Making Musical Apps: Real-time audio synthesis on Android by Peter Brinkmann

By Peter Brinkmann

Are looking to flip your cellular gadget right into a musical device? Or equip your online game with interactive audio, instead of canned samples? you are able to do it with natural information (Pd), an open resource visible programming surroundings that allows you to manage electronic audio in genuine time. This concise publication indicates you the way to take advantage of Pd - with support from the libpd library - as an simply embeddable and largely moveable sound engine. even if you are an audio developer seeking to create musical apps with refined audio features, or an software developer able to improve cellular video games with real-time procedural audio, Making Musical Apps introduces you to Pd and libpd, and gives hands-on directions for growing musical apps for Android and iOS.

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The current approach guarantees that each scene will be deployed with the correct version of rjlib. If you’re concerned about the space taken up by rjlib, you can delete unused files. Make sure not to delete too many, though; some abstractions in rjlib depend on other parts of rjlib, and so you may need more than just those files that your patch references directly. info CHAPTER 4 Embedding Pure Data with libpd Pure Data was originally designed to be an interactive tool for computer music and multimedia, tightly integrating a dataflow programming language and signal processing with a graphical user interface and support for various audio and MIDI interfaces.

In a nutshell, if you want to create a musical app that reacts to sound, touch, and movement but doesn’t require a sophisticated user interface, then RjDj may be a good choice. RjDj also provides basic support for displaying images and text. Another advantage of RjDj is that there’s an Android version, ScenePlayer, that is mostly compatible with RjDj except for some recently added features. As long as your scene doesn’t require sensor input beyond touch screen and accelerometer, it will work with both RjDj and ScenePlayer without requiring any changes.

In Java, the audio glue is provided by a class called PdAudio; in Objective-C, a class called PdAudioController plays a similar role. Audio glue in Java. info Audio glue in Objective-C. @interface PdAudioController : NSObject @property(nonatomic, @property(nonatomic, @property(nonatomic, @property(nonatomic, @property(nonatomic, readonly) readonly) readonly) readonly) readonly) int sampleRate; int numberChannels; BOOL inputEnabled; BOOL mixingEnabled; int ticksPerBuffer; @property (nonatomic, getter=isActive) BOOL active; -(PdAudioStatus)configurePlaybackWithSampleRate:(int)sampleRate numberChannels:(int)numChannels inputEnabled:(BOOL)inputEnabled mixingEnabled:(BOOL)mixingEnabled; -(PdAudioStatus)configureAmbientWithSampleRate:(int)sampleRate numberChannels:(int)numChannels mixingEnabled:(BOOL)mixingEnabled; -(PdAudioStatus)configureTicksPerBuffer:(int)ticksPerBuffer; @end libpd and Core Audio If you are familiar with Core Audio in iOS, then you may have noticed that the configuration options of PdAudioController neatly map to audio session categories.

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