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AU effects, or Talk To Me Like I'm The Dumbest Guy in The Room

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Comments

  • edited June 2016

    @wim said:

    @Sebastian said:
    For the x-th time... we're not talking about hosts. We're talking about actual Audio Unit Extenions inside of apps. ...

    Uh, and that's a big distinction? OK. It was just an example of the first (and most expensive) app that came to mind where there was a comparison.

    Massive difference. Hosts tend to be okay with adding another window to display content in it, they usually already have something similar for it. Doesn't matter if it's a built in EQ or something from another app.

    And it's interesting how you choose Auria vs Cubasis as an example. Auria is made by one guy. Rim Buntias. Cubasis is made by a team at Steinberg, which is owned by Yamaha. Guess which one of the two developers has to be more cautious with what they spend their time on?

    Dude. I wasn't arguing. Your points were interesting and educational.

    It's all just a bunch of armchair quarterbacking anyway. Independent independent devs and larger companies are going to find the path that is sustainable or go find something else to do. I get it. Nothing us existing customers that have already forked over our $4.99 B.S. about here is gonna influence that. The only thing that surprises me is that you have the patience to listen to and respond to so much of it. I would have checked out long ago.

    This is not armchair quarterbacking on my end. I'm a actual player in this game and when I'm explaining this to users like you I have an agenda. I feel like nothing is being done to educate users about the realities of making audio software, what costs time and effort and what pays and what doesn't.

    I feel it has been completely irresponsible of Apple to add this additional new technology that looks great on paper and appeals to users coming from the desktop without making sure that it's actually feasible to implement it. It puts a burden on developers to support it because users will ask for it. And then Apple does nothing to make sure developers get something back for the work the put into it.

    So I feel like I have to explain what's going on. Explain what you guys are paying for when you buy a new app and the struggles that developers go through to release something that's worth their and your time. And explain why some things aren't happening so the burden doesn't lie on third party developers so much.

  • @Sebastian said:
    This is not armchair quarterbacking on my end. I'm a actual player in this game and when I'm explaining this to users like you I have an agenda. I feel like nothing is being done to educate users about the realities of making audio software, what costs time and effort and what pays and what doesn't.

    No, definitely not on your end. I was referring to myself and the rest of us who post as though we have any flippin' idea what we're talking about.

    I feel it has been completely irresponsible of Apple to add this additional new technology that looks great on paper and appeals to users coming from the desktop without making sure that it's actually feasible to implement it. It puts a burden on developers to support it because users will ask for it. And then Apple does nothing to make sure developers get something back for the work the put into it.

    Indeed! Plus they've made a complete hash of it for users. It's so very ironic to me that they've kluged up the works with half-baked IAA and then further confused everything by tossing AU Extensions into the mix. I'm a big fan of what AU Extensions. But what a f'ing joke iOS, the "dead simple", environment has become. That getting things to work together on a Windows PC is far simpler than on an iOS device is just mind-boggling.

    So I feel like I have to explain what's going on. Explain what you guys are paying for when you buy a new app and the struggles that developers go through to release something that's worth their and your time. And explain why some things aren't happening so the burden doesn't lie on third party developers so much.

    That is very commendable. :) I would tell us all to stuff it. Or just ignore us.

  • edited June 2016

    @sirdavidabraham said:

    @Sebastian said:

    And then I throw in a little bit of extra info saying that technically Audio Unit Extension support has already been tested in Audiobus 3 but we're unsure if we need to add more to it for it to actually make it more appealing to users and developers.

    What would that look like? I actually became aware of AudioBus because I was trying to track down why some IAA instruments were fully supported in Cubasis and others not so much. It turned out that these IAA plugins had gotten access to the interface for free" with AudioBus.

    You might not know this but when IAA was released a year after Audiobus came along, adoption rate for it was just as terrible as it is for AU Extensions right now a year after they have been introduced. The reason IAA became more widespread was that from iOS 8 on we had to move from the initial technology in Audiobus to IAA, because Apple shut down the original means we used to make app to app live audio happen. So we had to adopt IAA and with this take all of the developers who had implemented the initial Audiobus SDK with us so you guys could continue to make music.

    That took us half a year and we got pretty much nothing for it other than massive headaches.

    (From iOS 8 to iOS 9 there was another issue with URL schemes that cost us another 3 months to fix and to make sure that everything worked so additional features we had planned to release came later than we wanted as well, but that's another story.)

    Apple did a sub-par job regarding documentation of IAA and it seems like they realised that, so instead of fixing that and maybe iterating on it they just threw another technology in the ring (AU Extensions) with new limitations but a promise of 'plugins on iOS' which sounds amazing on paper.

    But this time we weren't forced to move everything to this new system so we didn't evangelise for it. Apple did exactly the same amount of evangelism that they did for IAA in the first place as well and that's how we got to this point right now.

  • @wim said:

    @Sebastian said:
    So I feel like I have to explain what's going on. Explain what you guys are paying for when you buy a new app and the struggles that developers go through to release something that's worth their and your time. And explain why some things aren't happening so the burden doesn't lie on third party developers so much.

    That is very commendable. :) I would tell us all to stuff it. Or just ignore us.

    Not my style. ;D

  • edited June 2016

    @Sebastian said:

    You might not know this but when IAA was released a year after Audiobus came along, adoption rate for it was just as terrible as it is for AU Extensions right now a year after they have been introduced. The reason IAA became more widespread was that from iOS 8 on we had to move from the initial technology in Audiobus to IAA, because Apple shut down the original means we used to make app to app live audio happen. So we had to adopt IAA and with this take all of the developers who had implemented the initial Audiobus SDK with us so you guys could continue to make music.

    That took us half a year and we got pretty much nothing for it other than massive headaches.

    (From iOS 8 to iOS 9 there was another issue with URL schemes that cost us another 3 months to fix and to make sure that everything worked so additional features we had planned to release came later than we wanted as well, but that's another story.)

    Apple did a sub-par job regarding documentation of IAA and it seems like they realised that, so instead of fixing that and maybe iterating on it they just threw another technology in the ring (AU Extensions) with new limitations but a promise of 'plugins on iOS' which sounds amazing on paper.

    But this time we weren't forced to move everything to this new system so we didn't evangelise for it. Apple did exactly the same amount of evangelism that they did for IAA in the first place as well and that's how we got to this point right now.

    Okay given that history, I can understand the reluctance. That said, when IAA was originally announced I was pretty unimpressed anyway because it reminded me of a throwback to ReWire - which simply did not get the job done the way that VST eventually did. Plugins on iOS does sound good "on paper," but after using it during this baby steps period - it definitely feels right for users. Better late than never for Apple. Google/Android is even further behind.

    What I hope and expect is that musicians will create the spark needed to ignite the AU market. There will be hit records and the games will begin.

  • @sirdavidabraham said:
    What I hope and expect is that musicians will create the spark needed to ignite the AU market.

    Sure, I can't say anything against hope.

  • edited June 2016

    @Sebastian said:

    @skiphunt said:
    Would you say the potential new user pie is showing significant growth? Stagnated? Or declining?

    I can't say for sure. Some indy developers are struggling, others seem to be doing fine. To me it seems like there are less new apps being launched in the last time but I don't have the numbers to really back this up. It could also be a good thing because we the market of synths and effects (and loopers maybe?) seems to be overcrowded. One important questions for some developers is how to fund ongoing development and maintenance of their apps. Making a new app every now and then isn't the right recipe for all developers though.

    I wish I could offer a suggestion. I know the current and general pricing has brought users like me to the table that wouldn't be here otherwise. But, from your graphs and referenced data it doesn't sound like there are enough new users like me that make an appreciable difference.

    I can only speak for myself, but I don't think I'd keep on with it if the general model moved to a subscription based scenario. And, I don't think I'd personally ever fork over much more than I have already.

    There must be a way this can work for users and indie devs.

    I would guess that some indies offering excellent apps and support for affordable pricing like Kymatica stuff are doing ok? Or, are they struggling too and need to have a day job to get by?

    If Apple gave devs a way to offer their installed base a nominal charge fee for a significant update, instead of forcing them to completely relaunch an improved separate app with a new title, and ask their users to buy in again at full price... I think that could could work. I don't think many of us would mind an occasional update fee that was less than buying the app again at full price.

  • @Paulyboy said:
    It boggles the mind why Apple doesn't promote music/sound creation-related capabilities of IOS, especially the iPad. As a non-musician the only reasons I was drawn into the world of Audiobus, IAA, AUX, AUs, soft synths, Gadget, Arps, etc; was through my own efforts and determination (this forum included). Without that I would have most likely went no further than Garageband.

    In a world where it's now increasingly difficult to differentiate yourself among phone and tablet makers they refuse to highlight and focus on one of the few things that could do that. They spend so much of their time and energy on the listening to music thing (with mixed results) while largely ignoring the creation of music potential.

    I feel confident that more people would be involved in this if they knew about it.. It's pretty easy to impress people with this stuff and more importantly, get them interested in doing it themselves, when they are exposed to it for a time. I've seen it at parties after showing people something like Gadget or Audiobus with a few synths and effects loaded. It usually ends with, "What do I need to do this?" and/or "That's all done on the iPad???".

    I just oon't get Apple sometimes.

    Other than the anecdotal, do you have any published numbers that suggest how gargantuan Apple Inc. could significantly improve their profits through larger promotion of music-making on iOS? I'm asking because I don't know. What I see is that a company making hundreds of billions of dollars a year barely acknowledges the market of users represented on this forum, or the more casual music-making dabbler who wouldn't even know about or bother to spend time here. So if Apple is blind and missing out on some huge opportunity, what is the evidence we can rally around?

  • I look at it this way. If music developers aren't getting rich, then Apple isn't getting rich off of their cut either. Follow the money and you can pretty much figure where Apple's interest and support is likely to be directed.

  • More assumptions, with no numbers to back it up. Apple has more money than the government. They know they own the industry right now for music creation. How on earth are they going to get more money just buy implementing something that they perceive as just a gimmick to get people to buy their products. "Hey guys look we could do universal midi and AU, but f that noise. Come check out this new garagand. It can't support AB, or send a signal out to your other daws, but it sure is cool we can do live poops now!!! I mean loops. Imagine that feature built into the next GarageBand on the brand new iPad Pro mini!!!!" Imagine the orgasmic shading and smudging you could do while you create music in GarageBand in split screen. Oh wait we forgot to add support for spli screen imagine if we hadn't forgot that too. Fuck it go buy procreate, and AUM."

  • @lovadamusic said:
    Other than the anecdotal, do you have any published numbers that suggest how gargantuan Apple Inc. could significantly improve their profits through larger promotion of music-making on iOS?

    Sure. See below.

    @wim said:
    I look at it this way. If music developers aren't getting rich, then Apple isn't getting rich off of their cut either. Follow the money and you can pretty much figure where Apple's interest and support is likely to be directed.

    Apple should just stop charging developers anything. Apple is not getting rich from the 30% they're making. They're getting rich from selling 1000$ phones that a million apps run on that are either free or super cheap.

    So Apple needs to make sure that App developers can make money with the apps that they're working on, which means they need to promote good ones and make sure new good apps aren't drowning in the sea of crap that is being released.

    Apple is doing a terrible job at even following their own review guidelines. There are maybe 50 'free music download' apps in the free music app top 200. It's clearly against Apple's review guidlines to release an app that is pretty much the same as another app. It's pathetic that nothing is being done against it. It hurts discoverability.

    Then there's the idiocy of mixing music consumption apps with apps that are used for making music.

    Why is Spotify in the same category as Garageband?

    Give us a MUSIC INSTRUMENT CATEGORY ALREADY.

  • @skiphunt said:
    If Apple gave devs a way to offer their installed base a nominal charge fee for a significant update, instead of forcing them to completely relaunch an improved separate app with a new title, and ask their users to buy in again at full price... I think that could could work. I don't think many of us would mind an occasional update fee that was less than buying the app again at full price.

    Only they don't give us that.

    Developers are being forced to make an entirely new app and make people install it and pay for it again.

    We can't even offer rebates to existing users because of how broken the App Bundle mechanism is (can only do it once, then if the old app disappears the bundle goes with it and then users cannot upgrade again or even find the bundle etc. – It's a mess).

  • @Brain said:

    @lovadamusic said:
    No, I'm the dumbest guy in the room.

    I could probably claim that title.

    No, Apple is.

  • @Sebastian said:

    @lovadamusic said:
    Other than the anecdotal, do you have any published numbers that suggest how gargantuan Apple Inc. could significantly improve their profits through larger promotion of music-making on iOS?

    Sure. See below.

    @wim said:
    I look at it this way. If music developers aren't getting rich, then Apple isn't getting rich off of their cut either. Follow the money and you can pretty much figure where Apple's interest and support is likely to be directed.

    Apple should just stop charging developers anything. Apple is not getting rich from the 30% they're making. They're getting rich from selling 1000$ phones that a million apps run on that are either free or super cheap.

    So Apple needs to make sure that App developers can make money with the apps that they're working on, which means they need to promote good ones and make sure new good apps aren't drowning in the sea of crap that is being released.

    Apple is doing a terrible job at even following their own review guidelines. There are maybe 50 'free music download' apps in the free music app top 200. It's clearly against Apple's review guidlines to release an app that is pretty much the same as another app. It's pathetic that nothing is being done against it. It hurts discoverability.

    Then there's the idiocy of mixing music consumption apps with apps that are used for making music.

    Why is Spotify in the same category as Garageband?

    Give us a MUSIC INSTRUMENT CATEGORY ALREADY.

    The question is how “smart” does Apple need to be to be successful? I’m still not seeing where they’re being hurt or missing out on big profits. If there are enough potential music-making customers and developers out there to make enough difference to Apple, how do we know this?

    Apple appears to have made some gestures towards developers in this latest WWDC keynote. They claim to want to make it work for devs, even that their success is vital. What is the dev world’s response to this—not just music app developers, but the thousands who make stuff for iOS? The typical dramatic show they put on seemed to be well-received, and there was absolutely nothing about music-making on any Apple device. That tells me music-making devices are not what Apple is interested in. It is just one minor application for their multi-purpose devices. To them, Garageband is probably considered the app that best represents what the typical iOS user wants and finds accessible. Musicians with higher aspirations are presumably a tiny market, and there is still enough capability today to attract them to iOS. I’d like Apple to be wrong, but why should I believe it?

  • Just adding to the anecdotes here, but Apple's developer support for Audio Units on iOS has been less than stellar.

    • First off, there is barely any documentation. A few brief remarks in their code is what we have to work with
    • Their Core Audio developer forum is run by 2 Apple experts who show up twice per month at random moments and generally don't add much to the discussion
    • Most of the support I received (I'm not exactly new to coding, but completely new to Audio Units and Extensions) was from fellow developers who also had to learn by trial and error
    • Apple's example code was riddled with bugs until the latest update, end of April (it barely worked for AUfx, but was completely non-functional for AUi)
    • Garageband, their own Audio Unit host has a half-baked implementation of AU, meaning there is no reference-host for testing the behavior of AU functionality.

    As a result all non-Apple hosts are interpreting the standard according to their own insights, leading to subtle differences. Standards can't thrive when there is no reference implementation to benchmark against.

    I would say, the first thing they need to fix is: make Garageband a 100% solid example of how Audio Units are supposed to work and behave on iOS. And secondly, provide some proper documentation that doesn't require reverse engineering their library headers. Thirdly, facilitate Audio Units in the Appstore. Right now they are impossible to find and developers have to put too many disclaimers, warnings and system requirements into their app descriptions.

  • From my point of view apple is trying to build, in a very hit and miss way, THE lucky shot in the mobile music business. And it won't happen by the means of a new app or technology but more likely via a image boost: the same way it happenedsince the launch of the iDesign(imac first then ipod then iEverything) which monopolized the whole cinema and television. There won't be any serious investment in iMusic from apple until a superstar act will endorse AND show a idevice to the mass.

  • edited June 2016

    Apple made roughly 6 billion dollars from app sales in 2015. That was their take, not the gross, so over 14 billion went to developers (20 billion dollars in apps sold). Compared to money generated from device sales it isn't nearly as large, but it isn't exactly chump change either. In 2015 app sales increased over 40% from 2014 sales.

    (Edited to fix 14/20 billion)

  • @MrNezumi said:
    Apple made roughly 6 billion dollars from app sales in 2015. That was their take, not the gross, so over 20 billion went to developers. Compared to money generated from device sales it isn't nearly as large, but it isn't exactly chump change either. In 2015 app sales increased over 40% from 2014 sales.

    Indeed. Don't forget that revenue and profit from content/app sales doesn't cost them a lot of investments. To shareholders apps are pure gold - printing money out of thin air. There's no way they will completely give up that revenue stream any time soon. Shareholders would block it.

  • edited June 2016

    Apple has a new job posting for a Core Audio general manager... (The previous manager retired in May) Hopefully we'll see some progress once they fill the position.

    Until then we have just enough to make AU and iOS music work thanks to hardworking instrument developers. I'm so grateful for this. Keep the synths coming.

  • @Sebastian said:

    Why is Spotify in the same category as Garageband?

    Give us a MUSIC INSTRUMENT CATEGORY ALREADY.

    Indeed, has anyone of the developers tried e-mailing Phil Schiller on this?

  • edited June 2016

    @lovadamusic said:

    @Paulyboy said:
    It boggles the mind why Apple doesn't promote music/sound creation-related capabilities of IOS, especially the iPad. As a non-musician the only reasons I was drawn into the world of Audiobus, IAA, AUX, AUs, soft synths, Gadget, Arps, etc; was through my own efforts and determination (this forum included). Without that I would have most likely went no further than Garageband.

    In a world where it's now increasingly difficult to differentiate yourself among phone and tablet makers they refuse to highlight and focus on one of the few things that could do that. They spend so much of their time and energy on the listening to music thing (with mixed results) while largely ignoring the creation of music potential.

    I feel confident that more people would be involved in this if they knew about it.. It's pretty easy to impress people with this stuff and more importantly, get them interested in doing it themselves, when they are exposed to it for a time. I've seen it at parties after showing people something like Gadget or Audiobus with a few synths and effects loaded. It usually ends with, "What do I need to do this?" and/or "That's all done on the iPad???".

    I just oon't get Apple sometimes.

    Other than the anecdotal, do you have any published numbers that suggest how gargantuan Apple Inc. could significantly improve their profits through larger promotion of music-making on iOS? I'm asking because I don't know. What I see is that a company making hundreds of billions of dollars a year barely acknowledges the market of users represented on this forum, or the more casual music-making dabbler who wouldn't even know about or bother to spend time here. So if Apple is blind and missing out on some huge opportunity, what is the evidence we can rally around?

    Admittedly I don't have any numbers. I'm just going by the reaction I've gotten to showing people this stuff who aren't aware of it. There's also plenty of videos linked on these forums (performances by users or demos by developers) that are impressive enough to where I could see them drawing some people in themselves. It wouldn't kill Apple to use something like one of those in their commercials at least.

    They wouldn't have to do much more to improve on their promotion of this type of thing because they weren't doing anything in the first place. It certainly wouldn't kill them to at least promote it a little bit.

  • @sirdavidabraham said:
    Apple has a new job posting for a Core Audio general manager... (The previous manager retired in May)

    Damn! Off to polish up my resume/CV. B)

  • @RustiK said:

    @wim said:
    I'd be surprised if there was much difference. the meat of the CPU usage is in the synthesis itself. One quick and dirty way to test would be to do a side by side comparison using iSEM in AUM as as an IAA app and then as an AU extension. Same host, same app. I'm guessing it would come out the same, but not curious enough to try it myself.

    CPU = synthesis
    or
    CPU = size of data being moved around and the size of that data

    Oddly enough, I find that sample based products(Synthmaster or Launchpad) take more CPU actually then synthesis formulation apps.

    That can be just me.

    Synthmaster is not sample based, the engine has 2 layers each with 2 main oscillators, capable of additive, subtractive, wavetable and a combination of all these. Samples are used in some presets, but not all

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