Atomix

Sequence-based Go-native audio mixer for Music apps
package main
import (
"fmt"
"github.com/outrightmental/go-atomix"
"github.com/outrightmental/go-atomix/bind"
"os"
"time"
)
var (
sampleHz = int32(44100)
spec = bind.AudioSpec{
Freq: sampleHz,
Format: bind.AudioF32LSB,
Channels: 1,
}
bpm = 120
step = time.Minute / time.Duration(bpm*4)
loops = 16
prefix = "assets/sounds/percussion/808/"
kick1 = "kick1.wav"
kick2 = "kick2.wav"
marac = "maracas.wav"
snare = "snare.wav"
hitom = "hightom.wav"
clhat = "cl_hihat.wav"
pattern = []string{
kick2,
marac,
clhat,
marac,
snare,
marac,
clhat,
kick2,
marac,
marac,
hitom,
marac,
snare,
kick1,
clhat,
marac,
}
)
func main() {
defer func() {
atomix.Teardown()
}()
atomix.Debug(true)
atomix.Configure(spec)
atomix.SetSoundsPath(prefix)
atomix.StartAt(time.Now().Add(1 * time.Second))
t := 1 * time.Second // padding before music
for n := 0; n < loops; n++ {
for s := 0; s < len(pattern); s++ {
atomix.SetFire(pattern[s], t+time.Duration(s)*step, 0, 1.0, 0)
}
t += time.Duration(len(pattern)) * step
}
atomix.OpenAudio()
fmt.Printf("SDL OpenAudio > Atomix, pid:%v, spec:%v\n", os.Getpid(), spec)
time.Sleep(t + 1*time.Second) // wait until music + 1 second
}
What?
Game audio mixers are designed to play audio spontaneously, but when the timing is known in advance (e.g. sequence-based music apps) there is a demand for much greater accuracy in playback timing.
Read the API documentation at godoc.org/github.com/outrightmental/go-atomix
Atomix seeks to solve the problem of audio mixing on top of bare SDL, specifically for the purpose of the playback of sequences where audio files and their playback timing is known in advance.
Though it is called via C bindings by the SDL audio callback, atomix stores and mixes audio in native Go []float64 and natively implements Paul Vögler's "Loudness Normalization by Logarithmic Dynamic Range Compression" (details below)
Built on go-sdl2 - Go bindings for the C++ library "Simple DirectMedia Layer" SDL 2.0
Author: Charney Kaye
NOTICE: THIS PROJECT IS IN ALPHA STAGE, AND THE API MAY BE SUBJECT TO CHANGE.
Best efforts will be made to preserve each API version in a release tag that can be parsed, e.g. http://gopkg.in
Why?
Even after selecting a hardware interface library such as C++ SDL 2.0 via go-sdl2, there remains a critical design problem to be solved.
This design is a music application mixer. Most available options are geared towards Game development, including the proprietary SDL_mixer project for which the go-sdl2 team has also implemented bindings.
Game audio mixers offer playback timing accuracy +/- 2 milliseconds. But that's totally unacceptable for music, specifically sequence-based sample playback.
The design pattern particular to Game design is that the timing of the audio is not know in advance- the timing that really matterns is that which is assembled in near-real-time in response to user interaction.
In the field of Music development, often the timing is known in advance, e.g. a *sequencer, the composition of music by specifying exactly how, when and which audio files will be played relative to the beginning of playback.
Ergo, atomix seeks to solve the problem of audio mixing on top of bare SDL, specifically for the purpose of the playback of sequences where audio files and their playback timing is known in advance. It seeks to do this with the absolute minimal logical overhead on top of SDL.
Atomix takes maximum advantage of Go by storing and mixing audio in native Go []float64 and natively implementing Paul Vögler's "Loudness Normalization by Logarithmic Dynamic Range Compression"
Time
To the Atomix API, time is specified as a time.Duration-since-epoch, where the epoch is the moment that atomix.Start() was called.
Internally, time is tracked as samples-since-epoch at the master output playback frequency (e.g. 48000 Hz). This is most efficient because source audio is pre-converted to the master output playback frequency, and all audio maths are performed in terms of samples.
The Mixing Algorithm
Insipired by the theory paper "Mixing two digital audio streams with on the fly Loudness Normalization by Logarithmic Dynamic Range Compression" by Paul Vögler, 2012-04-20. A .PDF has been included here, from the paper originally published here.
Usage
There's an example implementation of go-sdl2 + go-atomix included in the example/ folder in this repository.