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zytrax's Issues

VST plugins not showing up on Linux

I have compiled this from source on Linux on the latest head revision. I have installed a few different plugins, including the synister64.dll VST shown in the readme. When pointing zytrax to the directory containing these VSTs, zytrax is not able to detect them and will only detect the default 22 effects.

Core dump on track remove

Steps:

  1. Add track
  2. Shift+Ctrl+X

Result:

$ zytrax 
one
two
three
 *** ERROR *** globals/json_file.cpp:26 - !f failed.
regfx
 *** ERROR *** globals/json_file.cpp:26 - !f failed.
go
 *** ERROR *** engine/song.cpp:373 - index out of size: 0(0)
Segmentation fault (core dumped)

It doesn't matter if there is only one track or several.

you can't interact with the main window while the cheat sheet is open

  • open the cheat sheet
  • try to click on a UI button or enter notes in the main window
  • no interaction seems to actually work

i want to be able to have the cheat sheet up while learning to use the keyboard commands, but the only way to do that seems to be to take a screenshot of it and open it in an image viewer or something

it'd be cool if the cheat sheet could be made to not block input like that

Add VST support to Linux

VST is currently not supported for Linux.

If I enable it for Linux in SConstruct I get the following error

drivers/vst2/audio_effect_vst2.h:9:10: fatal error: windows.h: No such file or directory
 #include <windows.h>
          ^~~~~~~~~~~

I don't understand why it requires windows.h, I suppose in principle it shouldn't require it.

If I merely comment out that include, then I get the following error

In file included from drivers/vst2/audio_effect_vst2.h:6,
                 from drivers/vst2/audio_effect_vst2.cpp:1:
drivers/vst2/vestige.h:231:28: error: expected identifier before ‘*’ token
  intptr_t VESTIGECALLBACK (*dispatcher)(AEffect *, int, int, intptr_t, void *, float);

Not sure what to do from there. I'm investigating, but I welcome help as well.

Documentation on plugin setup could be improved

Hi,
Just downloaded ZyTrax and it seemed fairly straightforward to start tracking in it, however initially there's no sound. While the "getting started" documentation helpfully states I need to insert an effect to get any sound, and that I'd better choose a plugin that makes some noise, things grind to a halt for me from there.

Would it be possible to add some documentation on recommended plugins and where to find them? It's unclear to me what will work, where to find it, what plugin types are supported (there's ladspa out there, lv2, vst, ...)? It might also be useful to auto-install at least one sound-generating plugin so that at least there's some sound, or to assist the user with initial setup.

Plugin interfaces appear to the far right of the window on a dual monitor setup

I have 2 monitors, a 1920x1080 on the left and a 2560x1080 on the right. At first I thought the VST2 Plugin tab didn't work, but it seems the plugin interface floats outside of the window, far off to the right side:

zytrax_window

I had been trying to use it on my right monitor, so it was offscreen completely. This has been reproducable with every plugin I've tried.

Fails to build on Ubuntu 18.10 for me:

g++ -o bin/sytrax.o -c -g3 -pthread -Iglobals -Igui -I. -I/usr/include/gtkmm-3.0 -I/usr/lib/x86_64-linux-gnu/gtkmm-3.0/include -I/usr/include/atkmm-1.6 -I/usr/include/gtk-3.0/unix-print -I/usr/include/gdkmm-3.0 -I/usr/lib/x86_64-linux-gnu/gdkmm-3.0/include -I/usr/include/giomm-2.4 -I/usr/lib/x86_64-linux-gnu/giomm-2.4/include -I/usr/include/pangomm-1.4 -I/usr/lib/x86_64-linux-gnu/pangomm-1.4/include -I/usr/include/glibmm-2.4 -I/usr/lib/x86_64-linux-gnu/glibmm-2.4/include -I/usr/include/gtk-3.0 -I/usr/include/at-spi2-atk/2.0 -I/usr/include/at-spi-2.0 -I/usr/include/dbus-1.0 -I/usr/lib/x86_64-linux-gnu/dbus-1.0/include -I/usr/include/gio-unix-2.0 -I/usr/include/cairo -I/usr/include/libdrm -I/usr/include/pango-1.0 -I/usr/include/harfbuzz -I/usr/include/fribidi -I/usr/include/atk-1.0 -I/usr/include/cairomm-1.0 -I/usr/lib/x86_64-linux-gnu/cairomm-1.0/include -I/usr/include/pixman-1 -I/usr/include/uuid -I/usr/include/freetype2 -I/usr/include/libpng16 -I/usr/include/sigc++-2.0 -I/usr/lib/x86_64-linux-gnu/sigc++-2.0/include -I/usr/include/gdk-pixbuf-2.0 -I/usr/include/glib-2.0 -I/usr/lib/x86_64-linux-gnu/glib-2.0/include -I/usr/include/lilv-0 -I/usr/include/sratom-0 -I/usr/include/sord-0 -I/usr/include/serd-0 -I/usr/include/suil-0 bin/sytrax.cpp
In file included from bin/sytrax.cpp:3:
./drivers/audio_effect_factory_lv2.h:17:2: error: 'LV2_Evbuf' does not name a type
  LV2_Evbuf* evbuf;
  ^~~~~~~~~
scons: *** [bin/sytrax.o] Error 1
scons: building terminated because of errors.
make: *** [Makefile:2: all] Error 2

I get it, this is only for Windows, right?

build fails

Trying to build on a Debian Linux Stretch, it fails with:

g++ -o gui/key_bindings.o -c -g3 -DRTAUDIO_ENABLED -DRTMIDI_ENABLED -DFREEDESKTOP_ENABLED -DVST2_ENABLED -D__LINUX_PULSE__ -D__LINUX_ALSA__ -pthread -D_REENTRANT -Iglobals -Igui -I. -I/usr/include/gtkmm-3.0 -I/usr/lib/x86_64-linux-gnu/gtkmm-3.0/include -I/usr/include/atkmm-1.6 -I/usr/include/atk-1.0 -I/usr/include/glib-2.0 -I/usr/lib/x86_64-linux-gnu/glib-2.0/include -I/usr/include/glibmm-2.4 -I/usr/lib/x86_64-linux-gnu/glibmm-2.4/include -I/usr/include/sigc++-2.0 -I/usr/lib/x86_64-linux-gnu/sigc++-2.0/include -I/usr/include/giomm-2.4 -I/usr/lib/x86_64-linux-gnu/giomm-2.4/include -I/usr/include/pangomm-1.4 -I/usr/lib/x86_64-linux-gnu/pangomm-1.4/include -I/usr/include/cairomm-1.0 -I/usr/lib/x86_64-linux-gnu/cairomm-1.0/include -I/usr/include/cairo -I/usr/include/pixman-1 -I/usr/include/freetype2 -I/usr/include/libpng16 -I/usr/include/pango-1.0 -I/usr/include/harfbuzz -I/usr/include/gtk-3.0 -I/usr/include/gdk-pixbuf-2.0 -I/usr/include/gio-unix-2.0 -I/usr/include/at-spi2-atk/2.0 -I/usr/include/at-spi-2.0 -I/usr/include/dbus-1.0 -I/usr/lib/x86_64-linux-gnu/dbus-1.0/include -I/usr/include/gtk-3.0/unix-print -I/usr/include/gdkmm-3.0 -I/usr/lib/x86_64-linux-gnu/gdkmm-3.0/include -I/usr/include/alsa gui/key_bindings.cpp
gui/key_bindings.cpp: In member function ‘void KeyBindings::set_action_checked(KeyBindings::KeyBind, bool)’:
gui/key_bindings.cpp:273:67: error: ‘void Gio::SimpleAction::set_state(const Glib::VariantBase&)’ is protected within this context
  actions[p_bind]->set_state(Glib::Variant<bool>::create(p_checked));
                                                                   ^
In file included from /usr/include/giomm-2.4/giomm/actionmap.h:27:0,
                 from /usr/include/giomm-2.4/giomm.h:27,
                 from /usr/include/gtkmm-3.0/gtkmm.h:88,
                 from gui/key_bindings.h:5,
                 from gui/key_bindings.cpp:1:
/usr/include/giomm-2.4/giomm/simpleaction.h:424:8: note: declared protected here
   void set_state(const Glib::VariantBase& value);
        ^~~~~~~~~
gui/key_bindings.cpp: In member function ‘void KeyBindings::set_action_state(KeyBindings::KeyBind, const String&)’:
gui/key_bindings.cpp:284:90: error: ‘void Gio::SimpleAction::set_state(const Glib::VariantBase&)’ is protected within this context
 ]->set_state(Glib::Variant<Glib::ustring>::create(p_state.ascii().get_data()));
                                                                              ^
In file included from /usr/include/giomm-2.4/giomm/actionmap.h:27:0,
                 from /usr/include/giomm-2.4/giomm.h:27,
                 from /usr/include/gtkmm-3.0/gtkmm.h:88,
                 from gui/key_bindings.h:5,
                 from gui/key_bindings.cpp:1:
/usr/include/giomm-2.4/giomm/simpleaction.h:424:8: note: declared protected here
   void set_state(const Glib::VariantBase& value);
        ^~~~~~~~~
scons: *** [gui/key_bindings.o] Error 1
scons: building terminated because of errors.

Any idea welcome.

Won't compile on Linux

I get the following error when trying to compile on Linux with scons platform=freedesktop

scons: Reading SConscript files ...
TypeError: coercing to Unicode: need string or buffer, dict found:
  File "/home/boo/opt/gitdump/zytrax/SConstruct", line 32:
    opts.Update(env)  # update environment
  File "/usr/lib/python2.7/site-packages/SCons/Variables/__init__.py", line 176:
    if os.path.exists(filename):
  File "/usr/lib/python2.7/genericpath.py", line 26:
    os.stat(path)

Build fails on linux: globals/base64.h:7:40: error: ‘uint8_t’ was not declared in this scope

Using Arch linux, dunno if this happens on other distros.

Build fails with the following errors:

globals/base64.h:7:40: error: ‘uint8_t’ was not declared in this scope
    7 | std::string base64_encode(const Vector<uint8_t> &p_buffer);
      |                                        ^~~~~~~
globals/base64.h:5:1: note: ‘uint8_t’ is defined in header ‘<cstdint>’; did you forget to ‘#include <cstdint>’?
    4 | #include "vector.h"
  +++ |+#include <cstdint>
    5 | #include <string>

etc...

like suggested, this can be resolved by adding #include <cstdint> to globals/base64.h

This would be really cool if it would be based on buzz tracker style

Meaning having the fantastic sequence editor of buzz! There is already buze for wine, but having just another buzz style alternative is never bad. Did not try your tool yet. There is also hackey trackey lua plugin for Reaper DAW. There you have then also great tracker workflow using all advantages of vsti and DAWs, best of both worlds, thanks to saike! Maybe worth a look at that and improving that instead? Just a side input thought. Btw. thanks for godot! Just discovered it recently indirectly via Blender. Will explore it more in future.

buzz tracker, Reaper DAW, sequetron by Phil Tipping: music side of things
blender, godot 3: gaming side of things

Now I am trying to figure out, how to create a game, at the push of a button, using some prepared resources on harddisk, like 100 .png images, 100 .svg files, 100 lines of text in a .txt file. Goal would be designing various games in such a way, they would just auto-import those resources and the game would immediately start. You want a different variant, just replace those resources, re-generate, it would be a similar game, but not exactly same. One could imagine each such game like a scene maybe? Any tools which can do this already?

Support for plugins without a GUI

This is more of a feature request than anything, since I noticed that Zytrax doesn't handle properly plugins that don't ship a GUI and instead displays a black box.

Would it be possible for controls be generated for exposed parameters?

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