Social-Logins-iOS
AudioKit
Social-Logins-iOS | AudioKit | |
---|---|---|
1 | 9 | |
11 | 10,422 | |
- | 0.8% | |
10.0 | 6.1 | |
about 6 years ago | 20 days ago | |
Swift | Swift | |
The Unlicense | MIT License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Social-Logins-iOS
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A curated list of Open Source example iOS apps developed in Swift
Social Logins - Basic app to show how to login with Facebook, Google, Twitter. Created for learning purpose.
AudioKit
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Timing animation with music
You should also check out AudioKit. The latest release should have an audio engine completely rewritten purely with Swift iirc.
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Xcode 13: "Add packages" doesn't do anything
I' just installed Xcode 13 and try to run a playground that uses a package (https://github.com/AudioKit/AudioKit). To add it I'm supposd to select "File -> Add Packages...", but when I do this absolutely nothing happens. No window appears, no error message, just nothing. What could be the reason for this?
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I spent the xmas break learning how to make my own plugins
It seems to be the industry standard at least. I have played around with iPlug2 and AudioKit a little bit but not enough to really form an opinion. (iPlug2 is described by the authors as "not production ready" and AudioKit is mac / ios only)
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How to make something like audacity in IOS?
You’re up for a lot of work, but I would start with AudioKit which is an abstraction over AVFoundation.
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A curated list of Open Source example iOS apps developed in Swift
AudioKit - Audio synthesis, processing, and analysis platform for iOS.
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Hey, I have this two way slider, and I am trying to make it change the end and start points of recordings, i have already coded the recording part with AVfoundation
Maybe check out AudioKit, it’s great for audio stuff.
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I want to make a MIDI instrument. Should I learn Swift or would something like HTML5 be easier?
There are open sources synthesizers projects for iOS in swift. I would recommend giving it a look and see if it fits your needs. https://github.com/AudioKit/AudioKit
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Best way to consume CMake based C lib in Swift for iOs/desktop
I can’t help with that, but I would suggest looking at AudioKit. Even if it doesn’t help you replace that dependency, it might give you pointers for doing it yourself.
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Ask HN: How to get started with audio programming?
If you are on macOS, AudioKit is a nice simplified layer on top of CoreAudio and CoreMidi: https://github.com/AudioKit/AudioKit
What are some alternatives?
ACHNBrowserUI - Animal Crossing New Horizon companion app in SwiftUI
EZAudio - An iOS and macOS audio visualization framework built upon Core Audio useful for anyone doing real-time, low-latency audio processing and visualizations.
isowords - Open source game built in SwiftUI and the Composable Architecture.
AudioPlayer - AudioPlayer is syntax and feature sugar over AVPlayer. It plays your audio files (local & remote).
SwiftySound - SwiftySound is a simple library that lets you play sounds with a single line of code.
MusicKit - A framework for composing and transforming music in Swift
Beethoven - :guitar: A maestro of pitch detection.
JUCE - JUCE is an open-source cross-platform C++ application framework for desktop and mobile applications, including VST, VST3, AU, AUv3, LV2 and AAX audio plug-ins.
AudioPlayerSwift - AudioPlayer is a simple class for playing audio in iOS, macOS and tvOS apps.
StreamingKit - A fast and extensible gapless AudioPlayer/AudioStreamer for OSX and iOS (iPhone, iPad)
novocaine - Painless high-performance audio on iOS and Mac OS X
FDWaveformView - Reads an audio file and displays the waveform