I wanted to know if it was possible for AudioKit to have multiple outputs, for instance two AKMIDISampler's. At the moment it seems like it can only have one.
I would assume this would be possible if I use an AKMixer, so if someone recommends that I use that I have one question. I'm using a soundfont ".sf2" file to initalize the AKMIDISampler, if I have multiple AKMIDISampler's using different soundfont files where both have the same MIDINoteNumber's but different audio results, how would I be able to differentiate from one sampler to the other?
Any pointers and advice will be greatly appreciated.
This seems like a reasonable request for AudioKit to be able fulfill. The thing is its not a great StackOverflow question because there's not just one clear answer. What I would suggest that you and anyone else that would like AudioKit to "x" would be to set up a project that you think should work ideally, even if it doesn't, and then share it publicly so the AudioKit core team can easily download it and try it out.
Related
over the past week or so I’ve been trying to find a workflow for original sample generation to eventually be used in an audiokit app, obviously at some point Im going to have to decide which of AudioKits sampler classes best fits my needs and I have a few
Questions about what I have found so far :
I won’t be getting Logic Pro anytime soon so I think EXS24 is not an option right now, as a side question - are there any other
Apps which can generate .esx24 files?
The MIDISampler in AudioKit has a method .loadSoundFont( - is there a documented example of this? (couldn’t find any in cookbook)
I was able to get this working with .sf2 files but I want to make sure Im doing it properly.
There is a Sampler class in DunneAudioKit - I was also able to establish a workflow in this using .sfz files - this seems pretty good
Currently I am deliberating between the MIDISampler in AudioKit and the Sampler in DunneAudioKit
Are there any other options in the audiokit framework(s) that I should consider? Also the file formats .sf2 and .sfz I am guessing are probably going to stay in use for some time - has anybody heard about either of those two being deprecated or changed in a major way?
GarageBand can make AUPreset files and MainStage can make EXS24 files suitable for AppleSampler. I've not tried the DunneSampler but I believe that is the one AudioKit Pro uses for several of their commercial apps. There isn't an example in the Cookbook for SF2 in AppleSampler but it should be very similar. SF2 has been around for a very long time and I imagine SFZ will be too.
I'm new to AudioKit (and Mac programming in general) but hopefully what I want to do is quite simple - the cookbook and documentation allude to the way forward, but don't give me exactly what I'm after.
I want to create a Midi Sequence from scratch and then play and save it. All the examples I've seen load in a file first and then play it, and the one example I saw which did what I wanted was full of deprecated code :(
If anyone could provide some code or point me in the direction of some working code (latest build 27/05/22) I would be so grateful.
Thanks in advance,
Jes
I understand so far that AKSampler was recently rewritten and this GitHub project seems to be the defacto guide on the new AKSampler. What I can gather is a move toward SFZ format. I am new to the sampling world but in my application I only need a handful of samples recorded from my piano in order for it to work. As I have looked around with existing SFZ formats and samples, I do not need all of the complexity and features that SFZ provides.
I am currently using AKSampler with a single piano sample which works perfectly, however it gets a bit weird once I play anything too far from the original source, so I just want to fill in the gaps with a few other samples (I only need to play around an octave and a half with my current app).
I do see according to the Docs a couple methods buildSimpleKeyMap() and buildKeyMap() however there is no implementation currently.
Do I have any additional options? I know that EXS format has been deprecated, as well as SoundFont. Is the only way to map multiple samples to AKSampler currently using SFZ?
Thanks for all your help <3
Edit: This readme on the AKSampler GitHub page provides the breakdown for samples. I still only see SFZ being considered. If anyone else is lost with my question or needs a reference, this seems to be the best resource. If the current AKSampler only offers SFZ as the primary way to map multiple samples, so be it, however it does look very challenging, I'm really hoping there is some simple middle ground between only using a single sample for the AKSampler vs. a full bore SFZ file.
Edit 2: Getting a solution to this, will update as soon as possible, thanks for your patience!
I have provided a simple explainer and sample file in the AudioKit docs. Hope this helps new users of AudioKit!
I want to get stream of an ip-cam on my iPhone/iPad and want to display it on screen. By R&D i found that ffmpeg is the only way to achieve it but i found nothing on ffmpeg. Is there any other way to achieve it or a confirmed way to get compiled ffmpeg on mac please mention that. Material regarding how to use ffmepg or source code example will be highly appreciated.
Is there nothing built-in framework to achieve it if not then please mention if there is any free framework/sdk to achieve this functionality.
Thanks
There are actually a few.
here are some links
http://www.streammore.tv/
http://www.live555.com/
I am sure if you google you can find more.
I cannot only address the first one, because that is ours, but I didn't want this to sound purely like self promotion.
I have found already some similar discussion on this, but would like to investigate further and find out what's the best library and approach to use for a game made with Cocos2d v1 with the following requirements:
swap one soundtrack with another one, interlacing them (the current one lowers the volume whilst the other one increases)
have multiple audio effects (like bullet shoot sounds different for each enemy)
Cocosdenshion seems to be the best approach for a cocos2d game (rather than using avplayer). Would you agree?
Thanks!
Following up this question.. I did use "CDXPropertyModifierAction.h" library which allowed me to reference to the shared SimpleAudioEngine of the application as well as the CDAudioManager.
Although, having 4 tracks and several .caf effects, I have a consierable memory footprint. I read the comment of #LearnCocos2D and I will now try integrating ObjectAL and do some benchmarks on performance and memory footprint.
I will add comments to this answer, and please do feel free to do so as well to contribute.
Thanks a lot for your comments..