HOWL 2.0 A formant synthesizer by Daniel Clelland released on App Store ∞
Daniel Clelland just released version 2.0 of his really beautiful AudioKit app "HOWL: A Formant Synthesizer". It now is built for iPad and iPhone and has AudioBus support! Daniel describes it as follows:
HOWL is a simple vocoder/synthesizer for iOS. It uses formants to simulate the human voice and a pitch-space keyboard to help you find interesting melodies. But mostly it just makes synthetic grunting noises.
All we can add is that is has a wonderful UI and cool sounds!
Daniel is kind enough to provide his work not only as an app on the app store, but also as an open-source project on Github, plus he even has a nice web page for it:
- App store: https://itunes.apple.com/us/app/howl-a-formant-synthesizer/id1067562312
- GitHub: https://github.com/dclelland/HOWL
- Project page: http://protonome.com/apps/howl/
Great work Daniel!!!
AudioKit V3.4 ∞
For AudioKit v3.4 we have switch to the newest version of Swift, Swift 3. This is a change that had far reaching effects through the code base. AudioKit 3.4 requires Xcode8 and for your Swift projects to also be updated to Swift 3. Xcode provides tools for helping you through the process.
The target for the AudioKit for iOS project is iOS10. This allows the playgrounds, which use an iOS10 simulator to work. The framework is compiled for iOS9, so that is our minimum supported operating system. If you prefer to use the xcodeproj file instead of the framework, remember to set the target operating system appropriately.
We have several works in progress and we now share a good amount of our to-do list using Githubs' new project boards, and we're opening up our Slack group to serious developers as well, so now is the perfect time to start contributing and collaborating with us.
Thanks to everyone for their patience through the Xcode8/Swift3 process and here's to the future!
NoteCollider app available in App store ∞
Calvin Flegal released "NoteCollide", an AudioKit-powered iPhone and iPad app that allows you to generate music and sound based on physics.
Tap the screen to add the selected note shape. Use the music note button to change note shapes, use the Fx button to add Fx shapes.
Fx shapes need to hit the same type of note shape three times in a row to add the effect to that note shape.
Shake your device to cause commotion.
Use the other controls to make the sounds more or less pleasant (tonality), or to increase physical chaos (weight).
AudioKit V3.3 Released and Xcode 8 Support ∞
There are two big changes in AudioKit v3.3. The first is that all the playgrounds have been separated into 6 playgrounds for Basic Tutorials, Synthesis, Playback, Effects, Filters, and Analysis. This allows the playgrounds to a bit more manageable to navigate and easier to focus on what you want to learn about. All the playgrounds default to iOS but can be changed to macOS if that's what you're compiling AudioKit for.
AudioKit V3.3 also addresses some sequencing problems people were having with 3.2 and many other bugs. The iOS and tvOS versions can be retrieved from Cocoapods but the macOS version will have to be installed directly. This should be fixed by v3.3.1.
Xcode8 support is available on the "Xcode8-Swift2.3" branch. This will allow you to compile AudioKit in your Xcode8 application, but you can not run playgrounds until we complete the transition to Swift 3.
AudioKit V3.2 Released ∞
This release is one of the biggest since we made the switch to V3! It seems like everyone on core team was hitting on all cylinders and we made so much progress since 3.1.3.
New and improved audio player and recorder nodes, with a powerful new AKAudioFile type
Laurent Veliscek completely rewrote the AKAudioPlayer and AKNodeRecorder classes so that they work much better now. Along the way he introduced the AKAudioFile class which can not only load and save files, but can edit and manipulate them asynchronously. Laurent created great playgrounds to help everyone learn how to use these new classes. This is a major update to the way you work with audio files in AudioKit.
Optimizations and Improvements
We're continually looking at ways to improve AudioKit's speed and abilities and we're happy to say that we made great strides with this release. The frequency tracking is excellent now and Matt Fecher's "Analog Synth X" now easily works on the oldest of iPads!
Jeff Cooper has contributed updates to the MIDI, Sequencing, and Sampling portions of AudioKit. We now have an AKDuration class that really helps with sequencer timing. Brandon Barber has helped with the new audio file and player work, added playgrounds, fixed a lot of random things as well.
AudioKit now has Pulse-Width Modulation and Phase Distortion Oscillators in addition to the general, FM, and morphing oscillators. In addition, all of these oscillators have polyphonic equivalents called oscillator banks that basically respond to MIDI type signals and can be played polyphonic out-of-the-box.
The sound font support is also improved.
Paul Batchelor and I got the Stanford audio library, Synthesis Toolkit (STK), full of physical models working with AudioKit. We've only ported a few physical models so far, but as you can see from AKMandolin, its a very cool library to have at our disposal. Let us know if there is a particular physical model you need us to port next.
New Example Projects and Better User Interfaces
Kanstantsin Linou from Belarus worked with me to create the new Recorder, Microphone Analysis, Song Processor, and SporthEditor examples. Kanstantsin also created new user interfaces for our musical Sampler and Sequencer Demo projects by Jeff Cooper.
Playgrounds and Web Site Updates
If you're familiar with AudioKit Playgrounds, you know how great they can be for prototyping audio code and designing sounds. However, we realized that if you're new to iOS / OS X programming and working with AudioKit, you may not be familiar enough with Playgrounds to really understand what they can do. You probably looked at the Playgrounds page on the website, saw a bunch of code, and said "Well that's all great, but what do they actually do?" To that end, Nick Arner made awesome videos of almost all of the Playgrounds in action. Many of the playgrounds have a user interface, so you can see in the videos how changing the UI affects the sounds.
Elizabeth Simonian has been helping us keep the AudioKit web site up to date and fast, so if you've noticed the site being a lot peppier, she's the one to thank!
Roadmap for upcoming updates
Stephane Peter and I are currently looking at ways to make AudioKit faster to compile in playgrounds. I'll also be working on writing more tests and providing some examples using Michael Tyson's AudioBus and Apple's Inter-App Audio. We'll be implementing Simon Gladman's Nodality as one of AudioKit's included examples. AudioKit is becoming the best place to get Haris Ali's EZAudio graphing software, so we'll be maintaining and improving that. As mentioned above, we'll be creating more physical models based on STK. While all this is being done we still are committed to making the web site and documentation better and better.
Finally, Matt Fecher and I will be giving a talk at next month's i360Dev conference, and we certainly hope to see some AudioKit users there, and create more! :)