Hello, Noob here again
Is there a comprehensive guide to creating "objects"?
I was initially looking for some kind of SDK and coding guide on the github pages.
Then I saw, on a few different threads, that one can simply click edit on an existing object in the Patcher GUI and edit the code and recompile it (!? the Patcher can directly drive the cross-compiler toolchain ?! explicit info here would be nice. At which point does the code get recompiled?)
I note that only the .axo xml file exists in the axoloti/axeloti-factory/objects/gain/ (or whichever) folder which makes me wonder where the .c or .cpp files live,
If this is a "WIP" that would require someone to edit together several existing threads, I'm probably not the guy for this, yet.
(I'm still just exploring the vast world of community objects. categorization would be helpful here, maybe a simple "category" tag, vs searching by author, or am I missing something?)
If there are suggested threads to read to get "up to speed" on coding objects, I'll be happy to hear about them. A single consolidated "Creating Objects for Axoloti" is probably what we eventually want, complete with some basic coding style guide and explanation of the virtual machine and it's parts etc. I can guess what s-rate-code and k-rate-code involve, as I've seen other systems with control rate signals partially interleaved with sample rate signals.
It occurs to me that maybe simply PINNING a few select topics to the top of a sub-forum will eliminate silly repetitive noob questions like mine, as I see 5 topics my topic is similar to, here on the right hand side...
Creating AXO Objects (User Guide) (entitled Objects 101, should continue -> where is 102?)
Making new objects - The basics (Software)
and 3 specific topics one about Debounce Object, one about a lost link to a table, and one about large buffers...
I'm missing the big-picture overview of how to get started and how it's all organized.
I hope this doesn't add to the confusion. Feel free to close this topic once a response has been formulated.