package llama_interactive
Install
Dune Dependency
Authors
Maintainers
Sources
sha256=320b997e202b053c1529a70b4fae97b2de4f2d750f26fda199aa3d24c9be7cba
sha512=6a53edfed78ca496009a5b34efbf9b10ed7055ce536ceb7bb0c194090aaa6d103598e5b177260e49c4be9305511f26140db864ed28cdad937ff2da209b5dfbda
README.md.html
Language for Live Audio Module Arrangement
The llama is a domesticated South American camelid.
About
llama
is a library for building software-defined modular synthesizers in a declarative style. It can be used to implement programs that generate audio using components commonly found in synthesizers such as oscillators, envelope generators, and low/high pass filters. It can also be used from utop
or other ocaml repl environments to perform music live.
Llama in Action
Videos showing off some of the example programs:
Getting Started
You will need to install rust to build the low level library that reads wav files and talks to the sound card. These parts are written in rust because rust has really good libraries for wav decoding (hound) and sound card interaction (cpal).
Then you should be able to build and some example programs:
$ dune exec ./examples/polyphonic_events.exe
$ dune exec ./examples/random_pentatonic.exe
$ dune exec ./examples/echo_effect.exe
Interactive Demo
Run dune exec examples/interactive.exe
and then use your computer's keyboard to play music. The top and bottom rows of letters are the white keys and the number row and middle row of letters are the black keys. The mouse position controls the frequency cutoff and resonance of a low-pass filter. Hack examples/interactive.ml to change how it sounds!
Concepts
The 'a Signal.t
type represents a buffered stream of values of type 'a
and is central to the API of llama
. These are used to send audio and control signals through a network of components. For example:
(* This is a complete example. Paste this into a file and run it to see what
it does, or just run:
$ dune exec ./examples/from_readme.exe
*)
open Llama
open Dsl
(* [osc] represents a signal whose value varies between -1 and 1 according
to a 440Hz sine wave. *)
let osc : float Signal.t = oscillator (const Sine) (const 440.0)
(* [note_gate] represents a signal whose value is either [true] or [false]
which changes from [false] to [true] twice per second, and spends 30% of the
time on. This is often used to communicate the fact that a key is pressed to
a module that responds to such events. The [Signal.Gate.t] type is a wrapper
of [bool Signal.t]. *)
let note_gate : Signal.Gate.t =
periodic_gate ~frequency_hz:(const 2.0) ~duty_01:(const 0.3)
(* [envelope] is a signal which is 0 while its [gate] argument is producing
[false] values, but which raises to 1 over the course of [attack_s] seconds
when [gate] transitions to [true], and transitions back to [false] when
[gate] transitions to [false]. Note that even though it is also a [float
Signal.t] like [osc] is, it doesn't contain audio data. Instead an envelope
is typically used to modulate a signal in response to a key press, which we
are simulating here with [note_clock]. *)
let envelope : float Signal.t =
ar_linear ~gate:note_gate ~attack_s:(const 0.01) ~release_s:(const 0.2)
(* Multiply the oscillator with the envelope to produce a repeating
burst of volume which gradually tapers off twice per second. *)
let output : float Signal.t = osc *.. envelope
(* Play the sound! *)
let () = play_signal (output |> scale 0.1)
Example Live Session
Start a utop session with the Llama
module available by running dune utop
, then enter this into the utop repl.
open Llama.Live;;
(* Define a sequence of frequencies and durations. *)
let steps = [ Some (110.0, 0.1); Some (123.47, 0.1); Some (98.0, 0.2); None ]
|> List.map (Option.map (fun (freq, period) -> { value = const freq; period_s = const period }));;
(* Create a sequencer to play the notes. *)
let { value = freq; gate } = sustained_step_sequencer steps (clock (const 4.0));;
(* Create an oscillator to buzz at the frequency selected by the sequencer. *)
let osc = oscillator (const Saw) freq;;
(* Create an envelope generator to shape the volume according to the gate. *)
let env = ar_linear ~gate ~attack_s:(const 0.01) ~release_s:(const 0.2);;
(* Use the envelope to control the volume of the oscillator. *)
let amp = osc *.. env
(* Create a player returning a `float t ref` which can be set to the signal we want to play. *)
let out = go ();;
(* Play! *)
out := amp;;
(* To silence playback you can change the output to [silence]. *)
out := silence;;