mirror of
https://github.com/vsariola/sointu.git
synced 2025-06-03 00:58:26 -04:00
306 lines
16 KiB
Markdown
306 lines
16 KiB
Markdown
# Sointu
|
|

|
|
|
|
A cross-platform modular software synthesizer for small intros, forked from
|
|
[4klang](https://github.com/hzdgopher/4klang). Supports win32/win64/linux/mac.
|
|
|
|
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. It is actually extended so much that you will never fit
|
|
all the features at the same time in a 4k intro, but a fairly capable synthesis
|
|
engine can already be fitted in 600 bytes (compressed), with another few hundred
|
|
bytes for the patch and pattern data.
|
|
|
|
Sointu consists of two core elements:
|
|
- A cross-platform synth-tracker app for composing music, written in
|
|
[go](https://golang.org/). The app is not working yet, but a prototype is
|
|
existing. The app exports (will export) the projects .yml files.
|
|
- A compiler, likewise written in go, which can be invoked from the command line
|
|
to compile these .yml files into .asm code. The resulting single file .asm can
|
|
be then compiled by [nasm](https://www.nasm.us/) or
|
|
[yasm](https://yasm.tortall.net).
|
|
|
|
Building
|
|
--------
|
|
|
|
Requires [go](https://golang.org/), [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, MinGW&mingw32-make, and ninja&AppleClang.
|
|
|
|
### Example: building and running CTests using MinGW32
|
|
|
|
```
|
|
mkdir build
|
|
cd build
|
|
cmake .. -G"MinGW Makefiles"
|
|
mingw32-make
|
|
mingw32-make 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"
|
|
```
|
|
|
|
### Example: building and running go tests using MinGW32
|
|
|
|
```
|
|
mkdir build
|
|
cd build
|
|
cmake .. -G"MinGW Makefiles"
|
|
mingw32-make sointu
|
|
cd ..
|
|
go test ./...
|
|
```
|
|
|
|
Running `mingw32-make sointu` only builds the static library that go needs. This
|
|
is a lot faster than building all the CTests.
|
|
|
|
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/.
|
|
|
|
> :warning: At the moment, you must have gcc (e.g. mingw32 on Windows) to build
|
|
the project. This is because cgo (the bridge to call c from go) requires gcc
|
|
compiler, and the rest of the project uses the go code to automatically build
|
|
the .asm from the .yml test cases. A solution that drops the need for CMake and
|
|
gcc is in the works; it likely involves dropping precompiled binaries for the
|
|
most popular platforms in the repository, which should also allow `go get` the
|
|
project. Regardless, it is possible to build the test cases using Visual Studio,
|
|
after building the library using mingw32. Luckily, the prebuilt binaries will be
|
|
only few tens of KB; this is a 4k synth project after all.
|
|
|
|
> :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
|
|
-----------------------
|
|
- **Compiler**. Written in go. The input is a .yml file and the output is an
|
|
.asm. It works by inputting the song data to the excellent go
|
|
`text/template` package, effectively working as a preprocessor. This allows
|
|
quite powerful combination: we can handcraft the assembly code to keep the
|
|
entropy as low as possible, yet we can call arbitrary go functions as
|
|
"macros". The templates are [here](templates/) and the compiler lives [here](compiler/).
|
|
- **Tracker**. Written in go. A prototype exists.
|
|
- **Supports 32 and 64 bit builds**. The 64-bit version is done with minimal
|
|
changes to get it work, using template macros to change the lines between
|
|
32-bit and 64-bit modes. Mostly, it's as easy as writing {{.AX}} instead of
|
|
eax; the macro {{.AX}} compiles to eax in 32-bit and rax in 64-bit.
|
|
- **Supports Windows, Linux and MacOS**. On all three 64-bit platforms, all
|
|
tests are passing. Additionally, all tests are passing on windows 32.
|
|
- **New units**. For example: bit-crusher, gain, inverse gain, clip, modulate
|
|
bpm (proper triplets!), compressor (can be used for side-chaining).
|
|
- **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. So, you can have a single instrument with three voices, and
|
|
three tracks that use this instrument, to make chords. See
|
|
[here](tests/test_chords.yml) for an example and [here](templates/patch.asm)
|
|
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**. A single track can trigger more than one
|
|
voice. At every note, a new voice from the assigned voices is triggered and
|
|
the previous released. Combined with the previous, you can have a single
|
|
track trigger 3 voices and all these three voices use the same instrument,
|
|
useful to do polyphonic arpeggios (see [here](tests/test_polyphony.yml)).
|
|
Not only that, a track can even trigger 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. Macro and
|
|
linker magic ensure that also helper functions are only compiled in if they
|
|
are actually used.
|
|
- **Songs are YAML files**. These markup files are simple data files,
|
|
describing the tracks, patterns and patch structure (see
|
|
[here](tests/test_oscillat_trisaw.yml) for an example). The sointu-cli
|
|
compiler then reads these files and compiles them into .asm code. This has
|
|
the nice implication that, in future, there will be no need for a binary
|
|
format to save patches, nor should you need to commit .o or .asm to repo:
|
|
just put the .yml in the repo and automate the .yml -> .asm -> .o steps
|
|
using sointu-cli & nasm.
|
|
- **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 some cases,
|
|
the extra cost of stereo variant is only 5 bytes (uncompressed). 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.
|
|
- **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 go test (runs the
|
|
.yml regression tests through the library) and CTest (compiles each .yml
|
|
into executable and ensures that when run like this, the test case produces
|
|
identical output). The tests are also ran in the cloud using github actions.
|
|
- **Arbitrary signal routing**. SEND (used to be called FST in 4klang) 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.yml), 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 slightly
|
|
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.yml).
|
|
- **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
|
|
------------
|
|
|
|
- **Find a more general solution for skipping opcodes / early outs**. It might
|
|
be 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.
|
|
Need to investigate the best way to implement this.
|
|
- **Even more opcodes**. Some potentially useful additions could be:
|
|
- Equalizer / more flexible filters
|
|
- Very slow filters (~ DC-offset removal). Can be implemented using a single
|
|
bit flag in the existing filter
|
|
- Arbitrary envelopes; for easier automation.
|
|
- **MIDI support for the tracker**.
|
|
- **Reintroduce the sync mechanism**. 4klang could export the envelopes of all
|
|
instruments at a 256 times lower frequency, with the purpose of using them
|
|
as sync data. This feature was removed at some point, but should be
|
|
reintroduced at some point. Need to investigate the best way to implement
|
|
this; maybe a "sync" opcode that save the current signal from the stack? Or
|
|
reusing sends/outs and having special sync output ports, allowing easily
|
|
combining multiple signals into one sync. Oh, and we probably should dump
|
|
the whole thing also as a texture to the shader; to fly through the song, in
|
|
a very literal way.
|
|
|
|
Crazy ideas
|
|
-----------
|
|
- **Using Sointu as a sync-tracker**. Similar to [GNU
|
|
Rocket](https://github.com/yupferris/gnurocket), but (ab)using the tracker
|
|
we already have for music. We could define a generic RPC protocol for Sointu
|
|
tracker send current sync values and time; one could then write a debug
|
|
version of a 4k intro that merely loads the shader and listens to the RPC
|
|
messages, and then draws the shader with those as the uniforms. Then, during
|
|
the actual 4k intro, just render song, get sync data from Sointu and send as
|
|
uniforms to shader. A track with two voices, triggering an instrument with a
|
|
single envelope and a slow filter can even be used as a cheap smooth
|
|
interpolation mechanism.
|
|
- **Support WASM targets with the compiler**. It should not be impossible to
|
|
reimplement the x86 core with WAT equivalent. It would be nice to make it
|
|
work (almost) exactly like the x86 version, so one could just track the song
|
|
with Sointu tools and export the song to WAT using sointu-cli.
|
|
- **Hack deeper into audio sources from the OS**. Speech synthesis, I'm eyeing
|
|
at you.
|
|
|
|
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. For
|
|
now, if you really must, we aim to support MIDI.
|
|
|
|
Design philosophy
|
|
-----------------
|
|
|
|
- Make sure the assembly code is readable after compiling: it should have
|
|
liberally comments *in the outputted .asm file*. This allows humans to study
|
|
the outputted code and figure out more easily if there's still way to
|
|
squueze out instructions from the code.
|
|
- 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 not actively developed anymore 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.
|
|
|
|
What's with the name
|
|
--------------------
|
|
|
|
"Sointu" means a chord, in Finnish; a reference to the polyphonic capabilities
|
|
of the synth. Also, I assume we have all learned by now what "klang" means in
|
|
German, so I thought it would fun to learn some Finnish for a change. And
|
|
[there's](https://www.pouet.net/prod.php?which=53398)
|
|
[enough](https://www.pouet.net/prod.php?which=75814)
|
|
[klangs](https://www.pouet.net/prod.php?which=85351) already.
|
|
|
|
Credits
|
|
-------
|
|
|
|
The original 4klang was developed by Dominik Ries
|
|
([gopher](https://github.com/hzdgopher/4klang)) and Paul Kraus (pOWL) of
|
|
Alcatraz. :heart:
|
|
|
|
Sointu was initiated by Veikko Sariola (pestis/bC!).
|
|
|
|
Apollo/bC! put the project on the path to Go, and wrote the prototype of the
|
|
tracker GUI.
|
|
|
|
PoroCYon's [4klang fork](https://github.com/PoroCYon/4klang) inspired the macros
|
|
to better support cross-platform asm.
|