sointu/README.md
2020-11-02 22:43:15 +02:00

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