mirror of
https://github.com/vsariola/sointu.git
synced 2025-06-03 17:18:20 -04:00
The RPC and sync library mechanisms were removed for now; they never really worked and contained several obvious bugs. Need to consider if syncs are useful at all during the compose time, or just used during intro.
461 lines
21 KiB
Markdown
461 lines
21 KiB
Markdown
# Sointu
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A cross-architecture and cross-platform modular software synthesizer for small
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intros, forked from [4klang](https://github.com/hzdgopher/4klang). Targetable
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architectures include 386, amd64, and WebAssembly; targetable platforms include
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Windows, Mac, Linux (and related) + browser.
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Pull requests / suggestions / issues welcome, through Github! You can also
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contact me through email (firstname.lastname@gmail.com).
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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
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[4klang](https://github.com/hzdgopher/4klang), a modular software synthesizer
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intended to easily produce music for 4k intros — small executables with a
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maximum filesize of 4096 bytes containing realtime audio and visuals. Like
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4klang, the sound is produced by a virtual machine that executes small bytecode
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to produce the audio; however, by now the internal virtual machine has been
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heavily rewritten and extended. It is actually extended so much that you will
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never fit all the features at the same time in a 4k intro, but a fairly capable
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synthesis engine can already be fitted in 600 bytes (386, compressed), with
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another few hundred bytes for the patch and pattern data.
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Sointu consists of two core elements:
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- A cross-platform synth-tracker that runs as either VSTi or stand-alone
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app for composing music, written in [go](https://golang.org/). The app
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is still heavily work in progress. The app exports the projects as
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.yml files.
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- A compiler, likewise written in go, which can be invoked from the command line
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to compile these .yml files into .asm or .wat code. For x86/amd64, the
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resulting .asm can be then compiled by [nasm](https://www.nasm.us/) or
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[yasm](https://yasm.tortall.net). For browsers, the resulting .wat can be
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compiled by [wat2wasm](https://github.com/WebAssembly/wabt).
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This is how the current prototype app looks like:
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Building
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--------
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Various aspects of the project have different tool dependencies, which are
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listed below.
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### Sointu-track
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This is the stand-alone version of the synth-tracker. Running the tracker:
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```
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go run cmd/sointu-track/main.go
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```
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Building the tracker:
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```
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go build -o sointu-track.exe cmd/sointu-track/main.go
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```
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On other platforms than Windows, replace `-o sointu-track.exe` with
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`-o sointu-track`.
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Add `-tags=native` to use the [x86 native virtual machine](#native-virtual-machine)
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instead of the virtual machine written in Go.
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Sointu-track uses the [gioui](https://gioui.org/) for the GUI and
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[oto](https://github.com/hajimehoshi/oto) for the audio, so the portability is
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currently limited by these.
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### Sointu-vsti
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This is the VST instrument plugin version of the tracker, compiled into
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a dynamically linked library and ran inside a VST host. Building the VST
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plugin:
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```
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go build -buildmode=c-shared -tags=plugin -o sointu-vsti.dll .\cmd\sointu-vsti\
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```
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On other platforms than Windows, replace `-o sointu-track.dll`
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appropriately e.g. `-o sointu-track.so`; however, the VST instrument is
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completely untested on all other platforms than Windows at the moment.
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Notice the `-tags=plugin` build tag definition. This is required by the [vst2 library](https://github.com/pipelined/vst2);
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otherwise, you will get a lot of build errors.
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Add `-tags=native,plugin` to use the [x86 native virtual machine](#native-virtual-machine)
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instead of the virtual machine written in Go.
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### Sointu-compile
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The command line interface to it is [sointu-compile](cmd/sointu-compile/main.go)
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and the actual code resides in the [compiler](vm/compiler/) package, which is an
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ordinary [go](https://golang.org/) package with no other tool dependencies.
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Running the compiler:
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```
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go run cmd/sointu-compile/main.go
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```
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Building the compiler:
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```
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go build -o sointu-compile.exe cmd/sointu-compile/main.go
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```
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On other platforms than Windows, replace `-o sointu-compile-exe` with
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`-o sointu-compile`.
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The compiler can then be used to compile a .yml song into .asm and .h files. For
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example:
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```
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sointu-compile -o . -arch=386 tests/test_chords.yml
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nasm -f win32 test_chords.asm
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```
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WebAssembly example:
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```
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sointu-compile -o . -arch=wasm tests/test_chords.yml
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wat2wasm --enable-bulk-memory test_chords.wat
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```
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### Tests
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Building the [regression tests](tests/) as executables (testing that they work
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the same way when you would link them in an intro) requires:
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- [go](https://golang.org/)
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- [CMake](https://cmake.org) with CTest
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- [nasm](https://www.nasm.us/) or [yasm](https://yasm.tortall.net)
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- Your favorite CMake compatible c-compiler & build tool. Results have been
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obtained using Visual Studio 2019, gcc&make on linux, MinGW&mingw32-make, and
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ninja&AppleClang.
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For example, using [ninja](https://ninja-build.org/):
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```
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mkdir build
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cd build
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cmake .. -GNinja
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ninja
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ninja 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" -GNinja
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```
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Another example: on Visual Studio 2019 Community, just open the folder, choose
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either Debug or Release and either x86 or x64 build, and hit build all.
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### Native virtual machine
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The native bridge allows Go to call the sointu compiled x86 native
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virtual machine, through cgo, instead of using the Go written bytecode
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interpreter. It's likely slightly faster than the interpreter. Before
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you can actually run it, you need to build the bridge using CMake (thus,
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***this will not work with go get***)
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Building the native bridge requires:
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- [go](https://golang.org/)
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- [CMake](https://cmake.org)
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- [nasm](https://www.nasm.us/) or [yasm](https://yasm.tortall.net)
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- *cgo compatible compiler* e.g. [gcc](https://gcc.gnu.org/). On windows, you
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best bet is [MinGW](http://www.mingw.org/). We use the
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[tdm-gcc](https://jmeubank.github.io/tdm-gcc/)
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The last point is because the command line player and the tracker use
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[cgo](https://golang.org/cmd/cgo/) to interface with the synth core, which is
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compiled into a library. The cgo bridge resides in the package
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[bridge](vm/compiler/bridge/).
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> :warning: *you must build the library inside a directory called 'build' at the
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> root of the project*. This is because the path where cgo looks for the library
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> is hard coded to point to build/ in the go files.
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So, to build the library, run (this example is using
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[ninja](https://ninja-build.org/) for the build; adapt for other build tools
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accordingly):
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```
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mkdir build
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cd build
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cmake .. -GNinja
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ninja sointu
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```
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Running `ninja sointu` only builds the static library that Go needs. This is a
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lot faster than building all the CTests.
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You and now run all the Go tests, even the ones that test the native bridge.
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From the project root folder, run:
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```
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go test ./...
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```
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Play a song from the command line:
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```
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go run -tags=native cmd/sointu-play/main.go tests/test_chords.yml
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```
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Run the tracker using the native bridge
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```
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go run -tags=native cmd/sointu-track/main.go
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```
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```
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go build -buildmode=c-shared -tags=plugin,native -o sointu-vsti.dll .\cmd\sointu-vsti\
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```
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> :warning: Unlike the x86/amd64 VM compiled by Sointu, the Go written VM
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> bytecode interpreter uses a software stack. Thus, unlike x87 FPU stack, it is
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> not limited to 8 items. If you intent to compile the patch to x86/amd64
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> targets, make sure not to use too much stack. Keeping at most 5 signals in the
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> stack is presumably fine (reserving 3 for the temporary variables of the
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> opcodes). In future, the app should give warnings if the user is about to
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> exceed the capabilities of a target platform.
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> :warning: **If you are using MinGW and Yasm**: Yasm 1.3.0 (currently still the
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> latest stable release) and GNU linker do not play nicely along, trashing the
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> BSS layout. See
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> [here](https://tortall.lighthouseapp.com/projects/78676/tickets/274-bss-problem-with-windows-win64)
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> and the fix
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> [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
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> debug.
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> :warning: The native virtual machine cannot be output syncs at the
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> moment. For syncs, use the Go virtual machine.
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### WebAssembly tests
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These are automatically invoked by CTest if [node](https://nodejs.org) and
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[wat2wasm](https://github.com/WebAssembly/wabt) are found in the path.
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New features since fork
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-----------------------
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- **New units**. For example: bit-crusher, gain, inverse gain, clip, modulate
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bpm (proper triplets!), compressor (can be used for side-chaining).
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- **Compiler**. Written in go. The input is a .yml file and the output is an
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.asm. It works by inputting the song data to the excellent go
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`text/template` package, effectively working as a preprocessor. This allows
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quite powerful combination: we can handcraft the assembly code to keep the
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entropy as low as possible, yet we can call arbitrary go functions as
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"macros". The templates are [here](templates/) and the compiler lives
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[here](vm/compiler/).
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- **Tracker**. Written in go. A crude version exists.
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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, using template macros to change the lines between
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32-bit and 64-bit modes. Mostly, it's as easy as writing {{.AX}} instead of
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eax; the macro {{.AX}} compiles to eax in 32-bit and rax in 64-bit.
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- **Supports compiling into WebAssembly**. This is a complete reimplementation
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of the core, written in WebAssembly text format (.wat).
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- **Supports Windows, Linux and MacOS**. On all three 64-bit platforms, all
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tests are passing. Additionally, all tests are passing on windows 32.
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- **Per instrument polyphonism**. An instrument has the possibility to have
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any number of voices, meaning that multiple voices can reuse the same
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opcodes. So, you can have a single instrument with three voices, and three
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tracks that use this instrument, to make chords. See
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[here](tests/test_chords.yml) for an example and
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[here](templates/amd64-386/patch.asm) for the implementation. The maximum
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total number of voices is 32: you can have 32 monophonic instruments or any
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combination of polyphonic instruments adding up to 32.
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- **Any number of voices per track**. A single track can trigger more than one
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voice. At every note, a new voice from the assigned voices is triggered and
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the previous released. Combined with the previous, you can have a single
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track trigger 3 voices and all these three voices use the same instrument,
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useful to do polyphonic arpeggios (see [here](tests/test_polyphony.yml)).
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Not only that, a track can even trigger voices of different instruments,
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alternating between these two; maybe useful for example as an easy way to
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alternate between an open and a closed hihat.
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- **Easily extensible**. Instead of %ifdef hell, the primary extension
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mechanism is through new opcodes for the virtual machine. Only the opcodes
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actually used in a song are compiled into the virtual machine. The goal is
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to try to write the code so that if two similar opcodes are used, the common
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code in both is reused by moving it to a function. Macro and linker magic
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ensure that also helper functions are only compiled in if they are actually
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used.
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- **Songs are YAML files**. These markup files are simple data files,
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describing the tracks, patterns and patch structure (see
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[here](tests/test_oscillat_trisaw.yml) for an example). The sointu-compile
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then reads these files and compiles them into .asm code. This has the nice
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implication that, in future, there will be no need for a binary format to
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save patches, nor should you need to commit .o or .asm to repo: just put the
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.yml in the repo and automate the .yml -> .asm -> .o steps using
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sointu-compile & nasm.
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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 some cases,
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the extra cost of stereo variant is only 5 bytes (uncompressed). 3) Since
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stereo opcodes usually follow stereo opcodes (and mono opcodes follow mono
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opcodes), the stereo bits of the command bytes will be highly correlated and
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if crinkler or any other modeling compressor is doing its job, that should
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make them highly predictable i.e. highly compressable.
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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 go test (runs the
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.yml regression tests through the library) and CTest (compiles each .yml
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into executable and ensures that when run like this, the test case produces
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identical output). The tests are also ran in the cloud using github actions.
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- **Arbitrary signal routing**. SEND (used to be called FST in 4klang) opcode
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normally sends the signal as a modulation to another opcode. But with the
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new RECEIVE opcode, you just receive the plain signal there. So you can
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connect signals in an arbitrary way. Actually, 4klang could already do this
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but in a very awkward way: it had FLD (load value) opcode that could be
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modulated; FLD 0 with modulation basically achieved what RECEIVE does,
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except that RECEIVE can also handle stereo signals. Additionally, we have
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OUTAUX, AUX and IN opcodes, which route the signals through global main or
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aux ports, more closer to how 4klang does. But this time we have 8 mono
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ports / 4 stereo ports, so even this method of routing is unlikely to run
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out of ports 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 with some effort the sample mechanism
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can be used also without it, in case you are working on a 64k and have some
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kilobytes to spare. See [this example](tests/test_oscillat_sample.yml), and
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this go generate [program](cmd/sointu-generate/main.go) parses the gm.dls
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file and dumps the sample offsets from it.
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- **Unison oscillators**. Multiple copies of the oscillator running slightly
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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.yml).
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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 the
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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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- **A bytecode interpreter written in pure go**. It's slightly slower than the
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hand-written assembly code by sointu compiler, but with this, the tracker is
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ultraportable and does not need cgo calls.
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- **Using Sointu as a sync-tracker**. Similar to [GNU
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Rocket](https://github.com/rocket/rocket), but (ab)using the tracker we
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already have for music. We use the Go rpc package to send current sync
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values from the new SYNC opcode + optionally the current fractional row the
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song is on. The syncs are saved every 256th sample (approximately 172 Hz).
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For 4k intro development, the idea is to write a debug version of the intro
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that merely loads the shader and listens to the RPC messages, and then draws
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the shader with those as the uniforms. Then, during the actual 4k intro, one
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can get the sync data from Sointu: if the song uses syncs, su_render_song
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writes the syncs to a float array. During each time step, a slice of this
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array can be sent to the shader as a uniform float array. A track with two
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voices, triggering an instrument with a single envelope and a slow filter,
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can even be used as a cheap smooth interpolation mechanism, provided the
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syncs are added to each other in the shader.
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Future goals
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------------
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- **Find a more general solution for skipping opcodes / early outs**. It might
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be a new opcode "skip" that skips from the opcode to the next out in case
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the signal entering skip and the signal leaving out are both close to zero.
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Need to investigate the best way to implement this.
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- **Even more opcodes**. Some potentially useful additions could be:
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- Equalizer / more flexible filters
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- Very slow filters (~ DC-offset removal). Can be implemented using a single
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bit flag in the existing filter
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- Arbitrary envelopes; for easier automation.
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- **MIDI support for the tracker**.
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- **Find a solution for denormalized signals**. Denormalized floating point
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numbers (floating point numbers that are very very small) can result in 100x
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CPU slow down. We got hit by this already: the damp filters in delay units
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were denormalizing, resulting in the synth being unusable in real time. Need
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to investigate a) where denormalization can happen; b) how to prevent it:
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add & substract value; c) make this optional to the user. For quick
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explanation about the potential massive CPU hit, see
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https://stackoverflow.com/questions/36781881/why-denormalized-floats-are-so-much-slower-than-other-floats-from-hardware-arch
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Long-shot ideas
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-----------
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- **Hack deeper into audio sources from the OS**. Speech synthesis, I'm eyeing
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at you.
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- **Ability to run Sointu as a DAW plugin (VSTi3)**. Now that Renoise supports
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VSTi3, there's no fundamental objection to compiling Sointu as a VSTi3. But
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don't expect it any soon; I need to digest the idea of having to learn the
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horrors of the VSTi3 C++ API.
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Design philosophy
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-----------------
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- Make sure the assembly code is readable after compiling: it should have
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liberally comments *in the outputted .asm file*. This allows humans to study
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the outputted code and figure out more easily if there's still way to
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squeeze out instructions from the code.
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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 now
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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
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[Leviathan](https://github.com/armak/Leviathan-2.0) and observing how the
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optimizations 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 by
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Dominik Ries (gopher) and Paul Kraus (pOWL) of Alcatraz. The
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[write-up](http://zine.bitfellas.org/article.php?zine=14&id=35) will still be
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helpful for anyone looking to understand how 4klang and Sointu use the FPU stack
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to manipulate the signals. Since then, 4klang has been used in countless of
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scene productions and people use it even today.
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However, 4klang seems not to be actively developed anymore and polyphonism was
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implemented only in a rather limited way (you could have exactly 2 voices per
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instrument if you enable it). Also, reading through the code, I spotted several
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avenues to squeeze away more bytes. These observations triggered project Sointu.
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That, and I just wanted to learn x86 assembly, and needed a real-world project
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to work on.
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What's with the name
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--------------------
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"Sointu" means a chord, in Finnish; a reference to the polyphonic capabilities
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of the synth. I assume we have all learned by now what "klang" means in German,
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so I thought it would fun to learn some Finnish for a change. And
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[there's](https://www.pouet.net/prod.php?which=53398)
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[enough](https://www.pouet.net/prod.php?which=75814)
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[klangs](https://www.pouet.net/prod.php?which=85351) already.
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Prods using Sointu
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|
------------------
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[Adam](https://github.com/vsariola/adam) by brainlez Coders! - My first
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|
test-driving of Sointu. Some ideas how to integrate Sointu to the build
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|
chain.
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Credits
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|
-------
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The original 4klang was developed by Dominik Ries
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([gopher](https://github.com/hzdgopher/4klang)) and Paul Kraus (pOWL) of
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Alcatraz. :heart:
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Sointu was initiated by Veikko Sariola (pestis/bC!).
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Apollo/bC! put the project on the path to Go, and wrote the prototype of the
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tracker GUI.
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PoroCYon's [4klang fork](https://github.com/PoroCYon/4klang) inspired the macros
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for better cross-platform support.
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