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Pazookle Audio Programming Language, a pure python replacement for ChucK
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zacko-belsch/pazookle
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Pazookle, a pure python replacement for ChucK. ============================================== Dec/30/2013, Bob Harris <zackobelsch@gmail.com> Pazookle was born Dec/9/2013, the result of my frustration with ChucK. One too many incomprehensible segfaults spurred me to think there must be a better way. Whether Pazookle is a better way or not remains to be seen. ChucK is pretty awsome. Installation ============ (1) Copy this folder and its contents to some location on your disk. (2) Add this folder to your PYTHONPATH environment variable. Note that the package's .py files are in the pazookle subfolder, and that in step 2 you add the folder *above* that subfolder to your python path. The pazookle subfolder contains an empty __init__.py file as described in the python docs at docs.python.org/2/tutorial/modules.html (to add: simple test that installation is right) Pazookle vs ChucK ================= What Pazookle tries to accomplish is to let you design sounds/music in a manner similar to ChucK, but in python, with all the bells and whistles (pun intended) that go along with an established language. Pazookle accomplishes ChucK-like syntax and concurrency by overloading python's >> operator and treating shreds as coroutines. These are explained in more detail below. Where Pazookle falls short of ChucK is that it is not interactive and it does not create in real time. Pazookle uses python's generator capability to manage concurrency. A "shred" is a generator which includes the yield statment to advance time. For example, the code below creates a shred which will "run" for three seconds. from pazookle.shred import zook zook.spork(my_shred()) zook.run() def my_shred(): ... do something to configure audio ... yield 3*zook.sec Concurrency is managed by the shreduler (zook is an instance of Shreduler). When a shred yields, the shreduler will eventually return to it after advancing to the specified time. In more detail, the shred is placed in a time-based priority queue, any other shreds waiting will be run, and audio percolates through the pipeline. Since generators can have yields scattered about them, they look very similar to ChucK shreds. One difference, though, is that there is no "main" shred in Pazookle. All shreds must be written as functions with at least one yield (this is what makes them generators). They may include parameters, which must be given values when the shred is sporked. They can not return anything. An overloaded right shift operator creates ChucK-like syntax for audio chains. For example, the code below creates a reverb chain. Note that, unlike ChucK, we aren't able to create objects at the same time we chain them. output = WavOut(filename="my_reverb.wav") oscar = TriOsc(gain=1) master = PassThru() reverb = Delay(60*zook.msec) reverb.gain = 0.6 voice >> master >> output master >> reverb >> reverb >> output The >> operator is *only* used for connecting sound chains. Pazookle provides no left-to-right assignment. The double-slash operator is used to disconnect chains. For example we can cut the direct connection from master to output by doing this: master // output Unlike ChucK, we can also connect a chain of unit generators into a control of another generator. In the example below, the sound chain shows that we drive the frequency of a carrier oscillator from the output of a modulating oscillator (fmMod >> fmCarrier["freq"]). Meanwhile, the modulator's gain is controlled by the output of a linear ramp (gain=ramp). Not all object controls have been set up to allow "drivability", but the most common ones are (e.g. bias, gain, frequency, phase, duty cycle and pan). output = WavOut(filename="my_fm.wav") ramp = LinearStep(bias=10, gain=2500-10) fmMod = SinOsc(bias=383, gain=ramp, freq=33) fmCarrier = SinOsc(gain=0.3) fmMod >> fmCarrier["freq"] >> output Pazookle is not a copy of ChucK =============================== While Pazookle is certainly inspired by ChucK, there's no desire to reproduce ChucK output exactly. For example, ChucK ADSR objects have linear decay and release, but the Pazookle objects have the more realistic exponential decay and release. However, in some cases, specifically filters, we do strive to make the Pazookle filter produce output identical to the corresponding ChucK filter. The Pazookle architecture (shred scheduling, pipeline management and grandaddy unit generator class) was designed without any deep understanding of how ChucK works internally. Nor was ChucK code directly copied or translated. Instead, the design was motivated by thinking about how ChucK may have implemented these things, and how they could be accomplished in python. However, some specific unit generators in Pazookle *were* designed by carefully studying the ChucK implementations of these elements. The author believes this is allowed under ChucK's GPL license; Pazookle uses a more recent version of that license. Further, much terminology has been borrowed from ChucK, in the hopes that this will make Pazookle easier to learn for users familiar with ChucK. Examples ======== (to be written) Architecture ============ The Pazookle package is comprised from the following source files. The first group defines classes for sound generating objects, or the management thereof. The second group is support functions. shred The shreduler; "time" control and shred management. ugen Unit generator parent class and simple ugens. generate Generative ugens. envelope Envelopes and steps. filter Filters. buffer Delays and clips. output Output units. midi Support for midi (currently no I/O support). interpolate Support for creating interpolating functions. util Miscellaneous support. constant Miscellaneous constants. parse Support for parsing. shreduler --------- The shreduler manages concurrency and runs the audio pipeline. It has two primary data structures-- a priority queue to track shreds, and a list of audio elements. Additionally it tracks "time" with two variables, self.clock and self.now. self.clock is an integer, and simply counts the number of sample ticks that have been generated since start. self.now is a float, the "time" that the most recent shred was activated or reactivated. In general, self.now >= self.clock and floor(self.now) == self.clock. The priority queue, self.shreds, is a list of (when,function,name) triplets. The current implementation keeps these in a simple list, sorted by time. when is the time that the shred should be reactivated. Typically this is a float, but the special value None is used to indicate a shred that should be run immediately. id a unique number assigned to the shred function is the python function representing the shred. This is not really a function, it is of type GeneratorType. name is a string representing the shred. This is useful for tracking shreds while debugging the shreduler. When a shred is sporked, it is added to the priority queue with when=None. When it is its turn to activate, its function f is "called", via f.next(). This will either return, indicating the shred hit a yield, or it will raise a StopIteration exception. In the latter case we discard the shred; it has finished. When a shred yields, it yields a time. If this is a float it is treeated as a delta time, relative to the time the shred was activated. It can also be a tuple of the form ("absolute",time), in which case the time is an absolute time. In either case the shred is placed back in the priority queue and will be reactivated when its turn comes around. Note that ties are broken in favor of whichever shred was in the queue first. I plan to expand scheduling to allow events and messages. The idea is that a shred could yield a list of event objects, and would be placed in limbo waiting for the first of those events to fire. One element in the list could also be a time; if the time comes around before any of the events, the shred would active (essentially a timeout). One difficulty with this scheme would be the lack of any means to inform the shred *which* event occurred. We only expect one instance of Shreduler to be created. This occurs at the bottom of shred.py when pazookle.shred is imported. The Shreduler instance is named zook. There are currently class variables, used in a way that would probably get in the way of having multiple shredulers. The pipeline is initially represented in the shreduler by a list of sinks. A sink is any ugen that has feeds no other ugen and which the user requires be properly updated with each sample tick. In most cases the list of sinks is automatically generated, but the user can append ugens by calling zook.add_sink. On the first sample tick, the list of sinks is used to generate an update order for all ugens feeding into them. This is performed in zook.find_update_order which is automatically called. The algorithm recursively scans input feeds to determine the graph of ugens and determines an update order that guarantees all of any ugen's feeds are updated before the ugen is. For feedback cases the guarantee is impossible, so a ugen will receive inputs delayed by one tick for its feedback inputs. This order is used with each tick until any connections are altered; on the next sample tick a new urder is generated. The shreduler then calls the percolate method for each audio element, in order. ugen ---- Unit generators are subclassed from the grandaddy class UGen. This class contains the code that implements the overloaded syntax and pipeline construction. It also implements audio sample percolation control. (add more about overloaded syntax here) Every ugen has a defined number of input channels (0, 1 or 2) and output channels (1 or 2). This is a distinct concept from feeds. Ugens can accept any number of input feeds. Typically these are just summed. However, some special ugens can treat feeds individually. For example, a Mixer object has separate gain controls for the first feed ("dry") and the second ("wet"). Feeds can be mono or stereo, irrespective of the number of input channels a ugen has. Mismatched channel counts, as when two output channels from one ugen are fed into a uge with one input channel, are automatically handed in the UGen class's percolate method. The subclass is mostly unaware of this. When a ugen class can support either stereo or mono (and there are many of these), its tick method typically has to check whether it has been fed a single samples or a sample pair. Every ugen has bias and gain settings. Bias is often zero, but a non-zero bias facillitates creation of controlling LFOs. Bias and gain are both "drivable" controls. This means that they can be set from the output of another ugen. The pipeline management considers such controls to be additional feeds into the element. Note that bias and gain are applied *after* the tick method. Users can subclass UGen or UPeridic to write their own unit generators (the equivalent of a ChucK ChuGen). Subclasses can add other drivable controls without too much effort; see for example freq and phase in Periodic. However, this is fairly fragile in the current implementation. A distinction has to be made between drivables that have no side effects and those that do (a side effect means we have other object attirbutes to set when the control's value changes). The current implementation has a layer or two of setters/getters. Perhaps this can be improved. Users can subclass UGraph to write unit generators that build a connection graph (equivalent to a ChucK ChubGraph). Currently there is one class in the package, Echo, which was constructed as a UGraph. There are also two Ugraphs in the examples, try_Inlet and try_Outlets. Note that generative elements have gain = 0 by default. In other words, they all wake up silent. The motivation is that this forces the user to think about what the gain ought to be. Admittedly, this can be a nuisance, but it is fairly easy to use a = SinOsc(gain=1) to set the gain as you create the ugen. Additionally, the default gain is a UGen class variable, so it should be possible to change the defaults at the start of a program (with all the requisite danger of lack of interoperability of programs written with different defaults). Miscellany ---------- Both Shreduler and UGen have built-in debug capability. For example, calling UGen.set_debug("pipeline") will cause several methods to report audio values as they are percolated through the pipeline. See the headers of shred.py and ugen.py to see what debug strings are available. Or grep for "in UGen.debug" in all the .py files. All shreds and ugens can be given names at the time of their creation (irrespective of their variable names). This can be useful in conjunction with the debug stuff. Along with user-defined events, we'd like to have events for things like a shred completing or a ramp/evelope reaching its target. Things in the code that "need work" are indicated with a triple dollar sign comment ($$$).
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