faust
JUCE
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faust | JUCE | |
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54 | 104 | |
2,388 | 6,017 | |
1.5% | 2.3% | |
9.6 | 9.6 | |
9 days ago | about 7 hours ago | |
C++ | C++ | |
GNU General Public License v3.0 or later | GNU General Public License v3.0 or later |
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faust
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My Sixth Year as a Bootstrapped Founder
Glicol looks very cool! Also check out Faust if you haven't (https://faust.grame.fr), another FP sound programming language.
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Welcome to the Chata Programming Language
The linked (https://github.com/grame-cncm/faust) looks reasonable to me.
Chata probably needs to work out roughly what the semantics of the language should be. Its good to know what the library support is intended to be as that informs language design (assuming the library is to be implemented in chata anyway). Quite a lot of this page is about syntax.
There are some design decisions that have deep impact on programming languages. Reflection, mutation, memory management, control flow, concurrency. There are some implementation choices that end up constraining the language spec - python seems full of these.
Echoing p4bl0, implementing the language will change the spec. Writing a spec up front might be an interesting exercise anyway. I'd encourage doing both at the same time - sometimes describe what a feature should be and then implement it, sometimes implement something as best you can and then describe what you've got.
Implementation language will affect how long it takes to get something working, how good the thing will be and what you'll think about along the way. The usual guidance is to write in something familiar to you, ideally with pattern matching as compilers do a lot of DAG transforms.
- I'd say that writing a language in C took me ages and forced me to really carefully think through the data representation.
- Writing one in lua took very little time but the implementation was shaky, probably because it let me handwave a lot of the details.
- Writing a language in itself, from a baseline of not really having anything working, makes for very confusing debugging and (eventually) a totally clear understanding of the language semantics.
Good luck with the project.
- Glicol: Next-generation computer music language
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Csound
Csound is extremely powerful, but my favorite thing in this vein these days is Faust:
It's a functional language with a nice way of generating diagrams of DSP algorithms, but its big killer feature for me is its language bindings, which include C, C++, Cmajor, Codebox, CSharp, DLang, Java, JAX, Julia, JSFX, "old" C++, Rust, VHDL, and WebAssembly (wast/wasm) out of the box.
If you want to explore a more functional approach to sound generation, there is always Faust:
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faust VS midica - a user suggested alternative
2 projects | 12 Aug 2023
- Where is a good place to get started with DSP coding?
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DIY pedal using Arduino and breadboard?
Using more powerful hardware like this also gives you the option to branch out and use other tools, e.g. the popular Faust.
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Ask HN: What audio/sound-related OSS projects can I contribute to?
I heard of https://github.com/grame-cncm/faust a while back, probably via HN. It looks interesting and actively maintained, but I didn’t get a chance to play with it. There are many other libraries listed on GitHub awesome lists such as this one: https://github.com/ad-si/awesome-music-production#libraries
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Ask HN: Is there a great DAG framework for Python?
Does Faust do what you want? It's a language specifically for digital signal processing, and has a wide variety of compile targets.
> Faust (Functional Audio Stream) is a functional programming language for sound synthesis and audio processing with a strong focus on the design of synthesizers, musical instruments, audio effects, etc. created at the GRAME-CNCM Research Department. Faust targets high-performance signal processing applications and audio plug-ins for a variety of platforms and standards.
> The core component of Faust is its compiler. It allows to "translate" any Faust digital signal processing (DSP) specification to a wide range of non-domain specific languages such as C++, C, LLVM bit code, WebAssembly, Rust, etc. In this regard, Faust can be seen as an alternative to C++ but is much simpler and intuitive to learn.
JUCE
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Modern C++ Programming Course
You can definitely start putting C++ into your embedded projects, and get familiar with things in an environment in which you're already operating. A lot of great C++ code can be found with motivated use of, for example, the platformio tooling, such that you can see for yourself some existing C++ In Embedded scenarios.
In general, also, I have found that it is wise to learn C++ socially - i.e. participate in Open Source projects, as you learn/study/contribute/assist other C++ developers, on a semi-regular basis.
I've learned a lot about what I would call "decent C++ code" (i.e. shipping to tens of thousands, if not hundreds of thousands of customers) from such projects. I would suggest finding an open source C++ project, aligned with your interests, and study the codebase - as well as the repo history (i.e. gource) - to get a productive, relatively effortless (if the interests align) boost into the subject.
(My particular favourite project is the JUCE Audio library: https://juce.com/ .. one of many hundreds of great projects out there from which one can also glean modern C++ practices..)
- Ardour 8.0 released
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How have you used coding in your setup?
Here's a link to their website: https://juce.com/
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Anyone here have experience writing VST audio plugins in C++, or 'wrapping'/converting a VST to an AU plug-in?
It seems like most audio plug-ins are built in C++ inside an audio coding program called JUCE, so maybe if I could open up the exisiting code inside that and then output it as an AU instead of a VST that could work.
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Ask HN: What audio/sound-related OSS projects can I contribute to?
JUCE:
Tracktion:
Both very powerful audio frameworks - JUCE does plugins and audio drivers and low-level DSP, oh my - and Tracktion does all the stuff a DAW needs, on top of JUCE.
There are tons of ways to contribute, from building open source samples, to testing, or even adding functionality. Both dev teams are open to good quality PR's being submitted and both frameworks have excellent communities that will get you started: http://forum.juce.com/
These are cross-platform tools which offer Audio developers an extremely powerful toolset. By contributing to either (or both) frameworks you will be massively contributing to the audio world - so many plugins use JUCE these days!
- Recommendation for professional open source project where we can learn best practices, contribute and improve coding knowledge simply by looking at the code?
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Leveraging Rust and the GPU to render user interfaces at 120 FPS
> Juce has a CoreGraphicsMetalLayerRenderer which I believe uses Metal to render CoreGrapghics primitives.
This class is part of a JUCE demo app, and you can read the source code to it if you want. [0] It uses CoreGraphics to render the graphics on the CPU, and then uploads it as a texture to the GPU so it can be used as a CAMetal layer. So, no, the graphics are still rendered on the CPU, with compositing being handled on the GPU.
> For example, I heard that UE4->UE5 removed the GPU tesselation support
I know it's confusing, but GPU tessellation is a completely different thing. The word "tessellation" in graphics means "turn into triangles". In a 2D graphics context, we're turning splines and curves and 2D shapes into triangles. In a 3D graphics context, GPU tessellation refers to a control cage mesh which is adaptively subdivided. These two have nothing in common except that triangles come out the other side. I am not aware of anyone who has tried to use GPU tessellation to render 2D graphics.
GPU tessellation failed for a large number of reasons, but slow performance was one of them. So, you know, doing this sort of work efficiently on the GPU is still an open research problem. Just because it's not efficient to do it on the GPU does not mean the performance overhead is negligible. For rendering big complex vector graphics, tess overhead can easily outweigh rasterization overhead.
[0] https://github.com/juce-framework/JUCE/blob/4e68af7fde8a0a64...
When we talk about 2D graphics as a research problem, we're talking about native rendering of splines and strokes. JUCE does not have GPU-accelerated splines, it flattens the path to lines and rasterizes the coverage area into a texture.
https://github.com/juce-framework/JUCE/blob/2b16c1b94c90d0db...
https://github.com/juce-framework/JUCE/blob/2b16c1b94c90d0db...
It also does stroke handling on the CPU:
https://github.com/juce-framework/JUCE/blob/2b16c1b94c90d0db...
Basically, this isn't really "GPU accelerated splines". It's a CPU coverage rasterizer with composting handled by the GPU.
You linked to the compatibility-renderer. But JUCE also has platform-specific rendering modules.
CoreGraphicsContext::createPath will convert the CPU spline segments to CG spline segments which are then rasterized by CoreGraphics using Metal on the GPU.
https://github.com/juce-framework/JUCE/blob/2b16c1b94c90d0db...
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BlinderKitten, A free lighting software without restriction
Sure.
The device definitions come as GDTF files, see the spec and other projects that utilize GDTF here [1]
Juce framework [2]
OrganicUI [3]
What are some alternatives?
Qt - Qt Base (Core, Gui, Widgets, Network, ...)
iPlug2 - C++ Audio Plug-in Framework for desktop, mobile and web
OpenFrameworks - openFrameworks is a community-developed cross platform toolkit for creative coding in C++.
imgui - Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies
supercollider - An audio server, programming language, and IDE for sound synthesis and algorithmic composition.
audiogridder - DSP servers using general purpose computers and networks
Cinder - Cinder is a community-developed, free and open source library for professional-quality creative coding in C++.
Boost - Super-project for modularized Boost
csound - Main repository for Csound
AudioKit - Audio synthesis, processing, & analysis platform for iOS, macOS and tvOS
DPF - DISTRHO Plugin Framework
Sonic Pi - Code. Music. Live.