Re: Newbie has idea, not sure where to start
Re: Newbie has idea, not sure where to start
- Subject: Re: Newbie has idea, not sure where to start
- From: john <email@hidden>
- Date: Tue, 22 Jun 2004 17:40:22 -0400
Hi Ch'anyom,
What you need to do is learn how to program in C and ObjC. You can get
various books on the subject (such as "Building Cocoa Applications"
from O'Reilly, which is fine, but there are probably better ones) which
start you out with ObjC and then get into Cocoa specifics. You would
already need to be familiar with C however, so a quick book on that
would be necessary.
Then after familiarising yourself with these things and writing a few
sample applications, you can start looking through the CoreAudio sample
code and ask questions on this list.
Beware, however, the framework used in most of the sample code is not
"user friendly" like Cocoa and is in C++, so I would recommend staying
away from that and use the straight C APIs instead.
For Cocoa help, you can join the Cocoa list.
-- John
Hmm... how to explain...
After our last performance -- where I used a keyboard connected to an
iBook running Propellerheads' Reason (in order to trigger audio clips
in the sampler) -- I decided that there must be a better way...
Reason is a great app, but for my work with this band it is more
powerful (and resource hungry) than I need. I'm using an anvil to
crush an ant... know what I mean? So I have decided to try building
my own little app that is focused on doing what I need it to do,
without too many bells and whistles.
The problem is I know how to build web-based apps using PHP and
Macromedia's Flash MX 2004 Pro... I am more or less clueless when it
comes to developing with Cocoa. I have read through the ADC
documentation on Music & Audio and Cocoa, so I have a little
comprehension, but still not sure on how to go about bringing my idea
to life. Perhaps I should explain just what it is I wish to do:
It's really very simple. I want a window (which will be known as a
Sound Bank) with nine channels. Each channel will have one sound clip
(an audio file to be loaded by user), a trigger button (play/stop),
and some controls for certain parameters for that channel (volume,
panning, loop mode, etc.). I thought about adding AU effects to each
channel... but decided to leave that out (and other ideas, such as
modulating parameters, for now).
The practical use of this app would be: user loads a clip into each
channel of the sound bank(s), sets the parameters for each clip
(volume, panning, loop mode, etc.). The user may then trigger the
clips of the active (front) window/sound bank either by clicking the
"Trigger" button for the particular channel, or via the
numberpad/keyboard -- i.e. "1" triggers channel #1, "2" triggers
channel #2, and so on... The way the clip plays will depend on the
loop mode. My plan is the following mode options:
* None: clip plays while trigger is held.
* Play Once: clip plays though to end and stops.
* FW: clip plays to end and repeats until manually stopped.
* FW-BW: clips plays to end, then plays backwards (in reverse) to
beginning then plays forward to end... until manually stopped.
* BW: same as FW, but in reverse.
Pretty simple, is it not? I think this would be very useful for other
musicians who just want to trigger a few sound clips. I would love to
put this out as freeware for others to enjoy.
I already have a prototype UI built with Interface Builder. Now I
need to build the actual program. In XCode I have created my project
(called iLoop for now, I hope there isn't already an app using that
name <grin>). I have included the following frameworks: AppKit,
AudioToolbox, AudioUnit, Cocoa (linked), CoreServices, and Foundation.
I don't know if all that is needed, I was just mimicking the
CocoaAUHost. I don't even know what the difference is between linking
the framework and including it, etc. I'm not sure where to go from
here... I am not familiar with the concepts of building this type of
application.
Like I said, I know PHP and Flash. I could easily build this in
Flash, however I would have to include the clips into the final SWF
(can't load local files, violates security etc) which would make for
large SWF files that don't have nearly the flexibility that I need.
I need help, someone to help show me the way, point me in the right
direction, etc... not to do the work for me, but to help guide me
through a little. Is there anyone who can help me out?
_______________________________________________
coreaudio-api mailing list | email@hidden
Help/Unsubscribe/Archives:
http://www.lists.apple.com/mailman/listinfo/coreaudio-api
Do not post admin requests to the list. They will be ignored.