portaudio
libsoundio
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portaudio | libsoundio | |
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9 | 15 | |
1,253 | 1,833 | |
5.1% | - | |
7.0 | 1.8 | |
3 days ago | 2 months ago | |
C | C | |
GNU General Public License v3.0 or later | 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.
portaudio
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Windows Central: "Microsoft to merge Surface Pro X ARM and Surface Pro 9 Intel versions under one product line"
For sound, there's PortAudio for C and C++, and Windows, Mac, and Linux; FMOD comes in C++.
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Let's make python listen with pyaudio and deepgram-sdk - part 1
However, PyAudio depends on another library called portaudio, which is not part of the default Linux dependencies. To install it on your machine, you need to issue the following command on your terminal:
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Impressions after switching to pipewire for audio
In my testing with Mixxx, PipeWire works better with the JACK API than PulseAudio. With PulseAudio I got frequent crackles with Mixxx using this PortAudio branch. Using PipeWire via the JACK API, I get the same performance at low latencies as JACK.
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Cross platform audio frameworks in Cpp?
Here's a code example: https://github.com/PortAudio/portaudio/blob/master/examples/paex_saw.c
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 i’m 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...
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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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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.
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Manually Playing PCM Audio
Sound data is double-buffered by the operating system. The OS gives you one buffer to write into while it plays the other, and then they swap. If you want to write real-time audio (i.e. a program that will actually play sound itself with no libraries), you need to either read up on your operating system's kernel API for audio, or use a thin abstraction layer like libsoundio. You could also use a fully fledged library like IrrKlang that just does everything for you.
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C Deep
libsoundio - Library for cross-platform, real-time audio input and output. Has a range of back-ends. MIT
- Cross platform audio frameworks in Cpp?
What are some alternatives?
miniaudio - Audio playback and capture library written in C, in a single source file.
cubeb - Cross platform audio library
soloud - Free, easy, portable audio engine for games
Waybar - Highly customizable Wayland bar for Sway and Wlroots based compositors. :v: :tada:
Pulseaudio-Modules-BT - Adds Sony LDAC, aptX, aptX HD, AAC codecs (A2DP Audio) support to PulseAudio on Linux
ZLib - A massively spiffy yet delicately unobtrusive compression library.
libvips - A fast image processing library with low memory needs.
wgpu-native - Native WebGPU implementation based on wgpu-core
vorbis - A "native" ogg vorbis decoder for Go (uses inline stb_vorbis)