MIDI and Windows Phone - windows-phone-7

I think I have thoroughly searched all the internet for information how to use MIDI on Windows Phone, but I have found nothing yet. Nonetheless there are applications in marketplace that can play midi files, so my question is: Is there a library that allows to play midi files?
Any help appreciated.

To play sound from midi, You need a Synthesizer
a c# impl
http://csharpsynthproject.codeplex.com/releases/view/81244
I tried to use it in a poc to play some simple tunes and it works fine, but with some more complex songs, the performance is a issue.
I think native implementation would be a better choice.

Related

Is there an official Apple API for streaming from a Mac app to Apple TV?

I have been searching high and low, but have so far been ineffable. I am now turning for the stackoverflow community for advice.
My goal is to build a Mac app in XCode, that will allow me to send MP4 content from my Mac (or from a public URL on the web) to my Apple TV.
I have located numerous classes within the framework for iOS that enables this (quite easily it seems), but the trail ends there. It just seems like there is no API to do the same from OSX, but I am hoping that I have overlooked something :-) There seems to be well established methods for sending audio to AirPlay enabled devices, but not video?
I am aware of the 3rd party specification of the protocol at http://nto.github.io/AirPlay.html, and it looks a tangible plan B for my needs, but I would appreciate any pointers if anyone knows of a more official way.

Changing output audio device of other Win32 applications?

I want to write a program that allows you to select the output audio device (based on currently connected devices) used by other applications on an individual basis. (E.g. Winamp to my headphones, VLC to my speakers, etc).
The program would (probably) be written in C++ for Vista/7. Most likely I'll try to use the Windows sound APIs, but not sure where to start, or if the whole attempt is futile. (seeing the answer here made me doubtful)
I'm not new to writing code, and this isn't a "please do my homework" request, but I am new to windows code and was having trouble finding much documentation on anything like this.
Is this possible? Where would you start with this? Do you know of any projects that have already done this? Thanks in advance

Porting a win32 MIDI SysEx application to MacOSX

What is the easiest way to port a win32 MIDI SysEx application (a configuration program), to MacOSX ?
The application itself is written in Qt, but I have no experience in OSX MIDI APIs. Are there good enough drop-in replacements for calls like:
midiInOpen
midiOutOpen
midiOutPrepareHeader
midiOutLongMsg
and a couple more? Is there a decent source of information for someone who has never programmed under MacOSX to develop MIDI SysEx applications? CoreAudio?
I found a great little (just one .cpp file + headers) midi library - crossplatform and all :)
It's also a great source to analyse and to learn from.. a little nugget in the whole undocumented field.
http://www.music.mcgill.ca/~gary/rtmidi/index.html
What is your development platform? If you're writing a Native Coca Application for the mac, Apple wrote a complete framework to deal with the Midi traffic named CoreMidi. The CoreMidi framework deliver the whole package of midi (include SysEx) and even extend it with network support.
I recommend having a look at Pete Goodliffe blog post of using CoreMidi for iOS devices. Although you're not developing for iOS, there is a lot of CoreMidi related information there.
There is a simple, yet brilliant, application that I use a lot on my studio named: Midi Monitor which is an open source application. I recommend having a look there too.

Cross platform 2D graphics/game library

I'm looking for suggestions for a 2d game engine or library. I'm not picky about the language used but more about the capabilities of the library and the platforms it works on.
I would like to write one code base that would work on iOS, OSX, Android, Win and *nix. I understand there would be some platform specific code but I would like the bulk to be useable on all platforms.
I have looked around and I have some ideas but I'm looking for other opinions. Anyone have any ideas?
SDL(Simple DirectMedia Layer) http://www.libsdl.org/
Here's a link to a list of game engines that might suit your needs.
I truly do not know if such a engine/framework exists. I think you are going to have to sacrifice a platform or two.
PyGame will run on everything you mentioned besides iOS.
http://www.pygame.org/news.html
That would be where I would start.
V-Play (I am part of the developer team) supports all your mentioned platforms from a single code base. A wide range of tutorials, examples, demos and full source code of some games that are already live in the App Stores will help you get started quickly.

Sound processing: Should I use DirectSound or directly Win32 APIs?

I'm making an application where I will:
Record from the microphone and do some realtime processing on the input
Play an MP3 file (a regular song), but manipulating the output in realtime
Every now and then I'll need to play additional sounds over this song too, but I guess I can do that by simply adding the buffers.
In short, I need to have circular buffers for both recording and playing, and I need to be "feeding" the output buffer every 20 ms or so with the new data that is just about to be played.
I've been looking at DirectSound, and it doesn't seem to help a lot. The reading and writing to the output buffers seem very similar to Win32, the only place where it seems it'd help is in playing the "additional sounds" over the main song.
Should I use DirectSound, or should I go straight to raw Windows APIs?
Is DirectSound going to do anything for me?
Thanks in Advance!
The Directsound API's give you better realtime control. They are also the supported way to use sound in Windows. I was under the impression that the win32 api's were depracated, but I could be wrong on this.
This question is close to yours
https://stackoverflow.com/questions/314522/what-is-the-best-c-sound-api-for-windows
also
Is DirectSound the best audio abstraction layer for Windows?
last but not least, this is what microsoft has to say http://msdn.microsoft.com/en-us/library/dd370784(VS.85).aspx
Neither? :)
The story is that DirectSound is the replacement for waveOut, but DirectSound joined DirectInput as deprecated APIs in Vista and is replaced with WASAPI. DirectSound and waveOut are implemented on top of the User-Space WASAPI in Vista. On XP, waveOut and DirectSound feed to the same kernel level Mixer API.
To consolidate all of these interfaces take a look at something like OpenAL, it's a well supported audio standard along the same lines as OpenGL.
It sounds like you're going to be quite sensitive to latency. It might pay to look at ASIO
I found Harmony Central - Audio Programming. Also read w:DirectSound.
Windows Vista features a completely
re-written audio stack based on the
Universal Audio Architecture. Because
of the architectural changes in the
redesigned audio stack, a direct path
from DirectSound to the audio drivers
does not exist.
Because of Xbox 360 and Microsoft
Windows integration, Microsoft is
actively pushing developers to migrate
new applications to equivalent Xbox
audio APIs such as XAudio and XACT.
OpenAL looks promising.

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