Re: Using SoundTouch in IOS project
Re: Using SoundTouch in IOS project
- Subject: Re: Using SoundTouch in IOS project
- From: Barry Duggan <email@hidden>
- Date: Wed, 23 May 2012 16:36:11 +0100
Thanks Will. Im really looking forward to messing around with the time streching... if I could just get started. My lack of c++ experience is a huge hinderance.
On 23 May 2012 15:54, Wil Macaulay
<email@hidden> wrote:
I have, on iOS - see http://iliftapp.com
As I recall, I needed to change the default sample type to integer from float, and do some hand-optimization on some of the FIR code to get it to work. I've been intending to contribute my changes back, but have yet to get round to it.
The other part was to build the obj-c class that interfaces to the C++ class in objective-c++ (basically, just make it a .mm file instead of a .m file and Xcode does the right thing).
I'm away from my dev. platform right now, but I'll get the details to you shortly.
wil
On Wed, May 23, 2012 at 10:21 AM, Barry Duggan
<email@hidden> wrote:
Has anybody on this mailing list successfully compiled an xcode project using soundtouch source code?
Id like to experiment with their time streching code.
On the soundtouch site they say that it's deffinately possible to use soundtouch with ios but that build details are unavailable.
I've imported all of the relevant .h and .cpp into my project but I get over 22 errors and 60 warnings.
I have no previous experience using c++ in a regular obj-c xcode project so I'm a bit lost at the moment.
The only effort I have been able to make is to set the "Compile Sources As" compiler flag to Objective c++...... but it seems that theres more to it than that.
How can I get my xcode project to comile with soundtouch classes?
Thanks,
Barry.
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