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Synthalizer thoughts

February 14th, 2021 #

When the Atanua (logic sim) project was nearing its end I added some audio capabilities to it, but that didn't really work out due to Atanua's low simulation clock of 1kHz. Later on I started thinking about audio generation again, pondering if a spreadsheet would be a nice approach. Again, Atanua's node graph made more sense, as with a spreadsheet you can't really see the connections between things.

What I was reinventing was basically euro rack style modular synthesis in software. This is definitely not a new idea, there are free and commercial implementations out there. But for some reason I felt like I still wanted to write my own.

Today, instead of trying to massage Atanua's editor into something I could use, I'd use Ocornut's Dear Imgui and some implementation of node editor on top of it. There are several, I just linked thedmd's one, as that looks promising.

To be usable, the synth should be able to output at least 44k samples per second, so let's say it should be at least 50 times faster than Atanua was. Primary reason for Atanua's slowness is that its logic was actually pretty heavy; instead of simply saying a signal is low or high, Atanua also did stuff like not connected wires, error propagation, weak signals, etc. Each block had to have logic that dealt with various states, so even if you had a simple "and" operation, you had to deal with all of that.

I don't see any reason why the synth would have to deal with anything that complex. Let's think of a simple attenuator block (i.e, volume control);

    .-----.
    |c    |
    |  |  |
    |i + o|
    |  |  |
    |     |
    '-----'        

There's two inputs: input signal and control voltage, and one output. The control voltage is also biased based on the user input slider, so that might be considered a third input, but in practice it would be member of the node itself. The code might look something like:


void attenuate(float control, float input, float &output)
{
    output = input * (control + mBias);
}

That's pretty lightweight compared to what Atanua had to do. Of course, to call that function there needs to be a pile of code that goes through all the nodes, deals with what output goes to what input, and there needs to be some logic stating what the signals should be if some inputs are not connected; i.e, if the attenuator doesn't get a control voltage, the "bias" will be the only thing that affects the result, so the control would default to zero. That could be dealt by having an implicit "zero" wire that's connected to everything if there's no wire, so no additional logic is needed.

This by itself might be fast enough, but what could be done to go faster? The first idea is to pass buffers along instead of single samples. Unfortunately that would mess up feedback effects, which would be a bummer. I'm pretty sure we could get away with passing a small number of samples though, which would allow the use of SSE instructions...

One option would be to let the modules specify the granularity of samples they accept, and make the framework add buffers in the inputs as needed. All of the modules add some latency to the system, some more than others, so that wouldn't be a total nightmare. Maybe.

Another thing I thought of when pondering how to make Atanua run faster would be to turn the graph into code. There's a few options that I can find. One would be to write the modules in Lua and use Luajit, which would already run on various platforms, but would make things like handling 4 samples at a time via SSE a bit difficult. I'm sure there are other scripting languages with jit out there, but I haven't studied them too deeply.

Second option would be to roll my own language, which is kind of tempting, but when we get to even slightly more complicated routines that would be needed, like noise (aka pseudorandom number generator), the required language features would get quickly out of hand. (And don't get me started on fft..)

At least the language would require the ability to call pre-existing c routines. Also, if I wanted anyone else to add modules to the system, forcing them to learn a new language might be a bit too much to ask. Which would largely rule out the scripting language approach too, I guess.

Third option would be to use an actual c/c++ compiler, either bundled one or a system dependency. This would be rather complicated, and would add a noticeable pause whenever the code compiled. The positive side would be that the system could output synth .dll files (or, at least, compileable c/c++ files) that could be used outside the system, which would be neat. There's also things like cling out there which make the c++ compiler online, but I really don't want to have llvm as a dependency.

Of course, if the compilation only happened if the user specifically asks for it, or during boxing if the system supported that, that wouldn't be an overkill..

Additional positive side of using c/c++ compiler is that it should be pretty trivial to make a build that doesn't use the online compilation at all, and just take the performance hit.

MMXXI

January 17th, 2021 #

Year 2020, huh. That was. Well. Something.

There's a pretty thorough breakdown, and rather disappointingly empty pouet page.

So year in review. Everybody knows the covid messed up just about everything, but since my goals are mostly such that I can do them at home, that shouldn't be a reason.. but there we go.

A year ago I stated that I'd try to get some more hobby programming done. I can't really say that I'd made any great strides there. Music wise I did play around with making music and even streamed playing with my new Korg Wavestate a few times to massive audience of maybe 3 people =)

I'll just go ahead and give up on making goals. I have a bunch of things I'd like to concentrate on, and I might, but it's possible something else comes up.

Stuff, in no particular order:

SoLoud. I only managed one update last year, let's try to get to at least one update this year. If nothing else, there's an accumulated bunch of pull requests and 3rd party libraries to integrate.

DialogTree and by extension MuCho built on top of it. This is pretty much in the shape I left it a year ago. The idea here would be to get it to run on the Spectrum Next to allow people to create games. Maybe I'll whip a visual novel engine using DialogTree. First step would be to get a minimal DialogTree engine running on the next, though.

Music. I'll try to continue to play around with the synths I have, maybe even stream once in a while for people who want to torture themselves listening to someone fumble around. The long-term goal that I have is not to learn to play, but to learn to jam. It's all just for fun.

Finishing a game and getting it on Steam. I had this as a goal a couple years ago, and I still think it's a realistic goal if I just get around to it. I'm not looking to make the next greatest hit, but just to see what the process looks like and do it for the experience. Funnily enough, last time I made this a goal, 3drealms did it for me.

Finishing a hardware project. I have a bunch of them in some half- or even less finished states, including a usb racing wheel thingy and turning raspberry pi into a synth. These wait for major inspirations to advance. At least I managed to finish the hardware project that was required for the new year demo.

Getting in shape. I've found that moving snow is much harder for me, particularly my back, than it has been before. I should do something about it. I'm unlikely to do anything about it, but I should. I've heard good things about hula hooping, maybe I should learn how to. We'll see. Not holding my breath here. Round is a shape, right?

Things I'm more likely to achieve include working through my Steam backlog and watching Netflix. Both of which I could, in theory, manage while using an exercise bike, so there might be some way of getting the fit thing in there. Again, not too optimistic about it.

After 2020, it's pretty hard to feel optimistic about goals, really.

 

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