Okay. I'm going to base it off of OpulenZ, since that's a two-operator FM
synth.
Obviously, being new to LMMS dev and C++ I will need some assistance from
anybody willing who has a better idea of what they're doing than me.
And as far as existing synths' growls in LMMS, Zyn does an okay job but
nothing like what this will make.
On Fri, Aug 22, 2014 at 8:23 AM, Vesa <dii....@nbl.fi> wrote:
> On 08/22/2014 05:02 PM, Ian Sannar wrote:
> > Ooh, a whole page for me! :D Thanks.
> > Also, before I get started, a couple questions.
> > "->" Operator?
>
> For accessing members of an object pointed to by a pointer.
>
> struct example { int a; char b; };
>
> example e1; // local stack variable of type example
> e1.a = 0;
> e1.b = 1;
>
> example * e2 = new example(); // pointer to a dynamically allocated
> variable of type example
> e2->a = 0;
> e2->b = 1;
>
> This is what I was talking about with differences in C#/C++... There's
> no pointers in C# (well there are, sort of, but they're pretty horribly
> implemented). C# does all the memory management, garbage collection and
> stuff automatically. Whereas in C++, you have to manage memory by
> yourself, manually, and make sure you clean up after yourself - if you
> allocate something, you have to also deallocate it. C++ doesn't hold
> your hand very much...
>
> > The format for a wave is just a float[] right?
>
> Nope... audio buffers use sampleFrame * - a pointer to an array of
> sampleFrames. A sampleFrame is just a float[2], one float each for left
> & right channels.
>
> If you want to write a mono oscillator that doesn't directly output
> audio, you can of course use a simple array of floats instead. The final
> output however has to be written to the sampleFrame* buffer provided by
> the rendering method.
>
> > In what method do I set the wavetable?
>
> Preferably in the constructor of the instrument.
>
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