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Sointu

A cross-platform modular software synthesizer for small intros, forked from 4klang.

Summary

Sointu is work-in-progress. It is a fork and an evolution of 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, nasm or yasm, 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/.

⚠️ 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 and the fix here. 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 for an example and here 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! 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, and this Python script 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.
  • 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, 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 and observing how the optimizations affect the byte size.

Background and history

4klang development was started in 2007 by Dominik Ries (gopher) and Paul Kraus (pOWL) of Alcatraz. The write-up 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, 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) and Paul Kraus (pOWL) of Alcatraz.

Sointu was initiated by Veikko Sariola (pestis/bC!).

PoroCYon's 4klang fork inspired the macros to better support cross-platform asm.