detune | TrueDepth Music Experience for iOS -- ARKit | Augmented Reality library

 by   dodiku Swift Version: Current License: MIT

kandi X-RAY | detune Summary

kandi X-RAY | detune Summary

detune is a Swift library typically used in Virtual Reality, Augmented Reality applications. detune has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

detune uses Apple's ARKit and the TrueDepth camera (currently available only on iPhone X) to trigger music events. This app is the second part of the serious of works about body motion sensing and deep learning by Or Fleisher and Dror Ayalon. Many thanks to Djordje Jovic, who collaborated with us on this project.
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            kandi-support Support

              detune has a low active ecosystem.
              It has 27 star(s) with 2 fork(s). There are 4 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              detune has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of detune is current.

            kandi-Quality Quality

              detune has no bugs reported.

            kandi-Security Security

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

            kandi-License License

              detune 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

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

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            detune Key Features

            No Key Features are available at this moment for detune.

            detune Examples and Code Snippets

            No Code Snippets are available at this moment for detune.

            Community Discussions

            QUESTION

            How does oscillator.detune() work in Web Audio API?
            Asked 2020-Apr-06 at 13:12

            I have read that 1200 cents are in 1 octave.

            So, I tried the following:

            ...

            ANSWER

            Answered 2020-Apr-06 at 13:12

            The formula to convert the value of the detune param into Hz is Math.pow(2, detune / 1200).

            https://webaudio.github.io/web-audio-api/#oscillatornode

            That means your second example should be either ...

            Source https://stackoverflow.com/questions/61059675

            QUESTION

            JS AudioContext Interface: Am I doing this right?
            Asked 2020-Feb-11 at 00:18

            I have the following function:

            ...

            ANSWER

            Answered 2020-Feb-11 at 00:18

            The Gain- and PannerNodes have min and max values. Control your input so that those ranges are honored. But the problem lies elsewhere.

            Source https://stackoverflow.com/questions/60160148

            QUESTION

            Tone.js - The AudioContext was not allowed to start
            Asked 2019-Jul-31 at 13:46

            I wrote a simple synth using Codepen. It actually works and does what I'm expecting it to do (on Codepen and in debug mode on the website). Unfortunately it doesn't work on my local machine: if i download the code and try to run it, it gives me the error i mentioned in the question title.

            If I "hard copy" the code into the browser console and i run it, it works perfectly.

            Here's my full application, it just play some synth sound whenever you mouseover on a pad with the corresponding note: https://codepen.io/mattiasu96/pen/pxPXpB

            ...

            ANSWER

            Answered 2019-Jul-31 at 13:22

            The problem you are describing sounds like the browser doesn't allow the AudioContext (used by Tone.js) to start without any user interaction. Unfortunately 'mouseover' and 'mouseout' events do not count as a user interaction.

            Therefore you would need to add a button somewhere which activates the AudioContext on click events. There is a short description in the README of Tone.js which describes how that can be done.

            The mechanism which controls if an AudioContext can start on its own or has to be activated by a user interaction is usually called autoplay policy. It is possible to disable that policy on specific sites. Chrome for example also maintains a list of sites which have played audio in the past to allow sites that get heavily used to play audio without any user interaction. I guess this is the case for https://codepen.io/ on your computer.

            The autoplay policy does usually also have no effect when running code with the help of the dev tools which is probably why that works for you as well.

            Source https://stackoverflow.com/questions/57289003

            QUESTION

            Wrong oscillator frequency set by ConstantSourceNode
            Asked 2019-Jan-05 at 21:18

            I am creating a synth voice which contains three oscillators as you can see in the following snippet.

            ...

            ANSWER

            Answered 2019-Jan-05 at 19:28

            The default for an OscillatorNode frequency is 440, but you're setting the default offset to 160.

            Source https://stackoverflow.com/questions/54055256

            QUESTION

            iOS AudioKit AKAmplitudeTracker
            Asked 2018-Aug-07 at 12:43

            I'm trying to get something like this playground working on iOS: http://audiokit.io/playgrounds/Analysis/Tracking%20Amplitude/

            This is my view controller, where I use the mandolin physical model to create notes and then run an fft and an amplitudeTracker. But I get no values from them. You can see the output below:

            ...

            ANSWER

            Answered 2018-Aug-07 at 12:43

            The main problem here is that Frequency Tracker node is not part of the signal chain. AudioKit (and Apple's underlying AVAudioEngine) works on a pull model in that audio will not be pulled through a node unless it is requested by a downstream node. This basically means everything up from the AudioKit.output node will get bytes pulled through them.

            However, here, the reverb is made to be the output, so the tracker itself doesn't get any data coming through it. Changing it to AudioKit.output = amplitudeTracker will get the data going through the node.

            The amplitudeTracker acts as a passthrough so the audio comes through as well. If you would not want the audio, you'd then stick the output of the tracker through a booster which would lower the volume down to zero.

            Source https://stackoverflow.com/questions/46434933

            QUESTION

            localStorage array is being overwritten after refresh
            Asked 2017-Aug-16 at 21:41

            So my localStorage values in array are being overwritten after the refresh. While in session, I can change values on front end and array in localStorage constantly will be updated or if more inputs changed, then more values to array added. If for example I had 3 inputs changed and all their values was added to localStorage array in the session then after webpage refresh if I will edit one of the inputs again, all the arrays in localStorage will be deleted and overwritten by the new's session update of input. I'm trying to figure out this for a long time, but can't figure out how to make it work so that after the refresh all the input values would be stored in the old array and not overwritten.

            ...

            ANSWER

            Answered 2017-Aug-16 at 21:41

            For anyone running in the same kind of problem, here is the solution I came across.

            So like Patrick Evans said, I made a mistake by assigning .setItem() to a variable, even though .setItem() doesn't return any value. So I just always create a new empty array when I click after the resfresh (in the new session). But that is not enough. Now I was running into a problem, where I was trying to push values into non-existing array and getting null error. I changed my click handler to:

            Source https://stackoverflow.com/questions/45721167

            QUESTION

            Values are stored in different array instead of single array
            Asked 2017-Apr-23 at 11:29

            In the updatepitch() function i am trying to store pitch values in a single array but what my code is doing is that it is storing all values in different array.

            Is there any way to store all values in a single array.

            ...

            ANSWER

            Answered 2017-Apr-23 at 11:29

            Looks like these lines inside updatePitch() are problems:

            Source https://stackoverflow.com/questions/43570461

            QUESTION

            How do you get the regular features when using AudioContext?
            Asked 2017-Feb-20 at 19:14

            The following code works as a way to load a sound from a remote url and loop it with some pitch shifting. Even though I attach the AudioContext to the node and it's playing sounds, I have none of the UI features like play/pause, seeking, volume, download, etc.

            Screenshot (the sound is playing, but none of the HTML5 features work):

            I have this almost-empty HTML:

            ...

            ANSWER

            Answered 2017-Feb-20 at 19:14

            It turned out there were 3 things I needed to fix:

            1. including the tag in the , i.e. changing it to this:

            Source https://stackoverflow.com/questions/42334428

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

            Vulnerabilities

            No vulnerabilities reported

            Install detune

            You can download it from GitHub.

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            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://github.com/dodiku/detune.git

          • CLI

            gh repo clone dodiku/detune

          • sshUrl

            git@github.com:dodiku/detune.git

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