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File: 1488658675628.png (1.69 MB, 215x300, IMG_2389.gif)

No.22380

Any coders here that have experience with DSP? Specifically DSP that handles and processes audio. I'm really wanting to make some VST/AU plugins for musicians but having trouble getting started since the field seems very math oriented. My strengths with coding lies more in the visual and game logic domain.

The JUCE toolkit (https://www.juce.com/) seems to be promising and what most developers are using.

Just wondering if any anons have experience and advice/thoughts/desire to collaborate.

  No.22388

DSP seems like an interesting topic. What VST do you want to make? Seems like that field is so broad that you have to know exactly what you want to do before starting.

I did only primitive stuff (algorythmic sound generation based on curve equations)
I also know that you can write Puredata plugins in C/Cpp, some say its not really hard.

  No.22396

File: 1488753547044.png (36.26 KB, 200x105, 00DNA.png)

>>22388
I've been an audio engineer/producer for 10 years so I'm interested in taking my own creative FX chains and putting them into one solid plugin with easy controls. Mostly processing audio rather than generating sound (although that is certainly an interest down the road).

I produce a lot of noisy/distorted electronic/hybrid type stuff and to get those elements to mix professionally there are a lot of creative solutions you have to come up with for each and every track on its own. A lot of solutions may not require advanced algorithms-- rather the order and routing of the signal through basic processors is what is important. However my interests do lie in producing more and unique sounds and I see a lot of creative potential within DSP waiting to be unlocked as audio engineers learn to code and translate their experiences into more useful algorithms.

I learned to code way before I learned to produce music,
so this subject always has had my interest. I also do graphic/web design and have interest in marketing. I think it would be neat to create a DSP company with a cyberpunk image/GUI and purpose. (future distortion techniques/glitch plugins/weird fx)

I've made a concept of my first FX chain I call "wither". To get it running on a track I have to set up a lot of different basic plugins, automation, and just a lot of busy routing work. I know if I could translate that into one plugin it would not only save me time but also provide that technique to a broader audience in a much simpler way. It basically creates a tail like a reverb but instead a series of bands of distortion that hit multiple thresholds of gates and the sound seems to "wither" out. It's very organic yet cyber sounding. Nothing --cutting edge but something I'd like to share and its a nice place to start because I think applying the code wouldn't be too challenging.

I've read a bit about being able to do that with Puredata and definitely have book marked a few sites with information on that -- seems like a decent solution!

--Aside from audio applications of DSP the field in general is immensely interesting especially with the solutions its creating to emerging technology. For example I just read about scientists that are using DNA to store data (such as minesweeper) and able to read it. Because of the way DNA is encoded it doesn't function like binary. Their solution to put back together the data from the way its stored used DSP techniques similar to dealing with satellite/radio signals to get a "clear" and complete image of the data.

  No.22397

File: 1488754033238.png (12.16 KB, 181x200, bassynth.png)

I've been programming and producing music for quite a while, but never really mixed the two sadly.
I've recently started learning to use Puredata and it's setting off different ideas here and there for all sorts of projects. One thing I was impressed by is the sheer amount of libraries and potential for inputs and outputs.

The last thing I played about with was pic related (excuse the dark-like-my-soul colour scheme). It uses aubio to translate input from my bass guitar to a sine/sawtooth oscillator. The result being a pretty glitchy synth which responds to all the subtle microtonality of the guitar.

Definitely want to get into more advanced stuff as I learn more, mainly designing synths and effects from scratch. Generative music also interests me.
Hopefully after learning the software overall, it wouldn't be difficult to include more low level processing with C as >>22388 mentioned.

  No.22426

File: 1489019778271-0.png (43.4 KB, 200x200, frontmat.pdf)

File: 1489019778271-1.png (34.91 KB, 200x200, Ch1.pdf)

File: 1489019778271-2.png (402.96 KB, 200x200, Ch2.pdf)

posting DSP pdfs, probably the most relevant field of software/hardware

  No.22427

>>22380
An electronic engineering student with some interest in DSP here.
I'm not sure how much DSP theory do you need to play with musical effects, but if you'd want to learn some DSP in general with usage in audio, then you should probably read about sampling theory, DFT and FFT, and FIR filters.

You can use this free book:
http://www.dspguide.com/pdfbook.htm

It's more like general DSP though, maybe you should try to read up about the different musical effects and how to describe them mathematically?

  No.22439

Would anyone be interested in a fully deterministic music production environment? Something where given the same project file as input, you would be guaranteed to always produce a bit-identical wave file, even on different ISAs (ARM, x86, RISC-V), and different OSs.

Keep in mind all existing tools need to be thrown out, because they don't offer any such guarantee.

  No.22440

>>22439

not really, the future of music prod stuff is in FPGA/custom hardware implementations, musicians would rather faster/more reliable dedicated realtime tools than be able to work on stuff across different systems, commodity hardware is really terrible for music production, especially live