Posts

Post marked as solved
4 Replies
0 Views
Sorry for the late response. I have been offline for a bit.
Although the presentation talked about skinning and the sample has no no actual code for skinningI'll try again to understand how to utilize this part of the API.
 Note: It used to be easy to just go to sample code and search for a framework and you would see all of the examples. Now examples and tech notes are no longer easy to find. They are buried and that is a shame because there is a wealth of knowledge that has to be excavated.
 Now for the good part. YES!!! Those were awesome examples. I did not know the slide deck was made from utilizing scenkit.

 Thank you very much for directing me to those examples.
Post marked as solved
4 Replies
0 Views
I began looking into Blender and Unity last night after I received direction from you. Everything looks good but I went back to look at SCNSkinner to put it into context. After spending time attempting to see how to utilize this API, I found I I was not comprehending how to utilize it. I looked for a couple of hours and could not find any examples. What I did find online were pre-programmed motions that were triggered. None of them utilized SCNSkinner.Are there any examples of using this part of the API. Even some simple use-case would go a long way.
Post not yet marked as solved
5 Replies
0 Views
>>AVAudioEngine doesn't seem to have any possibility to set the maximumFramesToRender for online mode. I found a workaround by using AudioUnitSetProperty and it seems to work:Excellent find. Unfortunately this did not help my particular case.>>My guess is that you're not supposed to have any control over maximumFramesToRender inside an AVAudioEngine in online mode, but I never found a proper confirmation as that assertion.I think you are correct, except when you are using your own audiounts. There the documentation states to set the maximumFramesToRender before resources are allocated.Its interesting that you mention preparing to start the engine. I previously tried to prepare the engine, however it didnt change the outcome. The funny thing is that I created the audiounit effect for one reason. It was so that I could have control over maximumFramesToRender. I spent a two weeks getting the unit to work solely in Swift. I finally I set the frames size only to discover it was being overwritten.If I figure anything out or someone provides a solution, I will be sure to let you know.