How do I make an iOS synth app?

For iOS (iPhone, iPad & iPod), Android, Windows Phone, etc. App and Hardware talk
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I am dreaming of coding my own synth apps, and I want to know how I should code for them and which programming language is the best for them.

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There are tutorials out there with this topic.

I would recommend C++ if you want to code the entire app from scratch, and I guarantee that will be the main
choice with a lot of programmers, doing this entirely from scratch.....
BUT:

Nowadays, most of the apps are web applications which basically is making an app with a browser-based interface,
and letting a site or webspace do the rest.

Then, you could actually use Java or Javascripting to implement the synth on a webportal,
and let the app be a browser pointing to that space and communicating with the webpage or whatever...

There exists a lot of tutorials on iOS app implementation and also on the coding itself.
Try searching for stuff like "how to make a web application/app for iOS"....
Or... "How to build an app for iOS with C++"
And so on...
DJ Starmist

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The choice of language depends on what platform you want to support. Each platform (Android, iOS, WinPhone) has a set of dedicated native development tools. You ask specifically for iOS, it uses Objective C.

If you want to target multiple platforms, look here for some possibilities: https://en.wikipedia.org/wiki/Multiple_ ... _framework

If you choose HTML5/JavaScript/CSS3, it's architecture might not be the best for a high-computational real-time thing such as a synth. Might work though...
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I found out there is an API for iOS called Audiokit, which can be used in Swift. Analog Synth X was made using Audiokit

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Korg Supporter wrote:I found out there is an API for iOS called Audiokit, which can be used in Swift. Analog Synth X was made using Audiokit
Swift seems not the best thing for audio applications.
Here is an interesting post from one of the Audiobus developers:
http://atastypixel.com/blog/four-common ... velopment/

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Swift is not ready yet, but there's a good chance that Swift 4 (due fall 2017) will have the necessary changes to make it suitable for realtime audio

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