delimited
avendish
delimited | avendish | |
---|---|---|
2 | 34 | |
2 | 412 | |
- | 1.5% | |
10.0 | 8.5 | |
about 8 years ago | 4 days ago | |
C++ | C++ | |
- | GNU General Public License v3.0 or later |
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.
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Monoio – A thread-per-core Rust async runtime with io_uring
Oh, I have written my own share of userspace C context switching libraries, I know all the gory the details :). For example see my minimalist [1] stackful coroutine library: the full context switching logic is three inline asm instructions (99% of the complexity in that code is to transparently support throwing exceptions across coroutine boundaries with no overhead in the happy path).
You need compiler help for the custom calling convention support and possibly to optimize away the context switching overhead for stackful coroutines, which is something that compilers can already do for stackless coroutines.
The duff device is just a way to simulate stackless coroutines (i.e. async/await or whateverer) in plain C, in a way that the compiler can still optimize quite well.
[1] https://github.com/gpderetta/delimited/blob/master/delimited...
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Declarative, non-intrusive, compile-time C++ reflection for audio plug-ins
Using gcc extended asm you can pass literal constants to the asm and they will be expanded textually (or at least their address will). I don't think the details are fully documented anywhere and I had to use intel syntax to make it work, but it might be possible even wit AT&T syntax.
Take a look a this[1] for example. See how trampoline, the destructor and the size are passed in with the 'i' constraint and are referred to their value with the %cX constraint (yes, the code is write only and even with a lot of comments I have only the most vague idea of what I was trying to do here).
Probably more work is require for PIC though.
[1] https://github.com/gpderetta/delimited/blob/7e755d643ee45897...
avendish
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Ask HN: What audio/sound-related OSS projects can I contribute to?
Happy to introduce you to https://ossia.io there are a lots of tasks open! You can check the projects for the general development axes: https://github.com/ossia/score/projects?query=is%3Aopen ; e.g. Audio, Musicality, Integrations, JACK & Linux integration (some are in Classic projects mode) all have audio-related tasks, some easy, some hard.
Creating new Avendish plug-ins (docs: https://celtera.github.io/avendish/) could also be fairly useful, here's a very basic example one: https://github.com/celtera/avendish/blob/main/examples/Advan...
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Learning C++ for Multimedia and Audio programming
If you are interested in making max, pd, etc... extension you can look into https://github.com/celtera/avendish : it's made exactly for this and tries to stay very close from standard C++ unlike most existing audio frameworks which often come with their own bespoke standard library reimplementation. The documentation also tries to explain the c++ features it used, you might find this useful!
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Soursop and Ponies in Kona: A C++ Committee Trip Report
to automatically generate safe dlopen stubs for runtime dynamic library loading from header files
and through the C++ one (this one is an extremely quick and dirty prototype):
https://github.com/ossia/score/blob/master/src/plugins/score...
to pre-instantiate get(aggregate), for_each(aggregate, f) and other similar functions in https://github.com/celtera/avendish because of how slow it is when done through TMP (doing it that way removed literally dozens of megabytes from my .o and had a positive performance impact even with -O3) ; so I weep a lot when I read that people in the committee object to pack...[indexing]
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Cognitive Loads in Programming
I really don't know about this, I'm writing audio & media effects in a fairly declarative style with https://github.com/celtera/avendish and I'm so much more productive that it's not even funny - I can rewrite entire effects from scratch in the time that it used to take me to find a bug somewhere
- Ask HN: Who is using C++ as the main language for new project?
- A framework for audio software development
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Clap: The New Audio Plug-In Standard
For anyone using c++, my declarative system has some amount of support for clap: https://github.com/celtera/avendish / https://celtera.github.io/avendish/
But unlike clap, targetting this also gives direct access to a few other environments, namely Max, Pd, ossia score, with the list hopefully growing.
Here is an example minimal plugin : https://github.com/celtera/avendish/blob/main/examples/Raw/M...
Note that unlike pretty much every other c/c++ plugin API, the plugin code does not need to include any header, everything is done through reflection of struct members at compile-time.
Here's a per-sample noise generator which uses a small library of pre-made ports: https://github.com/celtera/avendish/blob/main/examples/Helpe...
And a very naive buffer-based audio filter : https://github.com/celtera/avendish/blob/main/examples/Helpe...
UI is supported without relying on a specific UI library, only on a canvas painter concept which can then target Qt, NanoVG, and others to come: https://github.com/celtera/avendish/blob/main/examples/Helpe...
since it binds directly to audio APIs at compile time, it has pretty much zero code size in itself, the smallest plugin it generates for VST2 is around 7kb IIRC
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WG21, aka C++ Standard Committee, April 2022 Mailing
I've ported my lib https://github.com/celtera/avendish to P1061's experimental clang implementation to replace boost.pfr (https://github.com/celtera/avendish/blob/main/include/avnd/common/aggregates.hpp#L67) and it works great, it's only missing pack indexing because right now one still needs to do something like
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Why LSP?
Working on a sunset of this with https://github.com/celtera/avendish - C++ reflection makes this very easy
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Unreal vs. Unity Opinion
so interesting, as a mostly C++ dev, UE's C++ style feels absolutely awful aha. Of course they have to be here because c++ used to not have reflection but I think that nowadays one could use similar principles as the ones I've tried to develop for audio / media objects in https://github.com/celtera/avendish to implement game objects / UObject in a much cleaner way and with better compile times
What are some alternatives?
actix-net - A collection of lower-level libraries for composable network services.
proposal - Go Project Design Documents
wg-async - Working group dedicated to improving the foundations of Async I/O in Rust
DtBlkFx - Fast-Fourier-Transform (FFT) based VST plug-in
monoio - Rust async runtime based on io-uring.
csound_max - csound6~ object for Max/MSP
vst3_public_sdk - VST 3 Implementation Helper Classes And Examples
nanobind - nanobind: tiny and efficient C++/Python bindings
Fundamental
DPF - DISTRHO Plugin Framework
essentia - C++ library for audio and music analysis, description and synthesis, including Python bindings
clap-imgui - Minimal example of prototyping CLAP audio plugins using Dear ImGui as the user interface.