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: William Stewart <email@hidden>
- Date: Tue, 22 Jun 2004 15:41:26 -0700
On 22/06/2004, at 2:40 PM, john wrote:
>
Hi Ch'anyom,
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>
What you need to do is learn how to program in C and ObjC. You can get
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various books on the subject (such as "Building Cocoa Applications"
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from O'Reilly, which is fine, but there are probably better ones)
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which start you out with ObjC and then get into Cocoa specifics. You
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would already need to be familiar with C however, so a quick book on
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that would be necessary.
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>
Then after familiarising yourself with these things and writing a few
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sample applications, you can start looking through the CoreAudio
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sample code and ask questions on this list.
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>
Beware, however, the framework used in most of the sample code is not
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"user friendly" like Cocoa and is in C++, so I would recommend staying
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away from that and use the straight C APIs instead.
Religious views should be kept out of discussions. :-)
The Public Utility sources in the SDK are I believe of an inestimable
value - to cite one example, the CAStreamBasicDescription
I cannot tell you how many emails would have been saved, or hours of
programming time for that matter, if even just this class were being
used instead of ignored due to the attitude you express above.
End of discussion too - I don't want to see a slew of emails debating
the merits of computer languages on this list.
Bill
>
>
For Cocoa help, you can join the Cocoa list.
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>
-- John
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>
>
> Hmm... how to explain...
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>
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> After our last performance -- where I used a keyboard connected to an
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> iBook running Propellerheads' Reason (in order to trigger audio clips
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> in the sampler) -- I decided that there must be a better way...
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>
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> Reason is a great app, but for my work with this band it is more
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> powerful (and resource hungry) than I need. I'm using an anvil to
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> crush an ant... know what I mean? So I have decided to try building
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> my own little app that is focused on doing what I need it to do,
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> without too many bells and whistles.
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>
>
> The problem is I know how to build web-based apps using PHP and
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> Macromedia's Flash MX 2004 Pro... I am more or less clueless when it
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> comes to developing with Cocoa. I have read through the ADC
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> documentation on Music & Audio and Cocoa, so I have a little
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> comprehension, but still not sure on how to go about bringing my idea
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> to life. Perhaps I should explain just what it is I wish to do:
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>
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> It's really very simple. I want a window (which will be known as a
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> Sound Bank) with nine channels. Each channel will have one sound
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> clip (an audio file to be loaded by user), a trigger button
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> (play/stop), and some controls for certain parameters for that
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> channel (volume, panning, loop mode, etc.). I thought about adding
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> AU effects to each channel... but decided to leave that out (and
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> other ideas, such as modulating parameters, for now).
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>
>
> The practical use of this app would be: user loads a clip into each
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> channel of the sound bank(s), sets the parameters for each clip
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> (volume, panning, loop mode, etc.). The user may then trigger the
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> clips of the active (front) window/sound bank either by clicking the
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> "Trigger" button for the particular channel, or via the
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> numberpad/keyboard -- i.e. "1" triggers channel #1, "2" triggers
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> channel #2, and so on... The way the clip plays will depend on the
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> loop mode. My plan is the following mode options:
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>
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> * None: clip plays while trigger is held.
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> * Play Once: clip plays though to end and stops.
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> * FW: clip plays to end and repeats until manually stopped.
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> * FW-BW: clips plays to end, then plays backwards (in reverse) to
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> beginning then plays forward to end... until manually stopped.
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> * BW: same as FW, but in reverse.
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>
>
> Pretty simple, is it not? I think this would be very useful for
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> other musicians who just want to trigger a few sound clips. I would
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> love to put this out as freeware for others to enjoy.
>
>
>
> I already have a prototype UI built with Interface Builder. Now I
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> need to build the actual program. In XCode I have created my project
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> (called iLoop for now, I hope there isn't already an app using that
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> name <grin>). I have included the following frameworks: AppKit,
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> AudioToolbox, AudioUnit, Cocoa (linked), CoreServices, and
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> Foundation. I don't know if all that is needed, I was just mimicking
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> the CocoaAUHost. I don't even know what the difference is between
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> linking the framework and including it, etc. I'm not sure where to
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> go from here... I am not familiar with the concepts of building this
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> type of application.
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>
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> Like I said, I know PHP and Flash. I could easily build this in
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> Flash, however I would have to include the clips into the final SWF
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> (can't load local files, violates security etc) which would make for
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> large SWF files that don't have nearly the flexibility that I need.
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>
>
>
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> I need help, someone to help show me the way, point me in the right
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> direction, etc... not to do the work for me, but to help guide me
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> through a little. Is there anyone who can help me out?
>
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