Re: [LAD] VST and Qt

2009-04-06 Thread Grammostola Rosea
David García Garzón wrote: Hi, lads! Some news from the CLAM project. For anyone interested in that subject, we managed to build Qt based VST interfaces (from linux!). Not about integrating existing VST in Qt applications but building brand new plugins using Qt. This is an step to get

[LAD] [LAC2009] stream team volunteers wanted!

2009-04-06 Thread Jörn Nettingsmeier
hi everyone! for those among you who will make it to LAC 2009 in parma: we are looking for 1-2 more people to help with the streaming. your job would be to watch the paper sessions, hang out on IRC and relay the questions of remote participants to the local audience. if you're interested, you

[LAD] SDL_mixer+LADSPA was:basic in-game audio synthesis api?

2009-04-06 Thread james morris
Hi, My experiment so far has yielded a WAV played via SDL_mixer and by registering a callback through Mix_RegisterEffect it is processed by the following LADSPA filters: 4x4allpass and Gverb. There might be some problems here though so I am asking if anybody can advise upon using SDL for audio.

Re: [LAD] SDL_mixer+LADSPA was:basic in-game audio synthesis api?

2009-04-06 Thread Justin Smith
On Mon, Apr 6, 2009 at 8:44 AM, james morris ja...@jwm-art.net wrote: Hi, My experiment so far has yielded a WAV played via SDL_mixer and by registering a callback through Mix_RegisterEffect it is processed by the following LADSPA filters: 4x4allpass and Gverb. There might be some problems

Re: [LAD] basic in-game audio synthesis api?

2009-04-06 Thread Stephen Sinclair
What about using an external program like Pd or ChucK to design your sounds, and just talk to the sound engine using OSC? (Hm, yes this does seem like my answer for everything these days...) Anyways, you can run a Pd patch for example without the GUI, or a lot of the effects you mention are

Re: [LAD] SDL_mixer+LADSPA was:basic in-game audio synthesis api?

2009-04-06 Thread james morris
On 6/4/2009, Justin Smith noisesm...@gmail.com wrote: If I understand correctly, what you are talking about is the buffer size. Not exactly. I set the buffer size to 4096 with the call to Mix_OpenAudio. The figure I'm talking about is the length of the stream passed by SDL_mixer to my sfx

Re: [LAD] VST and Qt

2009-04-06 Thread David García Garzón
On Monday 06 April 2009 14:45:40 Grammostola Rosea wrote: David García Garzón wrote: Hi, lads! Some news from the CLAM project. For anyone interested in that subject, we managed to build Qt based VST interfaces (from linux!). Not about integrating existing VST in Qt applications but

Re: [LAD] SDL_mixer+LADSPA was:basic in-game audio synthesis api?

2009-04-06 Thread Luis Garrido
passed by SDL_mixer to my sfx processing callback. 1880 samples at sample rate 44100 (halved for 22050). I'm trying to understand how this figure is arrived at, and if I can rely on it (before any audio The buffer size you get from an audio backend is normally difficult to predict, and I

Re: [LAD] VST and Qt

2009-04-06 Thread Grammostola Rosea
David García Garzón wrote: On Monday 06 April 2009 14:45:40 Grammostola Rosea wrote: David García Garzón wrote: Hi, lads! Some news from the CLAM project. For anyone interested in that subject, we managed to build Qt based VST interfaces (from linux!). Not about integrating

Re: [LAD] basic in-game audio synthesis api?

2009-04-06 Thread Frank Barknecht
Hallo, Stephen Sinclair hat gesagt: // Stephen Sinclair wrote: What about using an external program like Pd or ChucK to design your sounds, and just talk to the sound engine using OSC? (Hm, yes this does seem like my answer for everything these days...) Anyways, you can run a Pd patch for

Re: [LAD] VST and Qt

2009-04-06 Thread David García Garzón
On Monday 06 April 2009 18:19:19 Grammostola Rosea wrote: David García Garzón wrote: On Monday 06 April 2009 14:45:40 Grammostola Rosea wrote: David García Garzón wrote: Hi, lads! Some news from the CLAM project. For anyone interested in that subject, we managed to build Qt based VST

Re: [LAD] SDL_mixer+LADSPA was:basic in-game audio synthesis api?

2009-04-06 Thread Justin Smith
On Mon, Apr 6, 2009 at 9:20 AM, Luis Garrido luisgarr...@users.sourceforge.net wrote: passed by SDL_mixer to my sfx processing callback. 1880 samples at sample rate 44100 (halved for 22050). I'm trying to understand how this figure is arrived at, and if I can rely on it (before any audio The

Re: [LAD] basic in-game audio synthesis api?

2009-04-06 Thread David Olofson
On Saturday 04 April 2009, james morris wrote: Taken a quick look. It looks too low-level DSP for me. I was actually thinking something along the lines of Audiality (but couldn't recall its name). As of now, Audiality is mostly off-line modular synthesis along with a basic sampleplayer