Blog about MIDI, software, music, Linux, KDE, light sabers and Jedi garments
Showing posts with label digital audio. Show all posts
Showing posts with label digital audio. Show all posts
Sunday, April 3, 2016
Taking Back From Android
Android is an operating system developed by Google around the Linux kernel. It is not like any other Linux distribution, because not only many common subsystems have been replaced by other components, but also the user interface is radically different based on Java language running into a virtual machine called Dalvik.
An example of subsystem removed from the Linux kernel is the ALSA Sequencer, which is a key piece for MIDI input/output with routing and scheduling that makes Linux comparable in capabilities to Mac OSX for musical applications (for musicians, not whistlers) and years ahead of Microsoft Windows in terms of infrastructure. Android did not offer anything comparable until Android 6 (Marshmallow).
Another subsystem from userspace Linux not included in Android is PulseAudio. Instead, OpenSL ES that can be found on Android for digital audio output and input.
But Android also has some shining components. One of them is Sonivox EAS (originally created by Sonic Network, Inc.) released under the Apache 2 license, and the MIDI Synthesizer used by my VMPK for Android application to produce noise. Funnily enough, it provided some legal fuel to Oracle in its battle against Google, because of some Java binding sources that were included in the AOSP repositories. It is not particularly outstanding in terms of audio quality, but has the ability of providing real time wavetable GM synthesis without using external soundfont files, and consumes very little resources so it may be indicated for Linux projects on small embedded devices. Let's take it to Linux, then!
So the plan is: for the next Drumstick release, there will be a Drumstick-RT backend using Sonivox EAS. The audio output part is yet undecided, but for Linux will probably be PulseAudio. In the same spirit, for Mac OSX there will be a backend leveraging the internal Apple DLS synth. These backends will be available in addition to the current FluidSynth one, which provides very good quality, but uses expensive floating point DSP calculations and requires external soundfont files.
Meanwhile, I've published on GitHub this repository including a port of Sonivox EAS for Linux with ALSA Sequencer MIDI input and PulseAudio output. It also depends on Qt5 and Drumstick. Enjoy!
Sonivox EAS for Linux and Qt:
https://github.com/pedrolcl/Linux-SonivoxEas
Related Android project:
https://github.com/pedrolcl/android/tree/master/NativeGMSynth
Labels:
Android,
digital audio,
Drumstick,
FluidSynth,
Java,
Linux,
Mac,
MIDI,
music,
pulseaudio,
Qt,
software,
soundfont,
synthesizer,
VMPK
Friday, December 27, 2013
VMPK for Android
Hi, Blog!
A lot of time since the last post. Let me announce a new port of VMPK, for Android (4.x) devices. It is available in Google Play.
There are two apps, a paid version (0.5€) and a free one (gratis) with a small advertisement. It is not based on Qt, and it is not open source. It is a Java port rewritten from scratch using the native Android MIDI synthesizer and native Android themes. But on the other hand, is quite similar to the old N9 port, as you can see in the following screenshots, but with several additional features.
Being mostly a Java app, it includes some C code. The internal MIDI synthesizer is Android's "Sonivox EAS", which is part of AOS. The library is included in all recent Android versions, but it is not a public API, so I've compiled the library with a customized configuration and different features resulting a smaller binary and included it in the APK along with some other native code, mainly opensl_stream by Peter Brinkmann for interfacing the synth with Android's OpenSL ES audio output. An interesting aspect of the synth is the embedded GM soundfont using very small amount of memory, and not needing external data files.
Some features are: ipMIDI compatibility (MIDI OUT only) using UDP multicast and Wireless network. Accelerometer driven sliders for velocity, controllers and bender (like the N9 port), configurable number of keys and initial key, among other goodies.
Happy holidays!
A lot of time since the last post. Let me announce a new port of VMPK, for Android (4.x) devices. It is available in Google Play.
There are two apps, a paid version (0.5€) and a free one (gratis) with a small advertisement. It is not based on Qt, and it is not open source. It is a Java port rewritten from scratch using the native Android MIDI synthesizer and native Android themes. But on the other hand, is quite similar to the old N9 port, as you can see in the following screenshots, but with several additional features.
Being mostly a Java app, it includes some C code. The internal MIDI synthesizer is Android's "Sonivox EAS", which is part of AOS. The library is included in all recent Android versions, but it is not a public API, so I've compiled the library with a customized configuration and different features resulting a smaller binary and included it in the APK along with some other native code, mainly opensl_stream by Peter Brinkmann for interfacing the synth with Android's OpenSL ES audio output. An interesting aspect of the synth is the embedded GM soundfont using very small amount of memory, and not needing external data files.
Some features are: ipMIDI compatibility (MIDI OUT only) using UDP multicast and Wireless network. Accelerometer driven sliders for velocity, controllers and bender (like the N9 port), configurable number of keys and initial key, among other goodies.
Happy holidays!
Saturday, January 7, 2012
Choosing MIDI or Digital Audio by Analogy
Whenever I talk to someone about the relationship between MIDI and digital audio, one of my favorite analogies is that of computer images.
A digital raster image like a JPG file contains a bitmap. It is equivalent to an MP3 file containing digital audio. Both JPG and MP3 files contain quality loss compressed data, although other formats such as BMP and WAV files can contain pictures and digital sound without compression, respectively. In both cases the files store a set of digitized values. In the case of images, the data are individual pixels or dots that represent colors of the cells in a matrix of rows and columns that divide the digitized image. In the case of sound, individual data are samples that represent moments of time which divides the digitized sound. The digitization consists in dividing alike the image or sound into small fragments, the number of which depends on the resolution we want to get and the size of the scanned original.
Another type of images is called vector graphics. They are not suitable to represent photographs, but drawings. SVG files that are used in many illustrations of Wikipedia are of this type. Instead of image fragments, they contain symbolic descriptions using coordinates of points, distances, lines, and colors... They have the advantage of scalability without loss of quality, and ease of arbitrary modification of some of its components and properties without affecting the rest. The equivalent of this technology in the world of sound is MIDI. A MIDI sequence contains timestamped messages such as notes, instrument changes, controls, etc.. Not a proper format for storing sounds recorded by a microphone, but a symbolic representation of music similar to a score.
Images are two dimensional objects, so the digitized images consist of rows and columns of elements (pixels), and the position of the elements of a drawing is characterized by a pair of numbers that represent its Cartesian coordinates. On the other hand sound recordings are one-dimensional, sound samples are taken at constant time intervals and also MIDI messages are labeled by their position in the time line.
The above similarities have implications that reflect additional parallelism. An uncompressed digitized image consisting of any single solid color takes the same amount of memory than an image of the same size representing a photograph or a complex composition of multiple colors. Similarly, a recording of silence (for example John Cage's 4'33'') takes the same amount of memory than any symphonic piece of the same duration. On the other hand, a simple vector image takes much less memory than a complex picture of the same dimensions. And a few notes MIDI sequence occupies much less memory than a complex sequence of the same duration made up of many notes or other messages.
The problems posed by digital images and sounds on stretch and reduction of dimensions are also similar. In both cases artifacts are generated, an effect known as 'aliasing', which can be offset to some extent by using 'antialiasing' filters. On the other hand, in the case of vector graphics as MIDI sequences, you can easily perform stretching and shrinking of dimensions and duration without risking artifacts or quality loss whatsoever.
Starting from a vector image, it is necessary a rendering engine to get a digital image that can be displayed on the screen or a printer. In the case of MIDI, a sequencer and a MIDI synthesizer are required to produce digital audio that can be used by an audio interface.
The programs Inkscape and Gimp, used in Linux for creating and editing vector graphics and digital images respectively, are comparable to the Adobe programs Illustrator and Photoshop. They cover different needs and audience, thriving on different niches. An example of this type of niche is the architects, who use vector graphics to design and represent buildings with Autocad or similar programs. These are not watertight compartments. Gimp can import vector graphic files, rendering them as bitmaps. Inkscape can also import a bitmap image as a drawing object. In each case, the users may choose the best tool for each task.
While it has been easy to list some essential image processing programs for Linux and other systems, to do the same exercise in the field of audio and MIDI is much more risky. The problem is that the way musicians work with computers is not homogeneous, with each musician working in a different way. For old school types the ideal work-flow is to note down musical ideas, develop drafts and refine compositions using tools that work with symbolic elements, producing as a final result a paper copy of the score. Rosegarden could be appropriate at this stage. On the other extreme, there are those who never in his life read or write a score, and whose only tools of creation (other than musical instruments) are the mixer and multi-track recorder. In this case, Ardour could be right.
The two applications mentioned above allow the use of digital audio and MIDI at the same time. In the same way as in the world of images, some applications are focused on the symbolic representation (MIDI) and others in a final product (digital audio). In each case, the use of the other technology will be subordinate. For instance, Ardour MIDI messages are aligned to the audio samples. It has even developed an API (Jack MIDI) to ensure synchronization of MIDI events to digital audio samples, subordinating MIDI to the rules of digital audio. Obviously this strategy does not fit adequately on all scenarios where MIDI is useful.
As in the imaging world, symbolic representation (MIDI) is probably better suited for design, drafting and composition. By contrast, digital audio is the dominant technology in the studio, at mixing stage and production, to obtain a finished product.
A digital raster image like a JPG file contains a bitmap. It is equivalent to an MP3 file containing digital audio. Both JPG and MP3 files contain quality loss compressed data, although other formats such as BMP and WAV files can contain pictures and digital sound without compression, respectively. In both cases the files store a set of digitized values. In the case of images, the data are individual pixels or dots that represent colors of the cells in a matrix of rows and columns that divide the digitized image. In the case of sound, individual data are samples that represent moments of time which divides the digitized sound. The digitization consists in dividing alike the image or sound into small fragments, the number of which depends on the resolution we want to get and the size of the scanned original.
Another type of images is called vector graphics. They are not suitable to represent photographs, but drawings. SVG files that are used in many illustrations of Wikipedia are of this type. Instead of image fragments, they contain symbolic descriptions using coordinates of points, distances, lines, and colors... They have the advantage of scalability without loss of quality, and ease of arbitrary modification of some of its components and properties without affecting the rest. The equivalent of this technology in the world of sound is MIDI. A MIDI sequence contains timestamped messages such as notes, instrument changes, controls, etc.. Not a proper format for storing sounds recorded by a microphone, but a symbolic representation of music similar to a score.
Images are two dimensional objects, so the digitized images consist of rows and columns of elements (pixels), and the position of the elements of a drawing is characterized by a pair of numbers that represent its Cartesian coordinates. On the other hand sound recordings are one-dimensional, sound samples are taken at constant time intervals and also MIDI messages are labeled by their position in the time line.
The above similarities have implications that reflect additional parallelism. An uncompressed digitized image consisting of any single solid color takes the same amount of memory than an image of the same size representing a photograph or a complex composition of multiple colors. Similarly, a recording of silence (for example John Cage's 4'33'') takes the same amount of memory than any symphonic piece of the same duration. On the other hand, a simple vector image takes much less memory than a complex picture of the same dimensions. And a few notes MIDI sequence occupies much less memory than a complex sequence of the same duration made up of many notes or other messages.
The problems posed by digital images and sounds on stretch and reduction of dimensions are also similar. In both cases artifacts are generated, an effect known as 'aliasing', which can be offset to some extent by using 'antialiasing' filters. On the other hand, in the case of vector graphics as MIDI sequences, you can easily perform stretching and shrinking of dimensions and duration without risking artifacts or quality loss whatsoever.
Starting from a vector image, it is necessary a rendering engine to get a digital image that can be displayed on the screen or a printer. In the case of MIDI, a sequencer and a MIDI synthesizer are required to produce digital audio that can be used by an audio interface.
The programs Inkscape and Gimp, used in Linux for creating and editing vector graphics and digital images respectively, are comparable to the Adobe programs Illustrator and Photoshop. They cover different needs and audience, thriving on different niches. An example of this type of niche is the architects, who use vector graphics to design and represent buildings with Autocad or similar programs. These are not watertight compartments. Gimp can import vector graphic files, rendering them as bitmaps. Inkscape can also import a bitmap image as a drawing object. In each case, the users may choose the best tool for each task.
While it has been easy to list some essential image processing programs for Linux and other systems, to do the same exercise in the field of audio and MIDI is much more risky. The problem is that the way musicians work with computers is not homogeneous, with each musician working in a different way. For old school types the ideal work-flow is to note down musical ideas, develop drafts and refine compositions using tools that work with symbolic elements, producing as a final result a paper copy of the score. Rosegarden could be appropriate at this stage. On the other extreme, there are those who never in his life read or write a score, and whose only tools of creation (other than musical instruments) are the mixer and multi-track recorder. In this case, Ardour could be right.
The two applications mentioned above allow the use of digital audio and MIDI at the same time. In the same way as in the world of images, some applications are focused on the symbolic representation (MIDI) and others in a final product (digital audio). In each case, the use of the other technology will be subordinate. For instance, Ardour MIDI messages are aligned to the audio samples. It has even developed an API (Jack MIDI) to ensure synchronization of MIDI events to digital audio samples, subordinating MIDI to the rules of digital audio. Obviously this strategy does not fit adequately on all scenarios where MIDI is useful.
As in the imaging world, symbolic representation (MIDI) is probably better suited for design, drafting and composition. By contrast, digital audio is the dominant technology in the studio, at mixing stage and production, to obtain a finished product.
Labels:
analogy,
Ardour,
bitmap,
digital audio,
image,
Jack,
Linux,
MIDI,
music,
Rosegarden,
software,
vector graphics
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