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SwiftRNBO

About

SwiftRNBO is a compatibility layer between a Swift-based Apple platform project and C++ code that can be exported using Cycling '74 RNBO software. It requires no knowledge of C++ to use and allows any Apple platform developer familiar with the Cycling '74 Max programming environment to build sophisticated and efficient audio applications with the ease of use of Swift and SwiftUI.

Supported platfroms

iOS, macOS and tvOS are fully supported. However, all universal platform restrictions apply, such as tvOS lacking audio input and MIDI.

Starting from a sample project

The easiest way to start using SwiftRNBO is to simply download the sample project. This frees you from having to set up the project yourself: everything related to the translation layer is contained in a separate folder that does not require any manual changes. The only thing that will need to be done is to replace the contents of the Export folder with the result of your RNBO patcher export.

Important

While exporting, choose the export name 'rnbo_source.cpp', otherwise it won't be recognised.

If you want to create a project from scratch, please refer to Creating a new project.

Folder structure

...
├── RNBO
│   ├── Export              # replace this folder's content with your RNBO C++ Source Code Export results
│   ├── Bindings            # Objective-C++ files, the actual translation layer
│   └── Interface           # Swift classes and structures to use in your Swift-based app
...

Interacting with the exported patcher

RNBOAudioUnit is the Objective-C++ wrapper for the exported RNBO C++ Source Code. It is the main class to interact with in order to control the exported patcher's behavior.

It is accessed through the RNBOAudioEngine Swift class:

let audioEngine = RNBOAudioEngine()
let audioUnit = audioEngine.getAudioUnit()

RNBOParameter is a Swift data structure for storing values and other attributes of RNBO parameters such as their initial, minimum and maximum values, normalization exponent, steps, displayed name, etc. It is used only by Swift part of your application and changing it directly has no effect on the RNBO patcher. Use RNBOAudioUnitHostModel's setParameterValue() family of methods instead.

In order get an array of all of the parameters the RNBODescription's getParametersArray() method can be used.

Since the initialization of an RNBOAudioEngine instance, getting an RNBOAudioUnit from it and storing its parameters in an array is usually done in one time during the initial setup, all of these operations are performed during the RNBOAudioUnitHostModel structure's initialization. Therefore, it is suggested just to store an instance of this structure in some always accessible place, for example:

import SwiftUI

@main
struct SwiftRNBOApp: App {
    @ObservedObject var rnbo = RNBOAudioUnitHostModel()

    var body: some Scene {
        WindowGroup {
            ContentView()
                .onAppear { rnbo.connectEventHandler() } // this is neccessary if you want to receive anything from the RNBO patcher, including MIDI
                .environmentObject(rnbo)
        }
    }
}

Then use this RNBOAudioUnitHostModel instance's methods to interact with the RNBO patcher:

var rnbo = RNBOAudioUnitHostModel()
rnbo.setParameterValue(to: 0.0, at: 1)
rnbo.setParameterValueNormalized(to: 0.5, at: 3)

... and its parameters property to keep your application's UI in sync with it.

Sending and receiving MIDI

var rnbo = RNBOAudioUnitHostModel()
rnbo.sendNoteOn(60, velocity: 120, channel: 0) // channel is zero-based
rnbo.sendNoteOff(60, releaseVelocity: 0, channel: 0)
rnbo.sendAftertouch(60, pressure: 50, channel: 0)
rnbo.sendContinuousController(11, value: 60, channel: 0) 
rnbo.sendPatchChange(0, channel: 0) // aka program change, zero-based
rnbo.sendPitchBend(8192, channel: 0) // 8192 is the middle point, 0 is the lowest
rnbo.sendChannelPressure(60, channel: 0)

To customize how incoming MIDI messages are handled, edit the RNBOEventHandler class.

Sending and receiving messages (inports and outports)

There are three types of messages: bang, number and list. Currently you can only send a list using sendMessage method:

var rnbo = RNBOAudioUnitHostModel()
let message: [Double] = [220, 330, 0.2, 0.3, 0.5]
rnbo.sendMessage(message)

Number is a single element list and the bang should be converted from an arbitrary non-empty message in the pathcer itself for now.

Currently RNBOEventHandler can't receive messages from outports. Help with implementation would be appreciated.

Creating a new project

There are several steps to ensure that SwiftRNBO will work in your newly created project.

  1. Download this repository

  2. Import the RNBO folder to your project

    • In Xcode select the root folder of your project, i.e. the one where the Main.storyboard or the ContentView.swift files are located, not the project itself;
    • Go to 'File' -> 'Add files to [xcode_project_name]...';
    • Select the RNBO folder in the downloaded repository. Don't click 'Add' yet;
    • Make sure that 'Copy files if needed' is checked;
    • Choose 'Create groups' in 'Added folders';
    • Deselect all checkboxes in the 'Add to targets' section;
    • Click 'Add'.
  3. Define all the necessary compile sources

    • In the Xcode's Navigator area go to RNBO/Interface and select all the files in that group;
    • In the Inspector area enable the 'Target Membership' in all of the desired targets.
    • Do the same with the following files and folders inside the RNBO group:
      • All *.mm files in the Bindings folder
      • Export/rnbo/RNBO.cpp
      • Export/rnbo_source.cpp
      • Export/dependencies.json
      • Export/presets.json
      • Export/description.json
      • Export/media as a folder reference.
  4. Define the path to an Objective-C Bridging Header

    • Select your project in the Xcode Navigator area (the one with the blue icon);
    • In the Editing area select your target's Build Settings;
    • Search for the 'Objective-C Bridging Header' field (use the 'filter' textfield, don't forget to select 'All' in the search toolbar);
    • Enter ${PRODUCT_NAME}/RNBO/Bindings/RNBO-Bridging-Header.h into it.
  5. Define the Header Search Paths

    • Without leaving the 'Build Settings' tab search for the 'Header Search Paths' field;
    • Add ${PRODUCT_NAME}/RNBO/Export to it and select 'recursive' in the dropdown to the right.
  6. Enter the Microphone usage description (only for iOS and multiplatform)

    • Without leaving the 'Build Settings' tab search for the 'Privacy - Microphone usage description' field;
    • Enter "This app uses microphone to ... (your reason)" into it.
  7. Disable App Sandbox (only for macOS and multiplatform)

    • Select the 'Signing & Capabilities' tab.
    • Locate the 'App Sandbox' section and press the trash icon to the right of the section title.
  8. Enable background audio (not needed for macOS)

    • Without leaving the 'Signing & Capabilities' tab, click '+ Capability' button in the upper left corner of the area.
    • Search for 'Background Modes' and click on either iOS or tvOS option.
    • This will add 2 new 'Background Modes' sections for iOS and tvOS.
    • Check the 'Audio, AirPlay, and Picture in Picture' checkboxes in both sections.

Using sample dependencies

Important

In order for your audio sample dependencies to be recognized, you need to add your media folder from the RNBO export folder to your Bundle as a folder reference, not a group. This way its path will be preserved in App resources: .../media/*.wav.

If you already have a media folder as a group as a result of adding of the whole Export folder to your project, you can right click on it and choose 'Show in Finder', then drag and drop it into the same group this time with the 'Create folder references' option enabled. At this point you can delete the media group (gray icon) and leave only the media folder reference (blue icon). Just make sure to choose 'Remove References' instead of 'Move to trash' while deleting the group.

Supported formats:

wav and aiff

Supported bit depths:

8, 16 and 24-bit integer as well as 32-bit float

Supported file sizes:

You can only import the first 4GB of an audio file. If the file size exceeds this limit, the rest will be omitted.

Contribution

Please feel free to fork and create pull requests, any help and/or suggestions would be greatly appreciated.

Credits

We say a big thank you to composer, media artist and audio developer Alex Nadzharov, who actually made RNBO interact with Swift and Apple's audio API. His knowledge of audio development and C++ allowed this project to exist.