Re: [LAD] VST and Qt

2009-04-06 Thread Grammostola Rosea
David García Garzón wrote:
 Hi, lads! Some news from the CLAM project.

 For anyone interested in that subject, we managed to build Qt based VST 
 interfaces (from linux!). Not about integrating existing VST in Qt 
 applications but building brand new plugins using Qt. This is an step to get 
 visual prototyped VST from CLAM as we got from LADSPA and JACK on last 
 releases. I don't think the integration could get into the next CLAM release, 
 but i guess that just the Qt-VST integration could be useful to someone in 
 the 
 community.

 See more information here:
 http://vokicodder.blogspot.com/2009/04/vst-plugins-with-qt-user-interface.html

 The code is available in the first link to the CLAM developers list. Not the 
 proper distribution but i plan to make it available from clam or other 
 repository in short. Any collaborative hacking to improve it is very welcome.

   
I'm an programmer noob, but some questions.

1) what is your aim? Building VST plugins for Gnu/ Linux? Is a VST 
better then an LV2 plugin?
2) why is the focus in the Gnu/Linux work on VST and not on AudioUnit 
plugins? Linux and OS X are both Unix like systems right?

Regards,

\r
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[LAD] [LAC2009] stream team volunteers wanted!

2009-04-06 Thread Jörn Nettingsmeier
hi everyone!


for those among you who will make it to LAC 2009 in parma: we are
looking for 1-2 more people to help with the streaming. your job would
be to watch the paper sessions, hang out on IRC and relay the questions
of remote participants to the local audience. if you're interested, you
also get to play with some interesting video gear and the blazing new
thusnelda encoder :)
please get in touch!

volunteers will be fed and watered as required, according to the Marije
Baalman StreamTeam Sustenance Plan(tm).

unfortunately, stream overlord eric rzewnicki can't be with us this year
- i'd like to take the opportunity to offer HUGE (and i mean, like,
HUMONGOUS) kudos to edrz for many years (and many more hours) of
volunteer work for this community (not to mention shouldering
frightening travel expenses year after year to haul himself to old
europe). edrz: thanks! i hope we'll see you on IRC.


best,


jörn



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[LAD] SDL_mixer+LADSPA was:basic in-game audio synthesis api?

2009-04-06 Thread james morris
Hi,

My experiment so far has yielded a WAV played via SDL_mixer and by
registering a callback through Mix_RegisterEffect it is processed by the
following LADSPA filters: 4x4allpass and Gverb.

There might be some problems here though so I am asking if anybody can
advise upon using SDL for audio.

The problems with SDL_mixer are as follows:

1) The callback registered with Mix_RegisterEffect has a len parameter
which is the length of the stream passed to the callback. It's value
however seems mysteriously derived and it would be helpful to know in
advance, it's precise value or expected ranges so I can create the IO
buffers for the LADSPA effects only as large as they need be (rather
than excessively large) before the fx call back is registered. ( is it
always 1880 samples? )

2) Currently, I have a mono stream (i think, not entirely sure) and it
goes to the FX callback, processed by 4x4allpass, and then by Gverb. I
discard one of the output channels from Gverb because, what else can I
do with it? Nothing AFAICT. (No buses :( )

Are there solutions to this while still using SDL_mixer? Or should I
write a custom mixer, (probably start coding from David Olofson's
examples) ?

Regards,
James.

On 3/4/2009, Paul Davis p...@linuxaudiosystems.com wrote:

On Fri, Apr 3, 2009 at 6:13 PM, james morris ja...@jwm-art.net wrote:
 Allowing the game to connect to JACK, and using LADSPA plugins for the
 effects was just one option I thought of, but it would be a little
 unusual for a game. But still, it might be interesting to try.

i wasn't suggesting JACK. just ladspa.

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Re: [LAD] SDL_mixer+LADSPA was:basic in-game audio synthesis api?

2009-04-06 Thread Justin Smith
On Mon, Apr 6, 2009 at 8:44 AM, james morris ja...@jwm-art.net wrote:
 Hi,

 My experiment so far has yielded a WAV played via SDL_mixer and by
 registering a callback through Mix_RegisterEffect it is processed by the
 following LADSPA filters: 4x4allpass and Gverb.

 There might be some problems here though so I am asking if anybody can
 advise upon using SDL for audio.

 The problems with SDL_mixer are as follows:

 1) The callback registered with Mix_RegisterEffect has a len parameter
 which is the length of the stream passed to the callback. It's value
 however seems mysteriously derived and it would be helpful to know in
 advance, it's precise value or expected ranges so I can create the IO
 buffers for the LADSPA effects only as large as they need be (rather
 than excessively large) before the fx call back is registered. ( is it
 always 1880 samples? )

 2) Currently, I have a mono stream (i think, not entirely sure) and it
 goes to the FX callback, processed by 4x4allpass, and then by Gverb. I
 discard one of the output channels from Gverb because, what else can I
 do with it? Nothing AFAICT. (No buses :( )

 Are there solutions to this while still using SDL_mixer? Or should I
 write a custom mixer, (probably start coding from David Olofson's
 examples) ?

 Regards,
 James.

 On 3/4/2009, Paul Davis p...@linuxaudiosystems.com wrote:

On Fri, Apr 3, 2009 at 6:13 PM, james morris ja...@jwm-art.net wrote:
 Allowing the game to connect to JACK, and using LADSPA plugins for the
 effects was just one option I thought of, but it would be a little
 unusual for a game. But still, it might be interesting to try.

i wasn't suggesting JACK. just ladspa.

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If I understand correctly, what you are talking about is the buffer
size. The tradeoffs with buffer size are that with a short buffer size
sonic events happen with a shorter latency (ie. if a pew pew sound
goes with the laser, a shorter buffer reduces the delay between the
user pushing the fire button and hearing the pew pew sound). If
the buffer is too short, your CPU usage will become too large, and
eventually you will probably get underruns in your output buffers,
creating skipping sounds or gaps in your audio. If the buffer size is
too large, you will have a sluggish feeling to the game and for faster
sequences of events the sounds won't quite go with the key presses and
images. Typically you want buffer sizes to be some power of two, or a
small multiple of a power of two.
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Re: [LAD] basic in-game audio synthesis api?

2009-04-06 Thread Stephen Sinclair
What about using an external program like Pd or ChucK to design your
sounds, and just talk to the sound engine using OSC?

(Hm, yes this does seem like my answer for everything these days...)

Anyways, you can run a Pd patch for example without the GUI, or a lot
of the effects you mention are built into ChucK or SuperCollider as
well.  I find it nice to be able to separate this stuff out of a
program and have it running in another process, particularly if it's
going to conflict with a game loop, and allows you to design nice
audio routines without worrying about headache-inducing system-level
technical details.

The main disadvantage of course is having to distribute source files
for the audio that aren't compiled into the main executable.  Not sure
if that's really a disadvantage though, it depends on your intentions.
 (For instances many games have tons of extra data files anyways.)

Another idea: if you really want to do this in C, and already using
SDL to deal with sound output, but are still looking for a
higher-level solution, you could use FAUST to generate C++ code which
is actually not too hard to convert to C.  (FAUST mostly just
generates a single C++ class with a single audio routine that
manipulates some arrays and floating-point numbers.)


Steve


On Fri, Apr 3, 2009 at 3:50 PM, james morris ja...@jwm-art.net wrote:
 Hi,

 I'm wanting to use basic synthesis techniques such as ADSRs LFOs hi/lo
 pass filters, echo, and reverb to generate some kind of ambient sound
 scape using pre-recorded audio clips, for a game I'm working on.

 Are there any libraries around to help make this a bit easier than coding
 it all using SDL_mixer? I'm not keen for a game to have audio, to
 depend on JACK or LADSPA plugins.

 Cheers,
 James
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Re: [LAD] SDL_mixer+LADSPA was:basic in-game audio synthesis api?

2009-04-06 Thread james morris
On 6/4/2009, Justin Smith noisesm...@gmail.com wrote:

If I understand correctly, what you are talking about is the buffer
size.

Not exactly. I set the buffer size to 4096 with the call to
Mix_OpenAudio. The figure I'm talking about is the length of the stream
passed by SDL_mixer to my sfx processing callback. 1880 samples at
sample rate 44100 (halved for 22050). I'm trying to understand how this
figure is arrived at, and if I can rely on it (before any audio
processing starts) when I create the buffers the LADSPA plugins will
use. Changing the size of the buffers makes no difference to this
figure, but changing the sample rate does. Hmmm, that kinda half answers
it.

james.
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Re: [LAD] VST and Qt

2009-04-06 Thread David García Garzón
On Monday 06 April 2009 14:45:40 Grammostola Rosea wrote:
 David García Garzón wrote:
  Hi, lads! Some news from the CLAM project.
 
  For anyone interested in that subject, we managed to build Qt based VST
  interfaces (from linux!). Not about integrating existing VST in Qt
  applications but building brand new plugins using Qt. This is an step to
  get visual prototyped VST from CLAM as we got from LADSPA and JACK on
  last releases. I don't think the integration could get into the next CLAM
  release, but i guess that just the Qt-VST integration could be useful to
  someone in the community.
 
  See more information here:
  http://vokicodder.blogspot.com/2009/04/vst-plugins-with-qt-user-interface
 .html
 
  The code is available in the first link to the CLAM developers list. Not
  the proper distribution but i plan to make it available from clam or
  other repository in short. Any collaborative hacking to improve it is
  very welcome.

 I'm an programmer noob, but some questions.

 1) what is your aim? Building VST plugins for Gnu/ Linux? Is a VST
 better then an LV2 plugin?
 2) why is the focus in the Gnu/Linux work on VST and not on AudioUnit
 plugins? Linux and OS X are both Unix like systems right?

The principle we follow is design once, generate many. We are aiming on 
building any kind of plugins or audio backends our users want to build using 
the CLAM framework. See: http://clam-project.org/wiki/Network_Editor_tutorial

One of those targets is building VST plugins *for Windows* (crosscompiled from 
linux or natively from windows). The main advantage for linux users is that 
they can visually build their plugins or JACK applications in linux with 
CLAM, and then, if they want their plugin to be available for Windows users, 
just click a button and you'll have a VST plugin as well.

LV2 is also on our roadmap, and I guess that having already support for Ladspa 
it won't be that difficult. But right now our interests where VST just 
because a project partners asked us for some vst's and, well, it was funny 
doing that from linux. We had vst code working for a couple of years but 
without GUI, and in order to make this code valuable we had to unlock the GUI 
front. That's what we did.

The good news, if you are interested in AudioUnits, is that one of our 
coworkers, Ferran Orriols, already has an assigned time slot to implement 
AudioUnits in CLAM, after his eastern exams.

Of course, any help on supporting whatever plugin/backend platform would be 
very appreciated as we have a limited number of hands. ;-)

David.

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Re: [LAD] SDL_mixer+LADSPA was:basic in-game audio synthesis api?

2009-04-06 Thread Luis Garrido
 passed by SDL_mixer to my sfx processing callback. 1880 samples at
 sample rate 44100 (halved for 22050). I'm trying to understand how this
 figure is arrived at, and if I can rely on it (before any audio

The buffer size you get from an audio backend is normally difficult to
predict, and I wouldn't advice you to do so. Sometimes it may even
depend on the hardware you are using, so it is not guaranteed that it
will be the same on another machine. I don't know whether SDL
encapsulates that for you, that would be more a question for SDL
support.

Most audio processing apps use ring buffers to account for that variability.

Just use any value you think provides you with a reasonable latency.
If you get more from the backend, just make several calls to the
LADSPA, it shouldn't mean much overhead. If you get less, just process
that bit or save it for the next iteration.

L
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Re: [LAD] VST and Qt

2009-04-06 Thread Grammostola Rosea
David García Garzón wrote:
 On Monday 06 April 2009 14:45:40 Grammostola Rosea wrote:
   
 David García Garzón wrote:
 
 Hi, lads! Some news from the CLAM project.

 For anyone interested in that subject, we managed to build Qt based VST
 interfaces (from linux!). Not about integrating existing VST in Qt
 applications but building brand new plugins using Qt. This is an step to
 get visual prototyped VST from CLAM as we got from LADSPA and JACK on
 last releases. I don't think the integration could get into the next CLAM
 release, but i guess that just the Qt-VST integration could be useful to
 someone in the community.

 See more information here:
 http://vokicodder.blogspot.com/2009/04/vst-plugins-with-qt-user-interface
 .html

 The code is available in the first link to the CLAM developers list. Not
 the proper distribution but i plan to make it available from clam or
 other repository in short. Any collaborative hacking to improve it is
 very welcome.
   
 I'm an programmer noob, but some questions.

 1) what is your aim? Building VST plugins for Gnu/ Linux? Is a VST
 better then an LV2 plugin?
 2) why is the focus in the Gnu/Linux work on VST and not on AudioUnit
 plugins? Linux and OS X are both Unix like systems right?
 

 The principle we follow is design once, generate many. We are aiming on 
 building any kind of plugins or audio backends our users want to build using 
 the CLAM framework. See: http://clam-project.org/wiki/Network_Editor_tutorial

 One of those targets is building VST plugins *for Windows* (crosscompiled 
 from 
 linux or natively from windows). The main advantage for linux users is that 
 they can visually build their plugins or JACK applications in linux with 
 CLAM, and then, if they want their plugin to be available for Windows users, 
 just click a button and you'll have a VST plugin as well.

 LV2 is also on our roadmap, and I guess that having already support for 
 Ladspa 
 it won't be that difficult. But right now our interests where VST just 
 because a project partners asked us for some vst's and, well, it was funny 
 doing that from linux. We had vst code working for a couple of years but 
 without GUI, and in order to make this code valuable we had to unlock the GUI 
 front. That's what we did.

 The good news, if you are interested in AudioUnits, is that one of our 
 coworkers, Ferran Orriols, already has an assigned time slot to implement 
 AudioUnits in CLAM, after his eastern exams.

 Of course, any help on supporting whatever plugin/backend platform would be 
 very appreciated as we have a limited number of hands. ;-)

 David.


   
@ Paul, thanks for your explanation.

@ David, Ok, thanks for information. I read often that people regret 
that certain Free VST plugins are not available on GNU/Linux. VST plugin 
authors don't want to make it for GNU/ Linux... maybe if it's easier to 
build for both platforms this will improve. Also sometimes there is a 
GUI for the Windows version and not for GNU/Linux (I think Freeverb3 is 
such an example). Would be nice if such an Gui for Windows could be 
easily build on GNU/Linux too.

Regards,

\r

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Re: [LAD] basic in-game audio synthesis api?

2009-04-06 Thread Frank Barknecht
Hallo,
Stephen Sinclair hat gesagt: // Stephen Sinclair wrote:

 What about using an external program like Pd or ChucK to design your
 sounds, and just talk to the sound engine using OSC?
 
 (Hm, yes this does seem like my answer for everything these days...)
 
 Anyways, you can run a Pd patch for example without the GUI, or a lot
 of the effects you mention are built into ChucK or SuperCollider as
 well.  I find it nice to be able to separate this stuff out of a
 program and have it running in another process, particularly if it's
 going to conflict with a game loop, and allows you to design nice
 audio routines without worrying about headache-inducing system-level
 technical details.

Or you embed Pd: It's done like that in Spore, which runs a Pd engine inside,
or in RjDj, which is something in between a game and a music software and also
runs Pd embedded. 

Advertisment: Here you can find hours and hours of RjDj-user-generated music:
http://rjdj.me Recorded on iPod or iPhone, but many of the RjDj scenes used
there have been made on Linux.

Ciao
-- 
Frank
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Re: [LAD] VST and Qt

2009-04-06 Thread David García Garzón
On Monday 06 April 2009 18:19:19 Grammostola Rosea wrote:
 David García Garzón wrote:
  On Monday 06 April 2009 14:45:40 Grammostola Rosea wrote:
  David García Garzón wrote:
  Hi, lads! Some news from the CLAM project.
 
  For anyone interested in that subject, we managed to build Qt based VST
  interfaces (from linux!). Not about integrating existing VST in Qt
  applications but building brand new plugins using Qt. This is an step
  to get visual prototyped VST from CLAM as we got from LADSPA and JACK
  on last releases. I don't think the integration could get into the next
  CLAM release, but i guess that just the Qt-VST integration could be
  useful to someone in the community.
 
  See more information here:
  http://vokicodder.blogspot.com/2009/04/vst-plugins-with-qt-user-interfa
 ce .html
 
  The code is available in the first link to the CLAM developers list.
  Not the proper distribution but i plan to make it available from clam
  or other repository in short. Any collaborative hacking to improve it
  is very welcome.
 
  I'm an programmer noob, but some questions.
 
  1) what is your aim? Building VST plugins for Gnu/ Linux? Is a VST
  better then an LV2 plugin?
  2) why is the focus in the Gnu/Linux work on VST and not on AudioUnit
  plugins? Linux and OS X are both Unix like systems right?
 
  The principle we follow is design once, generate many. We are aiming on
  building any kind of plugins or audio backends our users want to build
  using the CLAM framework. See:
  http://clam-project.org/wiki/Network_Editor_tutorial
 
  One of those targets is building VST plugins *for Windows* (crosscompiled
  from linux or natively from windows). The main advantage for linux users
  is that they can visually build their plugins or JACK applications in
  linux with CLAM, and then, if they want their plugin to be available for
  Windows users, just click a button and you'll have a VST plugin as well.
 
  LV2 is also on our roadmap, and I guess that having already support for
  Ladspa it won't be that difficult. But right now our interests where VST
  just because a project partners asked us for some vst's and, well, it was
  funny doing that from linux. We had vst code working for a couple of
  years but without GUI, and in order to make this code valuable we had to
  unlock the GUI front. That's what we did.
 
  The good news, if you are interested in AudioUnits, is that one of our
  coworkers, Ferran Orriols, already has an assigned time slot to implement
  AudioUnits in CLAM, after his eastern exams.
 
  Of course, any help on supporting whatever plugin/backend platform would
  be very appreciated as we have a limited number of hands. ;-)
 
  David.

 @ Paul, thanks for your explanation.

 @ David, Ok, thanks for information. I read often that people regret
 that certain Free VST plugins are not available on GNU/Linux. VST plugin
 authors don't want to make it for GNU/ Linux... maybe if it's easier to
 build for both platforms this will improve. Also sometimes there is a
 GUI for the Windows version and not for GNU/Linux (I think Freeverb3 is
 such an example). Would be nice if such an Gui for Windows could be
 easily build on GNU/Linux too.

Yes, that's the point, reusing the same Qt interface for JACK apps, LV2 and 
VST. No need to use VSTGUI which is tailored just for VST and not even 
inventing a new toolkit, just taking a general purpose one.

David.
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Re: [LAD] SDL_mixer+LADSPA was:basic in-game audio synthesis api?

2009-04-06 Thread Justin Smith
On Mon, Apr 6, 2009 at 9:20 AM, Luis Garrido
luisgarr...@users.sourceforge.net wrote:
 passed by SDL_mixer to my sfx processing callback. 1880 samples at
 sample rate 44100 (halved for 22050). I'm trying to understand how this
 figure is arrived at, and if I can rely on it (before any audio

 The buffer size you get from an audio backend is normally difficult to
 predict, and I wouldn't advice you to do so. Sometimes it may even
 depend on the hardware you are using, so it is not guaranteed that it
 will be the same on another machine. I don't know whether SDL
 encapsulates that for you, that would be more a question for SDL
 support.

 Most audio processing apps use ring buffers to account for that variability.

 Just use any value you think provides you with a reasonable latency.
 If you get more from the backend, just make several calls to the
 LADSPA, it shouldn't mean much overhead. If you get less, just process
 that bit or save it for the next iteration.

 L
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The output buffer is not your only audio buffer, what we are dealing
with here is the size of the LADSPA processing buffer. This is a
simple matter of sending data from one buffer to another, as suggested
above, using a ring buffer is you most likely solution.
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Re: [LAD] basic in-game audio synthesis api?

2009-04-06 Thread David Olofson
On Saturday 04 April 2009, james morris wrote:
 Taken a quick look. It looks too low-level DSP for me. I was
 actually thinking something along the lines of Audiality (but
 couldn't recall its name).

As of now, Audiality is mostly off-line modular synthesis along with a 
basic sampleplayer (DAHDSR envelopes, FX sends etc) and a few real 
time effects.

So far, it's really been focused on creating sounds from nothing (ie 
no samples), though it can import, play and process sampled sounds as 
well.


 Is Audiality dead? 

Yes and no. The most current release is probably the unnamed sound 
engine of Kobo Deluxe, though I'm just keeping it alive as I'm still 
using it - no real development. (As of 0.5.1, all sounds are pure 
modular synthesis - no samples.)
http://kobodeluxe.com/
http://www.audiality.org/

The plan is a major rewrite, using EEL for scripting (setup, real time 
control processing etc) over a properly modular DSP engine (possibly 
usable as a stand-alone library, without EEL), including 
modular massively additive IFFT synthesis.
http://eel.olofson.net/

The goal is to make it all modular, all the way from control data 
through audio outputs, and optionally off-line/real time, so you can 
have a module adapt to available resources, project requirements, 
user preferences etc.

Think evolved MOD format, including proper sound effect support. You 
load up a module, which exports a bunch of controls and triggers 
defined by the module author. Like connecting a studio sampler to the 
MIDI port and have the sound guy programm away on that - only you 
actually ship with that thing included with the game.

When? When I get around to it... :-)


 Anything else similar?

Couldn't FMOD or some other popular game sound engine do this? I 
know most of them have sample playback (obviously) and effects, but I 
don't know how flexible they are when it comes to wiring things 
together...


-- 
//David Olofson - Programmer, Composer, Open Source Advocate

.---  http://olofson.net - Games, SDL examples  ---.
|http://zeespace.net - 2.5D rendering engine   |
|   http://audiality.org - Music/audio engine  |
| http://eel.olofson.net - Real time scripting |
'--  http://www.reologica.se - Rheology instrumentation  --'
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