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224 lines
12 KiB
Markdown
224 lines
12 KiB
Markdown
# Sointu
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A cross-platform modular software synthesizer for small intros, forked from
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[4klang](https://github.com/hzdgopher/4klang).
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Summary
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-------
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Sointu is work-in-progress. It is a fork and an evolution of [4klang](
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https://github.com/hzdgopher/4klang), a modular software synthesizer intended
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to easily produce music for 4k intros-small executables with a maximum
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filesize of 4096 bytes containing realtime audio and visuals. Like 4klang, the
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sound is produced by a virtual machine that executes small bytecode to
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produce the audio; however, by now the internal virtual machine has been
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heavily rewritten and extended to make the code more maintainable, possibly
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even saving some bytes in the process.
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Building
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--------
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Requires [CMake](https://cmake.org), [nasm](https://www.nasm.us/) or
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[yasm](https://yasm.tortall.net), and your favorite c-compiler & build tool.
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Results have been obtained using Visual Studio 2019, gcc&make on linux, and
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MinGW&mingw32-make.
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### Example: building and testing using MinGW32
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```
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mkdir build
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cd build
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cmake .. -G"MinGW Makefiles"
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mingw32-make
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mingw32-make test
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cd ..
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go test ./...
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```
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Note that this builds 64-bit binaries on 64-bit Windows. To build 32-bit
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binaries on 64-bit Windows, replace in above:
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```
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cmake .. -DCMAKE_C_FLAGS="-m32" -DCMAKE_ASM_NASM_OBJECT_FORMAT="win32" -G"MinGW Makefiles"
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```
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If you plan to build the Sointu library for using it from the Go side, you
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*must* build in the build/ directory, as bridge.go assumes the library can be
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found from build/src/.
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> :warning: **If you are using MinGW and Yasm**: Yasm 1.3.0 (currently still the latest
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stable release) and GNU linker do not play nicely along, trashing the BSS layout.
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See [here](https://tortall.lighthouseapp.com/projects/78676/tickets/274-bss-problem-with-windows-win64)
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and the fix [here](https://github.com/yasm/yasm/commit/1910e914792399137dec0b047c59965207245df5).
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Use a newer nightly build of yasm that includes the fix. The linker had placed
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our synth object overlapping with DLL call addresses; very funny stuff to debug.
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New features since fork
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-----------------------
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- **Per instrument polyphonism**. An instrument has the possibility to
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have any number of voices, meaning in practice that multiple voices can
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reuse the same opcodes. Done, see [here](tests/test_polyphony.asm) for an
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example and [here](src/opcodes/flowcontrol_footer.inc) for the implementation. The
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maximum total number of voices will be 32: you can have 32 monophonic
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instruments or any combination of polyphonic instruments adding up to 32.
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- **Any number of voices per track**. For example, a polyphonic instrument of
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3 voices can be triggered by 3 parallel tracks, to produce chords. But one
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track can also trigger 3 voices, for example when using arpeggio. A track
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can even trigger 2 voices of different instruments, alternating between
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these two; maybe useful for example as an easy way to alternate between an
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open and a closed hihat.
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- **Easily extensible**. Instead of %ifdef hell, the primary extension
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mechanism will be through new opcodes for the virtual machine. Only the
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opcodes actually used in a song are compiled into the virtual machine. The
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goal is to try to write the code so that if two similar opcodes are used,
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the common code in both is reused by moving it to a function.
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- **Take the macro languge to its logical conclusion**: it should probably be
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called an internal domain specific language, hosted within the .asm preprocessor,
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implemented using loads of macro definitions. Only the patch definition is needed;
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all the %define USE_SOMETHING will be defined automatically by the macros. Only
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the opcodes needed are compiled into the program. Done, see for example
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[this test](tests/test_oscillat_trisaw.asm)! This has the nice implication that,
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in future, there will be no need for binary format to save patches: the .asm
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is easy enough to be imported into / exported from the GUI. Being a text
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format, the .asm based patch definitions play nicely with source control.
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- **Harmonized support for stereo signals**. Every opcode supports a stereo
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variant: the stereo bit is hidden in the least significant bit of the
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command stream and passed in carry to the opcode. This has several nice
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advantages: 1) the opcodes that don't need any parameters do not need an
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entire byte in the value stream to define whether it is stereo; 2) stereo
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variants of opcodes can be implemented rather efficiently; in many cases,
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the extra cost of stereo variant is only 7 bytes, of which 4 are zeros, so
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should compress quite nicely. 3) Since stereo opcodes usually follow stereo
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opcodes (and mono opcodes follow mono opcodes), the stereo bits of the
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command bytes will be highly correlated and if crinkler or any other
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modeling compressor is doing its job, that should make them highly
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predictable i.e. highly compressably. Done.
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- **Test-driven development**. Given that 4klang was already a mature project,
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the first thing actually implemented was a set of regression tests to avoid
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breaking everything beyond any hope of repair. Done, using CTest.
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- **New units**. Bit-crusher, gain, inverse gain, clip, modulate bpm
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(proper triplets!), compressor (can be used for side-chaining)... As
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always, if you don't use them, they won't be compiled into the code.
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- **Arbitrary signal routing**. SEND (used to be called FST) opcode normally
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sends the signal as a modulation to another opcode. But with the new
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RECEIVE opcode, you just receive the plain signal there. So you can connect
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signals in an arbitrary way. Actually, 4klang could already do this but in
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a very awkward way: it had FLD (load value) opcode that could be modulated;
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FLD 0 with modulation basically achieved what RECEIVE does, except that
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RECEIVE can also handle stereo signals. Additionally, we have OUTAUX, AUX
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and IN opcodes, which route the signals through global main or aux ports,
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more closer to how 4klang does. But this time we have 8 mono ports / 4
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stereo ports, so even this method of routing is unlikely to run out of ports
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in small intros.
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- **Pattern length does not have to be a power of 2**.
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- **Sample-based oscillators, with samples imported from gm.dls**. Reading
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gm.dls is obviously Windows only, but the sample mechanism can be used also
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without it, in case you are working on a 64k and have some kilobytes to
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spare. See [this example](tests/test_oscillat_sample.asm), and this Python
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[script](scripts/parse_gmdls.py) parses the gm.dls file and dumps the
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sample offsets from it.
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- **Unison oscillators**. Multiple copies of the oscillator running sligthly
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detuned and added up to together. Great for trance leads (supersaw). Unison
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of up to 4, or 8 if you make stereo unison oscillator and add up both left
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and right channels. See [this example](tests/test_oscillat_unison.asm).
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- **Supports 32 and 64 bit builds**. The 64-bit version is done with minimal
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changes to get it work, mainly for the future prospect of running the MIDI
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instrument in 64-bit mode. All the tests are passing so it seems to work.
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- **Supports both Windows and Linux**. Currently, all the tests are compiling
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on Windows and Linux, both 32-bit and 64-bit, and the tests are passing on
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64-bit Linux, tested on WSL. 32-bit executables don't run on WSL, so those
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remain to be tested.
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- **Compiling as a library**. The API is very rudimentary, a single function
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render, and between calls, the user is responsible for manipulating
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the synth state in a similar way as the actual player does (e.g. triggering/
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releasing voices etc.)
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- **Calling Sointu as a library from Go language**. The Go API is slighty more
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sane than the low-level library API, offering more Go-like experience.
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Future goals
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------------
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- **Support for mac**. This should be rather easy, as all the macros are
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designed for cross-platform support, but as I don't have a mac, I cannot
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test this.
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- **Find a more general solution for skipping opcodes / early outs**. It's
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probably a new opcode "skip" that skips from the opcode to the next out in
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case the signal entering skip and the signal leaving out are both close to
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zero.
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- **Even more opcodes**. Maybe an equalizer? DC-offset removal?
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- **Browser-based GUI and MIDI instrument**. Modern browsers support WebMIDI,
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WebAudio and, most importantly, they are cross-platform and come installed
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on pretty much any computer. The only thing needed is to be able to
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communicate with the platform specific synth; for this, the best
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option seems to be to run the synth inside a tiny websocket server that
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receives messages from browser and streams the audio to the browser.
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The feasibility of the approach is proven (localhost websocket calls
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have 1 ms range of latency), but nothing more is done yet.
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Nice-to-have ideas
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------------------
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- **Tracker**. If the list of primary goals is ever exhausted, a browser-based
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tracker would be nice to take advantage of all the features.
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Anti-goals
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----------
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- **Ability to run Sointu as a DAW plugin (VSTi, AU, LADSPA and DSSI...)**.
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None of these plugin technologies are cross-platform and they are full of
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proprietary technologies. In particular, since Sointu was initiated after
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Steinberg ceased to give out VSTi2 licenses, there is currently no legal or
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easy way to compile it as a VSTi2 plugin. I downloaded the VSTi3 API and,
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nope, sorry, I don't want to spend my time on it. And Renoise supports only
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VSTi2... There is [JUCE](https://juce.com/), but it is again a mammoth and
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requires apparently pretty deep integration in build system in the form of
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Projucer. If someone comes up with a light-weight way and easily
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maintainable way to make the project into DAW plugin, I may reconsider.
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Design philosophy
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-----------------
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- Try to avoid %ifdef hell as much as possible. If needed, try to include all
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code toggled by a define in one block.
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- Instead of prematurely adding %ifdef toggles to optimize away unused
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features, start with the most advanced featureset and see if you can
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implement it in a generalized way. For example, all the modulations are
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now added into the values when they are converted from integers, in a
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standardized way. This got rid of most of the %ifdefs in 4klang. Also, with
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no %ifdefs cluttering the view, many opportunities to shave away
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instructions became apparent. Also, by making the most advanced synth
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cheaply available to the scene, we promote better music in future 4ks :)
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- Size first, speed second. Speed will only considered if the situation
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becomes untolerable.
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- Benchmark optimizations. Compression results are sometimes slightly
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nonintuitive so alternative implementations should always be benchmarked
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e.g. by compiling and linking a real-world song with [Leviathan](https://github.com/armak/Leviathan-2.0)
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and observing how the optimizations
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affect the byte size.
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Background and history
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----------------------
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[4klang](https://github.com/hzdgopher/4klang) development was started in 2007
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by Dominik Ries (gopher) and Paul Kraus (pOWL) of Alcatraz. The [write-up](
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http://zine.bitfellas.org/article.php?zine=14&id=35) will still be helpful for
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anyone looking to understand how 4klang and Sointu use the FPU stack to
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manipulate the signals. Since then, 4klang has been used in countless of scene
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productions and people use it even today.
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However, 4klang is pretty deep in the [%ifdef hell](https://www.cqse.eu/en/blog/living-in-the-ifdef-hell/),
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and the polyphonism was never implemented in a very well engineered way (you
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can have exactly 2 voices per instrument if you enable it). Also, reading
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through the code, I spotted several avenues to squeeze away more bytes. These
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observations triggered project Sointu. That, and I just wanted to learn x86
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assembly, and needed a real-world project to work on.
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Credits
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-------
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The original 4klang was developed by Dominik Ries ([gopher](https://github.com/hzdgopher/4klang)) and Paul Kraus
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(pOWL) of Alcatraz.
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Sointu was initiated by Veikko Sariola (pestis/bC!).
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PoroCYon's [4klang fork](https://github.com/PoroCYon/4klang) inspired the macros
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to better support cross-platform asm.
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