Giter VIP home page Giter VIP logo

soundpipeaudiokit's Introduction

soundpipeaudiokit's People

Contributors

aure avatar bdrelling avatar emurray2 avatar jcavar avatar jp-lisn avatar matt54 avatar mattrapchat avatar rex4539 avatar wtholliday avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

soundpipeaudiokit's Issues

Can't ramp frequency in Equalizer Filter

I'm trying to do an auto band filter with this code and I get an error.

If not - Should I start a new issue?

let synth = Synth() // my class
let filter = EqualizerFilter(osc)

var frequancy:Double = 500
var startFrequency: AUValue = 500
var endFrequency: AUValue = 3000
var frequancyRampDuration: Float = 3.0

filter.$centerFrequency.ramp(from: startFrequency, to: endFrequency, duration: frequancyRampDuration)
print(filter.centerFrequency)

It's not all the code and I do have engine.
If I deleting this code all works good.. weird right?

This is the error :

libc++abi.dylib: terminating with uncaught exception of type NSException
*** Terminating app due to uncaught exception 'com.apple.coreaudio.avfaudio', reason: 'required condition is false: _engine != nil'
terminating with uncaught exception of type NSException
CoreSimulator 732.18.6 - Device: iPhone 11 (E5C0BBCA-35A4-4E4F-BFAC-33249EED9007) - Runtime: iOS 14.4 (18D46) - DeviceType: iPhone 11
(lldb)

Check TB303 Filter

An anonymous GitHub user who is familiar with the TB303 filter were trying to implement has stated that something is wrong with it. Not sure if its at the DSP level of Soundpipe or higher up in the C++ or Swift layers, but its worth checking. The original issue is here.

Stereo for brown, pink and white noise generators

Description

I would like to see noise generators with option to generate stereo noise. I think they are now mono.

Proposed Solution

It would be nice to have an option to switch from mono to stereo. I would be happy if I can simply say for example whiteNoise.stereo = true to get stereo or whiteNoise.stereo = false to get mono. Default value can be false because of implementations in existing projects.

Describe Alternatives You've Considered

I've tried to create two separated generator nodes, I panned one of them left and other one right and then I connected them to mixer, but that does not feel like stereo because they are the same.

Additional Context

No response

Balancer compressing / change fx behavior

Not sure if it is a bug:

I tried to find a solution to the volume drop after adding fx, so I put Balancer after every fx:
Synth -> envelope -> dist -> modulation -> Balancer(modulation,dist) -> reverb -> Balancer(reverb,modulation) -> delay -> Balancer(delay,reverb) etc..

But it’s changing the behavior of the modulation, reverb and delay.
Is it supposed to be like this?

Anyway, because of this problem I want to add a booster to the fx but I saw there is no AKBooster anymore.
is there is another way?
I tried to put gain > 1 in mixer and didn’t help' but I couldn’t find any kind of "booster".

Thanks,
David

More explanations on EQ, Equalizer, filters properties

1 - EqualizerFilter: How does bandwidth parameter of the Equalizer Filter affect the Q?

How does the bandwidth parameter of the EqualizerFilter affect the Q-factor?

What is the calculation of bandwidth?

Same question with PeakingParametricEqualizerFilter "q"

Basically - both are the same?

.

2 - HighShelfParametricEqualizerFilter:

I guess centerFrequency is where it’s starting to change? How the "q" works there?

.

3 - HighPassButterworthFilter: cutoffFrequency - where it’s starting to change?

I know how EQ works in general, just can’t understand their explanations there.
So can you add more explanations ?

Thanks, David

Maks song

Confirm you should be adding the bug here
If your issue is implementing AudioKit in your own code, post your problem to StackOverflow with the #AudioKit hashtag.

If you can make the issue happen on AudioKit 5's Cookbook app then you can create an issue directly on that repository as well.

GitHub Issues should only be used for confirmed problems with AudioKit and
well-defined feature requests.

Sponsors will get more attention: https://github.com/sponsors/aure

Describe the bug
A clear and concise description of what the bug is.

To Reproduce
Steps to reproduce the behavior:

  1. Go to '...'
  2. Click on '....'
  3. See / hear error

Expected behavior
A clear and concise description of what you expected to happen.

Screenshots
If applicable, add screenshots to help explain your problem.

Details (please complete the following information):

  • Type: [e.g. iPhone6, iPad, Mac]
  • OS: [e.g. iOS13.1]
  • AudioKit Version [e.g. 5.0]

Additional context
Add any other context about the problem here.

SourcePackages/checkouts/SoundpipeAudioKit/Sources/SoundpipeAudioKit/PitchTap.swift:42:66: error build: Editor placeholder in source file

macOS Version(s) Used to Build

macOS 12 Monterey

Xcode Version(s)

Xcode 14

Description

When I try to build my project, it remind me that "SourcePackages/checkouts/SoundpipeAudioKit/Sources/SoundpipeAudioKit/PitchTap.swift:42:66: error build: Editor placeholder in source file". Then I git clone the newest one and change read-only file and add public init(_ input: Node, bufferSize: UInt32 = 4096, handler: @escaping Handler) { self.handler = handler super.init(input, bufferSize: bufferSize, callbackQueue: DispatchQueue.main) } , exact callbackQueue: DispatchQueue.main Then I fix it. I am not sure why so just report this.

Crash Logs, Screenshots or Other Attachments (if applicable)

No response

EqualizerFilter's positive and negative gain have the same affect on the sound

macOS Version(s) Used to Build

macOS 12 Monterey

Xcode Version(s)

Xcode 14

Description

EqualizerFilter's positive and negative gain have the same affect on the sound. The negative value should notch down. This can be heard in the Cookbook under the EqualizerFilter example.

Crash Logs, Screenshots or Other Attachments (if applicable)

No response

AmplitudeEnvelope doesn't reset trigger on MIDI_NOTE_OFF

The AmplitudeEnvelope doesn't get any input audio from MIDISampler. However, other nodes such as ZitaReverb do. This can be confirmed by adding printf("%.2f\n", *in); to the first line of the sp_adsr_compute function. The value of *in changes in ZitaReverb, but for AmplitudeEnvelope, it stays at 0.0.

Steps to reproduce:

  1. Create sampler node sampler = MIDISampler()
  2. Set sampler amplitude sampler.amplitude = 1
  3. Create adsr adsr = AmplitudeEnvelope(sampler)
  4. Set the engine output engine.output = adsr
  5. Start AudioKit try? engine.start()
  6. AudioKit starts successfully, but no sound happens when the sampler is played

Expected behavior:
I would expect the AmplitudeEnvelope to act as the other Soundpipe nodes and continue to pass audio through it.

Details:

  • Type: MacBook Pro (13-inch, 2020, Four Thunderbolt 3 ports)
  • Processor: 2.3 GHz Quad-Core Intel Core i7
  • OS: macOS Big Sur 11.5
  • SoundpipeAudioKit Version: latest develop branch: 8c01594

I'll work on trying to fix this, but just wanted to leave it here so people are aware. The AudioKit/Cookbook AmplitudeEnvelope is also a bit broken. The oscillator sound gets passed through, but the ADSR widget has no effect on the sound. It might be worth opening up an issue there unless the fix for this makes it work again.

PitchTap cpu pegged at 40-50% cpu

Referencing audiokit issue AudioKit/AudioKit#1753

PitchTap uses huge CPU power - about 42-48% on older devices, ~30-35% on newer devices (11 and higher).
I tried wrapping my head around the C code and it's all going over my head.
I have absolutely no background in any of this stuff of work - I is just a simple front-end person making a simple app :-)
any app using mic analysis will face UI stutters, audio issues, even in a simple case lime mine.

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. 📊📈🎉

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.