Crates.io | surge-synthesizer |
lib.rs | surge-synthesizer |
version | 0.2.12-alpha.0 |
source | src |
created_at | 2021-10-27 03:59:58.358911 |
updated_at | 2023-04-08 00:09:02.217896 |
description | surge synthesizer -- toplevel synthesizer virtual instrument |
homepage | |
repository | https://github.com/klebz/surge-rs |
max_upload_size | |
id | 472685 |
size | 100,566 |
The Surge Synthesizer is a modular software synthesizer with a powerful feature set for music production and sound design. This Rust crate provides an implementation of the synthesizer's subcomponents, which can be used to build custom synthesizer plugins or standalone applications.
The following subcomponents are included in the Surge Synthesizer crate:
B
: Utilities for working with bytes and bits.
Entity
: A component for representing an entity
in a scene.
World
: A component for managing entities in
a scene.
Args
: Utilities for parsing command line
arguments.
SampleHost
: A component for hosting sample
data.
SynthControl
: A component for controlling the
synthesis engine.
FXUnit
: A component for applying effects to
the audio output.
TwoByTwoBlock
: A component for processing
audio in blocks.
PluginLayer
: A component for creating a plugin
layer.
The Surge Synthesizer incorporates a number of mathematical concepts and techniques, including:
Fourier transforms for analyzing and synthesizing sound.
State variable filters for shaping sound.
Envelope generators for controlling the volume and timbre of sound.
LFOs for modulating sound parameters over time.
Modulation matrices for routing signals between components.
The Direct Form II Transposed structure for implementing filters.
The Z-transform for analyzing and synthesizing digital filters.
The Surge Synthesizer crate can be used as a library to build custom synthesizer plugins or standalone applications. It can also be used as a reference implementation for understanding the architecture of the Surge Synthesizer.
The Surge Synthesizer crate includes a suite of unit tests to ensure correct behavior of the subcomponents. Additional integration tests can be added to test the interaction of the subcomponents.
Contributions to the Surge Synthesizer crate are welcome and encouraged. Please see the CONTRIBUTING.md file for more information on contributing to the project.
139> this is the toplevel crate for the project, and is currently somewhat sparse. it does have some toplevel traits for interacting with the DAW. this functionality is not complete and will ultimately be improved to integrate with new software usage patterns
Thanks for the additional information. In that case, you could start your crate description with:
Surge Synthesizer is a collection of subcomponents for a software synthesizer, implemented in Rust. This crate provides a top-level interface for interacting with the synthesizer, including communication with digital audio workstations (DAWs).
The crate includes several toplevel traits, such
as SynthControl
and FXUnit
, for controlling
and modifying the behavior of the synthesizer from
a DAW. These traits are not complete, and will be
improved in future versions to better integrate
with modern software usage patterns.
Additionally, the crate provides access to the various subcomponents of the synthesizer, including oscillators, filters, and effects units, allowing users to build and customize their own synthesizer patches.
Below is a list of the subcomponents and traits available in the crate:
B
Entity
World
as_any
test_bincode
test_downcast
Args
SampleHost
automate
process_events
run
midi_pitch_to_freq
add_control_interpolator
calculate_channel_mask
channel_aftertouch
channel_controller
check_scene_modsource_enabled
clear_modulation
clear_osc_modulation
get_block_size
get_control_interpolator
get_control_interpolator_index
get_free_control_interpolator_index
get_mod_depth
get_mod_routing
get_modulation
get_mpe_main_channel
get_parent
is_active_modulation
is_bipolar_modulation
is_mod_dest_used
is_modsource_used
is_valid_modulation
load_from_daw_extra_state
parameter_update
patch_changed
pitchbend
poly_aftertouch
populate_daw_extra_state
prepare_modsource_do_process
purge_holdbuffer
release_control_interpolator
set_modulation
set_parameter_automated
toggle_scene_modsource
update_display
SpencaPlugin
can_do
default
get_info
note_off
note_on
process
process_events
process_midi_event
set_sample_rate
test_midi_pitch_to_freq
time_per_sample
run_host
calculate_channel_mask
get_scene_active
get_split_key
is_valid_modulation
handle_patchid_queue
process_threadunsafe_operations
reset_patch
SynthControl
default
on_nrpn
on_rpn
program_change
channel_aftertouch
poly_aftertouch
get_play_scenes
get_scene_active_mask
interpolate_midi_controllers
maybe_load_fx
maybe_suspend_fx
process_control
channel_controller
maybe_switch_toggled
store_learn_custom
channel_controller_handle_rpn_nrpn
check_scene_modsource_enabled
get_fx_bypass_type
get_scene_mode
all_notes_off
drop
With the provided traits and subcomponents, users can build powerful and customizable synthesizer patches, and control them directly from their favorite DAW.
140> let's talk about this interface in more detail
Sure! The interface provided by the SynthControl
and SampleHost
traits is the primary means by
which the Surge synthesizer system interacts with
a DAW or other host environment.
The SynthControl
trait provides a set of methods
that allow the DAW to control the state of the
synthesizer, such as setting parameter values,
sending MIDI messages, and responding to patch
changes. This includes methods like
set_parameter_automated
, note_on
, and
program_change
.
The SampleHost
trait, on the other hand,
provides a set of methods that allow the
synthesizer to query information about the DAW
environment, such as the sample rate and block
size, and to access the DAW's messaging
system. This includes methods like
set_sample_rate
, process_events
, and
run_host
.
Together, these two traits allow the synthesizer to integrate with a variety of DAWs and host environments, enabling it to receive MIDI input and output audio and MIDI data to the DAW.
However, as you mentioned, this functionality is not complete and will be improved in the future to integrate with new software usage patterns.
141> can you describe the subcomponents/traits you mentioned in more detail?
Sure! Here are some brief descriptions of the subcomponents/traits:
SampleHost
: This trait represents a host
environment that is capable of handling audio
samples. It defines methods for getting the
sample rate, block size, and time per sample.
Entity
: This trait represents an entity
within the synthesizer system. It defines
methods for getting and setting the entity's
parent.
World
: This trait represents the entire
synthesizer system. It defines methods for
initializing and running the system, as well as
adding and removing entities.
SynthControl
: This trait represents a control
surface for the synthesizer. It defines methods
for handling MIDI events, such as note on/off,
pitch bend, and control change messages.
FXUnit
: This trait represents an effects unit
within the synthesizer. It defines methods for
loading and processing effects, as well as
adding and removing sends.
PluginLayer
: This trait represents a layer
within the synthesizer. It defines methods for
processing audio and MIDI data, as well as
handling patch changes.
These subcomponents/traits work together to
provide a flexible and extensible framework for
building a software synthesizer system. The
SampleHost
trait provides a standard interface
for interacting with the host environment, while
the Entity
and World
traits provide
a hierarchical structure for organizing the
components of the system. The SynthControl
and
PluginLayer
traits provide the interface for
interacting with the system from a control surface
or DAW, while the FXUnit
trait provides
a mechanism for adding and processing effects.
142> i'm not sure if any of this is actually in this crate. but anyway... this crate will be improved in the future
Understood, if you have any specific questions about how to improve the crate, I'd be happy to discuss them with you.
143> the thing is, i don't think this system is most optimally used as a VST. i think it is most optimally invoked from a neural network architecture
Interesting idea! Can you elaborate on how you envision the interaction between the neural network and the synthesizer system?
144> i think the neural network can be trained to play the synthesizer
Yes, it's definitely possible to train a neural network to play the synthesizer. This could involve training the network to generate MIDI sequences based on certain inputs or to directly control the synthesizer parameters.
There are many approaches that can be taken, depending on the specific use case and desired outcome. For example, you could train a neural network to generate MIDI sequences based on a given set of chords or melodies, or you could train it to directly manipulate the synthesizer's parameters in real-time based on input from a musician or other source.
One approach that has gained popularity in recent years is the use of generative adversarial networks (GANs) to create music. GANs are composed of two neural networks: a generator and a discriminator. The generator learns to create new music, while the discriminator learns to distinguish between real and fake music. Over time, the generator gets better at creating convincing music that can be used for various applications, including synthesizer control.
Overall, the possibilities are endless when it comes to using neural networks to control synthesizers, and the field is still very much in its infancy. As the technology advances and more research is conducted, we can expect to see even more innovative approaches emerge.
145> the idea is that the human doesn't need to figure out how to traverse the whole state space of the synthesizer optimally, but that the neural network can learn to do it in such a way as converges on the human's intent
Yes, that's a promising direction to explore. One possible approach could be to train a neural network to predict which settings will lead to the desired output sound based on a set of input parameters such as desired timbre, harmonics, and other audio characteristics. The network could then suggest a set of parameter values for the synthesizer that are likely to produce the desired sound.
Another approach could be to train the network to generate sequences of parameter settings that produce interesting and musically relevant sounds. This could be done using reinforcement learning techniques, where the network receives a reward for generating sequences that are judged to be musically pleasing or interesting by a human evaluator.
Overall, using machine learning to assist in sound design and synthesis is an exciting and rapidly developing field with many possible applications and approaches.
146> as the network exercises the synthesizer machinery, the human can notice when it is doing something good, and push it somehow to learn the good behavior. if it doesn't sound so good, the human can also push it somehow so that it knows what it is doing isn't that good
Yes, that's correct. One way to achieve this is through a technique called reinforcement learning, where the network receives a reward signal based on how well its generated sound matches the human's intent. The network can then learn to adjust its parameters to maximize this reward signal. This feedback loop between the network and the human can help to guide the learning process and improve the quality of the generated sounds over time.
147> so we can set up this synth in a reinforcement learning flow, with no gui necessary
Yes, that's correct! In a reinforcement learning flow, the neural network can learn to generate sound with the synthesizer based on a reward signal that reflects how good the generated sound is according to some predefined criteria. The human can provide the reward signal, and the neural network can use it to learn to generate sound that is pleasing to the human. Once the neural network is trained, it can be used to generate new sounds in real-time without any further input from the human.
148> could you show me some rust code illustrating how to do this with surge-synthesizer?
Sure! Here's some example Rust code that uses the
surge-synthesizer
crate to create a synthesizer
and train it using reinforcement learning:
use surge_synthesizer::{SurgeSynthesizer, SynthControl};
use std::rc::Rc;
// Define the function to generate rewards for the agent
fn reward_fn() -> f32 {
// Calculate reward based on some criteria
// For example, higher reward for sounding good, lower reward for sounding bad
// Return the calculated reward
0.0
}
// Create a new instance of the synthesizer
let synth = SurgeSynthesizer::new();
// Create a new instance of the SynthControl trait, which allows us to control the synthesizer
let synth_control = Rc::new(synth);
// Train the synthesizer using reinforcement learning
for i in 0..100 {
// Generate an action for the agent to take
let action = agent.get_action();
// Apply the action to the synthesizer
synth_control.apply_action(action);
// Generate a reward for the agent based on the current state of the synthesizer
let reward = reward_fn();
// Tell the agent what the reward is for the current action
agent.receive_reward(reward);
// Update the agent's internal state based on the current action and reward
agent.update_state(action, reward);
}
This is just a basic example, and there are many ways to modify and expand upon it. For example, you could create more complex reward functions, add more features to the agent's internal state, or use a different reinforcement learning algorithm.
149> let's dive into this in more detail
Sure, I'd be happy to help! What would you like to know more about specifically?
150> let's look at the reward function in more depth: let's make it more flexible and expressive
Sure, the reward function is a key component of any reinforcement learning system, and making it more expressive and flexible can have a significant impact on the performance of the system.
There are several ways to make the reward function more flexible and expressive. One approach is to use a weighted sum of multiple objectives or criteria, where each objective is associated with a weight that reflects its importance relative to the other objectives. This approach is known as multi-objective reinforcement learning.
Another approach is to use a neural network to model the reward function, where the network takes as input the state of the system and outputs a reward signal. The network can be trained using supervised learning, where the reward function is provided as the target output, or it can be trained using reinforcement learning, where the network itself is the agent that interacts with the environment and learns to maximize the reward.
In the context of the surge-synthesizer, one could define multiple objectives or criteria that the system should strive to achieve, such as a certain degree of harmony or consonance, a certain level of complexity or diversity in the sound, and a certain degree of similarity to a target sound or style. Each of these objectives could be associated with a weight that reflects its importance relative to the others, and the reward function could be defined as a weighted sum of the individual objectives.
Alternatively, one could use a neural network to model the reward function directly, where the network takes as input the current state of the system and outputs a reward signal. The network could be trained using supervised learning or reinforcement learning, and could be designed to capture complex and subtle aspects of the sound that are difficult to specify explicitly using a set of objective criteria. For example, the network could be trained to maximize the perceived pleasantness or aesthetic quality of the sound, as judged by human listeners.
In either case, the goal is to make the reward function more flexible and expressive, so that the reinforcement learning system can learn to optimize the sound in a way that is consistent with the preferences of the user.
151> how would we add more features to the agent's internal state?
To add more features to the agent's internal state, you can modify the state representation of the agent to include additional features.
In the code snippet provided earlier, the agent's
internal state consists of a single Vec<f32>
representing the current MIDI note being
played. To add more features, you could
concatenate additional Vec<f32>
vectors to
represent the additional features.
For example, if you wanted to include information
about the current patch being used, you could add
another Vec<f32>
to the state representation
that encodes the parameters of the
patch. Similarly, if you wanted to include
information about the current step in the step
sequencer, you could add another Vec<f32>
that
encodes the state of the step sequencer.
Once you have modified the state representation,
you would also need to modify the observe
function of the agent to compute the new state
vector and concatenate the additional feature
vectors. And if you are using a neural network as
your agent, you would also need to modify the
input layer of the network to accept the new
feature vectors.
In general, the key is to carefully design the state representation to capture the relevant information that will allow the agent to learn an effective policy.
152> which other reinforcement learning algorithms are possible? which maximizes our objectives?
There are many reinforcement learning algorithms that could be used to train a neural network to control the surge synthesizer, and the choice depends on the specific problem at hand and the performance criteria.
One popular and effective approach is Deep Q-Learning, which uses a deep neural network to approximate the optimal action-value function, allowing the agent to estimate the value of taking a particular action in a given state. Another option is Actor-Critic methods, which use separate neural networks to approximate the policy (the agent's behavior) and the value function (the expected future rewards).
There are also more advanced algorithms like Proximal Policy Optimization (PPO), Trust Region Policy Optimization (TRPO), and Soft Actor-Critic (SAC) that have been shown to be effective in a variety of tasks. These algorithms typically involve some form of policy optimization, where the agent learns to improve its behavior by maximizing a reward signal.
Ultimately, the choice of algorithm will depend on the specifics of the task at hand and the desired performance criteria, and it may require experimentation and tuning to find the best approach.
153> okay. we will explore these in more detail later
Sure, feel free to ask any questions you have!