Hi, trollbot 3000 here,
I have been working on a portable sound engine for way too long, it just keeps growing and growing. Boy I have a problem setting scope! However, some of the Cocoa components have been ready for a while, so I just zipped them up and posted them on SourceForge for y’all.
The package includes the following classes:
**ArkAudioUnit** - A thin wrapper around AUNode and AudioUnit
**ArkAudioUnitManager** - A manager object to handle the AUGraph setup and create AudioUnit's by name
**ArkAudioUnitEditor** - A simple but mostly complete class to open AudioUnit editor windows- both Carbon and Cocoa is supported
The code is released under the LGPL, but since I am the copyright holder I can relicense it at will. So if you want a more liberal license, just mail me jurksztowicz {a_t} gmail {d_o_t} com. Don’t worry, I won’t charge for a license unless you represent a fairly large company with deep pockets. I just want to get a good idea of who is using the code for what. –JeremyJurksztowicz
http://sourceforge.net/projects/arksndkit/
Here is an example to illustrate what the code may be used for.
// // A simple example of how you might create an audio engine using ArkSoundKit. // @interface Controller : NSObject { ArkAudioUnit * output; ArkAudioUnit * reverb; ArkAudioUnit * mixer; }
(BOOL) createAudioEngine; @end
(BOOL) createAudioEngine { // // Setup AUGraph core. // [ArkAudioUnitManager installDefaultAUGraph];
}