Sointu
A cross-architecture and cross-platform modular software synthesizer for small
intros, forked from 4klang. Targetable
architectures include 386, amd64, and WebAssembly; targetable platforms include
Windows, Mac, Linux (and related) + browser.
User manual will be in the Wiki.
Installation
You can either 1) download the prebuilt release binaries from the
releases; or 2) download the
latest build from the master branch from the
actions (find workflow "Binaries"
and scroll down for .zip files containing the artifacts). Then just run one of
the executables or, in the case of the VST plugins library files, copy them
wherever you keep you VST2 plugins.
The pre 1.0 version tags are mostly for reference: no backwards
compatibility will be guaranteed while upgrading to a newer version.
Backwards compatibility will be attempted from 1.0 onwards.
Uninstallation: Sointu stores recovery data in OS-specific folders
e.g. AppData/Roaming/Sointu
on Windows. For clean uninstall, delete
also this folder. See here where
to find those folders on other platforms.
Summary
Sointu is work-in-progress. It is a fork and an evolution of
4klang, a modular software synthesizer
intended to easily produce music for 4k intros — small executables with a
maximum filesize of 4096 bytes containing realtime audio and visuals. Like
4klang, the sound is produced by a virtual machine that executes small bytecode
to produce the audio; however, by now the internal virtual machine has been
heavily rewritten and extended. It is actually extended so much that you will
never fit all the features at the same time in a 4k intro, but a fairly capable
synthesis engine can already be fitted in 600 bytes (386, compressed), with
another few hundred bytes for the patch and pattern data.
Sointu consists of two core elements:
- A cross-platform synth-tracker that runs as either VSTi or stand-alone
app for composing music, written in go. The app
is still heavily work in progress. The app exports the projects as
.yml files.
- A compiler, likewise written in go, which can be invoked from the command line
to compile these .yml files into .asm or .wat code. For x86/amd64, the
resulting .asm can be then compiled by nasm. For
browsers, the resulting .wat can be compiled by
wat2wasm.
This is how the current prototype app looks like:
Building
Various aspects of the project have different tool dependencies, which are
listed below.
Sointu-track
This is the stand-alone version of the synth-tracker. Sointu-track uses
the gioui for the GUI and oto
for the audio, so the portability is currently limited by these.
Prerequisites
- go
- If you want to use the faster x86 assembly written synthesizer:
- Follow the instructions to build the x86 native virtual machine
before building the tracker.
- cgo compatible compiler e.g. gcc. On
windows, you best bet is MinGW. We use the tdm-gcc.
The compiler can be in PATH or you can use the environment variable
CC
to help go find the compiler.
- Setting environment variable
CGO_ENABLED=1
is a good idea,
because if it is not set and go fails to find the compiler, go just
excludes all files with import "C"
from the build, resulting in
lots of errors about missing types.
Running
go run cmd/sointu-track/main.go
Building an executable
go build -o sointu-track.exe cmd/sointu-track/main.go
On other platforms than Windows, replace -o sointu-track.exe
with
-o sointu-track
.
If you want to use the x86 native virtual machine,
add -tags=native
to all the commands e.g.
go build -o sointu-track.exe -tags=native cmd/sointu-track/main.go
Sointu-vsti
This is the VST instrument plugin version of the tracker, compiled into
a dynamically linked library and ran inside a VST host.
Prerequisites
- go
- cgo compatible compiler e.g. gcc. On windows,
you best bet is MinGW. We use the tdm-gcc.
The compiler can be in PATH or you can use the environment variable
CC
to help go find the compiler.
- Setting environment variable
CGO_ENABLED=1
is a good idea, because
if it is not set and go fails to find the compiler, go just excludes
all files with import "C"
from the build, resulting in lots of
errors about missing types.
- If you want to use the faster x86 assembly written synthesizer:
Building
go build -buildmode=c-shared -tags=plugin -o sointu-vsti.dll .\cmd\sointu-vsti\
On other platforms than Windows, replace -o sointu-vsti.dll
appropriately e.g.
-o sointu-vsti.so
; so far, the VST instrument has been built & tested on
Windows and Linux.
Notice the -tags=plugin
build tag definition. This is required by the vst2
library; otherwise, you will get a lot of
build errors.
Add -tags=native,plugin
to use the x86 native virtual
machine instead of the virtual machine written in Go.
Sointu-compile
The command line interface to it is sointu-compile
and the actual code resides in the compiler package, which is an
ordinary go package with no other tool dependencies.
Running
go run cmd/sointu-compile/main.go
Building an executable
go build -o sointu-compile.exe cmd/sointu-compile/main.go
On other platforms than Windows, replace -o sointu-compile.exe
with
-o sointu-compile
.
Usage
The compiler can then be used to compile a .yml song into .asm and .h files. For
example:
sointu-compile -o . -arch=386 tests/test_chords.yml
nasm -f win32 test_chords.asm
WebAssembly example:
sointu-compile -o . -arch=wasm tests/test_chords.yml
wat2wasm --enable-bulk-memory test_chords.wat
If you are looking for an easy way to compile an executable from a Sointu song
(e.g. for a executable music compo), take a look at NR4's Python-based
tool for it.
Examples
The folder examples/code
contains usage examples for Sointu with winmm and
dsound playback under Windows and asound playback under Unix. Source code is
available in C and x86 assembly (win32, elf32 and elf64 versions).
To build the examples, use ninja examples
.
If you want to target smaller executable sizes, using a compressing linker like
Crinkler on Windows is recommended.
The linux examples use ALSA and need libasound2-dev (or libasound2-dev:386)
installed. The 386 version also needs pipewire-alsa:386 installed, which is not
there by default.
Native virtual machine
The native bridge allows Go to call the sointu compiled x86 native virtual
machine, through cgo, instead of using the Go written bytecode interpreter. It's
likely slightly faster than the interpreter. Before you can actually run it, you
need to build the bridge using CMake (thus, this will not work with go
get).
Prerequisites
The last point is because the command line player and the tracker use
cgo to interface with the synth core, which is
compiled into a library. The cgo bridge resides in the package
bridge.
Building
Assuming you are using ninja:
mkdir build
cd build
cmake .. -GNinja
ninja sointu
:warning: you must build the library inside a directory called 'build' at the
root of the project. This is because the path where cgo looks for the library
is hard coded to point to build/ in the go files.
Running ninja sointu
only builds the static library that Go needs. This is a
lot faster than building all the CTests.
You and now run all the Go tests, even the ones that test the native bridge.
From the project root folder, run:
go test ./...
Play a song from the command line:
go run -tags=native cmd/sointu-play/main.go tests/test_chords.yml
:warning: Unlike the x86/amd64 VM compiled by Sointu, the Go written VM
bytecode interpreter uses a software stack. Thus, unlike x87 FPU stack, it is
not limited to 8 items. If you intent to compile the patch to x86/amd64
targets, make sure not to use too much stack. Keeping at most 5 signals in the
stack is presumably fine (reserving 3 for the temporary variables of the
opcodes). In future, the app should give warnings if the user is about to
exceed the capabilities of a target platform.
:warning: If you are using Yasm instead of Nasm, and you are using MinGW:
Yasm 1.3.0 (currently still the latest stable release) and GNU linker do not
play nicely along, trashing the BSS layout. The linker had placed our synth
object overlapping with DLL call addresses; very funny stuff to debug. See
here
and the fix
here.
Since Nasm is nowadays under BSD license, there is absolutely no reason to use
Yasm. However, if you do, use a newer nightly build of Yasm that includes the
fix.
Tests
There are regression tests that are built as executables,
testing that they work the same way when you would link them in an
intro.
Prerequisites
- go
- CMake with CTest
- nasm
- Your favorite CMake compatible c-compiler & build tool. Results have been
obtained using Visual Studio 2019, gcc&make on linux, MinGW&mingw32-make, and
ninja&AppleClang.
Building and running
Assuming you are using ninja:
mkdir build
cd build
cmake .. -GNinja
ninja
ninja test
Note that this builds 64-bit binaries on 64-bit Windows. To build 32-bit
binaries on 64-bit Windows, replace in above:
cmake .. -DCMAKE_C_FLAGS="-m32" -DCMAKE_ASM_NASM_OBJECT_FORMAT="win32" -GNinja
Another example: on Visual Studio 2019 Community, just open the folder, choose
either Debug or Release and either x86 or x64 build, and hit build all.
WebAssembly tests
These are automatically invoked by CTest if node and
wat2wasm are found in the path.
New features since fork
- New units. For example: bit-crusher, gain, inverse gain, clip, modulate
bpm (proper triplets!), compressor (can be used for side-chaining).
- Compiler. Written in go. The input is a .yml file and the output is an
.asm. It works by inputting the song data to the excellent go
text/template
package, effectively working as a preprocessor. This allows
quite powerful combination: we can handcraft the assembly code to keep the
entropy as low as possible, yet we can call arbitrary go functions as
"macros". The templates are here and the compiler lives
here.
- Tracker. Written in go. Can run either as a stand-alone app or a vsti
plugin.
- Supports 32 and 64 bit builds. The 64-bit version is done with minimal
changes to get it work, using template macros to change the lines between
32-bit and 64-bit modes. Mostly, it's as easy as writing {{.AX}} instead of
eax; the macro {{.AX}} compiles to eax in 32-bit and rax in 64-bit.
- Supports compiling into WebAssembly. This is a complete reimplementation
of the core, written in WebAssembly text format (.wat).
- Supports Windows, Linux and MacOS. On all three 64-bit platforms, all
tests are passing. Additionally, all tests are passing on windows 32.
- Per instrument polyphonism. An instrument has the possibility to have
any number of voices, meaning that multiple voices can reuse the same
opcodes. So, you can have a single instrument with three voices, and three
tracks that use this instrument, to make chords. See
here for an example and
here for the implementation. The maximum
total number of voices is 32: you can have 32 monophonic instruments or any
combination of polyphonic instruments adding up to 32.
- Any number of voices per track. A single track can trigger more than one
voice. At every note, a new voice from the assigned voices is triggered and
the previous released. Combined with the previous, you can have a single
track trigger 3 voices and all these three voices use the same instrument,
useful to do polyphonic arpeggios (see here).
Not only that, a track can even trigger voices of different instruments,
alternating between these two; maybe useful for example as an easy way to
alternate between an open and a closed hihat.
- Easily extensible. Instead of %ifdef hell, the primary extension
mechanism is through new opcodes for the virtual machine. Only the opcodes
actually used in a song are compiled into the virtual machine. The goal is
to try to write the code so that if two similar opcodes are used, the common
code in both is reused by moving it to a function. Macro and linker magic
ensure that also helper functions are only compiled in if they are actually
used.
- Songs are YAML files. These markup files are simple data files,
describing the tracks, patterns and patch structure (see
here for an example). The sointu-compile
then reads these files and compiles them into .asm code. This has the nice
implication that, in future, there will be no need for a binary format to
save patches, nor should you need to commit .o or .asm to repo: just put the
.yml in the repo and automate the .yml -> .asm -> .o steps using
sointu-compile & nasm.
- Harmonized support for stereo signals. Every opcode supports a stereo
variant: the stereo bit is hidden in the least significant bit of the
command stream and passed in carry to the opcode. This has several nice
advantages: 1) the opcodes that don't need any parameters do not need an
entire byte in the value stream to define whether it is stereo; 2) stereo
variants of opcodes can be implemented rather efficiently; in some cases,
the extra cost of stereo variant is only 5 bytes (uncompressed). 3) Since
stereo opcodes usually follow stereo opcodes (and mono opcodes follow mono
opcodes), the stereo bits of the command bytes will be highly correlated and
if crinkler or any other modeling compressor is doing its job, that should
make them highly predictable i.e. highly compressable.
- Test-driven development. Given that 4klang was already a mature project,
the first thing actually implemented was a set of regression tests to avoid
breaking everything beyond any hope of repair. Done, using go test (runs the
.yml regression tests through the library) and CTest (compiles each .yml
into executable and ensures that when run like this, the test case produces
identical output). The tests are also ran in the cloud using github actions.
- Arbitrary signal routing. SEND (used to be called FST in 4klang) opcode
normally sends the signal as a modulation to another opcode. But with the
new RECEIVE opcode, you just receive the plain signal there. So you can
connect signals in an arbitrary way. Actually, 4klang could already do this
but in a very awkward way: it had FLD (load value) opcode that could be
modulated; FLD 0 with modulation basically achieved what RECEIVE does,
except that RECEIVE can also handle stereo signals. Additionally, we have
OUTAUX, AUX and IN opcodes, which route the signals through global main or
aux ports, more closer to how 4klang does. But this time we have 8 mono
ports / 4 stereo ports, so even this method of routing is unlikely to run
out of ports in small intros.
- Pattern length does not have to be a power of 2.
- Sample-based oscillators, with samples imported from gm.dls. The
gm.dls is available from system folder only on Windows, but the
non-native tracker looks for it also in the current folder, so
should you somehow magically get hold of gm.dls on Linux or Mac, you
can drop it in the same folder with the tracker. See this example,
and this go generate program parses
the gm.dls file and dumps the sample offsets from it.
- Unison oscillators. Multiple copies of the oscillator running slightly
detuned and added up to together. Great for trance leads (supersaw). Unison
of up to 4, or 8 if you make stereo unison oscillator and add up both left
and right channels. See this example.
- Compiling as a library. The API is very rudimentary, a single function
render, and between calls, the user is responsible for manipulating the
synth state in a similar way as the actual player does (e.g. triggering/
releasing voices etc.)
- Calling Sointu as a library from Go language. The Go API is slighty more
sane than the low-level library API, offering more Go-like experience.
- A bytecode interpreter written in pure go. It's slightly slower than the
hand-written assembly code by sointu compiler, but with this, the tracker is
ultraportable and does not need cgo calls.
Future goals
- Find a more general solution for skipping opcodes / early outs. It might
be a new opcode "skip" that skips from the opcode to the next out in case
the signal entering skip and the signal leaving out are both close to zero.
Need to investigate the best way to implement this.
- Even more opcodes. Some potentially useful additions could be:
- Equalizer / more flexible filters
- Very slow filters (~ DC-offset removal). Can be implemented using a single
bit flag in the existing filter
- Arbitrary envelopes; for easier automation.
- MIDI support for the tracker.
- Find a solution for denormalized signals. Denormalized floating point
numbers (floating point numbers that are very very small) can result in 100x
CPU slow down. We got hit by this already: the damp filters in delay units
were denormalizing, resulting in the synth being unusable in real time. Need
to investigate a) where denormalization can happen; b) how to prevent it:
add & substract value; c) make this optional to the user. For quick
explanation about the potential massive CPU hit, see
https://stackoverflow.com/questions/36781881/why-denormalized-floats-are-so-much-slower-than-other-floats-from-hardware-arch
Long-shot ideas
- Hack deeper into audio sources from the OS. Speech synthesis, I'm eyeing
at you.
Design philosophy
- Make sure the assembly code is readable after compiling: it should have
liberally comments in the outputted .asm file. This allows humans to study
the outputted code and figure out more easily if there's still way to
squeeze out instructions from the code.
- Instead of prematurely adding %ifdef toggles to optimize away unused
features, start with the most advanced featureset and see if you can
implement it in a generalized way. For example, all the modulations are now
added into the values when they are converted from integers, in a
standardized way. This got rid of most of the %ifdefs in 4klang. Also, with
no %ifdefs cluttering the view, many opportunities to shave away
instructions became apparent. Also, by making the most advanced synth
cheaply available to the scene, we promote better music in future 4ks :)
- Size first, speed second. Speed will only considered if the situation
becomes untolerable.
- Benchmark optimizations. Compression results are sometimes slightly
nonintuitive so alternative implementations should always be benchmarked
e.g. by compiling and linking a real-world song with
Leviathan and observing how the
optimizations affect the byte size.
Background and history
4klang development was started in 2007 by
Dominik Ries (gopher) and Paul Kraus (pOWL) of Alcatraz. The
write-up will still be
helpful for anyone looking to understand how 4klang and Sointu use the FPU stack
to manipulate the signals. Since then, 4klang has been used in countless of
scene productions and people use it even today.
However, 4klang seems not to be actively developed anymore and polyphonism was
implemented only in a rather limited way (you could have exactly 2 voices per
instrument if you enable it). Also, reading through the code, I spotted several
avenues to squeeze away more bytes. These observations triggered project Sointu.
That, and I just wanted to learn x86 assembly, and needed a real-world project
to work on.
What's with the name
"Sointu" means a chord, in Finnish; a reference to the polyphonic capabilities
of the synth. I assume we have all learned by now what "klang" means in German,
so I thought it would fun to learn some Finnish for a change. And
there's
enough
klangs already.
Prods using Sointu
Contributing
Pull requests / suggestions / issues welcome, through Github! Or just DM
me on Discord (see contact information below).
License
Distributed under the MIT License. See LICENSE for more information.
Contact
Veikko Sariola - pestis_bc on Demoscene discord - firstname.lastname@gmail.com
Project Link: https://github.com/vsariola/sointu
Credits
The original 4klang: Dominik Ries (gopher/Alcatraz)
& Paul Kraus (pOWL/Alcatraz) :heart:
Sointu: Veikko Sariola (pestis/bC!), Apollo/bC!,
NR4/Team210,
PoroCYon,
kendfss, anticore,
qm210