Your first comments were not rude and I've responded to them but I don't appreciate the personal attacks, and you've gone off on unprovoked tangents. Everyone, just walk away.
HN user
aure
[ my public key: https://keybase.io/aurephd; my proof: https://keybase.io/aurephd/sigs/f4ULkNP_X0WggBsR0vU7tXsxDUHOANvp5lWfKXiwoCI ]
Your first comments were not rude and I've responded to them but I don't appreciate the personal attacks, and you've gone off on unprovoked tangents. Everyone, just walk away.
Either one is fine for AudioKit. Swift is still evolving a bit, might want to stick to Objective-C if you're learning.
This is a bit like saying CSS is too much code and it needs paintbrush tools and palette picker dialog boxes like Photoshop. GUIs can be useful but they are also a limitation and with code you could really go anywhere and do previously unheard of things.
Yes, a lot, too much to write in a comment box though: http://audiokit.io/features/
Done. Thanks!
In general, thanks for the feedback, I appreciate. But to respond to your points:
1) Perhaps you were watching it at low resolution? It's at a bigger font than Xcode's standard.
2&4) It wasn't necessarily meant to be a self-contained video. AudioKit has an extensive website with documentation at http://audiokit.io/ and specifically for playgrounds at http://audiokit.io/playgrounds/
3) I'm sorry, that is my Ohio mumble. :)
Thanks again!
Yeah, that is in the works.
Android and javascript versions are in development. We love Csound and talk about why on http://audiokit.io/engine/