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Rust - Instruments Pack For Mac

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This pack is actually 'pay as much as you like'. It's got some great sounds for Progressive, Future Pop, Future House and suitable for other styles too. This pack contains 159 samples including a variety of percussive one-shot samples and loops as well as eclectic instrument and vocal recordings. (Oct 23, 2014, 15:13 pm)-moog- Wrote: I've had to post this here as TPB wont let me post the fulls list of plugins in the description of the torrent for some reason. This is possibly the most comprehensive audio plugins and apps pack that you will find. Mod Pack (Includes: Flair, Choral and Phasis effects) Native Instruments Komplete 12 64-bit (AU and VST Format) Mac OSx 10.12, 10.13, 10.14 Direct Download (373MB). Rust - Instruments Pack. GAME DESCRIPTION. Mac System Requirements Minimum: OS: OS X Lion 10.7 Processor: 2 ghz Memory: 4 GB RAM Recommended: OS: OS X.

macOS 10.13 High Sierra, macOS 10.14 Mojave, macOS 10.15 Catalina

Rust 1.0 for Mac is free to download from our application library. This Mac download was checked by our antivirus and was rated as safe. The latest installation package that can be downloaded is 87.5 MB in size. The application relates to Games.

Yamaha Expansion Manager is a free PC/Mac desktop application that enables users to install and manage Expansion Packs as well as transfer to specified Yamaha Digital Keyboards.

1. Double-click YamahaExpansionManagerInstaller.pkg, which can be found in the folder where you unzip the downloaded file.

Rust - instruments pack for macbook

2. Follow the instructions displayed to install Yamaha Expansion Manager.

After installing the Yamaha Expansion Manager, double-click*Expansion Manager from the Yamaha folder in Applications.
[*Note]
  • Before double-clicking Expansion Manager, please make sure you are connecting your Mac to the Internet.

V2.6.0 to V2.7.0

  • Now supports the PSR-SX600.
  • Incremental installation of Expansion Packs using a USB flash drive called as 'Quick Installation' is now available on the PSR-SX900, the PSR-SX700 and the PSR-SX600 with the latest firmware.
  • Now supports notarization for macOS 10.15 Catalina.
  • Yamaha Expansion Manager no longer supports Mac OS X 10.11 El Capitan, macOS 10.12 Sierra.
  • Solved some other minor problems.

V2.5.3 to V2.6.0

  • Now supports the Genos V2.00.
  • Incremental installation of Expansion Packs using a USB flash drive called as 'Quick Installation' is now available on compatible instruments.
  • Solved some other minor problems.

V2.5.2 to V2.5.3

  • Now supports the PSR-SX900 and PSR-SX700.
  • Solved some other minor problems.

V2.5.1 to V2.5.2

  • For Genos, data capacity limit of Pack Installation File has been extended.
  • Yamaha Expansion Manager no longer supports Mac OS 10.10.
  • Supported macOS High Sierra.
  • Solved some other minor problems.

V2.5.0 to V2.5.1

  • Solved some other minor problems.

V2.5.0 to V2.5.1

Rust - Instruments Pack For Mac
  • Content names which include special characters (umlaut, etc.) are now shown properly when the pack data is installed on Genos.
  • Solved some other minor problems.
Rust - Instruments Pack For Mac

2. Follow the instructions displayed to install Yamaha Expansion Manager.

After installing the Yamaha Expansion Manager, double-click*Expansion Manager from the Yamaha folder in Applications.
[*Note]
  • Before double-clicking Expansion Manager, please make sure you are connecting your Mac to the Internet.

V2.6.0 to V2.7.0

  • Now supports the PSR-SX600.
  • Incremental installation of Expansion Packs using a USB flash drive called as 'Quick Installation' is now available on the PSR-SX900, the PSR-SX700 and the PSR-SX600 with the latest firmware.
  • Now supports notarization for macOS 10.15 Catalina.
  • Yamaha Expansion Manager no longer supports Mac OS X 10.11 El Capitan, macOS 10.12 Sierra.
  • Solved some other minor problems.

V2.5.3 to V2.6.0

  • Now supports the Genos V2.00.
  • Incremental installation of Expansion Packs using a USB flash drive called as 'Quick Installation' is now available on compatible instruments.
  • Solved some other minor problems.

V2.5.2 to V2.5.3

  • Now supports the PSR-SX900 and PSR-SX700.
  • Solved some other minor problems.

V2.5.1 to V2.5.2

  • For Genos, data capacity limit of Pack Installation File has been extended.
  • Yamaha Expansion Manager no longer supports Mac OS 10.10.
  • Supported macOS High Sierra.
  • Solved some other minor problems.

V2.5.0 to V2.5.1

  • Solved some other minor problems.

V2.5.0 to V2.5.1

  • Content names which include special characters (umlaut, etc.) are now shown properly when the pack data is installed on Genos.
  • Solved some other minor problems.

V2.4.1 to V2.5.0

  • Now supports Genos.
  • The Voice data format has been changed.
  • During creating/editing of a Genos Custom Normal Voice, there is a case in which you may not be able to audition the pitch change of User Wave correctly. (This only happens during creating/editing, and the pitch change will be reflected correctly when the created Voice data is installed to the instrument.)
  • Solved some other minor problems.
  • Yamaha Expansion Manager no longer supports Mac OS X 10.9.

V2.4.0 to V2.4.1

  • [PSR-S670/S770/S970/A3000] You can now import protected packs from Yamaha MusicSoft.
  • Yamaha Expansion Manager no longer supports Mac OS X 10.8.
  • Supported Mac OS X 10.12, macOS Sierra.
  • Solved some other minor problems.

V2.3.2 to V2.4.0

  • You can now import REX files (.rex, .rx2, .rcy). Voices containing imported slices are generated, as well as Style and the Multipad data using the generated Voices.
  • You can now protect your pack data when you export the pack, using a Instrument Info file as a key. Contents of the protected pack can be installed only to the instrument which has generated the 'key' Instrument Info file.
  • Yamaha Expansion Manager no longer supports Mac OS X 10.7.x (64-bit).
  • Other minor problems have been corrected.

V2.3.1 to V2.3.2

  • Supported Mac OS X 10.10.x (64-bit).
  • Improved some function for developer.
  • Other minor problems have been corrected.

V2.3.0 to V2.3.1

  • Improved the usability of the Wave Mapping area for Normal Voices.
  • Increased the compatibility between models concerning the behavior of Portamento for Normal Voices.
  • Some function for developer added.
  • Other minor problems have been corrected.

V2.2.0 to V2.3.0

  • You can now change LSB values in the Pack.
  • You can now select the icon of the content which is displayed on the instrument.
  • You can now directly enter values by right-clicking on a graph when editing Voices.
  • The Element name is now displayed when editing Custom Voices.
  • You can now import SoundFont files (.sf2) as Contents.
  • You can now export selected content as a Pack Project File (.ppf).
  • Now supports PSR-S970/S770/S670.
  • Other minor problems have been corrected.
* Do not use content to be released from now with previous versions (V.2.2.0 or earlier).

V2.1.1 to V2.2.0

  • You can now edit preset Voices of the Tyros5. (Use firmware V1.10 or later of Tyros5)
    To edit Tyros4 Custom Voice, please re-import UVI files on the latest Yamaha Expansion Manager.
  • You can now import Tyros4 Custom Voice (.uvd/.uvn) using Import Content.
  • You can now import SoundFont files (.sf2). However, some may fail to be imported or, even if imported, may not sound properly.
  • Within the Drum Voice creating function, settings have been fixed so that you can create continuous (non-decaying) sounds.
  • Other minor problems have been corrected.
- Pack data (.ppf/.cpf) exported from V2.5.0/V2.6.0 is not properly restored when it is imported to V2.4.1 or older.

OS: macOS 10.13.x / macOS 10.14.x / macOS 10.15 x
* Correct operation cannot be guaranteed with Windows® installed on a Macintosh® computer using the Boot Camp utility.

CPU: Intel® Core 2 Duo or better

RAM: 1 GB or more

Hard Disk: At least 500 MB of free space (Additional space is required for storing Pack data.)

Display: Resolution of 1,280 x 800 or better, full color (32-bit)

PLEASE READ THIS SOFTWARE LICENSE AGREEMENT ('AGREEMENT') CAREFULLY BEFORE USING THIS SOFTWARE. YOU ARE ONLY PERMITTED TO USE THIS SOFTWARE PURSUANT TO THE TERMS AND CONDITIONS OF THIS AGREEMENT. THIS AGREEMENT IS BETWEEN YOU (AS AN INDIVIDUAL OR LEGAL ENTITY) AND YAMAHA CORPORATION ('YAMAHA').

BY DOWNLOADING, INSTALLING, COPYING, OR OTHERWISE USING THIS SOFTWARE YOU ARE AGREEING TO BE BOUND BY THE TERMS OF THIS LICENSE. IF YOU DO NOT AGREE WITH THE TERMS, DO NOT DOWNLOAD, INSTALL, COPY, OR OTHERWISE USE THIS SOFTWARE. IF YOU HAVE DOWNLOADED OR INSTALLED THE SOFTWARE AND DO NOT AGREE TO THE TERMS, PROMPTLY ABORT USING THE SOFTWARE.

1. GRANT OF LICENSE AND COPYRIGHT

Subject to the terms and conditions of this Agreement, Yamaha hereby grants you a license to use copy(ies) of the software program(s) and data ('SOFTWARE') accompanying this Agreement, only on a computer, musical instrument or equipment item that you yourself own or manage. The term SOFTWARE shall encompass any updates to the accompanying software and data. While ownership of the storage media in which the SOFTWARE is stored rests with you, the SOFTWARE itself is owned by Yamaha and/or Yamaha's licensor(s), and is protected by relevant copyright laws and all applicable treaty provisions. While you are entitled to claim ownership of the data created with the use of SOFTWARE, the SOFTWARE will continue to be protected under relevant copyrights.

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7. THIRD PARTY SOFTWARE AND SERVICE

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10. AMENDMENT

Rust For Free Mac

Yamaha may amend, revise or update this Agreement at its discretion. Any change or update that Yamaha makes to this Agreement will be effective after you agree with the updated terms of this Agreement or use this SOFTWARE.

Last updated :January 28, 2020

Rust is a systems programming language focused on speed and safe concurrency, and which I've been using for personal projects heavily since the 1.0 release last year. Most of these projects have been replacements for existing scripts in my workflows or new command line tools, but I wanted to create a Mac application and determine if it would benefit from Rust's memory efficiency, safety, and robust library ecosystem.

I've done iOS and Mac application development for many years and it's worth noting that the hardest part of Cocoa development has always been learning the frameworks rather than the languages. This experiment is about applying Cocoa and Rust knowledge to create something safe and yet easy to work with.

Getting started with Cocoa crates

There are already crates for working with the Objective-C runtime, such as the [CODE]objc[/CODE] and [CODE]block[/CODE] crates, which are for using the runtime directly and interfacing with Apple's block extensions respectively. The [CODE]objc[/CODE] crate in particular provides the [CODE]msg_send![/CODE] macro, which is a basic interface to messaging Objective-C objects. Here's an example of creating an [CODE]NSObject[/CODE]:

-- CODE language-rust --
unsafe {
let cls = Class::get('NSObject').unwrap();
let obj: *mut Object = msg_send![cls, new];
}

The [CODE]cocoa[/CODE] crate builds on this to provide an interface to using frameworks including AppKit for drawing windows and views onscreen. It also has an interesting take on implementing Objective-C classes in that translates them to traits which are implemented by a generic [CODE]NSObject[/CODE] type. This snippet creates an app and a window, and presents it on screen:

-- CODE language-rust --
unsafe {
let _pool = NSAutoreleasePool::new(nil);
let app = NSApp();
app.setActivationPolicy_(NSApplicationActivationPolicyRegular);
let window = NSWindow::alloc(nil).initWithContentRect_styleMask_backing_defer_(
NSRect::new(NSPoint::new(0., 0.), NSSize::new(200., 200.)),
NSTitledWindowMask as NSUInteger,
NSBackingStoreBuffered,
NO
).autorelease();
let title = NSString::alloc(nil).init_str('Hello World!');
window.setTitle_(title);
window.makeKeyAndOrderFront_(nil);
app.run();
}

Pretty cool, though as is, the entire interface is unsafe, missing the hopeful goal of the experiment. This approach could still be interesting when writing the application core code in Rust, and then packaging it using Cocoa bindings.

Wrapping Cocoa APIs in 'safety'

Given those caveats, couldn't we create Rust wrappers for Objective-C classes? Of course! After some trial and error, I had a base trait to use for wrapping and interacting with Objective-C objects:

Rust Game Instruments

-- CODE language-rust --
use objc::runtime::Object;
pub type Id = *mut Object;
pub trait ObjCClass: Sized {
/// Returns pointer to underlying objc object
fn ptr(&self) -> Id;
/// Creates an instance from an objc object pointer, failing
/// if the pointer is not an instance of the wrapped class
fn from_ptr(ptr: Id) -> Option;
/// The printed name of the class
fn class_name() -> &'static str;
/// Type-safe reference to an instance with a nil pointer
fn nil() -> Self;
/// Performs an `isKindOfClass` check to whether a particular
/// pointer is an instance of the wrapped class
fn ptr_is_class(ptr: Id) -> bool;
/// Change an instance of one class into another, failing if
/// the pointer is not an instance of the preferred class.
/// Useful for converting between inherited classes e.g.
/// NSDictionary to NSMutableDictionary.
fn coerce
-- CODE language-rust --
const UTF8_ENCODING: NSUInteger = 4;
impl_objc_class!(NSString);
impl NSString {
/// Creates an `NSString` from a `str`.
pub fn from(content: &str) -> Self {
let ptr: *mut Object = unsafe {
let string: *mut Object = msg_send![class!('NSString'), alloc];
msg_send![string, initWithBytes:content.as_ptr()
length:content.len()
encoding:UTF8_ENCODING]
};
NSString { ptr: ptr }
}
/// The length of the string as measured in UTF-8 code points
pub fn len(&self) -> usize {
unsafe { msg_send![self.ptr, lengthOfBytesUsingEncoding:UTF8_ENCODING] }
}
}

The class can now be used directly, and without [CODE]unsafe[/CODE]:

-- CODE language-rust --
let greeting = NSString::from('hello');
assert_eq!(greeting.len(), 5);

Resources still need to be released (or auto-released, if applicable) when they are no longer needed, but classes became much easier to use. I explored some options such as implementing a [CODE]Drop[/CODE] trait to automatically discard Objective-C objects once the Rust reference goes out of scope, but this behavior is not always desirable, especially when working with references to applications and windows which are expected to stay for the life time of the application, or at least longer than the current scope.

Packaging Rust into an app

While we can use the snippets of the cocoa crate to run an executable, the executable is not packaged as an app bundle, which would be suitable for having an app icon, putting an app in the dock, or being registered as a default application (like being the mail client used for [CODE]mailto:[/CODE] links, for example). For that, we'd need to package the executable into an app bundle.

An easy way to create an app bundle which launches Rust code is to create a Cocoa app with a Rust and dependent app target. This requires a few steps in Xcode:

  • Create a new app using the Cocoa app template
  • Add a second 'External build system' target to the application which creates the Rust binary
  • Add the second target to the default app target as a dependency
  • Add the rust executable as a bundled resource of the app target
  • Replace the default AppDelegate with a script to launch the Rust binary, something like this bit of Swift:
-- CODE language-rust --
let task = Process()
task.launchPath = Bundle.main.path(forResource: 'my-rust-program', ofType: nil)
task.launch()
task.waitUntilExit()

I've created an example which shows all of these parts in action, adds an app icon, and pipes output from the Rust executable to the system console.

Conclusions

The initial results were less than ergonomic when using the existing Cocoa crate since the interface did not add additional safety, and perhaps removed some because the generic object type conformed to every Cocoa class trait. I could (and did) call the wrong methods on Cocoa class instances.

Writing my own layer of classes on top of [CODE]objc[/CODE] improved the latter, though it was more initial overhead to write wrappers before using classes, and still felt clumsy when converting between values in class clusters for example. There is potential for a 'Rustier' crate for interfacing with Objective-C, or a generator which makes ergonomic method names. Despite this, I mapped a number of Objective-C classes by hand, and while my stylistic choices probably aren't suitable for a general use library, Rust+Cocoa became very fast to use and iterate on ideas. The approach could be worth a try if you have reusable components in Rust to share with a Cocoa application, and have constructs unsuitable for use with the foreign function interface.

There's more I could cover here about the experience, like how to declare your own Objective-C classes in Rust and implementing protocols, but that should be the topic of a later post.

I've made some longer examples demonstrating the snippets in this post as well as a general template usable for packaging a mac app, which is available on GitHub.

Thanks for reading!





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