Loopy Pro: Create music, your way.

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FM PLAYER - Final Update Demo Available for FREE on Thursday 7th Dec 2017

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Comments

  • @analog_matt Thanks so much for your informative response. I think I will continue tinkering with PD for now, and try to start some of the Swift tutorials. I don't think I'll ever be where you or Bram are with creating amazing music apps, but if I could just build a few small, useful apps that would be a major accomplishment for me. B)

  • @CracklePot said:
    I don't think I'll ever be where you or Bram are with creating amazing music apps,

    I'll never be where Bram is either. I think he's a wizard. Because, his code is magic.

    I think I will continue tinkering with PD for now

    Cool! Use whatever tools work for you!

    but if I could just build a few small, useful apps... B)

    That's my goal as well! B)

  • Only a couple of days to go! Almost here! Who's excited? B)

  • OT - Arturia came out with 3 new synths and one clav in their V Collection 6 today, and one of them is a DX7 emulation!

    https://www.youtube.com/watch?time_continue=1&v=BeEIRpssIGk

  • @analog_matt said:

    @Mark B said:
    Matt, hows it going with Audiokit supporting creating AUv3 instruments. Are we there yet?

    Yes, AK code works with AUv3 now. Though, there are a few things to keep in mind.

    • Apple requires AUv3 apps interface in C++. Until Apple treats Swift like a first class citizen for Audio Developers, there's no way around it. Perhaps Swift 5 will open more doors for interoperability. Audio Development on iOS is easier than it was a few years ago. I'm grateful for that.
    • AudioKit DSP code not based on Apple AUs (i.e. Oscillators, Sean Costello Reverb, Dynamic range compressor, etc) work with AUv3 now.
    • You can write your GUI in Swift and have a C++ kernel for your audio engine/interface. i.e. Luckily, you don't have to do everything in C++. The AudioKit Synth One is an example of that. It's about 80% Swift / 20% C++.
    • The hardest part of making AUv3s may be the lack of examples and near complete lack of documentation. As people release more examples, hopefully, this will get easier. Right now, we're figuring out things day-by-day, like everyone else...
    • Ideally, for those who have no interest in C++, hopefully someday there could be Swift wrappers for AUv3 code that would make development easy. Maybe advancements at the next WWDC will allow for that.
    • If anyone is a C++ audio person and wants to help/get involved, contributions are always welcome ([email protected])

    @brambos said:

    @analog_matt said:

    • Ideally, for those who have no interest in C++, hopefully someday there could be Swift wrappers for AUv3 code that would make development easy.

    I'm not sure if that's ever going to work, since neither Swift nor Objective-C are realtime-safe languages. I.e. their implementation is full of locking code that could lead to underruns, clicks, pops and stutters. The actual synth/MIDI handling parts of an AUv3 (or any audio app for that matter) should always be written in realtime-safe languages like C and C++.

    But then again, learning C is one of the most useful things any programmer can do.

    Oh boy, I'm confused again. Thought that I was doing myself a favor by moving away from the idea of juce/c++ and sticking with swift/audiokit. I was open to dabbling with ObjC at some point but I figured it would be a while. I didn't expect to hear C++ mentioned again. Seems like I can get going quickly to make some fun apps with swift/audiokit but long term maybe I need to consider putting in time with C++? Initial goals were a stand alone midi app and then maybe refactor to auv3 instrument. Eventually move on to an auv3 spectrum analyzer. Synth after that? Decisions...

  • edited December 2017

    @rezidue said:

    @analog_matt said:

    @Mark B said:
    Matt, hows it going with Audiokit supporting creating AUv3 instruments. Are we there yet?

    Yes, AK code works with AUv3 now. Though, there are a few things to keep in mind.

    • Apple requires AUv3 apps interface in C++. Until Apple treats Swift like a first class citizen for Audio Developers, there's no way around it. Perhaps Swift 5 will open more doors for interoperability. Audio Development on iOS is easier than it was a few years ago. I'm grateful for that.
    • AudioKit DSP code not based on Apple AUs (i.e. Oscillators, Sean Costello Reverb, Dynamic range compressor, etc) work with AUv3 now.
    • You can write your GUI in Swift and have a C++ kernel for your audio engine/interface. i.e. Luckily, you don't have to do everything in C++. The AudioKit Synth One is an example of that. It's about 80% Swift / 20% C++.
    • The hardest part of making AUv3s may be the lack of examples and near complete lack of documentation. As people release more examples, hopefully, this will get easier. Right now, we're figuring out things day-by-day, like everyone else...
    • Ideally, for those who have no interest in C++, hopefully someday there could be Swift wrappers for AUv3 code that would make development easy. Maybe advancements at the next WWDC will allow for that.
    • If anyone is a C++ audio person and wants to help/get involved, contributions are always welcome ([email protected])

    @brambos said:

    @analog_matt said:

    • Ideally, for those who have no interest in C++, hopefully someday there could be Swift wrappers for AUv3 code that would make development easy.

    I'm not sure if that's ever going to work, since neither Swift nor Objective-C are realtime-safe languages. I.e. their implementation is full of locking code that could lead to underruns, clicks, pops and stutters. The actual synth/MIDI handling parts of an AUv3 (or any audio app for that matter) should always be written in realtime-safe languages like C and C++.

    But then again, learning C is one of the most useful things any programmer can do.

    Oh boy, I'm confused again. Thought that I was doing myself a favor by moving away from the idea of juce/c++ and sticking with swift/audiokit. I was open to dabbling with ObjC at some point but I figured it would be a while. I didn't expect to hear C++ mentioned again. Seems like I can get going quickly to make some fun apps with swift/audiokit but long term maybe I need to consider putting in time with C++? Initial goals were a stand alone midi app and then maybe refactor to auv3 instrument. Eventually move on to an auv3 spectrum analyzer. Synth after that? Decisions...

    Use whatever you feel comfortable with. If the learning process isn’t fun you’ll just give up after a while, and that would be a waste. Knowing the quality of Matt’s work, I think AK and Swift should be a solid and rewarding combo to get usable results with fewer frustrations than doing low-level CoreAudio and C++.

    Just to elaborate on the reason I was mentioning C(++) as realtime-safe languages here’s a classic blog post by our resident genius Michael Tyson:

    http://atastypixel.com/blog/four-common-mistakes-in-audio-development/

  • @brambos said:

    @rezidue said:

    @analog_matt said:

    @Mark B said:
    Matt, hows it going with Audiokit supporting creating AUv3 instruments. Are we there yet?

    Yes, AK code works with AUv3 now. Though, there are a few things to keep in mind.

    • Apple requires AUv3 apps interface in C++. Until Apple treats Swift like a first class citizen for Audio Developers, there's no way around it. Perhaps Swift 5 will open more doors for interoperability. Audio Development on iOS is easier than it was a few years ago. I'm grateful for that.
    • AudioKit DSP code not based on Apple AUs (i.e. Oscillators, Sean Costello Reverb, Dynamic range compressor, etc) work with AUv3 now.
    • You can write your GUI in Swift and have a C++ kernel for your audio engine/interface. i.e. Luckily, you don't have to do everything in C++. The AudioKit Synth One is an example of that. It's about 80% Swift / 20% C++.
    • The hardest part of making AUv3s may be the lack of examples and near complete lack of documentation. As people release more examples, hopefully, this will get easier. Right now, we're figuring out things day-by-day, like everyone else...
    • Ideally, for those who have no interest in C++, hopefully someday there could be Swift wrappers for AUv3 code that would make development easy. Maybe advancements at the next WWDC will allow for that.
    • If anyone is a C++ audio person and wants to help/get involved, contributions are always welcome ([email protected])

    @brambos said:

    @analog_matt said:

    • Ideally, for those who have no interest in C++, hopefully someday there could be Swift wrappers for AUv3 code that would make development easy.

    I'm not sure if that's ever going to work, since neither Swift nor Objective-C are realtime-safe languages. I.e. their implementation is full of locking code that could lead to underruns, clicks, pops and stutters. The actual synth/MIDI handling parts of an AUv3 (or any audio app for that matter) should always be written in realtime-safe languages like C and C++.

    But then again, learning C is one of the most useful things any programmer can do.

    Oh boy, I'm confused again. Thought that I was doing myself a favor by moving away from the idea of juce/c++ and sticking with swift/audiokit. I was open to dabbling with ObjC at some point but I figured it would be a while. I didn't expect to hear C++ mentioned again. Seems like I can get going quickly to make some fun apps with swift/audiokit but long term maybe I need to consider putting in time with C++? Initial goals were a stand alone midi app and then maybe refactor to auv3 instrument. Eventually move on to an auv3 spectrum analyzer. Synth after that? Decisions...

    Use whatever you feel comfortable with. If the learning process isn’t fun you’ll just give up after a while, and that would be a waste. Knowing the quality of Matt’s work, I think AK and Swift should be a solid and rewarding combo to get usable results with fewer frustrations than doing low-level CoreAudio and C++.

    Just to elaborate on the reason I was mentioning C(++) as realtime-safe languages here’s a classic blog post by our resident genius Michael Tyson:

    http://atastypixel.com/blog/four-common-mistakes-in-audio-development/

    Thanks Bram!

  • I'm thankful that programming for iOS is accessible to hobbyists. We wouldn't have this great sounding FM Player app... looking forward to it myself.

    If I had a lot more time and energy, I'd love to do this kind of coding for the iPad, for both my own use and others.

  • edited December 2017

    @Reid said:
    OT - Arturia came out with 3 new synths and one clav in their V Collection 6 today, and one of them is a DX7 emulation!

    I downloaded the arturia demo. Made a quick A/B/C for you with the first patch.

    http://audiokitpro.com/mp3/arturia_vs_realDX7_and_FMPlayer.mp3

    Used a midi file with the exact same velocities.

    1st sound Arturia (which appears to have reverb)
    2nd the same patch/midi file on a real DX7
    3rd is the same patch/midi file on FM Player (I also added reverb, since Arturia did)

    You may be thinking, "well, the velocity curves may be different". I tried 127 across the board on the Arturia. That's as aggressive as that preset got. People may be surprised at how much "bite" a real DX7 unleashes.

    Don't worry, that soft, glassy sound you're hearing in the Arturia DX7 can be achieved on a real DX7/FM Player by playing softly (around 40 velocity). Same patch, two different sounds. To each their own.

    Here's a quick video of the FM Player sounding nice and... pretty.

  • @analog_matt said:

    >

    Here's a quick video of the FM Player sounding nice and... pretty.

    That IS pretty....

  • iPhone support?

  • edited December 2017

    @ analog_matt : I do really appreciate actions like yours to bring new instruments to the community for free. What is your motivation to run this kind of projects? I mean, you could charge us , even a little, why for free?

  • edited December 2017

    @AlexB said:
    @ analog_matt : I do really appreciate actions like yours to bring new instruments to the community for free. What is your motivation to run this kind of projects? I mean, you could charge us , even a little, why for free?

    That is an excellent and thoughtful question. The intersection of art and commerce is always nuanced. I believe that just because money “can” be made, doesn’t mean it “should” be made. While I am not oppossed to making money from art, there are times when it is nice to give back to musicians. My hope is that more people will experience this classic instrument. I certainly could not afford a DX7 growing up. Now, a whole generation of music makers could be inspired to make music. I am most looking forward to hearing the music made with this app!

  • @analog_matt said:

    @AlexB said:
    @ analog_matt : I do really appreciate actions like yours to bring new instruments to the community for free. What is your motivation to run this kind of projects? I mean, you could charge us , even a little, why for free?

    That is an excellent and thoughtful question. The intersection of art and commerce is always nuanced. I believe that just because money “can” be made, doesn’t mean it “should” be made. While I am not oppossed to making money from art, there are times when it is nice to give back to musicians. My hope is that more people will experience this classic instrument. I certainly could not afford a DX7 growing up. Now, a whole generation of music makers could be inspired to make music. I am most looking forward to hearing the music made with this app!

    Thanks for your comment, I mean, all of us can make a good action here and there to support somebody else in the community, you know, help the granny to carry the bags from supermarket or donate to Red cross. But sure you spent a hell of efforts into this project, not only money but time ( isn’t that the most valuable thing we have?). On the other side I am convinced you enjoy doing this so how to measure efforts into something you like to do?

    In any case, this really truely inspires me for the future me to try to giving more of me to the community.

    Thanks for that.

  • Very generous - looking forward to it!

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