But sadly like i mentioned before, a lot iOS apps doesn't look really optimised for multi-touch like some good old amazing apps. I have included 95% of what I ever could dream of in iOS.īut still if multi-touch is your main thing. If its only to save money, well, there are so much free tools and crazy 99% sales out there these days that I do not know which price is serious today. The iOS AUv3 which runs inside Logic offers not the same amount of integration like automation and so on. There is really no need for running of iOS apps on Mac but its a really great thing on top.īut nothing would replace native Mac apps. If you really want multi-touch and you really have a tablet workflow I think the iPad Air 3 is a great thing. Like I said you get the multi-touch but also some things less and a stripped down OS of course as well. I wonder how they go with the iPad Pro line if it will be more expensive as a MacBook if you want to add about the same specs + keyboard. Of course you will not have the multi-touch (actually yes through the really great trackpad but of course that is not the same). The base Air would be even less money to spend and is way more powerful too. Its almost the same here I payed for my M1 MacBook Pro. I thought the same but what would the latest iPad Pro cost with 512GB space and the Apple keyboard thingie here. No touch screen, more expensive and the potential for apps not being enabled or having a different pricing structure. I find it hard to mount a decent use case for the M1 laptops or minis though versus the tablet equivalents. I'm not traditionally an Apple user but have wholeheartedly been won over by the iPad and it's related ecosystem for music production. So, I will continue to use those iOS/iPadOS-apps that I think is interesting to run on my Mac.įYI, since the new update on Mac, Big Sur 11.1 I can’t any longer run Korg Gadget and Korg Module, but, every other Korg Synth is working (iM1, Wavestation, Polysix, Oddesei etc said: If a sum up the money I’ve spent on Korg Gadget on my iPads, it certainly 150-200 bucks with all IAP. In the same time, if I wish to runs my legally bought apps in my iPad/iPhone, it should be up to myself, I haven’t stolen anything, it’s my file, just running on a third device, my new Macbook Pro M1. Why? The Mac version contains a functionality to use every sound module in Gadget as AUv3 plugins in other DAW:s like Logic or Cubase, and, the Mac version is mouse optimized compare to the opposite- not great to run the touch based Gadget into Mac environment. You can’t compare Korg Gadget (iOS/iPadOS) with the version for Mac! Īnd on the flipside if both versions are that similar it seems kinda crazy to have to pay for them twice. for example if the iOS Korg Gadget runs on the M1 macs no ones going to buy the $200 Mac version. Although i think at some point Apple or App companies will limit the use of certain things. I understand the excitement for the iOS/M1 capability. No problem! and yeah there's tons of great info here. for pointing me to this useful and informed chat. not quite so seamless and straightforward as one might wish then. I'm still grumpy about it, but I do find it interesting how well it said: Note that I'm one of the devs that was really grumpy about this in the older threads. There's essentially only one bug that hits a correctly configured AU and that is in the UI not the audio code. Running iOS AUv3 on the M1 Macs actually works surprisingly well. I suppose Apple may have closed this hole now though. There are instruction out on the web that'll let you know how to use it. If you actually want to try out using iOS apps that you own on the Mac, you can use a tool from Apple called Apple Configurator 2. You don't have to use iMazing to do this. Thanks for pointing me to this useful and informed chat. So it looks like I'll be buying Drambo shortly then - despite the hype. seems to do some very smart and efficient processing. No doubt the M1 integration will be brilliant eventually. don't don't don't believe the hype, as the song says. Then, anywhere at all in any code, you can: sfx.Thanks Msr Gums. Player = try AVAudioPlayer(contentsOfURL: url) Let url = NSBundle.mainBundle().URLForResource("soundName", withExtension: "mp3")! Update: Compatible with Swift 2, Swift 3 and Swift 4 as suggested by some of you in the comments. It provides all the essentials for working with audiovisual media. Most preferably you might want to use AVFoundation.
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