libsoundio
libuv
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libsoundio | libuv | |
---|---|---|
15 | 75 | |
1,848 | 23,241 | |
- | 1.4% | |
1.2 | 9.0 | |
8 days ago | about 3 hours ago | |
C | C | |
MIT License | 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.
libsoundio
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Audio Engineer Looking to Change Careers
Audio DSP is definitely the deep end of the pool. I believe the Zig programming language owes its creation to Andrew Kelley (the creator) trying to write stuff for an audio workbench going "damn, this is really hard to do with C, why does C suck so much" and just creating a language that's like C but without the bad parts to do it himself. I'm not joking, this is literally the origin of Zig as I've heard it from a podcast, and here is Andrew's old audio lib for proof: https://github.com/andrewrk/libsoundio
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How can I record and cut a sound in c++
http://libsound.io is a great cross platform library for reading and writing to sound cards. i have used it successfully on macos and iām sure it supports linux and possibly windows too. you will probably also need lib audio for reading and writing to files.
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Learn Enough C to Survive
Hmm... after some research it seems that I've misunderstood Zig's situation a bit. Zig has introduced null-terminated string types a couple of years ago, but still encourages you to do most string operations with slices instead. Let me explain:
Zig's string literals (which you create with parenthesis like "Hello world!") are null-terminated byte arrays, expressed as the type const [N:0]u8 (where the :0 tells you that it's null-terminated), whereas the more typical array might be written as const [N]u8. The reason for this feature is not because the language wants you to use null-terminated strings, but because these static strings need to be stored in the global data section of the ELF executable, and these require you to use null-termination. But if you want to do any mutable operation with this string, you need to convert this into a proper slice (ptr + size). And it seems like Zig developers don't really use null-terminated types that much at the API level, but use it for things like C interop or cases where you really need it for special optimizations.
Noting that from the PR that introduced this feature, Andrew Kelley writes:
> I think you will find that the Zig community in general (and especially myself) agrees with you on this [null-terminated strings being fragile], and APIs in general should prefer slices to null terminated pointers. Even if you are using Zig to create a C library, and even in actual C libraries, I would recommend pointer and length arguments rather than null terminated pointers, like this: https://github.com/andrewrk/libsoundio/blob/1.1.0/soundio/so...
> That being said, I want to repeat what I said earlier about null terminated pointers: A null terminated array is not inherently an evil C concept that is intruding in the Zig language. It's a general data storage technique that is valid for some memory constrained use cases. I also stumbled on a Real Actual Use Case inside LLVM. The bottom line for me is that null terminated pointers exist in the real world, and especially in systems programming. You can see this in interfaces with the operating system in the standard library...
So he acknowledges null-terminated strings can certainly be useful in certain situations outside of legacy reasons, which is good to know. And Zig creating a special type for this shows that a good systems language needs to be designed to accommodate the needs of the outside world.
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Ask HN: Cross platform method for accessing system audio output?
Perhaps you could use either http://libsound.io/ or SDL2 game library + SDLAudioIn (http://burningsmell.org/sdl_audioin/) which provides low-level APIs to access operating-system sound systems like Alsa, PulseAudio, PipeWire, and CoreAudio (not sure how well it is supported by SDL2).
Comparison: https://github.com/andrewrk/libsoundio/wiki/libsoundio-vs-SD...
- Libsoundio ā cross-platform audio input and output
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Is programming truly for me?
Fun fact: Andrew Kelley, the creator of the Zig programming language, kind of created it so he could work on audio processing.
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libsoundio: why does one sine play without cuts, but adding another or more produces periodic-like clicks?
Based on: https://github.com/andrewrk/libsoundio/blob/master/example/sio_sine.c
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Library for detecting if a user is speaking into the microphone
Does this fit your needs? https://github.com/andrewrk/libsoundio
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Jam live with your friends with Svelte!
I listened to the Co-recursive podcast the other day that featured Andrew Kelley, the creator of the Zig programming language. Before Zig he developed Libsoundio - https://github.com/andrewrk/Libsoundio, to solve problems around realtime audio.
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Mach Engine: The future of graphics (with Zig)
Audio will probably come later, but libsoundio will be the first thing in terms of groundwork. Integrating that in the same way we've integrated GLFW, so you can just cross compile and get cross-platform audio to boot.
libuv
- Epoll: The API that powers the modern internet (2022)
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APIs in Go with Huma 2.0
I wound up on a different team with pre-existing Python code so temporarily shelved my use of Go for a bit, and we used Sanic (an async Python framework built on top of the excellent uvloop & libuv that also powers Node.js) to build some APIs for live channel management & operations. We hand-wrote our OpenAPI and used it to generate documentation and a CLI, which was an improvement over what was there (or not) before. Other teams used the OpenAPI document to generate SDKs to interact with our service.
- Python Is Easy. Go Is Simple. Simple = Easy
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Notes: Advanced Node.js Concepts by Stephen Grider
In the source code of the Node.js opensource project, lib folder contains JavaScript code, mostly wrappers over C++ and function definitions. On the contrary, src folder contains C++ implementations of the functions, which pulls dependencies from the V8 project, the libuv project, the zlib project, the llhttp project, and many more - which are all placed at the deps folder.
- A Magia do Event Loop
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A complete guide to the Node.js event loop
Libuv, the C library that gives Node.js its asynchronous, non-blocking I/O capability is responsible for managing the thread pool. Node.js gives you the capability of using additional threads for computationally expensive and long-lasting operations to avoid blocking the event loop.
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What is Node.js?: A Complete Guide
Node.js is written in C, C++, and JavaScript. The core components of Node.js - the V8 engine and the libuv library - are written in C++ and C, respectively, since these languages provide low-level access to system resources, making them well-suited for building high-performance and efficient applications. JavaScript is mainly used to write the application logic.
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Node v20.3.0 (Current) upgrade to libuv 1.45.0, including SIGNIFICANT performance improvements to file system operations on Linux
x8 apparently https://github.com/libuv/libuv/pull/3952
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Node.js ā v20.3.0
Notably upgrades to libuv 1.45 which has io_uring support. Faster file system access! Awhh yeah, it's on.
Remarkable what a mild & unintrusive PR adding io_uring was. https://github.com/libuv/libuv/pull/3952
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Using Parallel Processing in Node.js and its Limitations
Well, the single-threaded nature ultimately leads to its biggest downfall. Node.js utilizes a synchronous event loop engineered using Libuv that takes in code from the call stack and executes it.
What are some alternatives?
miniaudio - Audio playback and capture library written in C, in a single source file.
libevent - Event notification library
portaudio - PortAudio is a cross-platform, open-source C language library for real-time audio input and output.
Boost.Asio - Asio C++ Library
soloud - Free, easy, portable audio engine for games
libev - Full-featured high-performance event loop loosely modelled after libevent
cubeb - Cross platform audio library
tokio-uring - An io_uring backed runtime for Rust
ZLib - A massively spiffy yet delicately unobtrusive compression library.
uvw - Header-only, event based, tiny and easy to use libuv wrapper in modern C++ - now available as also shared/static library!
libvips - A fast image processing library with low memory needs.
C++ Actor Framework - An Open Source Implementation of the Actor Model in C++