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  • Jul 31 20:58

    osakared-build on main

    Initial commit.. nothing to see… Added license More changes and 7 more (compare)

  • Nov 13 2019 05:02

    osakared-build on master

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  • Nov 13 2019 05:00

    osakared-build on master

    Initial work on fmod js bindings Finished adding externs to Syst… Added disclaimer (compare)

  • May 09 2019 14:48

    osakared-build on master

    Switched to using haxelib versi… (compare)

  • May 01 2019 04:43

    osakared-build on master

    Added velocity sensitivity back… (compare)

  • May 01 2019 04:36

    osakared-build on master

    Removed files I have no idea ho… (compare)

  • May 01 2019 04:28

    osakared-build on master

    Switched to using entire block … Added EG to MonoFMSynth for a c… Made examples sound a little be… (compare)

  • Apr 30 2019 04:54

    osakared-build on master

    Fading in and out to prevent cl… (compare)

  • Mar 28 2019 04:48

    osakared-build on master

    Added separate fmsynth project (compare)

  • Mar 26 2019 03:07

    osakared-build on master

    Experimenting with simple singl… (compare)

  • Mar 25 2019 02:47

    osakared-build on master

    Updated haxe version and added … Added beginning of MonoSynth ex… Work on MonoSynth example (compare)

  • Mar 10 2019 18:43

    osakared-build on master

    Removed stuff that has been mov… (compare)

  • Feb 18 2019 20:07

    osakared-build on master

    Updated to reflect python pyaud… (compare)

  • Feb 17 2019 04:05

    osakared-build on master

    Added targets that have been im… (compare)

  • Feb 05 2019 06:08

    osakared-build on master

    Downgrading to old lix version … (compare)

  • Nov 28 2018 07:22

    osakared-build on master

    Updated docs with new capabilit… (compare)

  • Nov 15 2018 05:51

    osakared-build on master

    Updated documentation (compare)

  • Nov 07 2018 01:45

    osakared-build on master

    Updated hardware support list (compare)

  • Nov 06 2018 04:22

    osakared-build on master

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  • Nov 06 2018 04:12

    osakared-build on master

    Updates to latest of dependenci… (compare)

Thomas J. Webb
@thomasjwebb
oh you're in synth ok
Have you tried just fmsynth not fmsynth.openfl?
Just haxe sound.hxml should build that js
Will Blanton
@01010111
I'll give it a shot
Thomas J. Webb
@thomasjwebb
They both pretty much do the same thing
Will Blanton
@01010111
still mad about the recursive operator method
Thomas J. Webb
@thomasjwebb
No idea. Maybe some subtle haxe version thing.
If you use lix it should use the same exact version as me because of .haxerc though
Thomas J. Webb
@thomasjwebb
Okay I was able to repro your issue finally. I had to update the haxe version in .haxerc. So you probably wouldn't have the issue if you were using lix. But it's probably not a hard fix. Just what I get for using bleeding edge compiler version hehe
Will Blanton
@01010111
I'm assuming that you're just using those operator overrides to make sure the value stays in range
Thomas J. Webb
@thomasjwebb
yeah
Will Blanton
@01010111
which I feel like could be done with a setter, but I don't know how that would work on an abstract
bc I'm a dummy :P
Thomas J. Webb
@thomasjwebb
Well it's not a member variable so I don't think it could be a getter/setter
Will Blanton
@01010111
right
Thomas J. Webb
@thomasjwebb
Okay I think I fixed that issue. I updated it so it points to the new haxe for anyone using lix too
David Hamiter
@intoxopox
Howdy @thomasjwebb We chatted at summit. Wondering if you might have use for my fft. If so, I can port to Haxe today or tomorrow.
Thomas J. Webb
@thomasjwebb
I do! That would be awesome.
David Hamiter
@intoxopox
Cool. Expect something tomorrow... in some form. Should I formally PR it? just not sure where it belongs in you current stack. I'm fine sending it directly. No 'gimme love back' needed but your nod really.
Thomas J. Webb
@thomasjwebb
You can make a PR if you want but I can put it in in the right place. Probably somewhere in grig.audio. I don't have a special directory for dsp because I don't have any real dsp in there yet.
What's your username on github?
Thomas J. Webb
@thomasjwebb
When I commit it I can make the commit using your e-mail/name so it automatically shows up as a contribution on your github. I think I'll make an example showing pitch detection on an input signal afterward.
David Hamiter
@intoxopox
Cool. I'm intoxopox on github.
David Hamiter
@intoxopox
Oohh... Nevermine. I just found this guy's that Really similar to mine and already haxe: https://github.com/konstantint/hxAudio/blob/master/src/hxa/fft/FFT.hx
David Hamiter
@intoxopox
That useful to you?
Thomas J. Webb
@thomasjwebb
Yeah probably. I'll check that out later
I might have encountered it before come to think of it
Thomas J. Webb
@thomasjwebb
There's also a ring buffer implementation in there. That's also handy.
Michael Schmalle
@teotigraphix
Hey, Thomas With the Bitwig thing, the only thing left I needed to figure out was OSC messaging in Haxe.
As far as this project, I have intermediate DSP skills, but massive UI component dev, app logic kind of things.
I have been wanting to help create something like this for a while but like in your video, you say C/C++ have a lot already going and is fast.
So I was thinking in the start, why not try and create component/modular type framework in C++ that is low overhead performant and modular.
Then Haxe can interface with that layer and assemble the atoms into molecules and drive those.
It would seem to me that if you could create a small framework of synth, effect, mixer, sequencer components, you could start to benchmark real apps made with it.
Then, as that framework gets more stable, start to mess around with adding DSP like class in Haxe, doing the same thing the low level modular pieces are doing and then optimize or see what is even possible.
Michael Schmalle
@teotigraphix
Anyway, just a thought but if that was possible, I know Josh from the new FeathersUI and I am a pro at making custom components. So we could aslo have a UI framework that complemented the audio portion, to really get people moving fast even on the web.
I have had massive experience building editor like apps in the past, like a ruled canvas(Fireworks/Illustrator) to desktops. I could see this like Audiotool almost, small successes are better than huge ones, the huge ones never work out right.
Alright, that is my mind dump, my email is teotigraphixllc@gmail.com if you needed that for some reason.
Peace!
Thomas J. Webb
@thomasjwebb
Ok cool. I’ll respond in more detail later today but that is a good point about c++. My use case is needing more portability (so for example pure c# can be fed into unity without having to deal with building my own native extensions). Haxe code can also take advantage of some macro-based optimizations. But c++ externs (and externs to c++ bindings) do offer more possibilities in terms of optimization. I’ve also found the hard way that it’s better to add your own c++ layer before making externs instead of making externs for the c++ lib. Even though it works fine I kind of want to change the way the cpp externs already in grig work. Because the code could be a lot more readable that way. Also emscripten makes c++ externs more feasible and I myself have written most audio code in my life in c++. It’s kind of the standard for audio. I’ll brainstorm about ways to take advantage of c or c++ code without sacrificing some of the high level optimizations I had in mind or max portability.
And yeah I agree about small successes. I have an idea for a super simple 2 oscillator synth too. Anyway I’ll write more later.
Michael Schmalle
@teotigraphix
Cool, I use Unity as well for audio. Caustic is an Android app, I am friends with the dev Rej. https://play.google.com/store/apps/details?id=com.singlecellsoftware.caustic&hl=en_US
Since I was mainly a UI dev and tool dev, I didn't have time to learn DSP like I have other strengths at the mid/high level. So my audio apps on Android use Rej's Caustic COre audio engine, straight C++.
I helped him witha bunch of stuff years ago and made his site, he let me use his audio engine.
So for the most part all audio runs on the C++ layer fully cross platform to Mac/Windows/iOS/Android
this is where this idea is coming from, I built a whole OSC decorator framework around his OSC messages and interface with the core this way, form creating subsynths to starting sequencers and adding effects and automation, all done through OSC commands.
its possible and it proved you can have a portable library DSP engine. He is crazy what he did back in 2011 starting.
Michael Schmalle
@teotigraphix
Also the point is, I have made basically an audio DOM in my apps and I see we could almost something like that. It's what I am still using in AS3/AIR. Now I am transitioning to Haxe, but have been programming since 1999.
Alright, let me know when you do!
Peace