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Modified : 2024/11/23 05:42
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K Machine audio visual engine (総合 46667位)
価格 : 1,300円
App Store 評価 : 3.3 (評価数 : 4)




カテゴリー
アクション (ゲーム)
バージョン
2.77
App Store
更新日
2021/09/14
開発者
Dominique Baillot
対応機種
iPhone(iOS 9.3以降)、iPad(iPadOS 9.3以降)、iPod touch(iOS 9.3以降)、Mac(macOS 11.0以降とApple M1以降のチップを搭載したMac)
対応言語
英語 
サイズ
183.9MB
情報取得日
2024/11/23

(評価数)
10
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5
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0
評価数(左、棒グラフ)、総合順位(右、折れ線グラフ)









4
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4
4
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4
4
4
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4
11/14
11/15
11/16
11/17
11/18
11/19
11/20
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11/23
(順位)
46.5K
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46.6K
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46.7K

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概要
"BEST HOUSE TECH GLITCH D&B APP in years!"
"Fantastic app"

K Machine is a new kind of audio visual instrument, allowing the creation of sound & touch responsive, dynamic, and vibrant animations.
Designed for for musicians, shaders enthusiasts, VJs, and animation lovers in search of a live oriented, open, audiovisual instrument, K Machine combines a powerful audio sample sequencer and an original vertex shader sequencer based on a unique 'automatic transition interpolation' engine.

▶ A multifunctional tool
The K Machine can be used in different ways:

• As a VJing tool, using an audio input through mic or any other Audiobus compatible App.
• As a sound creation tool, with the default empty shader so you won't be distracted by any visual animation.

レビュー
  • Generative Best VJ App.but... I use Aum in Rozeta to Gadget sended Audiobus to This.
    There had Clitical Trouble.

    -Trouble
    Case1
    Hardware Volume Setting is Clitical Max Set with Before wrriten Live Package.

    Case2
    Case1 with not output sound(understood.volume setting valiable.confuse)

    Case3
    Not rich UI(I would rich UI design)

    -Hope
    Perfect Random Composition
    (Now need edit)

    No UI with single display toggle.
    ——

    but I thought best generative vj/vdj app now - 2018/02 wrote.
  • デベロッパの回答 Hi ICBM000123,
    thanks for your interest in the K Machine and for taking the time for feedback.
    - Concerning Trouble case 1 and 2:
    Normally, in current 2.73 version, when receiving audio from Audiobus - and regardless the Apps used as sender - the input level is adjusted with the Main panel>>Input level controller. and then pass through the main effects bus ('3B Equalizer' and 'Compressor') before being sent to shader and output.

    So, in order to have the exact same output level as your input (passthrough), you should make sure:
    • 'Compressor' and '3B Equalizer' are deactivated
    • Input level is at 1.

    If you don't have this described behavior, could you please contact at kolargon.art[at]gmail.com so we can investigate more precisely the issue ? (with device and iOS version running).

    True the Volume/Input may be a bit confusing presently, hopefully will improve in future releases. Also in connection with this input level subject, note that a controller to amplify the audio signal sent to the shader without need to amplify the output level is also planned (as presently you would have to manually edit a shader code to do this).

    - For case 3: sure;) still childhood for this app, but better UI is definitively needed..and planned.

    - Concerning 'Perfect Random Composition(Now need edit)' point:
    yes totally on the roadmap, once all the basics (midi, video & image texture, fragment shaders) will be implemented, the app will hopefully be a good playground to develop and experiment more high level generative possibilities.
    Suggestions/ideas are very welcome, do not hesitate to contact at kolargon.art[at]gmail.com.
    Note that presently - you may have already experienced it - one way to achieve this kind of live generative composition mode (if I understand well your point), is the use of 'Action record': as each loop possesses it's own randomization config at the parameter level, and as double tapping on a loop can trigger all the randomization event specific to this loop, using the 'action recording' allows a first level of generative composition (A very simple example -on single loop - in the Demo_1loop_perpetualMotion.kol' project).

    - Concerning 'No UI with single display toggle' point:
    not sure if this is that is your point, but actually working on better visibility both 'vertically' ( at loop level, possibility to have more controllers visible on the same screen ) and horizontally (to have a better vision of the whole composition not only at the loop level). Ideas suggestions are here also very welcome, do not hesitate to contact.

    Best
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