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custom plug-inQC to synthesizer TonicHello, Tonic is a great C++ Library for audio synthesis ! https://github.com/TonicAudio/Tonic Porting the lib in Objective-C or writing a middleware was to hard for me so I came to this working but not satisfying solution. (note : I think the Obj-C wrapper included does not match my needs) : I've made some little modifications to TonicStandaloneDemo exemple in order to get a command line tool that reads commands from the standard input port. I've specified a list of variables that can be adjusted dynamically by writing messages like : -variable=value\n Then I put it in a QCPlugin (64bits, SDK 10.9), as an executable ressource. The plugin manages the command line tool via NSTask and NSPipe and write messages on the standard input when a parameter is changed in QC. It crashes sometimes, this occurs when you change a variable "too fast", something related to Tonic it seems. Does anybody knows a best way to drive a C++ command line tool without using standard input ? Or simply slow down the rate at which messages are sent (that's what I tried, with a message queue that is triggered at a fixed rate). More generally, is there existing QCPlugins for sound synthesis inside QC ? I hope you'll find this interesting or amusing ! Have a good day... PS : If you need to kill Tonic's process manually : ps aux | grep "Tonic" kill ### If you do some changes in the code of TonicStandaloneDemo, you'll need to put it again into TonicQC because it need it's own copy, not just a reference.
QuartzCrystal "unable to render" after 4 framesHi, I have an issue with Quartz Crystal, while I'm trying to render a qtz that use a custom plugin (OpenCV image provider). I'm passing a movie into the plugin, then output on a sprite. Nothing terrific... At between 4 and 10 frames rendered I have this message (translated from French, as QCrystal is very well translated) : "Unable to perform the offscreen rendering". Could it be that QCrystal doesn't like my way to output images (see code below) ? I'm very bad at manaqging OpenGL and image providers, very very bad :-/ Any advice would be highky appreciated, as I'm in a urge with this rendering ! Thanks a lot ! glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClearColor(0., 0., 0., 0.); glLoadIdentity(); glPushAttrib(GL_ENABLE_BIT | GL_TEXTURE_BIT); glPushClientAttrib(GL_CLIENT_PIXEL_STORE_BIT); GLuint tex = [imgCV generateTextureInContext:cgl_ctx]; self.outputImage = [context outputImageProviderFromTextureWithPixelFormat:pixelFormat pixelsWide:[imgCV getSize].width pixelsHigh:[imgCV getSize].height name:tex flipped:YES releaseCallback:textureReleaseCallback releaseContext:NULL colorSpace:CGColorSpaceCreateWithName(kCGColorSpaceGenericRGB) shouldColorMatch:YES]; glPopClientAttrib(); glPopAttrib();
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