects?
            How they use multi-windows?
            How do they open and re-initialize already opened windows?
            How do they handle this over all classes?
            How do they handle database connections/sql calls?

            I'm trying to develop using some kind of the MVC pattern, using a package for each window:

            ...

            ANSWER

            Answered 2017-Apr-19 at 07:24

            The first thing you should do is NOT trying to re-invent the wheel like so many people here. Have a look at one of the existing application frameworks for JavaFX, e.g. MVVMFX https://github.com/sialcasa/mvvmFX/wiki Such an application framework will give you a solid structure for your project which you can build on.

            Source https://stackoverflow.com/questions/43488789

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

            Vulnerabilities

            No vulnerabilities reported

            Install oscen

            You can download it from GitHub.
            Rust is installed and managed by the rustup tool. Rust has a 6-week rapid release process and supports a great number of platforms, so there are many builds of Rust available at any time. Please refer rust-lang.org for more information.

            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 .
            Find more information at:

            Find, review, and download reusable Libraries, Code Snippets, Cloud APIs from over 650 million Knowledge Items

            Find more libraries
            CLONE
          • HTTPS

            https://github.com/reedrosenbluth/oscen.git

          • CLI

            gh repo clone reedrosenbluth/oscen

          • sshUrl

            git@github.com:reedrosenbluth/oscen.git

          • Stay Updated

            Subscribe to our newsletter for trending solutions and developer bootcamps

            Agree to Sign up and Terms & Conditions

            Share this Page

            share link

            Explore Related Topics

            Consider Popular Audio Utils Libraries

            howler.js

            by goldfire

            fingerprintjs

            by fingerprintjs

            Tone.js

            by Tonejs

            AudioKit

            by AudioKit

            sonic-pi

            by sonic-pi-net

            Try Top Libraries by reedrosenbluth

            Billboard

            by reedrosenbluthJavaScript

            hint

            by reedrosenbluthJavaScript

            Concept-Browser

            by reedrosenbluthJavaScript

            tubestep

            by reedrosenbluthJavaScript

            HTML5-Unshredder

            by reedrosenbluthJavaScript