> ----- Original Message -----
> From: Paul Davis
>
> On Sun, Jan 6, 2013 at 6:57 PM, William Weston <whw(a)linuxmail.org> wrote:
> >
> > Explicit checks for new JACK headers library calls have been added
> > to the autoconf system instead of relying on the weakjack linkage
> > alone. Could you try it again?
> >
>
> just a note: i haven't really publically explained the very sad failure of
> the weak linkage stuff.
>
> we incorrectly assumed that the linux gcc+ld stack had the same
> capabilities as their variants on OS X. OS X provides a *very nice* design
> for weak linkage that is incredibly useful for precisely this sort of thing.
>
> alas, it turned out that the work done on the apple variants was never
> back-ported into mainstream gcc+ld, and as a result, the weak linkage test
> approach that i (and a few others advocated) does not work on linux unless
> code is specially linked in a way that is not sensible to recommend for
> applications. basically, you can do weak linkage tests *between libraries*
> (or other code linked with -fPIC, but not between libraries and
> applications.
>
> this is very sad, and the alternative (an approach first implemented by
> native instruments, of all groups!) seems like the only way to handle this.
>
> --p
I'm not familiar with the native instruments approach. Â Would it be
helpful in this case?
--ww
> ----- Original Message -----
> From: Lieven Moors
>
> > > [snip]
> > >
> > > It doesn't build yet. Same errors some other people reported:
> > >
> > > In file included from engine.h:31:0,
> > > Â from alsa_pcm.c:43:
> > > jack.h:34:2: error: unknown type name 'jack_port_type_id_t'
> > > make[3]: *** [alsa_pcm.o] Error 1
> > > make[3]: Leaving directory `/tmp/buildd/phasex-0.14.97~git20121231/src'
> > > make[2]: *** [all-recursive] Error 1
> > > make[2]: Leaving directory `/tmp/buildd/phasex-0.14.97~git20121231'
> > > make[1]: *** [all] Error 2
> > > make[1]: Leaving directory `/tmp/buildd/phasex-0.14.97~git20121231'
> > >
> > > Regards,
> > >
> > > Jeremy
> >
> > Could you try the latest in the v0.14.97-dev branch? Â All of the
> > current JACK build fixes are included, and should compile cleanly
> > for jack >= 0.117.0.
> >
> >
> > Cheers,
> > --ww
>
> I having the same error, even in the -dev branch...
>
> Greets,
>
> lieven
Oops.... Forgot to push that last commit up to github. Â It's in there
now. Â Could you try again?
--ww
Hi all,
I'm not quite sure how to interpret this, but it sounds like
linuxaudio.org will be offline for a short time (failover period) coming
Saturday January 12th 8am EST.
-------- Original Message --------
Just wanted to make sure you were aware of the upcoming maintenance this
Saturday.
Maintenance for the central storage system known as minnow.cc.vt.edu is
schedule for Saturday, January 12 starting at 8am. Several hardware
components in the filer head needs to be replaced. Since this is a
cluster storage system, the maintenance will be performed in failover
mode, so minnow services will continue to be available. During the
failover, services will pause until the failover is complete.
Yet another music notation program to pollute the internet. It's still just a
baby, but it already implements at least a few bugs.
It's not really ready for general use yet. The user interface is still rather
lacking and there are way too few sanity checks, but it does read and write
native *.sqo files (an xml format), and supports a crude and low-quality export
to standard MIDI files. The Staff Editor can display standard notation and
tablature moderately well, and work is ongoing to produce better percussion
staff and chord staff display. Tracks can be nested. Staffs can be grouped. The
score format supports multiple simultaneous time signatures.
Currently, it's just for display and editing. There's no playback yet.
Website:
http://sourceforge.net/projects/sqorlatti
Download (bzipped source tarball):
http://downloads.sourceforge.net/sqorlatti/sqorlatti-0.1.0.tar.bz2
It's written in C++ and uses Qt4. There's no config or anything yet, just Qt
project file. So, as an ordinary user:
1. Create a Sqorlatti (or whatever you want to call it) directory somewhere.
2. Unpack to the directory.
3. CD to the directory.
4. qmake
5. make
6. Install the Sqorlatti.ttf font. It's located in the fonts subdirectory. In
KDE you can install it by going to System Settings and clicking through
Computer Administration / Font Installer / Personal Fonts / Add.
7. To run, type
./Sqorlatti examples/Air.sqo
This will open one of the examples. Due to a bug in the program (just found it
today!), you have to start the program with a file. Any *.sqo file in examples
will do. Once the program is running, you can open any other *.sqo file.
If you open Staff Editor and the staffs looks huge and filled with garbage
characters, you forgot to install the font.
UserManual.pdf provides a small amount of documentation on how to use the
program. It's not all that well developed yet.
Developer documentation can be generated using doxygen. Just type
doxygen
to generate html documentation in the doc directory. You can fiddle with
doxyfile if you want to generate documentation in other formats (e.g. latex).
--
7:8
>From: "Patrick Shirkey" <pshirkey(a)boosthardware.com>
>With his insistence that he is a godly person while also being so
>aggressive it seems he has a few issues to work out which could also be
>the cause of his obvious substance abuse. However it could be that he is
>just responding to his social environment. Maybe he is from a part of the
>world where they are intolerant towards homosexuals, believe strongly in
>God and are generally agressive towards anyone who does not agree with
>their view of the world.
>Not sure which part of the world that would be though. Anyone have any
ideas?
Afganistan....or Texas ;)
Hi,
GIT repo:
https://github.com/fps/ladspamm
DOXYGEN docs (very minimal):
http://fps.github.com/ladspamm
For my own small side projects I needed a little c++ wrapper lib around
LADSPA plugins. Since someone else might be interested in it, too, I put
it on github.
ladspamm::world world;
ladspamm::plugin_instance instance(
world.libraries[0]->plugins[0], 48000
);
instance.activate();
instantiates and activates the first found plugin in the first found
library..
This is version 0.0.1 so expect bugs and missing features..
Have fun,
Flo
--
Florian Paul Schmidt
http://fps.io
> ----- Original Message -----
> From: Jeremy Jongepier
>
> On 01/06/2013 02:40 AM, William Weston wrote:
> > Could you try the latest in the v0.14.97-dev branch? All of the
> > current JACK build fixes are included, and should compile cleanly
> > for jack >= 0.117.0.
>
> Hello William,
>
> It doesn't build just yet:
>
> jack.c: In function 'jack_audio_init':
> jack.c:1027:6: error: 'jack_set_port_rename_callback' undeclared (first
> use in this function)
> jack.c:1027:6: note: each undeclared identifier is reported only once
> for each function it appears in
> jack.c:1029:4: warning: implicit declaration of function
> 'jack_set_port_rename_callback' [-Wimplicit-function-declaration]
>
> Regards,
>
> Jeremy
Explicit checks for new JACK headers library calls have been added
to the autoconf system instead of relying on the weakjack linkage
alone. Â Could you try it again?
Cheers,
--ww
CAPS 0.9.3's guitar amplification contains four new tonestacks,
distortion asymmetry dependent on output power and other sound
improvements. The modulation of the mono chorus has been smoothened,
and the Plate default parameters have been restored to be nearer the
more reverberant response of the older versions.
http://quitte.de/dsp/caps.html
There's also a 0.4.6 release, stamped 'obsolete', containing all the
plugins that were in 0.4.5 but did not make the cut to 0.9. There are
no duplicate plugin IDs, and the library is differently named, so both
versions can co-exist on one system.
http://quitte.de/dsp/caps.html#Older_Versions
Audiality 2 1.9.0 - Refactored, renamed, rearmed!
-------------------------------------------------
"Audiality 2 is a realtime audio and music engine,
primarily intended for video games. While it supports
traditional sample playback as well as additive,
subtractive and granular synthesis, the distinctive
feature is subsample accurate realtime scripting."
Audiality 2 (previously released as ChipSound) is
used for sound effects and music in the game Kobo II.
The name originates from an old structured audio and
sampleplayer engine, originally developed as part of
the XKobo port Kobo Deluxe. The old engine is no
longer maintained, so the new one, which has similar
goals but much greater potential, is now inheriting
the name.
Key features:
* Microthreaded realtime scripting engine
* Modular voice structures
* Subsample accurate timing
* Designed for hard realtime applications
* No hardwired voice/channel/bus structures
* No hardwired "MIDI-isms" or similar
* No hardwired instruments or songs - only programs
* Lock-free timestamping C API
* Audio I/O drivers:
* SDL audio
* JACK
* Application provided drivers
* System drivers:
* libc malloc (soft RT)
* Application provided drivers
* Implemented in portable C
* zlib license
Official site:
http://audiality.org/
Direct download:
http://audiality.org/download/Audiality2-1.9.0.tar.bz2
Related; Kobo II site:
http://kobo2.net/
--
//David Olofson - Consultant, Developer, Artist, Open Source Advocate
.--- Games, examples, libraries, scripting, sound, music, graphics ---.
| http://consulting.olofson.nethttp://olofsonarcade.com |
'---------------------------------------------------------------------'