Showing posts with label buffer. Show all posts
Showing posts with label buffer. Show all posts

Wednesday, October 13, 2010

More Buffers

Waiting

Last time, we learned that the language does not wait for the server to finish loading buffers before it carries on with the programme, which could lead to a situation where we instruct the server to start playing a buffer that hasn't yet loaded. This will fail to play correctly. Fortunately, there are a few ways to make sure this doesn't happen.

If we use a Task (or a Routine), we can tell it to pause until the server has caught up.

s.boot;
 
(
 var buf;
 
 SynthDef(\playBufMono, {| out = 0, bufnum = 0, rate = 1 |
  var scaledRate, player;
  scaledRate = rate * BufRateScale.kr(bufnum);
  player = PlayBuf.ar(1, bufnum, scaledRate, doneAction:2);
  Out.ar(out, player)
 }).add;

 buf = Buffer.read(s, "sounds/a11wlk01.wav");

 Task.new({
  
  s.sync; // wait for the server
  Synth(\playBufMono, [\out, 0, \bufnum, buf.bufnum, \rate, 1])
  
 }).play
)

The s.sync makes the Task wait for the server to get caught up with the language. The SynthDef, like the buffer, is also asynchronous, so the sync gives everything a chance to get caught up.

We can also give the buffer an action. This is a function that gets evaluated when the buffer has finished loading. This might be a good idea when we are going to load several buffers, but don't need to use all of them right away. We could use the action, for example, to set a flag so our programme knows it's ok to start using the buffer:

s.boot;
 
(
 var buf, bufloaded;
 
 SynthDef(\playBuf, {| out = 0, bufnum = 0, rate = 1, 
       dur = 0.2, amp = 0.2, startPos = 0 |
  var scaledRate, player, env;
  
  env = EnvGen.kr(Env.sine(dur, amp), doneAction: 2);
  scaledRate = rate * BufRateScale.kr(bufnum);
  player = PlayBuf.ar(1, bufnum, scaledRate, 
       startPos: startPos, loop:1);
  Out.ar(out, player * env)
 }).add;

 bufloaded = false;
 
 buf = Buffer.read(s, "sounds/a11wlk01.wav", 
  action: { bufloaded = nil});


 Pseq([
  Pbind( // play this Pbind first
   \scale,  Scale.gong,
   \dur,   Pwhite(1, 3, inf) * 0.001,
   \degree,  Prand([0, 2, 4, \rest], inf),
   \amp,  0.2,
   \test,  Pfunc({ bufloaded }) // when this is nil, this Pbind ends
  ),
  Pbind( // next play this one
   \instrument, \playBuf,
   \bufnum,  Pfunc({buf.bufnum}), // use the buffer, now that we know it's ready
   \dur,  Pwhite(0.01, 0.3, 20),
   \startFrame, Pfunc({buf.numFrames.rand}),
   \amp,  1
  )
 ], 1). play

)


Recall that when a Pbind gets a nil, it stops playing and the pattern goes on to the next section, so setting the flag to nil, in this case, advances the piece. Because the second buffer has not yet loaded when the interpreter first evaluates the second Pbind, buf.numFrames will still be nil. Therefore, we put that into a Pfunc so that it gets evaluated when the Pbind plays, instead of when the interpretter first looks at the code.

In that example, we don't always start playing back at the start of the Buffer, but instead offset a random number of samples (called "Frames" here). Coupled with the short duration, this can be an interesting effect.

When you are writing your own actions, you can also do a more typical true / false flag or do anything else, as it's a function. For example, it's possible to combine the two approaches:

s.boot;
 
(
 var buf1, syn, pink;
 
 SynthDef(\playBuf1, {| out = 0, bufnum = 0, rate = 1, loop = 1 |
  var scaledRate, player;
  scaledRate = rate * BufRateScale.kr(bufnum);
  player = PlayBuf.ar(1, bufnum, scaledRate, loop: loop,
       doneAction:2);
  Out.ar(out, player)
 }).add;

 SynthDef(\playBufST, {| out = 0, bufnum = 0, rate = 1, loop = 1,
       dur = 1, amp = 0.2 |
  var scaledRate, player, env;
  
  env = EnvGen.kr(Env.sine(dur, amp), doneAction: 2);
  scaledRate = rate * BufRateScale.kr(bufnum);
  player = PlayBuf.ar(2, bufnum, scaledRate, loop:loop);
  Out.ar(out, player * env)
 }).add;

 buf1 = Buffer.read(s, "sounds/a11wlk01.wav");

 Task.new({
  
  s.sync; // wait for buf1
  syn = Synth(\playBuf1, [\out, 0, \bufnum, buf1.bufnum, 
       \rate, 1, \loop, 1]);  // play buf1

  pink =  Buffer.read(s, "sounds/SinedPink.aiff",
   action: {  // run this when pink loads
    syn.set("loop", 0);
    syn = Synth(\playBufST, [\out, 0, \bufnum, pink.bufnum,
        \rate, 1, \loop, 1, \dur, 10]); // play pink
   });
    
  
 }).play
)

In the above example, we first wait for the allwlk01 buffer to load and then start playing it. While it's playing, we tell the SinedPink buffer to load also and give it in action. When it has loaded, the action will be evaluated. The action tells the first synth to stop looping and then starts playing a new Synth with the new buffer.

If we wanted to, we could use the action to set a flag or do any number of other things.

Recording

We don't need to just play Buffers, we can also record to them. Let's start by allocating a new Buffer:

b = Buffer.alloc(s, s.sampleRate * 3, 1)

The first argument is the server. The second is the number of frames. I've allocated a 3 second long Buffer. The third argument is the number of channels.

Now, let's make a synth to record into it:

 SynthDef(\recBuf, {| in = 1, bufnum, loop = 1|
 
  var input;
  input = AudioIn.ar(in);
  RecordBuf.ar(input, bufnum, recLevel: 0.7, preLevel: 0.4, loop:loop, doneAction: 2);
 }).add;

AudioIn.ar reads from our microphone or line in. Channels start at 1, for this UGen.

RecordBuf takes an input array, a bufnum and several other arguments. In this example, we're scaling the input by 0.7 and keeping previous data in the buffer, scaled by 0.4. We'll keep looping until instructed to stop.

We can mix this with a stuttering playback from earlier:

s.boot;
 
(
 var buf, syn, pb;
 
 SynthDef(\playBuf2, {| out = 0, bufnum = 0, rate = 1, 
       dur = 5, amp = 1, startPos = 0 |
  var scaledRate, player, env;
  
  env = EnvGen.kr(Env.sine(dur, amp), doneAction: 2);
  scaledRate = rate * BufRateScale.kr(bufnum);
  player = PlayBuf.ar(1, bufnum, scaledRate, 
       startPos: startPos, loop:1);
  Out.ar(out, player * env)
 }).add;
 
 SynthDef(\recBuf, {| in = 1, bufnum, loop = 1|
 
  var input;
  input = AudioIn.ar(in);
  RecordBuf.ar(input, bufnum, recLevel: 0.7, preLevel: 0.4, loop:loop, doneAction: 2);
 }).add;
 
 buf = Buffer.alloc(s, s.sampleRate * 3, 1);
 
 Task({
  
  s.sync; // wait for the buffer
  
  syn = Synth(\recBuf, [\in, 1, \bufnum, buf.bufnum, \loop, 1]); // start recording
  
  2.wait; // let some stuff get recorded;
  
  
  pb = Pbind( // play from the same buffer
   \instrument, \playBuf2,
   \bufnum,  buf.bufnum,
   \dur,  Pwhite(0.01, 0.5, 2000),
   \startFrame, Pwhite(0, buf.numFrames.rand, inf),
   \amp,  1
  ).play;
  
  5.wait;
  
  syn.set("loop", 0);  // stop looping the recorder
  
  3.wait;
  pb.stop; // stop playing back
 }).play
)

Summary

  • Buffers load asynchronously and we can't count on them to be ready unless we wait for them.
  • One way to wait is to call s.ync inside a Task or a Routine.
  • We can start playing back a Buffer from any sample with the startFrame argument.
  • Buffer.read has an action argument, to which we can pass a function that will be evaluated after the Buffer has been read on the server.
  • We can allocate empty Buffers on the server with Buffer.alloc.
  • AudioIn.ar starts with channel 1, even though most other input busses start at 0.
  • RecordBuf.ar records to a Buffer.

Problems

  1. Write a programme that opens and plays several Buffers. Make sure that every Buffer is ready before you play it. Spend the least possible amount of time waiting.
  2. Write a programme that reads a Buffer, starts playing it back in some way and the starts recording to the same Buffer. You can use AudioIn.ar or check out InFeedback.ar. Note that, as the name implies, you may get feedback, especially if you are playing back in a linear manner at a rate of 1. Try other rates or ways of playing back to avoid this.
  3. Find a short audio file that contains some beat-driven audio. If you know the number of beats in the file, could you make an array of startFrames? Write a Pbind that does something interesting with your file and your array.

Sunday, October 03, 2010

Working with Buffers

Let's say you want to open a short audio file and play it back. You can do this with a Buffer.

 s.boot;
 b = Buffer.read(s, "sounds/a11wlk01.wav");

Don't run both of those lines at once. Wait for the server to finish booting before reading the Buffer. The reason you need to wit is because the Buffer actually lives with the server. The server plays the audio, so the server needs to have the audio in it's memory.

The first argument, is therefore the server that will hold the buffer. The second is the path to the buffer on your computer.

Because the Buffer lives with the server, the command to read it is asynchronous. We tell the server to load the Buffer and then carry on, without waiting to hear back if it's been loaded or not. For large files, it may take a few moments for it to fully load. One way to deal with tis is to load buffers into global variables (like b, above) and then manually wait to evaluate the next section.

PlayBuf

To play the Buffer, you can use the UGen PlayBuf:

(
 SynthDef(\playBuf, {| out = 0, bufnum = 0 |
  var scaledRate, player;
  scaledRate = BufRateScale.kr(bufnum);
  player = PlayBuf.ar(1, bufnum, scaledRate, doneAction:2);
  Out.ar(out, player)
 }).play(s, [\out, 0, \bufnum, b.bufnum]);
)

When Buffers are allocated on the server, they're given a unique ID number, so we can reference them later. This number is called the bufnum. It's the second argument to the SynthDef. This way, we know which buffer we're supposed to play.

Some Buffers may have unusual sample rates or otherwise be unusual. To make sure that they play at the speed we expect, we use a UGen to scale the rate. If we wanted to play at half speed, we could change the SynthDef:

(
 SynthDef(\playBuf, {| out = 0, bufnum = 0, rate = 1 |
  var scaledRate, player;
  scaledRate = rate * BufRateScale.kr(bufnum);
  player = PlayBuf.ar(1, bufnum, scaledRate, doneAction:2);
  Out.ar(out, player)
 }).play(s, [\out, 0, \bufnum, b.bufnum, \rate, 0.5]);
)

Note that when we play at half speed, it takes twice as long to play the sample and pitches are all an octave lower. This is just like working with magnetic tape. If we change the rate to 2, it will play back at half the speed of the original and be an octave higher. If you try a rate of -1, it will play backwards at the normal rate.

The PlayBuf UGen is the one that actually plays the buffer. The first argument is the number of channels. Our buffer is mono, so that number is 1. If it were stereo, we would change it to 2. You cannot pass in this number as an argument or change it while the Synth is running. The SynthDef must be defined with the right number of channels. If you give a stereo buffer to a mono PlayBuf, or vice versa, it will not play. If you have both mono and stereo buffers in one piece, you will need to have two SynthDefs:

(
 SynthDef(\playBufMono, {| out = 0, bufnum = 0, rate = 1 |
  var scaledRate, player;
  scaledRate = rate * BufRateScale.kr(bufnum);
  player = PlayBuf.ar(1, bufnum, scaledRate, doneAction:2);
  Out.ar(out, player)
 }).add;

 SynthDef(\playBufStereo, {| out = 0, bufnum = 0, rate = 1 |
  var scaledRate, player;
  scaledRate = rate * BufRateScale.kr(bufnum);
  player = PlayBuf.ar(1, bufnum, scaledRate, doneAction:2);
  Out.ar(out, player)
 }).add;
)

PlayBuf can handle N-channel files, so if you have some three channel or 8 channel files, you can also play those if you define synthdefs with the right number of channels.

To figure out which SynthDef to use, you can send the message numChannels to a buffer object:

(
 if((b.numChannels == 1), {
  Synth(\playBufMono, [\out, 0, \bufnum, b.bufnum, \rate, 1])
 }, {
  if((b.numChannels == 2), {
   Synth(\playBufStereo, [\out, 0, \bufnum, b.bufnum, \rate, 1])
  })
 });
)

The second argument to PlayBuf is the bufnum. This tells it which Buffer to play.

The third argument is the rate. As mentioned above, it's a good idea to scale this rate with BufRateScale.kr

Buffers, like envelopes, can have a doneAction. 2 means to deallocate the synth from the server when the Buffer stops playing.

If you want to loop your buffer, that's also a possible argument:

(
 SynthDef(\playBufMonoLoop, {| out = 0, bufnum = 0, rate = 1 |
  var scaledRate, player;
  scaledRate = rate * BufRateScale.kr(bufnum);
  player = PlayBuf.ar(1, bufnum, scaledRate, loop: 1, doneAction:2);
  Out.ar(out, player)
 }).play(s, [\out, 0, \bufnum, b.bufnum, \rate, 1]);
)

1 means do loop and 0 means don't loop. the default is 0. You can change the loop value while the Synth is running, so it's a good idea to still have a doneAction.

You can trigger a PlayBuf to jump back to the start:

(
 SynthDef(\playBufMonoStutter, {| out = 0, bufnum = 0, rate = 1 |
  var trigs, scaledRate, player;
  trigs = Dust.ar(2);
  scaledRate = rate * BufRateScale.kr(bufnum);
  player = PlayBuf.ar(1, bufnum, scaledRate, trigs, loop: 1, doneAction:2);
  Out.ar(out, player)
 }).play(s, [\out, 0, \bufnum, b.bufnum, \rate, 1]);
)

Dust.ar returns impulses at random intervals. It's argument is the average number of impulses per second.

You can also tell the PlayBuf to start someplace else than the first sample:

(
 SynthDef(\playBufMonoLoopStart, {| out = 0, bufnum = 0, rate = 1, startPos |
  var scaledRate, player;
  scaledRate = rate * BufRateScale.kr(bufnum);
  player = PlayBuf.ar(1, bufnum, scaledRate, startPos: startPos, loop: 1, doneAction:2);
  Out.ar(out, player)
 }).play(s, [\out, 0, \bufnum, b.bufnum, \rate, 1, \startPos, b.numFrames.rand]);
)

startPos is the number of the sample to start from. If you have a one second long buffer with 44100 samples in it, and you want to start in the middle, you would set use 22050 for the startPos.

Dialogs

If you don't want to have to pick an audio file ahead of time, you can use Buffer.loadDialog:


s.boot;
 
(
 SynthDef(\playBufMono, {| out = 0, bufnum = 0, rate = 1 |
  var scaledRate, player;
  scaledRate = rate * BufRateScale.kr(bufnum);
  player = PlayBuf.ar(1, bufnum, scaledRate, doneAction:2);
  Out.ar(out, player)
 }).add;

 SynthDef(\playBufStereo, {| out = 0, bufnum = 0, rate = 1 |
  var scaledRate, player;
  scaledRate = rate * BufRateScale.kr(bufnum);
  player = PlayBuf.ar(1, bufnum, scaledRate, doneAction:2);
  Out.ar(out, player)
 }).add;

 b = Buffer.loadDialog(s);
)

(
 if((b.numChannels == 1), {
  Synth(\playBufMono, [\out, 0, \bufnum, b.bufnum, \rate, 1])
 }, {
  if((b.numChannels == 2), {
   Synth(\playBufStereo, [\out, 0, \bufnum, b.bufnum, \rate, 1])
  })
 });
)

Note that you cannot load a compressed audio format like mp3 or ogg directly into a Buffer.

More on Buffers to come!

Summary

  • Buffers live on the server
  • Every Buffer has a unique bufnum
  • You can change the playback rate of a Buffer. This should be scaled with BufRateScale
  • SynthDefs must be sent to the server already knowing how many channels PlayBuf.ar will play.
  • PlayBuf.ar will optionally take a doneAction
  • You can loop a Buffer, stuter it and tell it where to start
  • You can open a Buffer with a Dialog box
  • You cannot read an mp3 or ogg directly into a Buffer