How to make SFZ file from wv using only open source software? - audiokit

I have read these instructions:
https://github.com/AudioKit/AudioKit/blob/v4.2/Documentation/PreparingSampleSets.md
But have not got Logic or Mainstage.
Is it possible to create a SFZ file for use in ROM Player without using commercial software?

Yes, you can put and SFZ together using sforzando.

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How to make a lua file?

I wanna try to make a ".exe" file using lua code.
I've tried lua.org but i don't understand anything about it.
i've followed tutorials but they all don't help.
It would help me alot if there was a setup file that does all the setup and
lets me able to make .lua files.
Thank you for trying to help!
There's nothing built in to Lua that will let you do this, so you need to either write some C code yourself or use a third-party tool. If you want to go the third-party route, https://github.com/PG1003/dogfood is an example of such a tool.

Load glTF model into RealityKit scene?

I'd like to load a glTF file generated by another program into RealityKit. I get the impression that the only way to load models into RealityKit is via USD or Reality files.
Anyone know a way to get some other model into RealityKit? Not necessarily as a file -- I'd be happy to be able to generate a MeshResource and array of Materials myself and load them in that way.
Reality Converter
Apple discussed this in the WWDC20 video "The artist’s AR toolkit".(link)
They show how to convert FBX, OBJ, USD and GLTF files to USDZs for use in Reality Composer.
Reality Converter is still in beta and needs to be downloaded from the Apple Developer website. I used it and it is quite nice.
There is also other tools you can use on the command line if this is more your thing. At WWDC 2019, Apple announced the USDZ Tools or also called USD Python Tools.
USDZ Tools is a pre-compiled Python library containing binaries of Pixar’s USD library for macOS. This is the link. You will need to download and install the library.
I would give a try to the Reality Converter first. I think it is here to stay since probably Apple has no intention to add support for glTF files in Reality Composer in the future, since they love USBZ!
I ended up using GLTFKit, an open source library by Warren Moore. It does exactly what I want -- lets me load a glTF file into SceneKit/RealityKit.
https://github.com/warrenm/GLTFKit
Alas, as you said, at the moment the only way to load your .gltf model in RealityKit scene – is firstly to convert it into .usdz model via Xcode command line tools. Also in RealityKit you can use .reality format (use it for a much faster uploading time) and .rcproject format that can be exported from Reality Composer app. These two file formats allow you store not only PBR shaders and animation but also a dynamics.
Please, read this post for further details.

Creating a custom pcore for Xilinx ISE 14.7?

A bit of a general question, but what is the most popular/common/easiest way of creating a custom pcore?
I have seen some examples and they were mostly done on Matlab and since I do not have Matlab anywhere, I am a bit lost here. There has got to be a proper way of doing without it!
Thank you in advance!!!
You can create it with VHDL or Verilog languages, but after that you need to make few files like .mdp and .pao, create directory move all the files there and then put the directory to a library.
Detailed information you can find in Xilinx Manual

How can I update a file incrementally in iOS. (File patching)

I have a huge text file in my application (version 1.0).
Lets assume that a new version (2.0) of this file was just released.
Most of the file remained the same but the new (2.0) version has a few modifications (some lines removed, others added).
I now wish to update the file (1.0) to the new version (2.0), but do not wish to download the whole file again.
I would love to just patch the file with the changes of the new file, thus saving bandwith from downloading the WHOLE new file from my server.
(Similar to the way versioning systems like git or svn act)
How can I do this programmatically? Are there any iOS libraries available?
Thank you
You need to implement some kind of Binary delta compression such as zdelta, or Remote Differential Compression such as the one in rsync.
Personally I'm not aware of such algorithm implemented specifically for iOS, but I'm sure it's possible to find one that is implemented in C/C++ which can be seamlessly used in the iOS environment.
Edit: I also recommend you to read this.
It's actually a big problem... if your API let you ask the data of a file in a specific range, you can just a ask the data range that you need to replace, and seek the file at the range and overwrite the specific data... this mean that you have to take trace about the changes every time you update the files... and your app update has to know the ranges to request... this is not a solution... I hope will be a start point to implement your own solution
to try to get partial conent in a range you need to add to your request header something like this:
Range: bytes=0-999
I think, you can do this by yourself without third party libraries. To achieve this, all you need is 1)Piece of code which will generate the metadata for joining versions of your file (offsets, lengths, and pointers to the data to be changed in older version); 2)piece of code which will do the hard work: read meta and put the parts on right places. Several days of struggling with offsets, and you are done ;) Good luck!

Inspecting a soundfont on iOS

It is possible using AudioUnits on iOS to create samplers that load and play soundfont (or SF2) files. This is a really great feature. The problem is that I don't see any interface for inspecting a soundfont to see: a) how many presets it contains and b) the names of the presets it contains.
It is possible to obtain the current preset name by first loading the soundfont into the sampler using AudioUnitSetProperty with kAUSamplerProperty_LoadInstrument and then calling AudioUnitGetProperty with kAudioUnitProperty_ClassInfo on the sampler. This is not very efficient however, and only tells you the name of the currently loaded preset. It also does not seem to tell you how many presets are contained in the soundfont.
How does one do these things without using 3rd party code (surely it is natively supported)?
Another option is a soundfont editor for OSX called polyphone
This is a very old question, but I do have another solution: my SoundFonts
application. It is available on the AppStore for a small fee, or you can use the source to build what you want.
The repo contains an SF2 parser in C++ that I reworked from some code I found online. The repo also contains a catalog.py Python script that generates listing from a SF2 file. It uses the sf2utils Python package.

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