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Ask HN: How to get started with audio programming?

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Re: Ask HN: How to get started with audio programming?

#91
post #89

Since we are all here, I have a question. I personally am much more interested in audio sample triggering and/or loop based production in this context than synthesis/wave generation -- and it seems like the overwhelming majority of tools are focused on the latter. In my head, I'm imagining a more programmatic approach to "arrangement of samples and loops," as in, instead of, or perhaps complementing, the classic "gri…

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Re: Ask HN: How to get started with audio programming?

#92
> My goal is to make a mini-synth which takes input from the computer keyboard.

It might be worth studying the sources of some working soft synths such as Helm, Surge or ZynAddSubFx or mixed firmware-hardware synths such as TSynth. The latter in particular is a low cost polyphonic external module built around a Teensy microcontroller, so the code base isn't that big, and it sounds great.

https://tytel.org/helm/

https://surge-synthesizer.github.io/

https://github.com/zynaddsubfx/zynaddsubfx

https://github.com/ElectroTechnique/

https://electrotechnique.cc/

Re: Ask HN: How to get started with audio programming?

#93
post #90
post #89

Since we are all here, I have a question. I personally am much more interested in audio sample triggering and/or loop based production in this context than synthesis/wave generation -- and it seems like the overwhelming majority of tools are focused on the latter. In my head, I'm imagining a more programmatic approach to "arrangement of samples and loops," as in, instead of, or perhaps complementing, the classic "gri…

Sounds like you might be more interested in live coding. Overtone [1] can do what I think you are describing, and more--it's a frontend to SuperCollider, which has all the audio synthesis stuff you aren't interested in, but it can trigger samples fine. Of course, if Clojure isn't your thing, there are other live coding tools out there. I'm partial to Orca [2] myself. [1] https://github.com/overtone/overtone [2] https…

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Re: Ask HN: How to get started with audio programming?

#94
Depends a bit on where you want to go with this.

If you want this to play nicely musically you want low latency and I'd look for programming languages made for audio. Just watch a few introductions and pick what you like best.

More professionally I'm not experienced, but maybe writing a VST MIDI instrument would make sense.

If it's just about the sound maybe you should start at the DAW end and use Bitwigs Grid or Ableton (possibly with max/msp).

Re: Ask HN: How to get started with audio programming?

#95
Edit: My goal is to make a mini-synth which takes input from the computer keyboard.

If you are a Ruby programmer on Linux, you could use this rubygem I wrote: https://github.com/mike-bourgeous/mb-sound

A video about using that gem to make a synthesizer: https://m.youtube.com/watch?v=aS43s6TWnIY&feature=youtu.be

Part of a long-running experiment of mine to make educational videos about sound, which I hope might help you on your audio programming journey: https://www.youtube.com/playlist?list=PLpRqC8LaADXnwve3e8gI2...

There have been recent posts to HN about the difficulty of reading key-up events from the terminal. I used MIDI and a separate MIDI keyboard app for my video demo.

Re: Ask HN: How to get started with audio programming?

#96
post #89

Since we are all here, I have a question. I personally am much more interested in audio sample triggering and/or loop based production in this context than synthesis/wave generation -- and it seems like the overwhelming majority of tools are focused on the latter. In my head, I'm imagining a more programmatic approach to "arrangement of samples and loops," as in, instead of, or perhaps complementing, the classic "gri…

Echoing a lot of sentiment here, you can do pretty much all of these things with SuperCollider. I'd go straight to SuperCollider rather than a "frontend" like Overtone/SonicPi. Not that these frontends are bad, but SuperCollider also has a nice frontend - the IDE works great with builtin doc searching, autocompletion, etc.

Sample wrangling becomes pretty thorny quickly as if you are triggering samples you want to make sure they don't "clip"/"pop" when you change them (due to discontinuities between the abrupt stop and the new start). I wrote a SuperCollider tutorial that demo's how to make a really high-quality sample player that takes care of these kinds of things plus gives you lots of control over rates, looping, etc. [1] That was my main hurdle with SuperCollider as that it has surprisingly few tutorials for such a long-running and deep program. Hopefully that helps :)

[1] https://schollz.com/blog/sampler/

Re: Ask HN: How to get started with audio programming?

#97
I haven't started the course yet but I've been looking at doing this one:

Learn C++ Real-Time Audio Programming with Bela - https://hackaday.io/course/171240-learn-c-real-time-audio-pr.... The course does recommend buying the Bela development board from https://shop.bela.io/ but I don't think it's a hard requirement.

Re: Ask HN: How to get started with audio programming?

#99
I've been getting into this over the past couple of years too and I feel like I sort of hit a wall.

I am comfortable writing low level efficient real-time code in C (I'm an ex game dev). I understand most synthesis techniques in pretty good detail. I could probably write a book on subtractive synthesis, and I have implemented a complete functioning FM synth.

I get the fundamental concepts around DSP: Nyquist, sampling, Fourier analysis, etc.

But when it comes to sitting down and, say, designing and implementing a filter from scratch, I'm pretty well stuck. Part of it is that most of the material I've found either goes straight to heavy calculus (which I can kind of hack but am pretty rusty on) or to MATLAB (which I don't have).

Likewise, implementing a simple digital sawtooth or square oscillator analytically is trivial. Sample playback is also a piece of cake. But doing those without aliasing seems to jump from super-easy mode all the way to hardcore nightmare. All of a sudden I'm trying to understand what minBLEPs are and other stuff that feels over my head.

Any recommendations on how to get over this hump? Should I get MATLAB?

Re: Ask HN: How to get started with audio programming?

#100

I've been getting into this over the past couple of years too and I feel like I sort of hit a wall. I am comfortable writing low level efficient real-time code in C (I'm an ex game dev). I understand most synthesis techniques in pretty good detail. I could probably write a book on subtractive synthesis, and I have implemented a complete functioning FM synth. I get the fundamental concepts around DSP: Nyquist, samplin…

Have you tried GNU Octave? It seems to be a replacement for MATLAB.
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