![]() ![]() Examples_iOS/SuperpoweredCrossExample, /Examples_Android/CrossExampleĪ fully-functional DJ app project example. Use Superpowered in an older VS 2013 project.Build any Superpowered effect into a VST 2.x plugin.Build a VST equalizer plugin using Superpowered.Use a single effect (input -> fx -> output).Ī simple VST plugin project.Record the microphone input using SuperpoweredRecorder.Use a single player to play HLS content.Use a single player to play an MP3 bundled with an app.Ambisonics (b-format) implementation based on the SuperpoweredSpatializer.Įxample Projects /Examples_Windows/SuperpoweredExample.slnįour simple Universal Windows Platform example projects in a single Visual Studio solution.Unity Native Audio Plugin example project for iOS, Android and OSX.The Audio SDK itself (static libraries and headers).Ĭontains the license document and Superpowered logo assets. To evaluate Superpowered Media Server for Android, please contact NOTE 2 Superpowered has developed a system-space solution for Android's 10 ms Problem. It’s the Android equivalent of iOS Core Audio and Core MIDI for USB devices.įor additional info, please see: 4. The Superpowered USB Audio and MIDI features for Android takes over MIDI device handling, providing low latency and low jitter (below 2 ms) access to MIDI devices for 1.2 billion Android devices, that is, 80+% of all Android devices on Google Play. ![]() Superpowered USB Audio and USB MIDI for Android Bandwidth measurement and selectable automatic stream switching.īackground information: 3.Supports byte range requests and AES-128 encryption.Superpowered HLS (HTTP Live Streaming) audio for Android, iOS, macOS, tvOS, Linux and Windows. Superpowered Audio SDK for Android, iOS, macOS, tvOS, Linux and Windows.Ī fully-featured interactive audio platform with audio players, decoders, audio filters, effects and lower-level functions like FFTs and mixing.įor the most recent and up-to-date feature list, see: 2. Superpowered Inc develops the following interactive audio infrastructure: 1. Superpowered is cross-platform: ALL SUPERPOWERED C++ CODE CAN BE COPY-PASTED between Android, iOS, macOS, tvOS, Linux and Windows. Low-power, real-time latency and cross-platform audio players, audio decoders, Fx, audio I/O, streaming, music analysis and spatialization, all optimized for interactive audio. ![]() I could try to test on another MotoG device, but that'll take some time since I am quite busy with other things.Superpowered Interactive Audio Platform for Desktop, Mobile, IoT and Embedded Applications.įully featured interactive audio for Games, VOIP, DAWs, Music Apps, Hi-Res Audio, Voice Assistants, Virtual, Augmented and Mixed Reality use-cases.Ĭross Platform on Android, iOS, macOS, tvOS, Linux and Windows. Since it is so strange, I suspect it to be a device dependent edge case. And the problem disappears after plugging in and out headphones.Īll code snippets I use are listed above, really. But even more important: it does not happen with opensl_stream. This should be impossible but it happens. SuperpoweredFloatToShortInt(_stereo_buffer, input_output, (unsigned int)samples) Memset(_stereo_buffer, 0, STEREO_SAMPLE_SIZE * samples) ![]() SuperpoweredShortIntToFloat(input_output, _stereo_buffer, (unsigned int)samples) SuperpoweredAndroidAudioIO* audio_io = new SuperpoweredAndroidAudioIO(sample_rate, buffer_size, true, true, io_callback, NULL, SL_ANDROID_RECORDING_PRESET_VOICE_RECOGNITION, SL_ANDROID_STREAM_MEDIA, buffer_size) īool io_callback(void* _unused client_data, short int* input_output, int samples, int _unused sample_rate) ![]()
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