Sporth: A small stack-based audio programming language
paulbatchelor.github.io
paulbatchelor.github.io
I found the stack-based, Forth style syntax works like magic for a lot of creative audio DSP tasks. Blocks of code are like little signal chains, but denser and easier to manage than traditional spaghetti graphs (like in Reaktor, PureData, etc.) though I believe spaghetti graphs are more approachable at first.
the author also wrote an interactive tutorial here:
this is based on the sporth cookbook, found here:
Since you're here, I would love to know what you think of adding function definition as a language feature to Sporth (in the style of Forth, or even better, Joy). As you know I've used Sporth a lot, and I think it would be pretty useful to have this kind of feature, but perhaps implementation would be a bit challenging right now.
I actually kind of did that. Soundpipe[0], Patchwerk[1], and Runt[2] used together builds something that syntactically resembles Sporth, sounds virtually identical, and is usually way faster. In Runt, you can add new words and build abstractions that way. In practice, I tend to avoid doing this and will tend to generate Runt code using higher level languages like Scheme.
0: http://paulbatchelor.github.io/proj/soundpipe.html
https://github.com/PaulBatchelor/Patchwerk/blob/master/runt/...
I guess the documentations is in-progress, but the language seems like it has exactly the improvements over Sporth I was thinking of. Compared to Sporth, though, the development model seems less open to community involvement. It would be great to have a "contributing" guide of some sort, or a repo open to pull requests.
> Compared to Sporth, though, the development model seems less open to community involvement
The biggest reason for this is because I'm actually using Fossil for source control instead of git, and this is a git export for visibility and convenience. Fossil also is built around a cathedral model rather than the bazaar model [0], so it it indeed harder to make one-off commits to the repo. It should be possible to have bidirectional git/fossil support, but I haven't explored it for now.
> It would be great to have a "contributing" guide of some sort, or a repo open to pull requests.
There's no guide yet because I'm not ready for any random stranger to be able to make a contribution.
However, if you (or anyone reading) are interested in using developing Patchwerk, please email me at this is paul batchelor at gmail dot com (no spaces).
0: https://www.fossil-scm.org/xfer/doc/trunk/www/fossil-v-git.w...
Perhaps that is an approach that would work for Sporth? If nothing else it could be implemented as a separate source to source pre-processor.
The beauty of stack languages is shared with that of RPN calculators and their postfix syntax model: You can enter the expression very quickly and precisely. Parens and operators don't "get in the way". Names aren't needed for temporary values. Small modifications don't require a rewrite. They feel mostly linear when "in their wheelhouse."
Where postfix starts losing to prefix and infix is when you have something that requires a lot of scanning back and forth to determine state. Function arguments lack clarity. Stack underflow becomes a real failure case. The scaling in terms of readability isn't very good, so "don't write large words" becomes an imperative when it's a generalized programming syntax as in Forth.
The language I'm working on right now currently uses RPN for single-line, compile-time expressions, while runtime evaluation is vertical and operates entirely in terms of keyword prefix + memory addresses, like an assembler. This constrains the scope in two ways, giving it a "twice linear" feel since left-to-right is the compile-time world while top-to-bottom is the runtime world, and those worlds only really cross over in terms of referring to compile-time identifiers(e.g. label and variable declarations, type evaluation). Since left to right is all compile-time, the meaning of an expression can vary a lot depending on the keyword, and so to expand the language I also have the option of adding original single-line DSLs to target specific runtime expressions, if I can't get what I want by adding more types to the RPN system. This is intended for small inline programs called from scripting so the at-scale view of composability isn't the main priority. It's still early, though, so I'll see how that all works out in practice.
Is your language public at all?
# the lord saw how wicked man's sawtooth had become,
# and it was phat
# "yea," sayth the lord, "i will uphold your snares
# and your hi-hats with my righteous filters"
# and gave unto man a sine wave,
# that he may craft a kick drum,
# and bob his head in green pastures
https://audiomasher.org/patch/WRZXQHI want to eventually rewrite it in Svelte because React is too slow (probably my own fault) to play notes and update the UI at the same time. I think I should have used PureComponents or something.
I really like the way the editor visually shows where you are. It would be really neat to get it controlling some synths in an Ableton live session or something. You'll get the notation system AND the great sounds that way.
At one point, I wrote a little BF sequencer for Sporth [0]. The nice thing about it was it just output a signal which could be mapped to literally any sound parameter at audio-rate. If the project still builds [1], there's a single demo that I made of it.
I agree. As the creator, it can be hard to write documentation for a beginner audience, so I'd be great to hear your input. What would you suggest?
Right now, here is the documentation that exists now:
Some intro tutorials can be found in the Sporth cookbook:
http://paulbatchelor.github.io/proj/cook/
An interactive version can be found here:
Once you understand the syntax fundamentals, most of the work is just remembering all the ugens and the argument order. For this, there's a reference guide:
https://github.com/PaulBatchelor/Sporth/blob/master/ugen_ref...
There's a command line utility that comes with sporth called "ugen_lookup" that allows you to look up entries from here:
https://github.com/PaulBatchelor/Sporth/blob/master/util/uge...
Most Sporth ugens are wrappers around Soundpipe modules, for which there is also a reference manual for. It also provides more information about what the module does:
What is difficult for me is to understand:
* what kind of objects are available (generators and filters, I guess, anything more?)
* what generators are available, and what is their effect
* what are triggers. This sentence doesn't explain much "A single trigger is exactly one sample that is a non-zero value (typically, this value is just a '1')"
and so on. In general, much of the terminology is alien, for instance "Since everything in Sporth is sample accurate, triggers are sample accurate and can work at audio rate." or "This creates a gate signal which is then fed into the portamento filter, whose half time value is 10ms. The portamento filter (a simple one pole smoothing filter), creates the ideal exponential curves for envelope, with a convex exponential slope on the attack, and a concave exponential slope on the release."
I just do not understand half of the words in the above sentences.
What does it mean to be sample accurate? What is a portamento filter? Why there should be a convex exponential slope on the attack? By the way, what is the attack? (I know, but it wasn't explained earlier).
This looks like a tutorial written for people who are already programming audio, and only need to understand Sporth. What is missing is a tutorial for people that are programmers and musicians, but are using Sporth to start programming audio.
> what kind of objects are available (generators and filters, I guess, anything more?)
In Sporth, "objects" are referred to as things called unit generators, or "ugens" for short. These things can take in signals as input, and write signals as output. Signals are all audio rate. Even a constant value is an audio-rate signal.
As you mentioned, effects and signal generators are two kinds of unit generators. Another important one are control-signal generator, which include things like low-frequency oscillators (LFOs), or envelopes. These things generally produce signals designed control parameters of other things.
There are also things called ftables (short for function tables I think? another term borrowed from Csound). These things are more or less floating point arrays. Usually they are used for sequences, storing wavetables for table-lookup oscillators, or loading audio samples. An ftable is an ftable, so if you wanted to take a loaded snare sample and use it inside of a sequencer ugen, there's nothing stopping you from that.
> what generators are available, and what is their effect
Hard to answer that one concisely. There are approximately 220 unit generators in Sporth right now. Some of them do simple things like addition and multiplication. Others do more complicated things. Some make sound, some process sound, some do a combination of both. The art of composing with Sporth is building an intuition for how these modules will sound together. Admittedly, there is no documentation for all of this in Sporth. There's no time for that. BUT! If you study highly modular computer music systems like Csound or Supercollider, you'll learn concepts that can be applicable to Sporth.
> what are triggers. This sentence doesn't explain much "A single trigger is exactly one sample that is a non-zero value (typically, this value is just a '1')"
Ah yes, this is modular synthesizer terminology. If you don't have experience using modular synthesizers, I can see why this is confusing.
Triggers can be thought of as a sort of message, encoded in an audio signal. When a trigger signal occurs, it means "do something". What that something is, depends entirely on the ugen reading the signal. When a trigger signal gets fed into an envelope generator, it tells the envelope to re-trigger the envelope. When a trigger signal gets fed into a sequencer, it means go to the next note in the sequence. Stuff like that.
> I just do not understand half of the words in the above sentences.
That was me and the music-dsp mailing list for many years. I've now got around 70-80 percent comprehension there, but yeah jargon. The thing is, once you start memorizing jargon words, you forget what is jargon and what isn't.
I can totally see where you are coming from. It would be great to see Sporth tutorials written for different audiences than mine own. But I need help for that. It's just not a responsibility I am ready to take on. If you do not have the prerequisite background in computer music, there is just so much you need to unpack, and it will never be enough. I'm only one person, and I need what little time I have to try to compose my own music with the tools I write for myself. Selfish by definition, but true.
By the way, I was not complaining, I was just responding to
> I agree. As the creator, it can be hard to write documentation for a beginner audience, so I'd be great to hear your input. What would you suggest?
That's exactly right. Having a terse and precise notation for expressing a patch was originally why it was created. There are indeed lower level libraries in other languages powering this (Soundpipe), but I found working in C to be too slow for creative working. Sporth eliminated some of those keystrokes and enabled me to compose music I wouldn't have been able to do otherwise [0].
From a language/syntax standpoint, you're still typing way more keystrokes with Csound to do equivalent things in Sporth.
Design philosophies are different as well. Csound is divided up into an orchestra/score, where the orchestra defines the signal flow of an instrument, and the score has instructions on when to play the instruments. Sporth can only define a sound in terms of signal flow, similar to a modular synthesizer. In Csound terms, it's the equivalent of having a single Csound instrument that is always on.
Performance-wise, I've found that Csound has a slight edge, but not by that much. Both are mainly written in C, and both perform quite well in real-time. I use low-end hardware, and I almost never have any issues myself. I wouldn't recommend sporth for embedded systems at all, and to be careful when using it on a raspberry pi 1 (but I said the same thing about Csound too).
From a code infrastructure standpoint, Sporth is way cleaner. And this is mainly what motivated me to write Soundpipe + Sporth, and the biggest strength. It's a very tiny language... the core of it is only a few thousand lines of reasonably C code, with the rest of it being ugen code, which is repetitive and easy to understand. It is built inside of a POSIX environment using simple Makefiles. Sporth code is pretty portable, and can be trivially dropped into a project (AudioKit does exactly this). Csound, on the other hand, is a massive code base full of very cryptic legacy C code, with bits of C++ thrown in for good measure, and uses CMake.
Csound has an amazing collection of opcodes for creating sounds. It's an amazing ecosystem to explore. Sporth has 224 unit generators, which is a lot, but a fraction of what Csound has to offer.
Also consider that Sporth is almost like a markup language for audio graphs, where each occurrence of a verb represents a node in the graph. The graph is then initialized and run with minimal overhead over all samples. It's certainly possible to reproduce this in a library, but I suspect it limits your options in terms of target languages.