How tricky would it be for me to combine Audiokit with Csound?

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E. M. Fisher

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Feb 7, 2017, 9:10:02 PM2/7/17
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For the app I am working on I was originally planning on making real time audio functions with Audio Kit and destructive audio with C sound. I posted before about pitch shifting voices and Paul Batchelor told me the best voice pitch shifters have formant preservation and AudioKit at the moment does not have that. Some of the C sound functions have formant preservation and alteration and I think they sound very good. Would it be possible to add nodes with C Sound code using the C sound IOS library so I can use C Sound in real time in conjunction with AudioKit or is that out of the question? I saw in previous version when Audiokit was written on C Sound, you could also add C sound code. Would there be a way for me to bring that back? Soundpipe is really cool, I just am not familiar with faust and Soundpipe's architecture yet to know how to write these codes myself, but I am planning on learning them in the future.  


Thank you,
Eric


Aurelius Prochazka Ph.D.

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Feb 7, 2017, 9:22:03 PM2/7/17
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Hi,

I think you know most of what I'll say, but its worth responding completely for the sake of future readers as well.  AudioKit v2 (AudioKitArchive on github) used Csound as its audio engine and nothing else.  AudioKit v3 uses Apple Audio Units, Soundpipe, Sporth, STK, and custom effects.  Via Soundpipe, we still use Csound algorithms.  We will only be willing to use Csound more directly if they vastly change the architecture (which they have been talking about).  Actually it is the Csound "language" that is the most egregious thing about Csound, so no, we will not add support for that back in. Their algorithms on the other hand, are great sounding and they can be implemented via Soundpipe.

Aure

Paul Batchelor

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Feb 9, 2017, 8:48:18 PM2/9/17
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From what Aure has told me, there were many technical challenges and licensing issues involved with getting Csound working with AudioKit in the first place. 

That being said, it is feasible to wrap the Csound API into something resembling a soundpipe module. A few years ago, I did this to get Csound to work inside of ChucK[0]. You can use the Csound API to explicitly call the audio callback, rather than using it with an audio driver like core audio. As a soundpipe module, you could wrap it inside some C++ audio unit code. 

Not saying it's a good idea, but it's there.

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