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sfxr-dssi ========= The famous sound effect generator as a DSSI plugin Introduction ============ sfxr-dssi is a simple conversion of the sfxr sound effect generator written by DrPetter (Tomas Pattersson), from a stand-alone SDL program to a DSSI plugin. The conversion was done as a development milestone for libwhy. The original sfxr-sdl-1.1.tar.gz used in this conversion can be found at: https://code.google.com/p/sfxr/ More information about the DSSI software synthesis plugin API can be found here: http://dssi.sourceforge.net/ More information about the libwhy Lua/GTK+ GUI application development library is here: http://smbolton.com/lua.html#libwhy sfxr-dssi is written and copyright (c) 2012 by Sean Bolton, and licensed under the same MIT/Expat-style license as the original sfxr-sdl 1.1 code (which was written and copyright (c) 2007 by Tomas Pettersson). See the bottom of this file for the license text. If you enjoy using this plugin, or otherwise find it useful, please send me (Sean) any of the following: - an email stating where you're from and how you're using sfxr-dssi, sent to <sean@smbolton.com>. - copies of or links to music, software or other art you've created with sfxr-dssi. - suggestions for improving sfxr-dssi. - offers of paying work writing this sort of code! Requirements ============ To build sfxr-dssi, you need: - a version of Python suitable to run the included waf build tool; see http://code.google.com/p/waf/ for more information. - DSSI version 0.9 or greater, available from the dssi.sourceforge.net address above. - the LADSPA v1.x SDK. - the ALSA headers (DSSI plugins use ALSA structures, but not the actual drivers, so you don't necessarily need the drivers installed.) Users of non-Linux systems can use libdssialsacompat, available at: http://smbolton.com/linux.html - liblo version 0.12 or later (0.23 or later recommended), a library implementing the Open Sound Control (OSC) protocol, available at: http://liblo.sourceforge.net/ - GTK+ version 2.4 or later (sfxr-dssi has not been tested with any GTK+ 3.x version.) - libwhy version 20121103 or later, which is available at: http://smbolton.com/lua.html#libwhy - pkgconfig with PKG_CONFIG_PATH set appropriately to pick up the above packages. Additionally, to use sfxr-dssi you will need: - a working DSSI host. sfxr-dssi has been tested with jack-dssi-host, available in the DSSI distribution, and with ghostess, available at: http://smbolton.com/linux.html Installation ============ On typical POSIX-ish systems, sfxr-dssi can be installed as follows: 1. Unpack the tar file. 2. Make sure PKG_CONFIG_PATH is set correctly to locate the pkgconfig files for DSSI, ALSA, liblo, GTK+ and libwhy. On many systems, this will be: $ PKG_CONFIG_PATH=/usr/local/lib/pkgconfig $ export PKG_CONFIG_PATH 3. 'cd' into the package directory and execute './waf configure'. Run './waf --help' to see the available configuration options. 5. Do './waf build'. Hopefully it should build without warnings (or errors.) 6. './waf install' will install the following: <prefix>/lib/dssi/sfxr-dssi.so <prefix>/lib/dssi/sfxr-dssi/about.png <prefix>/lib/dssi/sfxr-dssi/about_icon.png <prefix>/lib/dssi/sfxr-dssi/buttons.png <prefix>/lib/dssi/sfxr-dssi/gui.lua <prefix>/lib/dssi/sfxr-dssi/panel.png <prefix>/lib/dssi/sfxr-dssi/sfxr-dssi_gtk <prefix>/lib/dssi/sfxr-dssi/slider.png Feedback on your experiences building sfxr-dssi is appreciated. Operation ========= To run the sfxr-dssi plugin under the jack-dssi-host provided in the DSSI distribution, I do the following: 1. Start JACK. 2. Start jack-dssi-host, supplying the correct plugin path and filename (substitute <prefix> as appropriate): $ DSSI_PATH=<prefix>/lib/dssi sudo jack-dssi-host sfxr-dssi.so jack-dssi-host should start, and moments later the sfxr-dssi graphic user interface should appear. 3. Use aconnect or kaconnect to connect jack-dssi-host to a MIDI source, such as vkeybd. 4. Begin playing sounds! If you get no response, try clicking the 'Play' button in the sfxr-dssi GUI. This sends a note directly via the host to the plugin, so if you hear sound now, look for a problem between the example host and your MIDI source. If you still don't hear sound, I'd look for a problem between the example host and your output device. sfxr-dssi is a very straightforward translation of the original sfxr-sdl 1.1 code, except that the patch and WAV file saving functions ahve been omitted. Like the original sfxr-sdl, sfxr-dssi assumes a sample rate of 44100Hz -- it will work at other sample rates, but the sounds produced will be shifted in pitch. What follows here is the contents of the README.txt from the original sfxr-sdl 1.1 distribution. ----------------------------- sfxr - sound effect generator ----------------------------- by DrPetter, 2007-12-14 developed for LD48#10 ----------------------------- Basic usage: Start the application, then hit some of the buttons on the left side to generate random sounds matching the button descriptions. Press "Export .WAV" to save the current sound as a WAV audio file. Click the buttons below to change WAV format in terms of bits per sample and sample rate. If you find a sound that is sort of interesting but not quite what you want, you can drag some sliders around until it sounds better. The Randomize button generates something completely random. Mutate slightly alters the current parameters to automatically create a variation of the sound. Advanced usage: Figure out what each slider does and use them to adjust particular aspects of the current sound... Press the right mouse button on a slider to reset it to a value of zero. Press Space or Enter to play the current sound. The Save/Load sound buttons allow saving and loading of program parameters to work on a sound over several sessions. Volume setting is saved with the sound and exported to WAV. If you increase it too much there's a risk of clipping. Some parameters influence the sound during playback (particularly when using a non-zero repeat speed), and dragging these sliders can cause some interesting effects. To record this you will need to use an external recording application, for instance Audacity. Set the recording source in that application to "Wave", "Stereo Mix", "Mixed Output" or similar. Using an external sound editor to capture and edit sound can also be used to string several sounds together for more complex results. Parameter description: - The top four buttons select base waveform - First four parameters control the volume envelope Attack is the beginning of the sound, longer attack means a smoother start. Sustain is how long the volume is held constant before fading out. Increase Sustain Punch to cause a popping effect with increased (and falling) volume during the sustain phase. Decay is the fade-out time. - Next six are for controlling the sound pitch or frequency. Start frequency is pretty obvious. Has a large impact on the overall sound. Min frequency represents a cutoff that stops all sound if it's passed during a downward slide. Slide sets the speed at which the frequency should be swept (up or down). Delta slide is the "slide of slide", or rate of change in the slide speed. Vibrato depth/speed makes for an oscillating frequency effect at various strengths and rates. - Then we have two parameters for causing an abrupt change in pitch after a ceratin delay. Amount is pitch change (up or down) and Speed indicates time to wait before changing the pitch. - Following those are two parameters specific to the squarewave waveform. The duty cycle of a square describes its shape in terms of how large the positive vs negative sections are. It can be swept up or down by changing the second parameter. - Repeat speed, when not zero, causes the frequency and duty parameters to be reset at regular intervals while the envelope and filter continue unhindered. This can make for some interesting pulsating effects. - Phaser offset overlays a delayed copy of the audio stream on top of itself, resulting in a kind of tight reverb or sci-fi effect. This parameter can also be swept like many others. - Finally, the bottom five sliders control two filters which are applied after all other effects. The first one is a resonant lowpass filter which has a sweepable cutoff frequency. The other is a highpass filter which can be used to remove undesired low frequency hum in "light" sounds. ---------------------- License ------- Basically, I don't care what you do with it, anything goes. To please all the troublesome folks who request a formal license, I attach the "MIT license" as follows: -- Copyright (c) 2007 Tomas Pettersson Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ---------------------- http://www.drpetter.se drpetter@gmail.com ----------------------
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A DSSI port of the famous sound effect generator.
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