Audiobus: Use your music apps together.
What is Audiobus? — Audiobus is an award-winning music app for iPhone and iPad which lets you use your other music apps together. Chain effects on your favourite synth, run the output of apps or Audio Units into an app like GarageBand or Loopy, or select a different audio interface output for each app. Route MIDI between apps — drive a synth from a MIDI sequencer, or add an arpeggiator to your MIDI keyboard — or sync with your external MIDI gear. And control your entire setup from a MIDI controller.Download on the App Store
Audiobus is the app that makes the rest of your setup better.
[Audiounit programming] - Develop an Audiounit in Swift
I have an application that should also work as an AudioUnit plugin. In Xcode, I go to File > New > Target, select AudioUnit and make sure that the selected language is "Swift". In the generated code, though, I have that the actual code of the plugin is within "h", "m" Objective C Files:
#import "ChordezAuAudioUnit.h" #import <AVFoundation/AVFoundation.h> // Define parameter addresses. const AudioUnitParameterID myParam1 = 0; @interface ChordezAuAudioUnit () @property (nonatomic, readwrite) AUParameterTree *parameterTree; @property AUAudioUnitBusArray *inputBusArray; @property AUAudioUnitBusArray *outputBusArray; @end @implementation ChordezAuAudioUnit @synthesize parameterTree = _parameterTree; - (instancetype)initWithComponentDescription:(AudioComponentDescription)componentDescription [...]
How do I develop the plugin in Swift? In this Github project, the author seems to be doing it, but I don't know how to replace the generated code with the Swift one: https://github.com/inquisitiveSoft/MIDIAudioUnitExample/blob/main/TransposeOctaveAudioUnit/MIDIAudioUnit/MIDIAudioUnit.swift