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CoreMIDI The simplest MIDI output function
I am trying to implement what should be the simplest MIDI function of all for an iOS app but getting my head around the CoreMIDI framework is painful and I'm a bit of a newbie coder...I just want to send a MIDI note or simple sequence of notes out of my iPhone via a MIDI Interface (iRig2) to my old synthesizer.so for now a simple function that will run when I press a button and send the MIDI packet to a MIDI port of my choosing with the basic Note On Note Off.This is part of a more complex app I'm developing and now I'm at the MIDI implementation part I've hit a wall. Not much out there in tutorial form to explain MIDI in Swift. And most dont seem interested in sending MIDI data out to external hardwareHelp much appreciated!
1
0
1.1k
Apr ’22
Audio Unit v3 Setup
I have just begun to start building plugins for Logic using the AUv3 format. After a few teething problems to say the least I have a basic plug in working (integrated with SwiftUI which is handy) but the install and validation process is still buggy and bugging me! Does the stand alone app which Xcode generates to create the plugin have to always be running separately to Logic for the AUv3 to be available? Is there no way to have it as a permanently available plugin without running that? If anyone has any links to a decent tutorial please.. there are very few I can find on YouTube or anywhere else and the Apple tutorials and examples aren't great.
2
0
1.7k
Oct ’21
present SwiftUI view from SpriteKit scene
Is it possible to present a SwiftUI view from a SpriteKit scene? I have various sprites in the game scene. I want a SwiftUI view to pop up when I tap on a SpriteNode in the SKScene. In the past I have used something like this to present another UI view. if bloqsLogo.contains(location) { if instructionsOn == false { let pop = InstructionsPopUp() pop.tag = 104 self.view?.addSubview(pop) instructionsOn = true } else if instructionsOn == true { if let viewWithTag = self.view!.viewWithTag(104) { viewWithTag.removeFromSuperview() instructionsOn = false }else{ print("nah") } } } How can I do something similar but present a SwiftUI scene rather than a Subview or a UIView? My SKScene is an instance of another SwiftUI view and presented there. A good part of my GUI is done in SwiftUI. I am basically wanting to code as much of my App as I can in SwiftUI while keeping the physics and sprites in a SKScene. All of which is going rather well besides this!
0
0
1.1k
Oct ’21
Submit for review - AudioKit branch?
I have my first App ready and crash free (I think!) using AudioKit. While coding it I used the develop branch. I assume I should submit it with the main branch packages? Trouble is I updated my iPad to iOS15 (yesterday) so then had to move onto Xcode 13 and ended up have a lot of broken AudioKit code with the main branch of AudioKit. As well as a couple of issues with the develop branch - which I managed to fix. This is my first App submission so I'd like to get it right - excuse my newbie idiocy. Seems like it may have been a bad idea moving to iOS15 & Xcode 13 right now. Should I go back to 12? Main question though is what 3rd party framework branches should be used in a final App release?
0
0
566
Sep ’21
CoreMIDI The simplest MIDI output function
I am trying to implement what should be the simplest MIDI function of all for an iOS app but getting my head around the CoreMIDI framework is painful and I'm a bit of a newbie coder...I just want to send a MIDI note or simple sequence of notes out of my iPhone via a MIDI Interface (iRig2) to my old synthesizer.so for now a simple function that will run when I press a button and send the MIDI packet to a MIDI port of my choosing with the basic Note On Note Off.This is part of a more complex app I'm developing and now I'm at the MIDI implementation part I've hit a wall. Not much out there in tutorial form to explain MIDI in Swift. And most dont seem interested in sending MIDI data out to external hardwareHelp much appreciated!
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1
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0
Views
1.1k
Activity
Apr ’22
Audio Unit v3 Setup
I have just begun to start building plugins for Logic using the AUv3 format. After a few teething problems to say the least I have a basic plug in working (integrated with SwiftUI which is handy) but the install and validation process is still buggy and bugging me! Does the stand alone app which Xcode generates to create the plugin have to always be running separately to Logic for the AUv3 to be available? Is there no way to have it as a permanently available plugin without running that? If anyone has any links to a decent tutorial please.. there are very few I can find on YouTube or anywhere else and the Apple tutorials and examples aren't great.
Replies
2
Boosts
0
Views
1.7k
Activity
Oct ’21
present SwiftUI view from SpriteKit scene
Is it possible to present a SwiftUI view from a SpriteKit scene? I have various sprites in the game scene. I want a SwiftUI view to pop up when I tap on a SpriteNode in the SKScene. In the past I have used something like this to present another UI view. if bloqsLogo.contains(location) { if instructionsOn == false { let pop = InstructionsPopUp() pop.tag = 104 self.view?.addSubview(pop) instructionsOn = true } else if instructionsOn == true { if let viewWithTag = self.view!.viewWithTag(104) { viewWithTag.removeFromSuperview() instructionsOn = false }else{ print("nah") } } } How can I do something similar but present a SwiftUI scene rather than a Subview or a UIView? My SKScene is an instance of another SwiftUI view and presented there. A good part of my GUI is done in SwiftUI. I am basically wanting to code as much of my App as I can in SwiftUI while keeping the physics and sprites in a SKScene. All of which is going rather well besides this!
Replies
0
Boosts
0
Views
1.1k
Activity
Oct ’21
Submit for review - AudioKit branch?
I have my first App ready and crash free (I think!) using AudioKit. While coding it I used the develop branch. I assume I should submit it with the main branch packages? Trouble is I updated my iPad to iOS15 (yesterday) so then had to move onto Xcode 13 and ended up have a lot of broken AudioKit code with the main branch of AudioKit. As well as a couple of issues with the develop branch - which I managed to fix. This is my first App submission so I'd like to get it right - excuse my newbie idiocy. Seems like it may have been a bad idea moving to iOS15 & Xcode 13 right now. Should I go back to 12? Main question though is what 3rd party framework branches should be used in a final App release?
Replies
0
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0
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566
Activity
Sep ’21