elementary
avendish
elementary | avendish | |
---|---|---|
10 | 34 | |
433 | 410 | |
- | 1.0% | |
2.0 | 8.5 | |
12 months ago | 8 days ago | |
Shell | C++ | |
GNU Affero General Public License v3.0 | GNU General Public License v3.0 or later |
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elementary
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New chord progression generator website— It is both an excellent ear trainer, and tool for musical inspiration and harmonic experimentation!
I don't know which library you're using, but I use Elementary Audio for my audio projects. This looks like a great fit.
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I'm a beginner audio programmer, can you suggest books to learn DSP with javascript or in alternative agnostic from any language?
Well I m a js dev in life, I recently discovered this library https://www.elementary.audio/, which at first stable release does a pretty good job, I did little experiments and it seems pretty promising
- Elementary Audio: a modern platform for writing high performance audio software
- Elementary - a modern platform for writing high performance audio software that helps you build quickly and ship confidently (they just hit v1.0.0)
- Finally, write audio apps in JavaScript
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Is anyone else astonished at how we now have full-fledged Photo Editors and Word Processors on the web?
And check out this new native audio implementation with JS !!! https://www.elementary.audio/
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Ask HN: Introduction to Analog Synthesizers (Simulation OK)
Great recommendations in here, and I'm happy to see this thread getting such attention!
This is totally a shameless self-plug, but I think it could be interesting for you:
I'm working on a project called Elementary Audio [1] which is a javascript runtime + framework for writing native audio software. It's like the Web Audio API in that it's javascript+audio, but unlike Web Audio in that it aims to target true native audio apps, like plugins for your DAW or hardware projects.
The API that it offers feels to me very much like thinking and working in analog synths, which is why I think you might find it interesting. You can describe and wire up signals and just see what they sound like without having to worry about what needs to happen under the hood for you to hear it.
I put together a guide for dipping your toes into making sound [2] and you'll find there a bunch of other resources that I recommend for getting into the topic.
I should note too that it's currently in beta and only supports macos and linux (windows coming soon!)
[1]: https://www.elementary.audio/
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Functional, Declarative Audio Applications
Funny you should say that :) I'm currently building a small drum synth, will share it as soon as its ready.
In the mean time, check out https://github.com/nick-thompson/elementary for some examples that you can `npm install && npm start` to hear
avendish
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Ask HN: What audio/sound-related OSS projects can I contribute to?
Happy to introduce you to https://ossia.io there are a lots of tasks open! You can check the projects for the general development axes: https://github.com/ossia/score/projects?query=is%3Aopen ; e.g. Audio, Musicality, Integrations, JACK & Linux integration (some are in Classic projects mode) all have audio-related tasks, some easy, some hard.
Creating new Avendish plug-ins (docs: https://celtera.github.io/avendish/) could also be fairly useful, here's a very basic example one: https://github.com/celtera/avendish/blob/main/examples/Advan...
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Learning C++ for Multimedia and Audio programming
If you are interested in making max, pd, etc... extension you can look into https://github.com/celtera/avendish : it's made exactly for this and tries to stay very close from standard C++ unlike most existing audio frameworks which often come with their own bespoke standard library reimplementation. The documentation also tries to explain the c++ features it used, you might find this useful!
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Soursop and Ponies in Kona: A C++ Committee Trip Report
to automatically generate safe dlopen stubs for runtime dynamic library loading from header files
and through the C++ one (this one is an extremely quick and dirty prototype):
https://github.com/ossia/score/blob/master/src/plugins/score...
to pre-instantiate get(aggregate), for_each(aggregate, f) and other similar functions in https://github.com/celtera/avendish because of how slow it is when done through TMP (doing it that way removed literally dozens of megabytes from my .o and had a positive performance impact even with -O3) ; so I weep a lot when I read that people in the committee object to pack...[indexing]
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Cognitive Loads in Programming
I really don't know about this, I'm writing audio & media effects in a fairly declarative style with https://github.com/celtera/avendish and I'm so much more productive that it's not even funny - I can rewrite entire effects from scratch in the time that it used to take me to find a bug somewhere
- Ask HN: Who is using C++ as the main language for new project?
- A framework for audio software development
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Clap: The New Audio Plug-In Standard
For anyone using c++, my declarative system has some amount of support for clap: https://github.com/celtera/avendish / https://celtera.github.io/avendish/
But unlike clap, targetting this also gives direct access to a few other environments, namely Max, Pd, ossia score, with the list hopefully growing.
Here is an example minimal plugin : https://github.com/celtera/avendish/blob/main/examples/Raw/M...
Note that unlike pretty much every other c/c++ plugin API, the plugin code does not need to include any header, everything is done through reflection of struct members at compile-time.
Here's a per-sample noise generator which uses a small library of pre-made ports: https://github.com/celtera/avendish/blob/main/examples/Helpe...
And a very naive buffer-based audio filter : https://github.com/celtera/avendish/blob/main/examples/Helpe...
UI is supported without relying on a specific UI library, only on a canvas painter concept which can then target Qt, NanoVG, and others to come: https://github.com/celtera/avendish/blob/main/examples/Helpe...
since it binds directly to audio APIs at compile time, it has pretty much zero code size in itself, the smallest plugin it generates for VST2 is around 7kb IIRC
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WG21, aka C++ Standard Committee, April 2022 Mailing
I've ported my lib https://github.com/celtera/avendish to P1061's experimental clang implementation to replace boost.pfr (https://github.com/celtera/avendish/blob/main/include/avnd/common/aggregates.hpp#L67) and it works great, it's only missing pack indexing because right now one still needs to do something like
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Why LSP?
Working on a sunset of this with https://github.com/celtera/avendish - C++ reflection makes this very easy
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Unreal vs. Unity Opinion
so interesting, as a mostly C++ dev, UE's C++ style feels absolutely awful aha. Of course they have to be here because c++ used to not have reflection but I think that nowadays one could use similar principles as the ones I've tried to develop for audio / media objects in https://github.com/celtera/avendish to implement game objects / UObject in a much cleaner way and with better compile times
What are some alternatives?
react-juce - Write cross-platform native apps with React.js and JUCE
proposal - Go Project Design Documents
tiddlywiki-docker - Tools for running TiddlyWiki via a Docker container
DtBlkFx - Fast-Fourier-Transform (FFT) based VST plug-in
Rack - The virtual Eurorack studio
csound_max - csound6~ object for Max/MSP
faust - Functional programming language for signal processing and sound synthesis
nanobind - nanobind: tiny and efficient C++/Python bindings
awesome-musicdsp - A curated list of my favourite music DSP and audio programming resources
DPF - DISTRHO Plugin Framework
wasgen - Web Audio sound generator
clap-imgui - Minimal example of prototyping CLAP audio plugins using Dear ImGui as the user interface.