osx_battery_charge_limit
miniaudio
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osx_battery_charge_limit | miniaudio | |
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5 | 27 | |
101 | 3,560 | |
- | - | |
0.0 | 8.5 | |
almost 3 years ago | 28 days ago | |
C | C | |
- | GNU General Public License v3.0 or later |
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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.
osx_battery_charge_limit
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Apple's new 80% battery limit feature should not be limited to the iPhone 15
That's true. I evaluated it, but it wasn't of use to me as I keep my Macbook plugged in with the lid closed.
I eventually tried this instead :
https://github.com/DevNulPavel/osx_battery_charge_limit
I use it to keep my battery level indicator pegged at 70%. Often doesn't persist after a system update, but it's just a quick terminal command to reapply the setting.
I use my Macbook in clamshell mode, and I use sleep mode when I'm not using it - receiving power from a Thunderbolt dock. It's handy to pick up exactly where I left off on resume. Plus, I use two LG screens where one of the two doesn't switch on after a cold boot, and it's annoying to unplug and replug to activate it. Sleep mode gets around that.
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Prolonging Battery Tips for Student
I'm not sure if it fully works with the new M1 machines, but I use this.
miniaudio
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Amiga/Linux: Jurassic Boing Edition
Unfortunately, I can't currently capture any videos (I added miniaudio.h to play back the Jurassic Park theme song) since I had to move my mom into my home (she's getting a divorce from her narcissistic husband soon and the guy lost his marbles and locked her out of her own home) and it's late at night currently.
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Audio Library
miniaudio - so far the best entry in cross platform audio. It is a stack allowing to use device alone, decoders and mixers, or node based engine for sophisticated audio processing. Extensible where it should be. Written in C, so there are no creature comforts of having C++. Aways can be wrapped to get advantage of RAII.
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Dunno if anyone else will find this useful
You give little clues what this is… so cl-miniaudio defines CFFI bindings to https://miniaud.io/ which is "an audio playback and capture library for C and C++. It's made up of a single source file, has no external dependencies and is released into the public domain." and is cross-platform.
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Nuklear – A single-header ANSI C immediate mode cross-platform GUI library
* Miniaudio - A single header file audio library https://miniaud.io/
Both (actually, not just three systems) cross-platform.
For their design and cross-platform support they make for great bases for Go libraries, unlike most C code out there.
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raylib 4.2 released!
New audio stream processors API (experimental): Now real-time audio stream data processors can be added using callbacks to played Music. It allows users to create custom effects for audio like delays of low-pass-filtering (example provided). The new API uses a callback system and it's still _ highly experimental_, it differs from the usual level of complexity that provides raylib and it is intended for advance users. It could change in the future but, actually, raudio module is in the spotlight for future updates; miniaudio implements a new higher-level API that can be useful in the future for raylib.
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Oscilloscope 1.1.0 Released (Osci Simulator)
yes! i use it a lot! big shoutout to david reid for making the miniaudio library ( https://github.com/mackron/miniaudio ), and to s-ol (https://github.com/s-ol) for implementing the initial windows loopback code.
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cross-platform FOSS audio library
miniaudio might be right up your alley.
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What kind of good multiplatform audio API exists?
I am partial to single-header style libraries, and so I'd recommend miniaudio.
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How does a Game Engine work? An Overview
The verdict for indie developers (not using Unity/Unreal) seems: just bite the bullet and buy FMOD (or Wwise or any of the popular proprietary audio engies).
I was actually searching for a good open-source audio library to use, and found out that my options aren't that good. SoLoud is a pain in the ass to install and integrate into an existing codebase, and OpenAL doesn't have any good implementations available (either proprietary or LGPL). I'm now just using a simple single-header audio library in cute_headers (https://github.com/RandyGaul/cute_headers/blob/master/cute_s...), but will probably switch to MiniAudio once the high-level API is finished (https://github.com/mackron/miniaudio/issues/196)
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Cross platform gameboy music tracker made using Qt
Here's my tracker that I've been working on for awhile now. This is my first real project with C++. I originally decided to learn C++ to do some audio programming, but ended up writing a gameboy APU emulator, which then turned into a full-fledged tracker as there's not much options for the gameboy. Anyways, the tracker uses Qt for the GUI, miniaudio for audio playback, and RtMidi for MIDI input. The tracker is inspired by Famitracker, and has similar instruments and effects.
What are some alternatives?
portaudio - PortAudio is a cross-platform, open-source C language library for real-time audio input and output.
libsoundio - C library for cross-platform real-time audio input and output
soloud - Free, easy, portable audio engine for games
AlDente-Charge-Limiter - macOS menubar tool to set Charge Limits and prolong battery lifespan
ffmpeg-kit - Fork of https://github.com/arthenica/ffmpeg-kit
cdecrypt - Decrypt Wii U NUS content — Forked from: https://code.google.com/archive/p/cdecrypt/
raylib-php - PHP 8 Bindings to raylib
ffmpeg-kit - FFmpeg Kit for applications. Supports Android, Flutter, iOS, Linux, macOS, React Native and tvOS. Supersedes MobileFFmpeg, flutter_ffmpeg and react-native-ffmpeg.
zig-pypi - The Zig programming language, packaged for PyPI
libnyquist - :microphone: Cross platform C++11 library for decoding audio (mp3, wav, ogg, opus, flac, etc)
bevy - A refreshingly simple data-driven game engine built in Rust
ddcctl - DDC monitor controls (brightness) for Mac OSX command line