AudioKit | Swift audio synthesis , processing , & analysis platform | Audio Utils library

 by   AudioKit Swift Version: 5.6.0 License: MIT

kandi X-RAY | AudioKit Summary

kandi X-RAY | AudioKit Summary

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

AudioKit is an audio synthesis, processing, and analysis platform for iOS, macOS (including Catalyst), and tvOS.

            kandi-support Support

              AudioKit has a medium active ecosystem.
              It has 9860 star(s) with 1500 fork(s). There are 320 watchers for this library.
              There were 1 major release(s) in the last 12 months.
              There are 9 open issues and 1322 have been closed. On average issues are closed in 34 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of AudioKit is 5.6.0

            kandi-Quality Quality

              AudioKit has 0 bugs and 0 code smells.

            kandi-Security Security

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

            kandi-License License

              AudioKit is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              AudioKit releases are available to install and integrate.

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            AudioKit Key Features

            No Key Features are available at this moment for AudioKit.

            AudioKit Examples and Code Snippets

            No Code Snippets are available at this moment for AudioKit.

            Community Discussions


            equivalent of audioPlayer.isPlaying() in AudioKit
            Asked 2022-Feb-13 at 16:04

            I am using the AudioKit's AudioPlayer!. My earlier version of the code had audioPlayer.isPlaying flag to check if the player is still playing or paused/stopped. Now that isPlaying flag has been removed, can someone please guide me on what is the equivalent code?

            thanks, -Vittal



            Answered 2022-Feb-13 at 16:04

            Try isStarted

            From AudioPlayer+Playback:



            Timers conflicst in AUv3 in Audiokit when running some instances of the AUv3
            Asked 2022-Feb-04 at 02:01

            I am working in an AUv3 in Audiokit. The Auv3 has a timer that perform actions. The timer is activated on viewDidLoad. I have try with Timer, usleep, DispatchQueue.asyncAfter and DispatchSourceTimer. All them works fine. The problem is when running some instances of the AUv3 the timer duplicate the fire time by the number of AUv3 instances or don't work correctly. There are no problem with cpu charge. Is there any way to run a timer in some instances of Auv3 at the same time without conflicts between them?. Some of my timers:



            Answered 2022-Feb-04 at 02:01

            The problem likely isn't the Timer -- it's the fact that you probably (since it's not shown here) are relying on some sort of singleton in your code.

            AUv3 instances need to have truly unique instances of their dependencies to function independently.



            Published var in Class not available in array as a method
            Asked 2022-Jan-11 at 15:11

            I am creating an array of SpriteNodes which each have an instance of another binded variable which is actually an instance of synthesiser code built with AudioKit as so...



            Answered 2022-Jan-11 at 15:11

            Declare array of objects which you place in it, like



            Build failed running AudioKit cookbook with Xcode 13.1 - Cannot find 'kDynamicsProcessorParam_OverallGainn' in scope
            Asked 2021-Nov-19 at 17:50

            Cloned repository of Audiokit and builded with last nobeta version of XCode 13.1 and get this error:



            Answered 2021-Nov-19 at 17:50

            Update to the latest AudioKit, this is fixed.



            Understanding GitHub branches - which branch to use to submit to App Store?
            Asked 2021-Sep-26 at 20:19

            I'm just about have my first App ready to send to be validated by AppStore. My build is currently using the develop branch of AudioKit. Should I be submitting using the main branch? I'm running Xcode 13 and the main branch just causes loads of errors.Should probably have stuck in Xcode 12!

            I guess the answer must be the latest main branch but I'm a bit unsure

            Also I'm wonder if and how to credit AudioKit?

            Or indeed generally how does one credit 3rd party frameworks? if at all?

            I have an "About" view in the App itself and was just going to put "Built using AudioKit" there and on the App Store details. Can't find any other decent example on the App Store to go by.



            Answered 2021-Sep-26 at 20:19

            You should use a release version of AudioKit so that your builds are tied to a specific release. AudioKit is free and open-source and we don't require you to give us any credit, but if you do that it's very nice.



            AudioKit v5 using multiple Taps
            Asked 2021-Aug-31 at 08:34

            I'd like to be able to get amplitude and spectrum data from my AudioPlayer, but since each Node can only have one tap, I'm unsure how to make this work in AudioKit 5



            Answered 2021-Aug-31 at 08:34

            This is pretty simple actually, just make multiple nodes that just are copies of the data and tap them each. Something like this should do it:



            CoreML for AudioKit DSP
            Asked 2021-Aug-14 at 21:04

            I've been trying to determine if it is possible to integrate CoreML models for the purpose of creating custom AudioKit Effect Nodes. I'm curious if anyone has tried this previously and if they might have some resources to ensure I'm approaching this problem correctly.

            Presently, I've created a custom AudioKit node that loads my model(s) and buffers frames until enough frames are available to perform a prediction. Once the input has enough data, its loaded into a MLMultiarray and passed to the model to perform a prediction... but the prediction call I believe is blocking the audio thread, so this is definitely not the correct way to do this... I think.

            I'm not sure if utilizing GCD is appropriate but I'm trying presently testing this...

            Hoping someone might have some insights or resources that might assist how this might be achieved, certainly could be awesome utilize the neural engine for DSP :) Everything I've seen so far is just about classification, not DSP.



            Answered 2021-Aug-14 at 21:04

            The problem with the Neural Engine is indeed that you have no control over how long it will block the audio thread. I do my ML in the audio thread using the CPU (not using Core ML).



            AudioKit 5 Amplitude Envelope no sound
            Asked 2021-Jun-27 at 16:06

            I'm new here and new with music apps (and programming in general).

            I'm trying to build a synth app using AudioKit 5 for my final project. I made an oscillator and tried to add Amplitude Envelope but no sound coming out. (If I put the oscillator in the output - there is a sound.)

            I saw this question in the internet several times in different types but without any solution.

            Does anyone know what is the problem? And if not - do you have other solution for envelope?

            The code:



            Answered 2021-Jun-23 at 04:06

            The AmplitudeEnvelope is a "Gated" Node meaning that it responds to openGate and closeGate which should be used instead of start stop since those are at the node level rather than control level.



            Audio alternative to FFmpeg - Core Audio IOS
            Asked 2021-Jun-09 at 01:33

            I have been using FFmpeg Android for a music app I'm working on. I built a custom audio engine from stratch with C++ and FFmpeg and it works amazing and it fulfilled all my needs. However, Due to FFmpeg being Lgpl lisence, it seems to me after some researching it is not possible to use a lgpl lisence due to app stores policy. Im not a lawyer or have the money to hire a lawyer for a commercial advise. So I am thinking to replace ffmpeg with another audio decoder, processor library. I am planning to feed the custom decoded data to audio devices through Apples core audio library.

            Here are my needs:

            • Need to decode ogg files
            • Need to encode pcm data as aac file
            • Need to add post process FX to decoded data such as low pass filter etc

            So what I am asking for is an answer to one of the following:

            • Could FFmpeg really not be used in app store due to lgpl static linking issues? (I looked at the most famous apps that use FFmpeg on Android, all of them does not use FFmpeg on IOS)
            • If I were to use another library for FFmpeg what is the best alternative to work with? Did anyone actually had experienced the same situation that I am in?

            I also tried using AudioKit but it has a critical problem that does not meet with my requirement so I dropped it.

            I am looking for advice here. Thanks!



            Answered 2021-Jun-09 at 01:33

            Need to decode ogg files

            You can use this public domain Ogg vorbis decoder.

            Need to encode pcm data as aac file

            You can do that with Apple's Audio Converter APIs.

            Need to add post process FX to decoded data such as low pass filter etc`

            • If all you need is a couple of DSP algorithms, you can look at, which includes a collection of algorithms from the Music-DSP mailing list, such as low-pass filters, etc.
            • STK includes several audio DSP algorithms in C++, and has a permissive license.
            • This repository offers several implementations of the Moog Ladder filter, most of them are closed-source friendly.



            AudioKit 5: Sequencing effects
            Asked 2021-May-19 at 18:25

            I am trying to figure out if it is possible to add effects to a new track in the sequencer just like you would with a instrument.

            So far I haven’t been able to figure it out based on the docs, but the idea is to be able to sequence parameters for a selected effect just like you would with midi note information such as velocity, length and pitch/note for AudioKit instruments. Say if you wanted to sequence a low pass filter; you would have access to sequence the cutoff frequency and resonance etc.

            Any ideas if this is achievable with AudioKit?

            Thanks in advance.



            Answered 2021-May-19 at 18:25

            You could represent the parameter changes you want to sequence inside MIDI events, add those events to a sequencer track, add the track to a sequencer and connect the sequencer track to a callback instrument. The callback instrument would change the low pass filter's parameters.

            So the outline of the process would be:

            SequencerTrack -> Callback instrument -> Low pass filter's parameters

            It might not be an ideal solution because you would be calling a Swift function from the DSP and back into the DSP from Swift, but it's the only solution that comes to mind without writing your own custom DSP code.


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


            No vulnerabilities reported

            Install AudioKit

            You can download it from GitHub.


            All AudioKit documentation is generated from this repository. The documentation that appear in the docs folder generate the Web Site. API documentation appears on the Github wiki.
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