Csound2024-02-28T17:31:40+00:00http://csound.github.ioCsoundcsoundCsound Conference 20242023-12-04T00:00:00+00:00http://csound.github.io/site/news/2023/12/04/Csound-Conference-2024<p>The 7th international Csound Conference will take place in Vienna, Austria
From September 17th to September 20th 2024.</p>
<p>Webpage here: <a href="https://mdw.ac.at/icsc2024/">https://mdw.ac.at/icsc2024/</a></p>
<p>Important dates and deadlines (please check the website above for details and eventual updates):</p>
<p>Conference:</p>
<ul>
<li>Wednesday September 18 — Friday September 20</li>
<li>Opening Concert: Tuesday September 17</li>
</ul>
<p>Paper submissions</p>
<ul>
<li>January 30: paper submission opens</li>
<li>April 30: paper submission deadline</li>
<li>June 30: paper notification of acceptance</li>
<li>August 14: camera–ready submission deadline</li>
</ul>
<p>Music, Installation, and Workshop submissions</p>
<ul>
<li>January 30: music, installation, and workshop submission opens</li>
<li>April 30: music, installation, and workshop submission deadline</li>
<li>June 30: music, installation, and workshop notification of acceptance</li>
</ul>
<p>Registration</p>
<ul>
<li>July 1: registration opens</li>
<li>July 20: end of registration for presenters</li>
</ul>
New Release of Csound FLOSS Manual2023-07-31T08:00:01+00:00http://csound.github.io/site/news/2023/07/31/New-Release-of-FLOSS-Manual<p>Release 8 of the Csound FLOSS Manual is now online:</p>
<p><a href="https://flossmanual.csound.com">https://flossmanual.csound.com</a></p>
<p>The Csound FLOSS Manual is an interactive text book.
It can be read and executed in any browser, without installing Csound.</p>
<p>This release includes a new GETTING STARTED as an interactive introduction to Csound:</p>
<p><a href="https://flossmanual.csound.com/get-started">https://flossmanual.csound.com/get-started</a></p>
<p>A new collection of HOW TO … receipes is there to help for installing and using Csound as well:</p>
<p><a href="https://flossmanual.csound.com/get-started">https://flossmanual.csound.com/get-started</a></p>
<p>Sources with issue tracker and discussions are on <a href="https://github.com/csound-flossmanual/csound-floss">https://github.com/csound-flossmanual/csound-floss</a></p>
Gendy Cloud2023-03-18T00:00:00+00:00http://csound.github.io/showcase/2023/03/18/Gendy_Cloud<p>The “Gendy Cloud” is a networked, multichannel music piece created by Serkan Sevilgen that would be realized in real time by a telematic ensemble. Performers are composers, researchers, interface designers, and musicians. The ensemble members could control their instruments remotely by either using their interfaces, custom-built devices, live coding, or a web interface. Any performer can control one or more instances of the Gendy-based instrument. The control parameters are limited to reduce the learning curve and increase the adaptability to the existing interfaces. However, extensive use of stochastic processes in the instrument allows performers to create varied timbre, patterns, and textures in a multichannel diffusion system.</p>
<p>The Gendy Cloud has three components:</p>
<ul>
<li>A computer in the concert venue that hosts the audio software which is built on the Csound programming language.</li>
<li>An interface that can produce OSC messages. Performers that can join from any physical location. They would use either the existing web interface or their interfaces.</li>
<li>Remote OSC, a library that works as a server/client architecture and manages the data traffic between the performers and the host computer. Thanks to Remote OSC, there is no need to configure a router, IP, etc. to communicate over the Internet.</li>
</ul>
<p>The main proposition is instead of streaming audio between the peers and then to the audience, to build instruments that can be performed remotely only by sending OSC messages over the Internet. Since the amount of data is very small in terms of bytes even without a broadband Internet connection the performance will be possible without compromising audio quality. The goal of the performance is to create a dynamic “cloud” of stochastic noises.</p>
<p>You can see the video of a concert at <strong>XNPM22: Xenakis Networked Performance Marathon</strong><br />
<a href="https://www.youtube.com/watch?v=bKlwMrMdlnI">https://www.youtube.com/watch?v=bKlwMrMdlnI</a></p>
New Tutorials for WASM Csound2022-12-18T08:00:01+00:00http://csound.github.io/site/news/2022/12/18/New-WASM-Turorials<p>There are new tutorials showing the exciting features of WASM Csound (= Csound as Javascript library).</p>
<p>Steven Yi and Hlöðver Sigurðsson showed an extended tutorial on the ICSC 2022:</p>
<p><a href="https://kunstmusik.github.io/icsc2022-csound-web/">https://kunstmusik.github.io/icsc2022-csound-web</a></p>
<p>Victor Lazzarini has published a <a href="https://vlazzarini.github.io/vanilla/">Vanilla Guide to Webaudio Csound</a> which include a bunch of inspiring tutorials.
Amongst them are examples showing the interaction between Javascript Csound and p5.js (the javascript version of <a href="https://processing.org/">Processing</a>.
More to come …</p>
Csound 6.18 Release2022-10-27T08:00:01+00:00http://csound.github.io/site/news/2022/10/27/Csound-6.18<p>Csound 6.18.0 has been released!</p>
<p><a href="https://github.com/csound/csound/releases/tag/6.18.0">https://github.com/csound/csound/releases/tag/6.18.0</a></p>
<p><a href="https://github.com/csound/csound/blob/develop/Release_Notes/Version_6.18.md">Full Changelog</a></p>
<p>The developers are pleased to announce the release of
Csound 6.18. This is mostly a bugfix release, with some new opcodes
and improvements.</p>
Csound Conference 20222022-06-02T00:00:00+00:00http://csound.github.io/site/news/2022/06/02/Csound-Conference-2022<p>The 6th international Csound Conference will take place in Athlone, Ireland
From November 4th to November 6th 2022.</p>
<p>Webpage here: <a href="https://csound.com/icsc2022/">https://csound.com/icsc2022/</a></p>
<p>Important dates and deadlines:</p>
<p>Conference:</p>
<ul>
<li>Friday November 4—Sunday November 6</li>
<li>Opening Concert: Thursday November 3</li>
</ul>
<p>Paper submissions</p>
<ul>
<li>April 27: paper submission opens</li>
<li>July 15: paper submission deadline</li>
<li>September 1: paper notification of acceptance</li>
<li>October 14: camera–ready submission deadline</li>
</ul>
<p>Music, Installation, and Workshop submissions</p>
<ul>
<li>April 27: music, installation, and workshop submission opens</li>
<li>August 5: music, installation, and workshop submission deadline</li>
<li>September 2: music, installation, and workshop notification of acceptance</li>
</ul>
<p>Registration</p>
<ul>
<li>July 22: registration opens</li>
<li>September 2: end of early registration, end of registration for authors</li>
</ul>
Csound 6.17 Release2022-02-02T08:00:01+00:00http://csound.github.io/site/news/2022/02/02/Csound-6.17<p>Csound 6.17.0 has been released!</p>
<p><a href="https://github.com/csound/csound/releases/tag/6.17.0">https://github.com/csound/csound/releases/tag/6.17.0</a></p>
<p><a href="https://github.com/csound/csound/blob/develop/Release_Notes/Version_6.17.md">Full Changelog</a></p>
<p>The developers are pleased to announce the release of Csound 6.17.
Many new opcodes, bug fixes, improvements…</p>
Csound for Windows XP2021-07-11T23:01:00+00:00http://csound.github.io/site/news/2021/07/11/Csound-for-windowsXP<p>Builds for Windows XP 64bit and 32bit have been produced by Richard
Knight and are available at</p>
<p><a href="http://csound.1bpm.net/builds/">http://csound.1bpm.net/builds/</a></p>
<p>Thanks to Richard for providing these. Direct links have also been
added to the downloads page of this site.</p>
Csound 6.162021-07-11T23:00:00+00:00http://csound.github.io/site/news/2021/07/11/Csound-6.16<p>Csound version 6.16.1 is available at</p>
<p><a href="https://github.com/csound/csound/releases/tag/6.16.1">https://github.com/csound/csound/releases/tag/6.16.1</a></p>
<p>this is an update for 6.16.0, whose notes and manuals can be found at</p>
<p><a href="https://github.com/csound/csound/releases/tag/6.16.1">https://github.com/csound/csound/releases/tag/6.16.1</a></p>
<p>The Developers</p>
Blue 2.8.12020-12-29T23:00:00+00:00http://csound.github.io/site/news/2020/12/29/blue-2.8.1<p>Blue 2.8.1 is now available at:</p>
<p><a href="https://blue.kunstmusik.com/">https://blue.kunstmusik.com/</a></p>
<p>Release notes are available on the Github download page:</p>
<p><a href="https://github.com/kunstmusik/blue/releases/tag/2.8.1">https://github.com/kunstmusik/blue/releases/tag/2.8.1</a></p>
<p>This version features a new PianoRoll implementation that contains user-defined fields for notes (see
https://kunstmusik.github.io/blue-manual/users/reference/soundObjects/pianoRoll/) as well as a number of other enhancements.</p>
<p>Many thanks to Menno Knevel for feature requests, testing, and feedback for this release. Further questions regarding Blue may be
directed to the Blue Users mailing list or the #blue channel on Discord.</p>
<p>All best,
Steven</p>
ModulysCS2020-11-08T00:00:00+00:00http://csound.github.io/showcase/2020/11/08/ModulysCS<p>ModulysCS is built around ModulysVst which is a giant step-sequencer/phrase generator in Vst-plugin format.
ModulysCS is a portable app for Windows (15MB zip-file) and includes a Csound CSD-editor.</p>
<p>Own presets and instruments can be created by the user.
It uses Csound 6.15.0 api for communication and sound generation.</p>
<p>It’s totally free without restrictions.</p>
<p>For more info see<br />
<a href="https://www.raxntrax.com/">raxntrax website</a><br />
<a href="https://www.raxntrax.com/modulys/modulyscs">modulyscs website</a></p>
ModulysCS2020-11-08T00:00:00+00:00http://csound.github.io/site/news/2020/11/08/ModulysCS<p>ModulysCS is built around ModulysVst which is a giant step-sequencer/phrase generator in Vst-plugin format.
ModulysCS is a portable app for Windows (15MB zip-file) and includes a Csound CSD-editor.</p>
<p>You can create your own presets and instruments.
It uses Csound 6.15.0 api for communication and sound generation.</p>
<p>It’s totally free without restrictions.</p>
<p>For more info see<br />
<a href="https://www.raxntrax.com/">raxntrax website</a><br />
<a href="https://www.raxntrax.com/modulys/modulyscs">modulyscs website</a></p>
New Release of Csound FLOSS Manual2020-10-10T00:00:00+00:00http://csound.github.io/site/news/2020/10/10/new-flossmanual<p>A completely new version of the Csound FLOSS Manual has been released!</p>
<p><a href="https://flossmanual.csound.com/">https://flossmanual.csound.com/</a></p>
<p><a href="https://github.com/csound-flossmanual/csound-floss">Sources</a></p>
<p><a href="https://flossmanual.csound.com/introduction/on-this-release">Release note</a></p>
<p>All examples can now be executed directly in a web browser (preferably Chrome/Chromium), without any previous installation of Csound. Hlöðver Sigurðsson has written the complete environment, including a new version of the Csound WASM module. It is also possible to edit the code in the browser, and execute again.</p>
Bol Processor2020-09-17T00:00:00+00:00http://csound.github.io/showcase/2020/09/17/Bol_Processor<p>Bol Processor is a program by Bernard Bel for music composition and improvisation with real-time MIDI, MIDI file, Csound, and text output options. It produces polyphonic music with a set of rules (a compositional grammar) or from text scores that can be typed in or captured from a MIDI instrument.</p>
<p>The current distribution runs on MacOS versions up to 10.14 (Mojave). The project is about to build a 64-bit console compatible with many systems including MacOS, Linux, and Windows.</p>
<p>The work environment of Bol Processor (BP2) is shown below.</p>
<p>Scores produced by Bol Processor include “simple notes” and sound-objects arranged in polymetric structures. Below is the display of a sound-object prototype containing both MIDI events and their interpretation as a Csound score.</p>
<p>Csound scores produced by Bol Processor are associated with a Csound orchestra handling the equivalents of MIDI parameters plus customized parameters in Csound instruments. All parameters can be interpolated and combined additively or multiplicatively during the performance.</p>
<p>The project invites software designers to join the team and contribute to the development of the core application and its client applications.</p>
<p><a href="https://bolprocessor.org/">Bol Processor project</a><br />
<a href="https://youtu.be/vJAD8HJbCe8">YouTube video “Bol Processor - 39 years!”</a><br />
<a href="https://sourceforge.net/projects/bolprocessor/lists/bolprocessor-devel">Developers’ list</a></p>
Csound 6.15.02020-08-14T00:00:00+00:00http://csound.github.io/site/news/2020/08/14/csound-6.15.0<p>Csound 6.15.0 has been released!</p>
<p><a href="https://github.com/csound/csound/releases/tag/6.15.0">https://github.com/csound/csound/releases/tag/6.15.0</a></p>
<p><a href="https://github.com/csound/csound/blob/develop/Release_Notes/Version_6.15.md">Full Changelog</a></p>
<p>The developers are pleased to announce the release of Csound 6.15.
Many new opcodes, bug fixes, improvements…</p>
<p>– The Developers</p>
Blue 2.8.02020-06-03T23:00:00+00:00http://csound.github.io/site/news/2020/06/03/blue-2.8.0<p>Blue 2.8.0 is now available at:</p>
<p><a href="https://blue.kunstmusik.com/">https://blue.kunstmusik.com/</a></p>
<p>Release notes are available on the Github download page:</p>
<p><a href="https://github.com/kunstmusik/blue/releases/tag/2.8.0">https://github.com/kunstmusik/blue/releases/tag/2.8.0</a></p>
<p>This build is the first to require Java 11+ and includes a number of updates for navigation, parameter automation editing, and other features.</p>
<p>Many thanks to Menno Knevel and Kevin Welsh for feature requests, testing, and feedback for this release. Further questions regarding Blue may be directed to the Blue Users mailing list or the #blue channel on the Csound Slack.</p>
<p>All best,
Steven</p>
Risset — A Csound Package Manager2020-05-19T00:00:00+00:00http://csound.github.io/site/news/2020/05/19/plugins-package-manager<p>Eduardo Moguillansky has released the first version of <em>risset</em>, a package manager for Csound:</p>
<p><a href="https://github.com/csound-plugins/risset">https://github.com/csound-plugins/risset</a></p>
<p>This will simplify the installation of plugins. Descriptions can be found on the above mentioned URL.</p>
Csound Web-IDE beta2020-04-25T00:00:00+00:00http://csound.github.io/site/news/2020/04/25/csound-ide-beta<p>The beta release of the Csound Web-IDE is now available at:</p>
<p><a href="https://ide.csound.com/">https://ide.csound.com/</a></p>
<p>The Web-IDE is an integrated development environment for Csound. Projects work as they would on the Desktop in terms of files, resources, and project structure. The IDE runs on major browsers, including ChromeOS on Chromebooks, and has everything required to create, run, and share Csound projects, no installation necessary.</p>
<p>The IDE is the work of Hlöðver Sigurðsson, Edward Costello, and Steven Yi.</p>
Csound Conference 2019 Cagli Videos online2020-04-14T00:00:00+00:00http://csound.github.io/site/news/2020/04/14/Csound-Conference-2019-Videos-online<p>Videos from the memorable Csound Conference in Cagli (Italy) 2019 are online now:</p>
<p><a href="https://www.youtube.com/channel/UC7Vs4qhE-wbaBkwucoqUZMA">https://www.youtube.com/channel/UC7Vs4qhE-wbaBkwucoqUZMA</a></p>
<p>The program of the conference can be found at <a href="https://csound.com/icsc2019/program.html">https://csound.com/icsc2019/program.html</a>.</p>
<p>The Csound community is mourning the passing of Eugenio Giordani, one of the main organizers of this conference.</p>
Csound 6.14.02020-01-27T00:00:00+00:00http://csound.github.io/site/news/2020/01/27/Csound6.14.0<p>Csound 6.14.0 has been released!</p>
<p><a href="https://github.com/csound/csound/releases/tag/6.14.0">https://github.com/csound/csound/releases/tag/6.14.0</a></p>
<p><a href="https://github.com/csound/csound/blob/develop/Release_Notes/Version_6.14.md">Full Changelog</a></p>
<p>The developers are pleased to announce the release of Csound 6.14.
Many new opcodes, bug fixes, improvements…</p>
<p>– The Developers</p>
Implication Organ 4.02020-01-05T17:00:00+00:00http://csound.github.io/site/news/2020/01/05/implication_organ_40<p><a href="http://mysterybear.net">Dave Seidel</a> has released version 4.0 of his Implication Organ instrument.</p>
<p>The Implication Organ is a real-time instrument that runs on a Raspberry Pi, with MIDI input, two- or four-channel audio output, and an OSC interface using a GUI created with <a href="https://openstagecontrol.ammd.net/">Open Stage Control</a>. It is a duophonic instrument (in the sense that a maximum of two simultaneous notes may be played) that generates complex chords based on the frequencies of those notes. For more information, see the <a href="https://github.com/DaveSeidel/music-src/tree/master/implication-organ">GitHub repo for the project</a>.</p>
Csound-WebIDE2019-12-20T17:00:00+00:00http://csound.github.io/site/news/2019/12/20/Csound-WebIDE<p>Steven Yi gave a presentation about Csound-WebIDE at the
<a href="https://www.ntnu.edu/wac2019">Web Audio Conference 2019</a>:</p>
<p><a href="https://youtu.be/_IkdlYnCTnE?t=16657">https://youtu.be/_IkdlYnCTnE?t=16657</a></p>
<p>The Csound Web IDE is developed by Steven together with Ed Costello and Hlöðver
Sigurðsson. It is an exciting new way to use Csound and to share code. Everyone can sign up for an account and start experimenting an a browser, without any previous installation of Csound. The site’s URL is:</p>
<p><a href="https://ide.csound.com/">https://ide.csound.com/</a></p>
Blue 2.7.42019-07-20T17:00:00+00:00http://csound.github.io/site/news/2019/07/20/blue-2.7.4<p>Blue 2.7.4 is now available at:</p>
<p><a href="http://blue.kunstmusik.com/">http://blue.kunstmusik.com/</a></p>
<p>Release notes are available on the Github download page:</p>
<p><a href="https://github.com/kunstmusik/blue/releases/tag/2.7.4">https://github.com/kunstmusik/blue/releases/tag/2.7.4</a></p>
<p>This release contains a number of bug fixes and changes, particularly
around working with automations. Many thanks to Menno for his
suggestions, feedback, and testing assistance for this release.</p>
<p>For upcoming releases, 2.7.5 will take care of a few things that
didn’t make it into 2.7.4. 2.8.0 is planned to deal with migrating to
Java 11 and moving to Maven for the build system. Beyond that there
are number of other features planned that require some evaluation for
scheduling. Issues and planning can be viewed at the Github issues
tracker for Blue.</p>
<p>All best,
Steven</p>
Csound 6.13.02019-07-12T23:00:00+00:00http://csound.github.io/site/news/2019/07/12/csound-6.13.0<p>Csound 6.13.0 has been released!</p>
<p><a href="https://github.com/csound/csound/releases/tag/6.13.0">https://github.com/csound/csound/releases/tag/6.13.0</a></p>
<p><a href="https://github.com/csound/csound/blob/develop/Release_Notes/Version_6.13.md">Full Changelog</a></p>
<p>The developers are pleased to announce the release of Csound 6.13.
Many new opcodes, bug fixes, improvements…</p>
<p>– The Developers</p>
Csound on Bela2019-05-06T13:30:00+00:00http://csound.github.io/site/news/2019/05/06/csound-on-bela<p>Thanks to the concentrated efforts of Bernt Isak Wærstad, Victor Lazarini, Alex Hofmann and Giulio Moro over the past year, Csound now runs on the ultra-low latency embedded computing platform <a href="http://bela.io">Bela</a>. Alex and Bernt Isak, the guys behind the long running <a href="http://cosmoproject.github.io">Csound On Stage: Music Operator (COSMO) Project</a>, has also put together a tutorial to get you started with Csound on Bela:</p>
<p><a href="https://blog.bela.io/2019/05/03/bela-learn-csound/">https://blog.bela.io/2019/05/03/bela-learn-csound/</a></p>
<p><img src="http://csound.github.io/images/bela-COSMO.jpg" alt="Bela COSMO" /></p>
ctcsound documentation2019-02-26T18:10:00+00:00http://csound.github.io/site/news/2019/02/26/ctcsound-doc<p>A comprehensive documentation for ctcsound is now accessible here:
<a href="https://csound.com/docs/ctcsound/">https://csound.com/docs/ctcsound/</a>.</p>
CsoundRemote released2019-01-21T09:00:00+00:00http://csound.github.io/site/news/2019/01/21/csound-remote<p>CsoundRemote is a user-friendly app for controlling Csound via UDP messages from the same or another computer, tablet or smartphone. It enables to use a generic built in user interface or to load custom interfaces in QML format.</p>
<p>Release: <a href="https://github.com/tarmoj/CsoundRemote/releases/tag/0.2.2">https://github.com/tarmoj/CsoundRemote/releases/tag/0.2.2</a></p>
<p>See <a href="https://github.com/tarmoj/CsoundRemote/blob/master/README.md">https://github.com/tarmoj/CsoundRemote/blob/master/README.md</a> for
more information.</p>
<p>Demos on Youtube:<br />
<a href="https://youtu.be/HzsS4s2d2NA">General introduction</a><br />
<a href="https://www.youtube.com/watch?v=tcbuuPq4t7g">Create user interface and control Csound in 10 minutes</a></p>
Csound Phaser 32018-12-18T09:00:00+00:00http://csound.github.io/site/news/2018/12/18/csound-phaser-3<p>Rory Walsh and Iain McCurdy have published examples for creating online games using Phaser3 and CsoundWASM:</p>
<p><a href="https://rorywalsh.github.io/CsoundPhaser3/">https://rorywalsh.github.io/CsoundPhaser3/</a></p>
<p>The site also describes how to code with the Phaser3 framework and the Csound WASM module.</p>
Csound 6.12.02018-10-24T09:00:00+00:00http://csound.github.io/site/news/2018/10/24/csound-6.12.0<p>Csound 6.12.0 has been released!</p>
<p><a href="https://github.com/csound/csound/releases/tag/6.12.0">https://github.com/csound/csound/releases/tag/6.12.0</a></p>
<p><a href="https://github.com/csound/csound/blob/develop/Release_Notes/Version_6.12.md">Full Changelog</a></p>
<p>The developers are pleased to announce the release of Csound 6.12.
Many new opcodes, bug fixes, improvements…</p>
<p>– The Developers</p>
Csound 6.11.02018-05-10T09:00:00+00:00http://csound.github.io/site/news/2018/05/10/csound-6.11.0<p>Csound 6.11.0 has been released!</p>
<p><a href="https://github.com/csound/csound/releases/tag/6.11.0">https://github.com/csound/csound/releases/tag/6.11.0</a></p>
<p><a href="https://github.com/csound/csound/blob/develop/Release_Notes/Version_6.11.md">Full Changelog</a></p>
<p>The developers are pleased to announce the release of Csound 6.11. New opcodes, bug fixes, improvements…</p>
<p>– The Developers</p>
Csound 6.10.02017-12-22T09:00:00+00:00http://csound.github.io/site/news/2017/12/22/csound-6.10.0<p>Csound 6.10.0 has been released!</p>
<p><a href="https://github.com/csound/csound/releases/tag/6.10.0">https://github.com/csound/csound/releases/tag/6.10.0</a></p>
<p><a href="https://github.com/csound/csound/blob/develop/Release_Notes/Version_6.10.md">Full Changelog</a></p>
<p>The developers are pleased to announce the release of Csound 6.10. New opcodes, bug fixes, improvements…</p>
<p>– The Developers</p>
Beatfox: a Csound beat generator2017-10-26T12:30:00+00:00http://csound.github.io/site/news/2017/10/26/beatfox<p>Micah Frank has released Beatfox, a Csound beat generator tool for synthesizing percussion loops. The project is available at:</p>
<p><a href="https://github.com/chronopolis5k/Beatfox">https://github.com/chronopolis5k/Beatfox</a></p>
<p>Audio examples are available online at:</p>
<p><a href="https://soundcloud.com/micahfrank/sets/chronopolis5k-beatfox">https://soundcloud.com/micahfrank/sets/chronopolis5k-beatfox</a></p>
Csound Journal - Issue 232017-10-17T12:30:00+00:00http://csound.github.io/site/news/2017/10/17/csound-journal-issue-23<p>The Csound Journal - Issue 23 is now available!</p>
<p><a href="http://csoundjournal.com/">http://csoundjournal.com/</a></p>
<p>Myself and Jim would like to thank the contributors again and we would also like to welcome proposals for the next issue.</p>
<p>Iain and Jim</p>
Blue 2.7.02017-09-22T18:00:00+00:00http://csound.github.io/site/news/2017/09/22/blue-2.7.0<p>Blue 2.7.0 is now available at:</p>
<p><a href="http://blue.kunstmusik.com/">http://blue.kunstmusik.com/</a></p>
<p>Release notes are available on the Github download page:</p>
<p><a href="https://github.com/kunstmusik/blue/releases/tag/2.7.0">https://github.com/kunstmusik/blue/releases/tag/2.7.0</a></p>
<p>The big change is the rewrite of the User Interface editor/system for
BlueSynthBuilder, Effects, ObjectBuilder, and Sound SoundObjects using
JavaFX (screenshots can be viewed on the Blue homepage). SoundObjects
are also now shareable in BlueShare using the new program-wide
SoundObject library. I think the Sound soundObject will start to play
a bigger role for Blue usage moving forward and am very excited to be
able to start sharing sound generator/processors this way.</p>
<p>Many thanks to Menno, Jan Jacob, and Nahuel for their feedback during
the development of this release!</p>
<p>For those of you attending the Blue Workshop at the Csound Conference,
I will be using 2.7.0 for the exercises and demonstrations. The next
releases are currently being planned, but features like auto-caching
and UPIC-style layers are on the horizon.</p>
<p>Thanks and enjoy!</p>
<p>steven</p>
Csound 6.09.12017-07-12T09:00:00+00:00http://csound.github.io/site/news/2017/07/12/csound-6.09.1<p>Csound 6.09.1 has been released!</p>
<p><a href="https://github.com/csound/csound/releases/tag/6.09.1">https://github.com/csound/csound/releases/tag/6.09.1</a></p>
<p><a href="https://github.com/csound/csound/blob/develop/Release_Notes/Version_6.09.md">Full Changelog</a></p>
<p>This is mostly a bugfix release of version 6.09 addressing a number of
issues, including a bug in multicore performance. The Web Assembly
platform is introduced in this release, as well as support for Swift
development on iOS. Some DLLs that were missing from the Windows
installer also have been added to it. Following Google’s deprecation
of PNaCl, this platform has been dropped from the release and will not
be further developed.</p>
<p>– The Developers</p>
vClick - A wire-free, visual click-track system2017-06-27T12:30:00+00:00http://csound.github.io/site/news/2017/06/27/vclick<p>Tarmo Johannes has announced on the Csound mailing list the release of program called vClick. His announcement email is posted below:</p>
<p>Hi,</p>
<p>I am pleased and proud to announce that the first post-beta release of my wireless visual clicktrack system vClick (previusly called eClick) is out!</p>
<p>Now the player’s app vClick client available for Android via Google Play:</p>
<ul>
<li><a href="https://play.google.com/store/apps/details?id=org.vclick.client">https://play.google.com/store/apps/details?id=org.vclick.client</a></li>
</ul>
<p>and for iOs in App Store:</p>
<ul>
<li>
<p><a href="https://itunes.apple.com/us/app/vclick-client/id1247820434?mt=8">https://itunes.apple.com/us/app/vclick-client/id1247820434?mt=8</a></p>
</li>
<li>About: <a href="http://tarmoj.github.io/vclick/pages/about.html">http://tarmoj.github.io/vclick/pages/about.html</a></li>
<li>Downloads: <a href="http://tarmoj.github.io/vclick/pages/download.html">http://tarmoj.github.io/vclick/pages/download.html</a></li>
<li>Getting started: <a href="http://tarmoj.github.io/vclick/pages/getting-started.html">http://tarmoj.github.io/vclick/pages/getting-started.html</a></li>
<li>Demo: <a href="https://www.youtube.com/watch?v=-w_sGl_7SuQ">https://www.youtube.com/watch?v=-w_sGl_7SuQ</a></li>
</ul>
<p>This version include so called multi-channel support - it is possible to send individual messages to players, including different meters, subdivisions, notifications etc. It may help to play complex polyrhythms or even different tempos can be encoded to the score (in relation to basic tempo).</p>
<p>vClick is built using Qt SDK and Csound library in vClick server.</p>
<p>If you find it somehow useful, give a go!</p>
<p>Best!</p>
<p>tarmo</p>
Soundpipe2017-05-17T00:00:00+00:00http://csound.github.io/showcase/2017/05/17/Soundpipe<p>Soundpipe is a highly portable and lightweight music DSP library written in C. While not directly using Csound, Soundpipe uses many algorithms adapted from the Csound source code. Soundpipe is suited for a wide array of platforms, and versions have been compiled on Linux, Raspberry Pi, iOS, Android, and the STM32F4 discovery board. It is also the main audio synthesis engine for the iOS framework <a href="http://audiokit.io/">AudioKit</a>, as well as the stack-based audio language <a href="https://paulbatchelor.github.io/proj/sporth.html">Sporth</a></p>
self.2017-03-30T00:00:00+00:00http://csound.github.io/showcase/2017/03/30/self<p>The art installation [self.] was created by Oeyvind Brandtsegg and Axel Tidemann in an attempt to explore artificial intelligence and its relation to us humans. It is a robotic head with speakers, microphones, camera, and video projection. [self.] learns from people talking to it, by analyzing incoming sound and images, comparing similarity and context of sound segments. Its utterances are solely made from learned segments. Audio processing in [self.] is done in Csound, supported by Python for the artificial intelligence. A video of the project: <a href="https://www.youtube.com/watch?v=HErOfnqREBQ">https://www.youtube.com/watch?v=HErOfnqREBQ</a></p>
<p>A limited version of [self.] attended the International Csound Conference in St. Petersburg in 2015, and a video of its memories thereof can be seen here: <a href="https://www.youtube.com/watch?v=E7fYV4K-9_s">https://www.youtube.com/watch?v=E7fYV4K-9_s</a></p>
Liveconvolver42017-03-30T00:00:00+00:00http://csound.github.io/showcase/2017/03/30/liveConvolver4<p>Traditionally, convolution has only been possible on a static (previously stored and analyzed) impulse response. With Liveconvolver4, Oeyvind Brandtsegg and Sigurd Saue have developed a method to convolve two live sources with each other. The impulse response is updated and replaced one partition at a time, in a synchronized manner, allowing for updates to the IR without introducing audio clicks or glitches. This method also allows for parametric processing of the IR while it is actively used for convolution. This work becomes available in Csound 6.09.</p>
<p>The Cabbage GUI for Liveconvolver4</p>
Sound installation “VLBI Music” (2013 – 2020)2017-03-30T00:00:00+00:00http://csound.github.io/showcase/2017/03/30/VBLI-Music<p>The sound installation “VLBI Music” was made as an art piece for the Norwegian Mapping authority’s headquarters in Hønefoss. The composition is based on measurements of distant quasars, done by the mapping authority in collaboration with other scientific institutions worldwide. The purpose of the measurements is to create a stable reference for other positioning services. The sound installation uses the processes of of the VLBI (Verly Long Baseline Interferometry) system as well as the raw data as material for the live running composition. Csound is used both for sound synthesis and compositional algorithms, interfaced to Python for some of data processing from the measurements.</p>
<p>The live audio stream can be heard at <a href="http://193.90.68.207:8000/stream/1/">http://193.90.68.207:8000/stream/1/</a> and there is an app for Android also relaying the audio stream.</p>
<p>More information at <a href="https://www.researchcatalogue.net/view/55360/55361">https://www.researchcatalogue.net/view/55360/55361</a> and a TEDx talk about the piece: <a href="https://www.youtube.com/watch?v=aBEGnLtVk64">https://www.youtube.com/watch?v=aBEGnLtVk64</a></p>
Hadron Particle Synthesizer2017-03-30T00:00:00+00:00http://csound.github.io/showcase/2017/03/30/HadronParticleSynthesizer<p>The Hadron Particle Synthesizer is a synth, sampler and effects processor based on the partikkel plugin. The interface has been designed with live performance in mind, providing rich access to the underlying 200+ synthesis parameters via simple user controls. The main parts of Hadron was developed during 2008 to 2011 by Oeyvind Brandtsegg, in collaboration with Arne Skeie (graphic design), Bernt Isak Wærstad (M4L and VST interface) and Sigurd Saue (VST interface). More information at <a href="http://www.partikkelaudio.com/">http://www.partikkelaudio.com/</a></p>
<p>The VST interface for Hadron Particle Synthesizer</p>
Sound installation “Flyndre” (2006 – 2026)2017-03-30T00:00:00+00:00http://csound.github.io/showcase/2017/03/30/Flyndre<p>The sound installation Flyndre (Flounder) by Oeyvind Brandtsegg is based on a sculpture by Norwegian sculptor Nils Aas. It is exhibited outdoors in a park, some 120 km north of Trondheim Norway. The sounds of the installation are affected by environmental conditions like temperature, light, tidal water, moon phases, seasons of the year and more. Csound is used as the synthesis engine and core part of the software for the installation, supported by Python for composition algorithms and interfacing. Contact speakers are mounted on the resonant metallic structure, turning the whole sculpture into a sound producing object. The installation was opened in September 2006, and was first planned to run for 10 years. In 2016 it was recommissioned by the municipality of Inderøy for another 10 years. Two live audio streams of the sound are available at:</p>
<p><a href="http://flyndrestim.itea.ntnu.no:8002">http://flyndrestim.itea.ntnu.no:8002</a> (played through the sculpture, and recorded on site)
<a href="http://flyndrestim.itea.ntnu.no:8000">http://flyndrestim.itea.ntnu.no:8000</a> (direct line tap from the computer).</p>
Live processing and crossadaptive processing2017-03-30T00:00:00+00:00http://csound.github.io/showcase/2017/03/30/CrossAdaptiveProcessing<p>Csound is used as a central part of research on improvised electroacoustic music performance centered at NTNU, Trondheim Norway. Using Csound-based custom effect processing routines (including Hadron, Liveconvolver and others), new methods of making music is developed and investigated. A project on live processing (2011-2014) of improvised performance resulted in the creation of a dedicated ensemble (T-EMP) and is documented at <a href="https://www.researchcatalogue.net/view/48123/48124/10/10">https://www.researchcatalogue.net/view/48123/48124/10/10</a>, with an album release at <a href="http://www.cdbaby.com/Artist/TEmpTrondheimElectroacousticMu">http://www.cdbaby.com/Artist/TEmpTrondheimElectroacousticMu</a></p>
<p>A project on crossadaptive effect processing as musical intervention is running from 2016 to 2018, involving several key members of the Csound community (Oeyvind Brandtsegg, Sigurd Saue, Victor Lazzarini, Rory Walsh, Bernt Isak Wærstad, Andreas Bergsland), and other prominent partners. More information at <a href="http://crossadaptive.hf.ntnu.no/">http://crossadaptive.hf.ntnu.no/</a></p>
<p>Still image from video of a studio session on crossadaptive processing in December 2016.
Trond Engum: processing, Tone Åse: vocals, Carl Haakon Waadeland: drums</p>
Csound-expression 5.2 is out. Virtual pedalboards, arrays, new OSC, full support for mono synthesizers, patch skins, all GEN-routines are implemented2017-03-23T09:00:00+00:00http://csound.github.io/site/news/2017/03/23/csound-expression-5-2<p>New csound-expression release!</p>
<p>github: <a href="https://github.com/spell-music/csound-expression">https://github.com/spell-music/csound-expression</a></p>
<p>hackage: <a href="https://hackage.haskell.org/package/csound-expression">https://hackage.haskell.org/package/csound-expression</a></p>
<p><strong>New features:</strong></p>
<ul>
<li>
<p><strong>Complete support for monophonic synthesizers</strong>:</p>
<ul>
<li>
<p>The argument of mono synth was updated.</p>
<p>Previously it was a pair of amplitude and frequency signals.
But this representation doesn’t captures the notion of note retrigger.
We can not create the mono-synt with sharp attacks.</p>
<p>Now this is fixed. We can use adsr140 or adsrMonoSynt functions to create
mono synths with fixed attacks</p>
</li>
<li>
<p>monoSco - for playing scores with mono-synths</p>
</li>
<li>
<p>monoSched - for playing event streams with mono synt</p>
</li>
<li>
<p>atSco and atSched now work for mono synth too</p>
</li>
</ul>
</li>
<li>
<p><strong>The patch can change the skin</strong>. The Patch type has changed. Know it supports the change in common parameters.
Right now the ccommon parameters include only Low-pass filter type. But this can be extended in future releases.</p>
<p>The idea is that we can parametrize the patch with some common arguments so that use can tweak them
without revriting the algorithm.</p>
<p>The low-pass filter is a vital tool that defines the character of the synthesizer.
With recent addition of several modern filter emulators (like Korg (korg_lp), or acid filter diode)
it’s good to be able to quickly switch the filters. We can do it for patches with function</p>
<div class="language-haskell highlighter-rouge"><div class="highlight"><pre class="highlight"><code> <span class="n">setFilter</span> <span class="o">::</span> <span class="kt">ResonFilter</span> <span class="o">-></span> <span class="kt">Patch</span> <span class="n">a</span> <span class="o">-></span> <span class="kt">Patch</span> <span class="n">a</span>
</code></pre></div> </div>
</li>
<li>
<p><strong>Family of standard effects was added</strong> (see module <code class="language-plaintext highlighter-rouge">Csound.Air.Fx.FxBox</code> and the <a href="https://github.com/spell-music/csound-expression/blob/master/tutorial/chapters/FxFamily.md">guide</a>).
The effects are kindly provided by Iain McCurdy (recoded from his original implementation in Csound).</p>
<p>The effects have catchy names and are defined on wide variety of types. Let’s briefly discuss the naming conventions:</p>
<ul>
<li>
<p><code class="language-plaintext highlighter-rouge">adele</code> - analog delay</p>
</li>
<li>
<p><code class="language-plaintext highlighter-rouge">pongy</code> - ping pong delay</p>
</li>
<li>
<p><code class="language-plaintext highlighter-rouge">tort</code> - distortion</p>
</li>
<li>
<p><code class="language-plaintext highlighter-rouge">flan</code> - flanger</p>
</li>
<li>
<p><code class="language-plaintext highlighter-rouge">fowler</code> - Envelope follower</p>
</li>
<li>
<p><code class="language-plaintext highlighter-rouge">phasy</code> - phaser</p>
</li>
<li>
<p><code class="language-plaintext highlighter-rouge">crusher</code> - bit-crusher</p>
</li>
<li>
<p><code class="language-plaintext highlighter-rouge">chory</code> - stereo chorus</p>
</li>
<li>
<p><code class="language-plaintext highlighter-rouge">tremy</code> - tremolo</p>
</li>
<li>
<p><code class="language-plaintext highlighter-rouge">pany</code> - panning</p>
</li>
<li>
<p><code class="language-plaintext highlighter-rouge">revsy</code> - reverse playback</p>
</li>
</ul>
<p>Also there are set of presets that imply the notion of add a bit of effect or add a lot of effect.
They are suffixed with number from 1 to 5. Like <code class="language-plaintext highlighter-rouge">flan1</code> or <code class="language-plaintext highlighter-rouge">tort3</code>. Also if the effect support the
tone knob (center frequency of LP filter) ter are suffixes <code class="language-plaintext highlighter-rouge">b</code> for bright color and <code class="language-plaintext highlighter-rouge">m</code> for muted color.
For example <code class="language-plaintext highlighter-rouge">tort2m</code> or <code class="language-plaintext highlighter-rouge">adele2b</code>.</p>
<p>The effects are just functions from signals to signals:</p>
<div class="language-haskell highlighter-rouge"><div class="highlight"><pre class="highlight"><code> <span class="n">dac</span> <span class="o">$</span> <span class="n">hall</span> <span class="mf">0.2</span> <span class="o">$</span> <span class="n">adele2</span> <span class="mf">0.5</span> <span class="mf">0.25</span> <span class="o">$</span> <span class="n">flan2</span> <span class="o">$</span> <span class="n">tort1m</span> <span class="o">$</span> <span class="n">asigs</span>
</code></pre></div> </div>
</li>
<li>
<p><strong>UI widgets for standard effects</strong>.</p>
<p>Alongside with effects there are functions to create widgets (UI-controls). They have the same naming convention
only the prefix <code class="language-plaintext highlighter-rouge">ui</code> is added. For example: <code class="language-plaintext highlighter-rouge">uiTort</code>, <code class="language-plaintext highlighter-rouge">uiAdele</code> or <code class="language-plaintext highlighter-rouge">uiHall</code>. Also there are predefined presets like <code class="language-plaintext highlighter-rouge">uiFlan2</code> or <code class="language-plaintext highlighter-rouge">uiPhasy3</code>.
With presets we put the box in the initial state corresponding to the given preset. But lately we can change it with UI-controls.</p>
<p>With this feature paired with functions <code class="language-plaintext highlighter-rouge">fxHor</code>, <code class="language-plaintext highlighter-rouge">fxVer</code> and <code class="language-plaintext highlighter-rouge">fxGrid</code> we can easily design our virtual pedalboards.</p>
<p>It can be used like this:</p>
<div class="language-haskell highlighter-rouge"><div class="highlight"><pre class="highlight"><code> <span class="o">></span> <span class="kr">let</span> <span class="n">pedals</span> <span class="o">=</span> <span class="n">fxGrid</span> <span class="mi">2</span> <span class="p">[</span><span class="n">uiFlan1</span><span class="p">,</span> <span class="n">uiTort1</span><span class="p">,</span> <span class="n">uiAdele2m</span> <span class="mf">0.5</span> <span class="mf">0.3</span><span class="p">,</span> <span class="n">uiHall</span> <span class="mf">0.25</span><span class="p">]</span>
<span class="o">></span> <span class="n">dac</span> <span class="o">$</span> <span class="n">fxApply</span> <span class="n">pedals</span> <span class="o">$</span> <span class="p">(</span><span class="n">sawSeq</span> <span class="p">[</span><span class="mi">1</span><span class="p">,</span> <span class="mf">0.5</span><span class="p">,</span> <span class="mf">0.25</span><span class="p">]</span> <span class="mi">2</span><span class="p">)</span> <span class="o">*</span> <span class="n">sqr</span> <span class="mi">220</span>
</code></pre></div> </div>
</li>
<li>
<p><strong>Complete list of GEN routines</strong>. This release adds GEN:</p>
<ul>
<li>
<p>25 bpExps – Construct functions from segments of exponential curves in breakpoint fashion.,</p>
</li>
<li>
<p>27 bpLins – Construct functions from segments of straight lines in breakpoint fashion.</p>
</li>
<li>
<p>wave waveletTab – Generates a compactly supported wavelet function.</p>
</li>
<li>
<p>farey fareyTab – Fills a table with the Farey Sequence Fn of the integer n.</p>
</li>
<li>
<p>sone soneTab – Generate a table with values of the sone function.</p>
</li>
<li>
<p>exp expTab – rescaleExpTab Generate a table with values on the exp function.</p>
</li>
<li>
<p>tanh tanhTab – rescaleTanhTab Generate a table with values on the tanh function.</p>
</li>
<li>
<p>52 readMultichannel – Creates an interleaved multichannel table from the specified source tables, in the format expected by the ftconv opcode.</p>
</li>
<li>
<p>41 randDist – Generates a random list of numerical pairs.</p>
</li>
<li>
<p>42 rangeDist Generates a random distribution of discrete ranges of values.</p>
</li>
<li>
<p>40 tabDist – Generates a random distribution using a distribution histogram.</p>
</li>
<li>
<p>43 readPvocex – Loads a PVOCEX file containing a PV analysis.</p>
</li>
<li>
<p>28 readTrajectoryFile – Reads a text file which contains a time-tagged trajectory.</p>
</li>
<li>
<p>24 readNumTab – Reads numeric values from another allocated function-table and rescales them.</p>
</li>
<li>
<p>21 dist, uniDist, linDist, triDist, expDist, biexpDist, gaussDist, cauchyDist, pcauchyDist, betaDist, weibullDist, poissonDist – Generates tables of different random distributions.</p>
</li>
<li>
<p>18 tabseg – Writes composite waveforms made up of pre-existing waveforms.</p>
</li>
<li>
<p>31 mixOnTab – Mixes any waveform specified in an existing table.</p>
</li>
<li>
<p>32 mixTabs – Mixes any waveform, resampled with either FFT or linear interpolation.</p>
</li>
<li>
<p>30 tabHarmonics – Generates harmonic partials by analyzing an existing table.</p>
</li>
</ul>
<p>See the <a href="http://www.csounds.com/manualOLPC/ScoreGenRef.html">Csound docs</a> for details of what table they produce.
Also the signatures for windows creating tabs was updated. It became more specific.</p>
</li>
<li>
<p><strong>Global arguments</strong> defined with <strong>Macros</strong>. We can create a Csound <code class="language-plaintext highlighter-rouge">.csd</code> file in our program
and after that we can run it on anything which has Csound installed. It’s desirable to be able
to tweak some parameters after rendering or to have some global config arguments.
In Csound we can do it with macroses. We can use macros name in the code adn then we can change the value of the
macros with command line flag <code class="language-plaintext highlighter-rouge">--omacro:Name=Value</code>.</p>
<p>From now on it’s possible to do it with Haskell too. There are functions:</p>
<div class="language-haskell highlighter-rouge"><div class="highlight"><pre class="highlight"><code> <span class="n">readMacrosDouble</span> <span class="o">::</span> <span class="kt">String</span> <span class="o">-></span> <span class="kt">Double</span> <span class="o">-></span> <span class="kt">D</span>
<span class="n">readMacrosInt</span> <span class="o">::</span> <span class="kt">String</span> <span class="o">-></span> <span class="kt">Int</span> <span class="o">-></span> <span class="kt">D</span>
<span class="n">readMacrosString</span> <span class="o">::</span> <span class="kt">String</span> <span class="o">-></span> <span class="kt">String</span> <span class="o">-></span> <span class="kt">Str</span>
</code></pre></div> </div>
<p>The first argument is a macro name and the second one is the default value
which is used if no value is set in the flags.</p>
</li>
<li>
<p>The useful function to <strong>trigger an table based envelope</strong>. It comes in two flavors. One is driven with event stream
and another with just a signal. It’s on when signal is non zero.</p>
<div class="language-haskell highlighter-rouge"><div class="highlight"><pre class="highlight"><code> <span class="n">trigTab</span> <span class="o">::</span> <span class="kt">Tab</span> <span class="o">-></span> <span class="kt">Sig</span> <span class="o">-></span> <span class="kt">Sig</span> <span class="o">-></span> <span class="kt">Sig</span>
<span class="n">trigTab</span> <span class="n">tab</span> <span class="n">duration</span> <span class="n">triggerSignal</span>
<span class="kr">type</span> <span class="kt">Tick</span> <span class="o">=</span> <span class="kt">Evt</span> <span class="kt">Unit</span>
<span class="n">trigTabEvt</span> <span class="o">::</span> <span class="kt">Tab</span> <span class="o">-></span> <span class="kt">Sig</span> <span class="o">-></span> <span class="kt">Tick</span> <span class="o">-></span> <span class="kt">Sig</span>
<span class="n">trigTabEvt</span> <span class="n">tab</span> <span class="n">duration</span> <span class="n">triggerSignal</span>
</code></pre></div> </div>
</li>
<li>
<p><strong>New functions for UI widgets</strong>.</p>
<ul>
<li>
<p>We can change the relative size of the window. If the widget is too large or too small
we can rescale it with functions:</p>
<div class="language-haskell highlighter-rouge"><div class="highlight"><pre class="highlight"><code> <span class="kr">type</span> <span class="kt">ScaleFactor</span> <span class="o">=</span> <span class="p">(</span><span class="kt">Double</span><span class="p">,</span> <span class="kt">Double</span><span class="p">)</span>
<span class="n">resizeGui</span> <span class="o">::</span> <span class="kt">ScaleFactor</span> <span class="o">-></span> <span class="kt">Gui</span> <span class="o">-></span> <span class="kt">Gui</span>
<span class="n">resizeSource</span> <span class="o">::</span> <span class="kt">ScaleFactor</span> <span class="o">-></span> <span class="kt">Source</span> <span class="n">a</span> <span class="o">-></span> <span class="kt">Source</span> <span class="n">a</span>
</code></pre></div> </div>
<p>They change the default minimal sizes for all widgets that are contained within the given widget.</p>
</li>
<li>
<p>Grid layout. We are familiar with functions <code class="language-plaintext highlighter-rouge">ver</code> and <code class="language-plaintext highlighter-rouge">hor</code>. With them we can place the widgets vertically or horizontally.
But now it’s also possible to place the widgets on the grid:</p>
<div class="language-haskell highlighter-rouge"><div class="highlight"><pre class="highlight"><code> <span class="n">grid</span> <span class="o">::</span> <span class="kt">Int</span> <span class="o">-></span> <span class="p">[</span><span class="kt">Gui</span><span class="p">]</span> <span class="o">-></span> <span class="kt">Gui</span>
</code></pre></div> </div>
<p>The first argument specifies the number of elements in each row.</p>
<p>There are handy grid functions for combining source-widgets:</p>
<div class="language-haskell highlighter-rouge"><div class="highlight"><pre class="highlight"><code> <span class="n">gridLifts</span> <span class="o">::</span> <span class="kt">Int</span> <span class="o">-></span> <span class="p">([</span><span class="n">a</span><span class="p">]</span> <span class="o">-></span> <span class="n">b</span><span class="p">)</span> <span class="o">-></span> <span class="p">[</span><span class="kt">Source</span> <span class="n">a</span><span class="p">]</span> <span class="o">-></span> <span class="kt">Source</span> <span class="n">b</span>
</code></pre></div> </div>
<p>It applies a list based function to a list of value producer widgets and places all widgets on the grid.
The first argument is the same as with <code class="language-plaintext highlighter-rouge">grid</code>.</p>
</li>
<li>
<p>UI default sizes are a bit smaller now.</p>
</li>
</ul>
</li>
<li>
<p>It compiles on <strong>GHC-7.8</strong> again</p>
</li>
<li>
<p>New function <code class="language-plaintext highlighter-rouge">whileRef</code> for imperative while loops.</p>
<div class="language-haskell highlighter-rouge"><div class="highlight"><pre class="highlight"><code> <span class="n">whileRef</span> <span class="o">::</span> <span class="kt">Tuple</span> <span class="n">st</span> <span class="o">=></span> <span class="n">st</span> <span class="o">-></span> <span class="p">(</span><span class="n">st</span> <span class="o">-></span> <span class="kt">SE</span> <span class="kt">BoolSig</span><span class="p">)</span> <span class="o">-></span> <span class="p">(</span><span class="n">st</span> <span class="o">-></span> <span class="kt">SE</span> <span class="n">st</span><span class="p">)</span> <span class="o">-></span> <span class="kt">SE</span> <span class="nb">()</span>
<span class="n">whileRef</span> <span class="n">initState</span> <span class="n">condition</span> <span class="n">body</span>
</code></pre></div> </div>
<p>It’s used in this way. It stores the initial state in the reference (local variable)
and the it starts to implement the body while the predicate returns true. Notice that
the body is also updates the state.</p>
</li>
<li>
<p><strong>New functions for OSC</strong> that make it easy to read OSC messages that are interpreted like signals.
For example we have an OSC-routine for volume control. When message happens we update the value.
It would be good to be able to just read the signal:</p>
<div class="language-haskell highlighter-rouge"><div class="highlight"><pre class="highlight"><code> <span class="n">listenOscVal</span> <span class="o">::</span> <span class="p">(</span><span class="kt">Tuple</span> <span class="n">a</span><span class="p">,</span> <span class="kt">OscVal</span> <span class="n">a</span><span class="p">)</span> <span class="o">=></span> <span class="kt">OscRef</span> <span class="o">-></span> <span class="kt">String</span> <span class="o">-></span> <span class="n">a</span> <span class="o">-></span> <span class="kt">SE</span> <span class="n">a</span>
<span class="n">listenOscVal</span> <span class="n">oscRef</span> <span class="n">address</span> <span class="n">initValue</span>
</code></pre></div> </div>
<p>There are two useful aliases for this function. They read signals and pairs of signals:</p>
<div class="language-haskell highlighter-rouge"><div class="highlight"><pre class="highlight"><code> <span class="n">listenOscSig</span> <span class="o">::</span> <span class="kt">OscRef</span> <span class="o">-></span> <span class="kt">String</span> <span class="o">-></span> <span class="kt">Sig</span> <span class="o">-></span> <span class="kt">SE</span> <span class="kt">Sig</span>
<span class="n">listenOscSig2</span> <span class="o">::</span> <span class="kt">OscRef</span> <span class="o">-></span> <span class="kt">String</span> <span class="o">-></span> <span class="kt">Sig2</span> <span class="o">-></span> <span class="kt">SE</span> <span class="kt">Sig2</span>
</code></pre></div> </div>
</li>
<li>
<p><strong>Adds loopers that preserve attacks when rescaling by tempo</strong>.
They are based on <code class="language-plaintext highlighter-rouge">temposcal</code> Csound algorithm.
The previous loopers were based on the <code class="language-plaintext highlighter-rouge">mincer</code> algorithm. It uses FFT under the hood which can smooth out the sharp attacks.
It’s undesirable for percussive loops. The <code class="language-plaintext highlighter-rouge">temposcal</code> adds the feature of preserving attacks.</p>
<p>See the functions:</p>
<div class="language-haskell highlighter-rouge"><div class="highlight"><pre class="highlight"><code> <span class="c1">-- | reads stereo files with scaling</span>
<span class="n">scaleWav</span> <span class="o">::</span> <span class="kt">Fidelity</span> <span class="o">-></span> <span class="kt">TempoSig</span> <span class="o">-></span> <span class="kt">PitchSig</span> <span class="o">-></span> <span class="kt">String</span> <span class="o">-></span> <span class="kt">Sig2</span>
<span class="c1">-- | reads mono files with scaling</span>
<span class="n">scaleWav1</span> <span class="o">::</span> <span class="kt">Fidelity</span> <span class="o">-></span> <span class="kt">TempoSig</span> <span class="o">-></span> <span class="kt">PitchSig</span> <span class="o">-></span> <span class="kt">String</span> <span class="o">-></span> <span class="kt">Sig</span>
</code></pre></div> </div>
<p>Also there are presets for scaling the drums or harmonic instruments (they set the appropriate fidelity):</p>
<div class="language-haskell highlighter-rouge"><div class="highlight"><pre class="highlight"><code> <span class="n">scaleDrum</span><span class="p">,</span> <span class="n">scaleHarm</span> <span class="o">::</span> <span class="kt">TempoSig</span> <span class="o">-></span> <span class="kt">PitchSig</span> <span class="o">-></span> <span class="kt">String</span> <span class="o">-></span> <span class="kt">Sig2</span>
</code></pre></div> </div>
<p>The fidelity is the degree of the size of FFT window. The formula for window size: 2 ** (fidelity + 11).</p>
<p>Also the corresponding functions are added for <code class="language-plaintext highlighter-rouge">csound-sampler</code>.</p>
<div class="language-haskell highlighter-rouge"><div class="highlight"><pre class="highlight"><code> <span class="n">wavScale</span> <span class="o">::</span> <span class="kt">Fidelity</span> <span class="o">-></span> <span class="kt">TempoSig</span> <span class="o">-></span> <span class="kt">PitchSig</span> <span class="o">-></span> <span class="kt">String</span> <span class="o">-></span> <span class="kt">Sam</span>
<span class="n">wavScale1</span> <span class="o">::</span> <span class="kt">Fidelity</span> <span class="o">-></span> <span class="kt">TempoSig</span> <span class="o">-></span> <span class="kt">PitchSig</span> <span class="o">-></span> <span class="kt">String</span> <span class="o">-></span> <span class="kt">Sam</span>
<span class="n">drumScale</span><span class="p">,</span> <span class="n">harmScale</span> <span class="o">::</span> <span class="kt">TempoSig</span> <span class="o">-></span> <span class="kt">PitchSig</span> <span class="o">-></span> <span class="kt">String</span> <span class="o">-></span> <span class="kt">Sam</span>
</code></pre></div> </div>
</li>
<li>
<p>The type signatures for <strong>echo and pingPong where simplified</strong>. Now they don’t use side effects
and look like pure functions:</p>
<div class="language-haskell highlighter-rouge"><div class="highlight"><pre class="highlight"><code> <span class="n">echo</span> <span class="o">::</span> <span class="kt">MaxDelayTime</span> <span class="o">-></span> <span class="kt">Feedback</span> <span class="o">-></span> <span class="kt">Sig</span> <span class="o">-></span> <span class="kt">Sig</span>
<span class="n">pingPong</span> <span class="o">::</span> <span class="kt">DelayTime</span> <span class="o">-></span> <span class="kt">Feedback</span> <span class="o">-></span> <span class="kt">Balance</span> <span class="o">-></span> <span class="kt">Sig2</span> <span class="o">-></span> <span class="kt">Sig2</span>
</code></pre></div> </div>
</li>
<li>
<p>Type signatures for functions <strong><code class="language-plaintext highlighter-rouge">randSkip</code> and <code class="language-plaintext highlighter-rouge">freqOf</code> where generalized</strong>. Now they use signals for probabilities
instead of constant numbers. So we can change the probability of skip of the event during performance.</p>
</li>
<li>
<p><strong>New monophonic instruments are added in csound-catalog</strong>: <code class="language-plaintext highlighter-rouge">fmBass1</code>, <code class="language-plaintext highlighter-rouge">fmBass2</code>, <code class="language-plaintext highlighter-rouge">dafunkLead</code> and one polyphonic <code class="language-plaintext highlighter-rouge">celloSynt</code>.
Those instrument serve a good example for building monophonic synthesizers with sharp attacks.</p>
</li>
</ul>
<p>Experimental features:</p>
<ul>
<li>
<p><strong>Arrays, with all opcodes</strong> and functional traversals. See the guide for details <a href="https://github.com/spell-music/csound-expression/blob/master/tutorial/chapters/BasicTypesTutorial.md#arrays-arr">details</a>.</p>
</li>
<li>
<p><strong>Imperative style instruments</strong>.</p>
<p>With imperative style instruments we can create and invoke the instruments in Csound way.
we can create an instrument and get it’s unique identifier. Than we can schedule a note by that identifier.</p>
<p>We can create an instrument that produces a sound with function:</p>
<div class="language-haskell highlighter-rouge"><div class="highlight"><pre class="highlight"><code> <span class="n">newOutInstr</span> <span class="o">::</span> <span class="p">(</span><span class="kt">Arg</span> <span class="n">a</span><span class="p">,</span> <span class="kt">Sigs</span> <span class="n">b</span><span class="p">)</span> <span class="o">=></span> <span class="p">(</span><span class="n">a</span> <span class="o">-></span> <span class="kt">SE</span> <span class="n">b</span><span class="p">)</span> <span class="o">-></span> <span class="kt">SE</span> <span class="p">(</span><span class="kt">InstrRef</span> <span class="n">a</span><span class="p">,</span> <span class="n">b</span><span class="p">)</span>
</code></pre></div> </div>
<p>It takes in a body of the instrument and gives back an instrument reference and
a signal where the output is going to be written. Then we can invoke the notes just
like we do it in the Csound with function <code class="language-plaintext highlighter-rouge">scheduleEvent</code>:</p>
<div class="language-haskell highlighter-rouge"><div class="highlight"><pre class="highlight"><code> <span class="n">scheduleEvent</span> <span class="o">::</span> <span class="kt">Arg</span> <span class="n">a</span> <span class="o">=></span> <span class="kt">InstrRef</span> <span class="n">a</span> <span class="o">-></span> <span class="kt">D</span> <span class="o">-></span> <span class="kt">D</span> <span class="o">-></span> <span class="n">a</span> <span class="o">-></span> <span class="kt">SE</span> <span class="nb">()</span>
<span class="n">scheduleEvent</span> <span class="n">instrRed</span> <span class="n">delayStartTime</span> <span class="n">duration</span> <span class="n">arguments</span>
</code></pre></div> </div>
<p>It takes in instrument reference, start time from the time of invocation, duration (all in seconds) and miscellaneous arguments.
Notice that the instrument reference is parametrized by the type of arguments. This way we can not feed the wrong messages to the instrument.</p>
<p>Also we can create procedures that produce no output but do something useful:</p>
<div class="language-haskell highlighter-rouge"><div class="highlight"><pre class="highlight"><code> <span class="n">newInstr</span> <span class="o">::</span> <span class="kt">Arg</span> <span class="n">a</span> <span class="o">=></span> <span class="p">(</span><span class="n">a</span> <span class="o">-></span> <span class="kt">SE</span> <span class="nb">()</span><span class="p">)</span> <span class="o">-></span> <span class="kt">SE</span> <span class="p">(</span><span class="kt">InstrRef</span> <span class="n">a</span><span class="p">)</span>
</code></pre></div> </div>
</li>
</ul>
Cross-adaptive audio effect toolkit2017-01-28T00:00:00+00:00http://csound.github.io/showcase/2017/01/28/cross-adaptive-audio<p>This experimental toolkit can make one sound more similar to another by applying audio effects. The parameters of the audio effects are controlled dynamically based on analyzed audio features of the input sounds and/or the other sound. The audio features are mapped to effect parameters by using artificial neural networks evolved by the NeuroEvolution of Augmenting Topologies (NEAT) algorithm. The toolkit includes a web app that interactively visualizes the results of a NEAT run with various charts and graphs, and it lets you listen to the output sounds. After evolving an audio effect you like, you can have the toolkit generate a csd file with this effect. It can be applied to real-time audio input.</p>
<p>Audio and video demos are available at <a href="http://iver56.github.io/cross-adaptive-audio/">iver56.github.io/cross-adaptive-audio/</a></p>
Csound-expression 5.1 is out. Let's warm up our hearts with new bright ideas in this Cold winter!2016-12-01T09:00:00+00:00http://csound.github.io/site/news/2016/12/01/csound-expression-5-1<p>New release of Haskell to Csound computer music framework</p>
<p>github: <a href="https://github.com/spell-music/csound-expression">https://github.com/spell-music/csound-expression</a></p>
<p>hackage: <a href="https://hackage.haskell.org/package/csound-expression">https://hackage.haskell.org/package/csound-expression</a></p>
<p>csound-expression</p>
<ul>
<li>
<p><strong>New data type for Patches!</strong> This change is incompatible but it brings better support for playing patches live!
The polyphonic and monophonic patches are united with single data-type so we can play them with the same functions.
Also now we can create layered patches to play several patches at the same time and also we can split the keyboard
on sections to play different patches on different sections. It’s useful feature available in many modern synthesizers.
But here we can include any number of layers! and we can mix mono and poly instruments together!</p>
<p>See the <a href="https://github.com/spell-music/csound-expression/blob/master/tutorial/chapters/Patches.md">guide on patches</a> to read the details.</p>
</li>
<li>
<p><strong>Hard and soft sync</strong>. Lots of functions added for hard and soft sync. Check out the module <code class="language-plaintext highlighter-rouge">Csound.Air.Wave.Sync</code>.</p>
</li>
<li>
<p><strong>Morpheus is here</strong>. New cool granular synthesizer is included. It’s based on partikkel opcode.
The aim is to simplify the work-flow with partikkel opcode. The API is experimental right now and might change.
See the module <code class="language-plaintext highlighter-rouge">Csound.Air.Granular.Morpheus</code> for details.</p>
</li>
<li>
<p><strong>Rewrite for filters</strong>. Filters get new names that suppose the audio-quality of the filter. Also many filters were redesigned
to unify the parameters (order of arguments and ranges). Check out the module <code class="language-plaintext highlighter-rouge">Csound.Air.Filter</code>.</p>
</li>
<li>
<p><strong>Many great filters were added</strong> thanks to the work of Steven Yi. Now we can use</p>
<ul>
<li>
<p>zero-delay filters: <code class="language-plaintext highlighter-rouge">zlp</code>, <code class="language-plaintext highlighter-rouge">zhp</code>, <code class="language-plaintext highlighter-rouge">zbp</code>, <code class="language-plaintext highlighter-rouge">zladder</code>, <code class="language-plaintext highlighter-rouge">zdf2</code>, <code class="language-plaintext highlighter-rouge">zdf4</code>.</p>
</li>
<li>
<p>diode ladder filter (famous acid sound of TB-303): <code class="language-plaintext highlighter-rouge">diode</code>, <code class="language-plaintext highlighter-rouge">linDiode</code></p>
</li>
<li>
<p>Korg 35 filters: <code class="language-plaintext highlighter-rouge">korg_lp</code>, <code class="language-plaintext highlighter-rouge">linKorg_lp</code>, <code class="language-plaintext highlighter-rouge">korg_hp</code></p>
</li>
</ul>
<p>New classical analog-like filters:</p>
<ul>
<li>
<p>Chebyshev type I and II low pass filters: lpCheb1, lpCheb2 (also there are high-pass versions)</p>
</li>
<li>
<p>new butterworth filters: <code class="language-plaintext highlighter-rouge">clp</code></p>
</li>
</ul>
<p>Named filters with specific character suggested with a name: <code class="language-plaintext highlighter-rouge">plastic</code>, <code class="language-plaintext highlighter-rouge">wobble</code>, <code class="language-plaintext highlighter-rouge">trumpy</code>, <code class="language-plaintext highlighter-rouge">harsh</code>.</p>
</li>
<li>
<p><strong>Transforming the audio with impulse responses now is super easy</strong>. Check out the new functions <code class="language-plaintext highlighter-rouge">monoIR</code>, <code class="language-plaintext highlighter-rouge">stereoIR</code>
from the module <code class="language-plaintext highlighter-rouge">Csound.Air.Fx</code>. With those functions we can easily add complicated and beautiful reverbs
from natural environments or classical reverberation units. There are plenty IR resources you can find out on the WEB.
Also it adds the cool <code class="language-plaintext highlighter-rouge">zconv</code> function for zero convolution delay kindly provided by Victor Lazzarini.</p>
</li>
<li>
<p><strong>Cabbage support</strong>. Adds full support for building <a href="http://cabbageaudio.com/">cabbage</a> interfaces. Checkout the module <code class="language-plaintext highlighter-rouge">Csound.Cabbage</code>.
We can create vst-plugins with it! Still needs help for testing. We can check out the tutorial on how to build cabbage interfaces
with csound-expression library: <a href="https://github.com/spell-music/csound-expression/blob/master/tutorial/chapters/CabbageTutorial.md">Cabbage guide</a>.</p>
</li>
<li>
<p><strong>Useful aliases for classic reverbs</strong> with single dry-wet ratio as a parameter: <code class="language-plaintext highlighter-rouge">room</code>, <code class="language-plaintext highlighter-rouge">chamber</code>, <code class="language-plaintext highlighter-rouge">hall</code>, <code class="language-plaintext highlighter-rouge">cave</code>.
We can use it like this: <code class="language-plaintext highlighter-rouge">dac $ hall 0.25 mySynt</code> instead of <code class="language-plaintext highlighter-rouge">dec $ mixAt 0.25 largeHall2 mySynt</code>.</p>
</li>
<li>
<p><strong>Raw waveforms for analogue-like oscillators</strong>: <code class="language-plaintext highlighter-rouge">rawSaw</code>, <code class="language-plaintext highlighter-rouge">rawTri</code>, <code class="language-plaintext highlighter-rouge">rawSqr</code> non-band limited based
on table lookup. Can be useful for LFOs or more light-weight versions of oscillators than <code class="language-plaintext highlighter-rouge">saw</code>, <code class="language-plaintext highlighter-rouge">tri</code> or <code class="language-plaintext highlighter-rouge">sqr</code>.</p>
</li>
<li>
<p><strong>mul’ new scaling function</strong>. Scaling with side-effects. Can be useful to scale with random envelope.</p>
</li>
<li>
<p><strong>Adds table read and write opcodes</strong>. Adds opcodes <code class="language-plaintext highlighter-rouge">tablewa</code>, <code class="language-plaintext highlighter-rouge">tablew</code>, <code class="language-plaintext highlighter-rouge">readTab</code>, <code class="language-plaintext highlighter-rouge">readTable</code>, <code class="language-plaintext highlighter-rouge">readTable3</code>, <code class="language-plaintext highlighter-rouge">readTablei</code>.
See the module <code class="language-plaintext highlighter-rouge">Csound.Tab</code> for details.</p>
</li>
<li>
<p><strong>Convenient aliases for reading from audio-files to tables</strong>. New names <code class="language-plaintext highlighter-rouge">wavLeft</code>, <code class="language-plaintext highlighter-rouge">wavRight</code>, <code class="language-plaintext highlighter-rouge">mp3Left</code>, <code class="language-plaintext highlighter-rouge">mp3Right</code> to read<br />
audio by channels. Also we can read both channels with functions <code class="language-plaintext highlighter-rouge">wavs</code> and <code class="language-plaintext highlighter-rouge">mp3s</code>.</p>
</li>
<li>
<p><strong>Support for up to 8 outputs</strong>. More instances for <code class="language-plaintext highlighter-rouge">RenderCsd</code> were added. Now we can play back up to 8 signals at the same time!</p>
</li>
<li>
<p><strong>Useful option to suppress the event printing on the screen</strong>. By default the Csound prints out every message on the screen (with time stamps and amplitudes).
Now we have useful function <code class="language-plaintext highlighter-rouge">noTrace</code> to suppress those messages. Just write <code class="language-plaintext highlighter-rouge">dacBy noTrace $ mySigs</code> to stop them.</p>
</li>
<li>
<p><strong>Adds More option setters for RT-audio engines</strong>. New option setters: <code class="language-plaintext highlighter-rouge">setAlsa</code>, <code class="language-plaintext highlighter-rouge">setMme</code>, <code class="language-plaintext highlighter-rouge">setCoreAudio</code>.
Also it fixes the name of the RT-engine for OSX.</p>
</li>
</ul>
<p>csound-sampler</p>
<ul>
<li><strong>Adds randomized patterns</strong> with which we can skip the beats in the fixed pattern by given probability: <code class="language-plaintext highlighter-rouge">rndPat</code> and <code class="language-plaintext highlighter-rouge">rndPat'</code>.</li>
</ul>
Csound 6.082016-11-25T09:00:00+00:00http://csound.github.io/site/news/2016/11/25/csound-6.08<p>Csound 6.08 has been released!</p>
<p><a href="https://github.com/csound/csound/releases/tag/6.08.0">https://github.com/csound/csound/releases/tag/6.08.0</a></p>
<p>As usual there are a number of opcode fixes and improvements, but the
major changes are in the language structures. First the score language
has all-new treatment of macros and preprocessing, bringing it in line
with those of the orchestra. The parsing of the orchestra has had a
number of fixes as outlined below.</p>
<p>A major, and not totally compatible change as been made in reading and
writing array elements. The rate of the index now often determines
the time of processing; check the entry below under Orchestra. This
simplifies much code and seems to capture expectations; the earlier ad
hoc code had many anomalies.</p>
<p>Also as usual there are a number of new opcodes and internal fixes
to memory leaks and more robust code.</p>
<p>– The Developers</p>
Blue 2.6.12016-08-30T17:00:00+00:00http://csound.github.io/site/news/2016/08/30/blue-2.6.1<p>Blue 2.6.1 is now available at:</p>
<p><a href="https://github.com/kunstmusik/blue/releases/tag/2.6.1">https://github.com/kunstmusik/blue/releases/tag/2.6.1</a></p>
<p>Release notes are available at that link describing the changes in
detail. The big changes are improvements to automation editing and
improved support for Clojure. For the latter, projects can now define
library dependencies using library coordinates and versions, which are
automatically downloaded and entered into the project namespace (uses
Chas Emerick’s pomegranate). Also, a Clojure REPL is available for
testing out code.</p>
<p>The next release will be 2.7.0 (tracked at
<a href="https://github.com/kunstmusik/blue/milestone/15">https://github.com/kunstmusik/blue/milestone/15</a>). 2.6.x releases will
be made if any major bugs are found.</p>
<p>Special thanks to Menno for testing out the 2.6.1 test releases and
for all of the great feature requests!</p>
<p>Thanks and enjoy!</p>
<p>Steven</p>
RunloopSound for iOS2016-08-15T12:00:00+00:00http://csound.github.io/site/news/2016/08/15/runloopsound<p>Luis F. Vieira Damiani has announced on the Csound mailing list the availability of a new program, Runloopsound, for using Csound on iOS devices. His original email is below:</p>
<p>Dear Csound community,</p>
<p>I am pleased to announce that RunloopSound, a Csound frontend for iOS devices, has been released on the App Store. RunloopSound supports most cloud providers, runs on iPads and iPhones alike, and features audio in, MIDI support, as well as syntax highlighting and line numbers.</p>
<p>RunloopSound was written in Swift using version 6.07 of the Csound for iOS SDK. I thank in particular Steven Yi, Victor Lazzarini, Aurelius Prochazka, Istvan Varga, Michael Gogins, and John ffitch for making this possible.</p>
<p>For more information and screenshots, please visit <a href="http://vieira-damiani.com/software.html">http://vieira-damiani.com/software.html</a></p>
<p>To download the app, please see <a href="https://appsto.re/us/9GV8db.i">https://appsto.re/us/9GV8db.i</a></p>
<p>I hope you all enjoy using RunloopSound as much as I enjoyed writing it.</p>
<p>Cheers,</p>
<p>Luis F. Vieira Damiani</p>
Blue 2.6.02016-07-29T22:00:00+00:00http://csound.github.io/site/news/2016/07/29/blue-2.6.0<p>Blue 2.6.0 is now available at:</p>
<p><a href="https://github.com/kunstmusik/blue/releases/tag/2.6.0">https://github.com/kunstmusik/blue/releases/tag/2.6.0</a></p>
<p>Release notes are available at that link describing the changes in detail. The big changes in this release are:</p>
<ol>
<li>
<p>Audio Layers - This is a new LayerGroup type within the Score timeline that allows working with audio files much like any DAW software. Users may drag and drop audio files, trim, scissor, and apply cross fades per file. Each layer is associated with a channel in the mixer and users may apply standard Blue effects to audio layer channels as well as automate parameters for effects. The goal with Audio Layers is to provide a well-known paradigm and GUI interface for music organization to Blue that users may use in addition to the more lower-level features of Blue’s Score system. This also represents a shift in Blue providing higher-level tools for common practice work. I have based a lot of the design on the implementation of Ardour (http://ardour.org), including the adoption of its cross-fade system for regions. This is the first release for AudioLayers and this fulfills what I consider the basic features required. I hope to continue developing this feature with the guidance of Blue users.</p>
</li>
<li>
<p>Sound SoundObject - This has been modified to allow users to create BlueSynthBuilder interfaces for their custom-made soundObjects. Conceptually, this could be understood to have similarities to Kyma’s object system where individual objects on the timeline can be custom sound generation and processing objects that work at the level of sound, rather than the level of events.</p>
</li>
<li>
<p>Java 8 is now required for running Blue.</p>
</li>
<li>
<p>A 64-bit Windows blue64.exe is now provided that should be used with the newer Csound 6 releases for Windows.</p>
</li>
</ol>
<p>Additionally, there are a large number of other updates and bug fixes, as described in the change log.</p>
<p>This release was delayed for a long time due to academic work as well as a large rewrite of internal code. I am now actively working on Blue and will be continuing on to issues for 2.6.1. Current plans for 2.7.0 are to rewrite and enhance the BlueSynthBuilder interface as well as redesign the time system for Blue’s score timeline to provide additional views (i.e, beats, time code, real time, etc.). The goals for 3.0.0 are to make Blue’s score system work entirely in realtime so that any changes will be reflects immediately, even while rendering. Further plans are to include a device input and mapping system for MIDI and OSC and to enhance BlueLive and its interaction with the Score.</p>
<p>There are a number of other internal things I will be looking at that will occur in parallel. This includes a rewrite of the manual, a new website, enhancements to BlueShare, researching alternate build systems (e.g., Maven 3), and moving from the Swing UI toolkit to JavaFX. Other features like metering in the Mixer and visualization (waveforms, spectrums, etc.) are also being considered but are not yet scheduled for a specific release.</p>
<p>Many thanks to Jan Jacob and Menno for providing valuable feedback during the testing of 2.6.0!</p>
<p>steven</p>
Csound 302016-07-28T17:00:00+00:00http://csound.github.io/site/news/2016/07/28/csound-30<p>We are pleased to announce that to mark the 30th birthday of Csound we will be holding two days of music, discussion and
Guiness at the National University of Ireland at Maynooth from the 25th to the 26th of November 2016. We are keen to receive
proposals for pieces and papers for this conference and further details will be published shortly but in the meantime,
feel free to write to any of us informally or contact us through the <a href="http://csound.github.io/community.html">Csound mailing list</a> with questions or suggestions.</p>
<p>We look forward to seeing you in November!</p>
<p>Brian, Iain, Rory and Victor</p>
csound-vim and csound-repl2016-07-17T22:00:00+00:00http://csound.github.io/site/news/2016/07/17/csound-vim<p>Luis Jure has released an updated version of his csound-vim plugin, and Steven
Yi has released a new csound-repl plugin for live coding with Csound.</p>
<p>Luis’ email to the Csound mailing list describes the changes for csound-vim:</p>
<p>After a long time of relative inactivity, I’m happy to announce a new major
release of csound-vim, a set of tools for editing Csound files with Vim.</p>
<p>csound-vim provides syntax recognition and highlighting, folding, auto
completion, on-line reference, and templates, plus a set of macros to compile
your orchestra and listen to the results without leaving the editor. These
tools turn Vim, with all its editing power, into a simple but efficient Csound
development environment.</p>
<p>Major changes in this release:</p>
<ul>
<li>
<p>It’s on github! now it’s not only easy to install and update, but also to
contribute code. just visit
<a href="https://github.com/luisjure/csound">https://github.com/luisjure/csound</a>;</p>
</li>
<li>
<p>It’s pathogen-compatible, making it very easy to install and update with
pathogen or any other plugin manager, like Vundle, NeoBundle, or VimPlug;</p>
</li>
<li>
<p>now it has a formal license: it’s released under the MIT license.</p>
</li>
</ul>
<p>Improvements, updates and new features include:</p>
<ul>
<li>
<p>General clean up and update of the syntax file. lots remain to be done
there, though;</p>
</li>
<li>
<p>The list of opcodes was updated to the latest release;</p>
</li>
<li>
<p>NEW FEATURE: auto-completion of opcode names with Ctl-n / Ctl-p;</p>
</li>
<li>
<p>Several minor changes and fixes.</p>
</li>
</ul>
<p>I hope that csounders who also use vim will find it useful. comments,
suggestions, ideas (and patches!) are most welcome.</p>
<p>Steven’s plugin is available at
<a href="https://github.com/kunstmusik/csound-repl">https://github.com/kunstmusik/csound-repl</a>
and includes Vim documentation that describes the usage of the plugin.</p>
FMOD Studio and Csound2016-07-15T12:30:00+00:00http://csound.github.io/site/news/2016/07/15/fmod_and_csound<p><a href="http://www.fmod.org/products/">FMOD Studio</a>, the popular audio middleware for sound designers and composers of interactive music can
now host Csound instruments through a new feature available in the latest version of <a href="http://cabbageaudio.com">Cabbage</a>.
Users can design procedural instruments in Csound, and export them from Cabbage as “FMOD Plugin Sound” plugins. Once exported
they can picked up by FMOD Studio and used to generate procedural audio for games. Having access to a low-level synthesis engine within FMOD makes it all the more inviting for sound designers looking for a little more from their audio middleware.</p>
<p>This is only supported with the latest beta release of Cabbage. OSX and Windows users can download the latest packages from <a href="http://www.fmod.org/products/">here</a>.</p>
<p>Short videos showing the simplest of examples can be viewed <a href="https://www.youtube.com/watch?v=iw35eeq1yMw&list=PLwHZ0_jITkgmHtByy0miQApe6BVckYDdk">here</a>.</p>
<h3 id="usage-notes">Usage Notes:</h3>
<ul>
<li>
<p>available for Windows 64 and OSX. Just grab the latest release of Cabbage from:
http://forum.cabbageaudio.com/t/latest-beta-packages-available-here-new-release/114</p>
</li>
<li>
<p>only float parameters can be automated in fmod. Therefore all GUI buttons and checkboxes in Cabbage are converted to
sliders so they can be adequately controlled and automated in fmod.</p>
</li>
<li>
<p>when you export your fmod Cabbage plugin, make sure to point fmod to the plugin folder, otherwise it won’t be seen.</p>
</li>
<li>
<p>When using your plugins in Unity, make sure to add the exported plugin .dll/.dylib to your Unity project folder. They should
be copied to <em>Assets\Plugins\x86_64</em> It is important both the .csd files and the libraries are copied to the same location.</p>
</li>
<li>
<p>When using your plugins in UE4, make sure to add the exported plugin .dll/.dylib to your UE4 project folder. They should be
copied to <em>Plugins\FMODStudio\Binaries\Win64</em>. Once again, it is vital both the .csd files and the libraries are copied to this location.</p>
</li>
<li>
<p>To import the FMOD Unity and UE4 Integration packages follow <a href="http://www.fmod.org/documentation/#content/generated/common/introduction_web.html">these</a> instruction.</p>
</li>
<li>
<p>With FMOD in place you will need to add the plugin names (without the file extension) to the FMOD settings. Failure to do so will cause FMOD to complain about missing plugins.</p>
</li>
</ul>
<p>Questions can be directed to the <a href="http://forum.cabbageaudio.com/">Cabbage forum</a> or through the project’s github page shown below. Note that this is beta software and results may vary. Source code is available <a href="https://github.com/rorywalsh/csoundfmod">here</a>, along with some very simple sample instruments. All instruments were written with simplicity in mind and the electricity example comes courtesy of Iain McCurdy. Many thanks go to the FMOD deveopment team who were more than helpful in answering all questions put to them about their plugin API.</p>
eClick - A wire-free, visual click-track system2016-07-11T12:30:00+00:00http://csound.github.io/site/news/2016/07/11/eclick<p>Tarmo Johannes has announced on the Csound mailing list the release of a new program called eClick. His announcement email is posted below:</p>
<p>Hi,</p>
<p>I am glad to let know about first public release of a project I’ve been working on intensly recently - it is a cross-platform, wire-free visual click-track system. We have used similar thing with my ensemble U: for quite some years for some very complex pieces but now it is completely rewritten and out for people to use.</p>
<p>The software is called eClick, it consists of two parts - server sending the info about beats, tempo changes etc and client, showing the information to players. The communicationd goes over OSC (mostly + some websocket handhake)</p>
<p>The core of the server is Csound and the scores must be transcribed to Csound score (about time, meters etc etc).</p>
<p>It is written on Qt platform and for Csound community might be interesting to see example about the cross-platform solutions. Qt is really great for that.</p>
<ul>
<li>The source: <a href="https://github.com/tarmoj/eclick/">https://github.com/tarmoj/eclick/</a></li>
<li>Home page: <a href="http://tarmoj.github.io/eclick/">http://tarmoj.github.io/eclick/</a></li>
<li>Youtube demo: <a href="https://www.youtube.com/watch?v=80av5Aq36Gk">https://www.youtube.com/watch?v=80av5Aq36Gk</a></li>
<li>Downloads: <a href="https://github.com/tarmoj/eclick/releases/tag/v0.1.1">https://github.com/tarmoj/eclick/releases/tag/v0.1.1</a></li>
</ul>
<p>If it turns useful for you, feel free to give a try and let me know!</p>
<p>Best!</p>
<p>tarmo</p>
A new international collaboration project using Csound is launched2016-06-29T12:30:00+00:00http://csound.github.io/site/news/2016/06/29/international-project<p>A new international collaboration project, based at the NTNU in
Trondheim, Norway, and funded by the Norwegian Academy of Sciences,
has been launched: “Cross adaptive processing as musical intervention:
exploring radically new modes of musical interaction in live performance.”</p>
<p>The project explores cross-adaptive processing as a drastic
intervention in the modes of communication between performing
musicians. Digital audio analysis and processing techniques are used
to enable features of one sound to inform the processing of another.
This allows the actions of one performer to directly influence another
performer’s sound, and doing so only by means of the acoustic signal
produced by normal musical expression on the instrument.</p>
<p>Csound is used in the analysis of audio features and in the control
signal mapping. New Csound opcodes for signal analysis are developed
as part of the project. Cabbage is used to wrap the Csound instruments
as VST, to enable the techniques to be used in the workflow of any
standard DAW</p>
<p>A blog with lots of interesting information on the project is found
at <a href="http://crossadaptive.hf.ntnu.no/">crossadaptive.hf.ntnu.no</a>.</p>
Csound 6.07 Released2016-05-19T08:30:00+00:00http://csound.github.io/site/news/2016/05/19/Csound-6.07-is-released<meta property="og:image" content="http://csound.github.io/images/banner-01.jpg" />
<p>We are please to announce the release of Csound 6.07. According to the
release notes, we have</p>
<blockquote>
<p>“a large number of bug fixes, some quite major, some internal are
included, as well as some new facilities and extensions. As ever
there are coding improvements as well.”</p>
</blockquote>
<p><a href="https://github.com/csound/csound/releases/tag/6.07.0">https://github.com/csound/csound/releases/tag/6.07.0</a></p>
<p>This is the first release fully hosted on Github. The sourceforge site
will be taken down as we migrate fully to Github release hosting. Older
releases will be hosted at an alternative site.</p>
ICSC2015 photos, videos and papers are online!2016-05-12T12:30:00+00:00http://csound.github.io/site/news/2016/05/12/icsc2015-materials<p>On 2–4 October 2015 members of the Csound community gathered together for the
3rd International Csound Conference, held in St. Petersburg State University
of Telecommunications (Russia). The conference was organized by Dr. Gleb G.
Rogozinsky together with Eugene Cherny, Alex Glazkov, Dr. Lidia Ader and many
other people helping with all kinds of organizational activities.</p>
<p>During the three days of the conference we grasped the details of the Csound 7,
discussed the language’s future at the user-developer round table and learned
about cutting edge uses of the Csound for interactive installations
(<a href="http://zenodo.org/record/50367?ln=en">1</a>, <a href="http://zenodo.org/record/50360?ln=en">2</a>,
<a href="http://zenodo.org/record/50355?ln=en">3</a>),
for <a href="Clavia Nord Modular G2 Patch Converter Project">converting Clavia Nord Modular patches</a>,
and in
different environments, including
<a href="http://cabbageaudio.com/">Cabbage Studio</a>,
<a href="http://zenodo.org/record/50369?ln=en">Unity3D</a>,
<a href="http://cosmoproject.github.io/">Raspberry Pi</a>,
<a href="http://zenodo.org/record/50358?ln=en">iOS</a>,
<a href="http://zenodo.org/record/50362?ln=en">Ableton Live</a>,
<a href="http://zenodo.org/record/50356?ln=en">Jupyter (iPython) Notebook</a>,
web browser (<a href="http://zenodo.org/record/50368?ln=en">1</a>, <a href="http://zenodo.org/record/50359?ln=en">2</a>),
<a href="http://zenodo.org/record/50354?ln=en">ChucK</a>,
and also live coding with
<a href="http://zenodo.org/record/50366?ln=en">Closure</a> and
<a href="http://zenodo.org/record/50363?ln=en">Haskell</a>. Besides the conference talks
we had a live and tape concerts with music using Csound.</p>
<p>The detailed conference report is in the <a href="http://csoundjournal.com/issue22/ICSC2015Report.html">Csound Journal</a>.</p>
<p>Almost all presentations and concerts are available online:</p>
<ul>
<li>The conference proceedings are on <a href="https://zenodo.org/collection/user-icsc2015?ln=en">Zenodo</a></li>
<li>Video records of talks and concerts are on <a href="https://www.youtube.com/channel/UCVI8hmelNnKGP-wnf9FqNYQ">YouTube</a></li>
<li>Photos from the conference are on <a href="http://flickr.com/photos/icsc2015/">Flickr</a></li>
</ul>
<p>Thank everyone for participation, that was such an inspiring time being there!
<br />
See everyone on the 4th Conference in Montevideo, Uruguay!</p>
<p>The conference web page: <a href="http://csound.github.io/icsc2015/">http://csound.github.io/icsc2015/</a></p>
<p><a href="https://www.flickr.com/photos/icsc2015/21352537093/in/photostream/" target="_blank"><img src="/images/icsc2015all.jpg" /></a></p>
Csound-expression 5.0 is out2016-03-26T09:00:00+00:00http://csound.github.io/site/news/2016/03/26/csound-expression-5-0<p>The 5.0 is out! New features:</p>
<p>github: <a href="https://github.com/spell-music/csound-expression">https://github.com/spell-music/csound-expression</a></p>
<p>hackage: <a href="https://hackage.haskell.org/package/csound-expression">https://hackage.haskell.org/package/csound-expression</a></p>
<p>csound-expression</p>
<ul>
<li>
<p><strong>Microtonal tunings</strong>. We can use custom temperaments with insturments, patches, soundfonts and MIDI-instruments.
Check out the guide on tuning and microtonal music (see also module <code class="language-plaintext highlighter-rouge">Csound.Tuning</code>).
There are many predefined tunings (including ancient ones).
Now we can play the authentic Bach music with Haskell!
See <a href="https://github.com/anton-k/csound-expression/blob/master/tutorial/chapters/Tuning.md">Custom temperament. Microtonal music</a>
for details.</p>
</li>
<li>
<p><strong>Functions for Csound API</strong>. We can interface with generated code through many other languages.
We can generate the code with Haskell and the use it in other environments. we can build UI with Python or Clojure,
we can create an Android synthesizer. See the guide section on Csound API.
See <a href="https://github.com/anton-k/csound-expression/blob/master/tutorial/chapters/CsoundAPI.md">Csound API. Using generated code with another languages</a>
for details.</p>
</li>
<li>
<p><strong>Padsynth algorithm</strong> (need Csound 6.05). There are functions that makes it easy to use wonderful PADsynth algorithm,
This algorithm is designed to make “alive” instruments, natural pads.
There are not only function that explore the algorithm but also new PAtches in the
package csound-catalog that are based on it! See the section in the guide on the PADsynth.
Lot’s of padsynth instruments are mode with morphing support. We can crossfade between 2 or even 4 timbres. <br />
See <a href="https://github.com/anton-k/csound-expression/blob/master/tutorial/chapters/Padsynth.md">Padsynth algorithm</a>
for details.</p>
</li>
<li>
<p><strong>Argument modifiers</strong> make it very convinient to modulate the rguments (apply vibrato to frequency
or add some randomness to the parameter). See <a href="https://github.com/anton-k/csound-expression/blob/master/tutorial/chapters/ModArg.md">Arguments modulation</a>
for details.</p>
</li>
<li>
<p>The <strong>hard clipping</strong> was substituted with <strong>limiter</strong>. There should be no distortion when
amplitude goes higher than <code class="language-plaintext highlighter-rouge">0dbfs</code> value.</p>
</li>
<li>
<p>Adds <strong>Ping-pong delay</strong> implementation. See function <code class="language-plaintext highlighter-rouge">pingPong</code> at the module <code class="language-plaintext highlighter-rouge">Csound.Air.Fx</code>.</p>
</li>
<li>
<p>Adds Rory Walsh’s brand <strong>new analog filters</strong> (need Csound 6.07). See functions <code class="language-plaintext highlighter-rouge">alp1</code>, <code class="language-plaintext highlighter-rouge">alp2</code> and <code class="language-plaintext highlighter-rouge">alp3</code> at the module <code class="language-plaintext highlighter-rouge">Csound.Air.Filter</code>.</p>
</li>
<li>
<p>Bugfixes for <code class="language-plaintext highlighter-rouge">mixAt</code> function. Now it doesn’t duplicates the effectful-code.
Now <code class="language-plaintext highlighter-rouge">mixAt</code> is not a function that is based on class <code class="language-plaintext highlighter-rouge">At</code>. It becomes
a method in it’s own class called <code class="language-plaintext highlighter-rouge">MixAt</code>. That fixes the code duplication problem.</p>
</li>
</ul>
<p>csound-catalog</p>
<ul>
<li><strong>new instruments</strong> that are based on <strong>PADsynth algorithm</strong>. Check out <code class="language-plaintext highlighter-rouge">Csound.Patch</code>
at the section on PADsynth Sharc instruments. There are new deep spiritual vedic pads
(vibhu, rishi, agni, prakriti, rajas, avatara, bhumi).
See <a href="https://github.com/anton-k/csound-expression/blob/master/tutorial/chapters/Padsynth.md">Padsynth algorithm</a>
for details.</li>
</ul>
<p>csound-sampler</p>
<ul>
<li>adds some useful instances for class <code class="language-plaintext highlighter-rouge">At</code> and <code class="language-plaintext highlighter-rouge">MixAt</code>.</li>
</ul>
Cabbage Version 1.0 out now!2016-03-01T12:30:00+00:00http://csound.github.io/site/news/2016/03/01/Cabbage-Version-1.0<p>It’s been many years in the making, but Cabbage v1.0 is finally available to the public. Cabbage is a framework for developing audio software that harnesses the DSP power of Csound. With a single source file users can target desktop, mobile, and plugins formats across a range of platforms. It ships with over 100 sample instruments ranging from simple synths to complex spectral streaming audio effects, and comes with a simple patching environment for testing and prototyping effects. You can find out more about it here over at the Cabbage homepage.</p>
<p><a href="http://cabbageaudio.com">Cabbage Audio</a></p>
Cabbage2016-03-01T00:00:00+00:00http://csound.github.io/showcase/2016/03/01/Cabbage<p>Cabbage is a framework for audio software development. Using Csound as its audio engine, Cabbage users can target Windows, OSX, Linux and Android with a single piece of source code. As well as developing standalone software, users can also export their instruments as fully functional audio plugins, thus paving the way for full integration of Csound into any number of digital audio workstations.</p>
<p>Cabbage has a dedicated user forum and website that can be accessed <a href="http://cabbageaudio.com">here</a>. Note that Cabbage also provide a dedciated forum for Csound beginners, as well as threads on all other aspects of using, building, and tweaking the software.</p>
iVCS 32015-11-22T00:00:00+00:00http://csound.github.io/showcase/2015/11/22/ivcs3<p>The VCS3 was created in 1969 by Peter Zinovieff’s EMS company. The electronics were largely designed by David Cockerell and the machine’s distinctive visual appearance was the work of electronic composer Tristram Cary. The VCS3 was more or less the first portable commercially available synthesizer—portable in the sense that the VCS 3 was housed entirely in a small, wooden case.</p>
<p>The VCS3 was quite popular among progressive rock bands and was used on recordings by The Alan Parsons Project, Jean Michel Jarre, Hawkwind, Brian Eno (with Roxy Music), King Crimson, The Who, Gong, and Pink Floyd, among many others. Well-known examples of its use are on The Who track “Won’t Get Fooled Again” (as an external sound processor, in this case with Pete Townshend running the signal of a Lowrey Organ through the VCS3’s filter and low frequency oscillators) on Who’s Next. Pink Floyd’s “On the Run” (from The Dark Side of the Moon) made use of its oscillators, filter and noise generator, as well as the sequencer. Their song Welcome to the Machine also used the VCS3. The bassy throb at the beginning of the recording formed the foundation of the song, with the other parts being recorded in response. The VCS3 was also a staple at the BBC’s Radiophonic Workshop, and was a regular (and most frightening) sound generator for the Dr Who TV series. Many fo the monsters and atmoshere;s created for the show came directly from the VCS3.</p>
Csound-based Traditional Irish music app for Android2015-11-18T12:30:00+00:00http://csound.github.io/site/news/2015/11/18/seamus-irish-music-app<p>Seamus is an Android app that searches the World Wide Web for Irish traditional music. Once a piece has been found, Seamus will let you chose from a number of versions before displaying the sheet music. Seamus can also playback any tunes using its own Csound based playback engine. Tunes can be saved to your tune book and recalled later without the need for an Internet connection. Users may also edit tunes directly thought the built-in text editor by clicking ‘Toggle’ from the menu whilst viewing a tune’s sheet music.</p>
<p>More info can be found here:</p>
<p>http://rorywalsh.github.io/seamus/</p>
<p>Note that some tunes sound a little odd during playback because of the way the tuned has been notated in ABC format. If you come across any tunes that are clearly not being played back in the key they should be, please user the ‘Share’ button in the music view page to send me the offending tunes, or file an issue on the github page. I plan to upload the app to the Google Play store as soon as initial beta testing is complete. A sincere thanks to all involved in the development and maintenance of Csound which is used for the audio engine. Thanks also to the developers of ABCJs(http://abcjs.net/) which provides the sheet music view of the tunes.</p>
Csound-expression 4.9 is out2015-10-29T09:00:00+00:00http://csound.github.io/site/news/2015/10/29/csound-expression-4-9<p>The 4.9.0 is out! New features:</p>
<p>github: <a href="https://github.com/spell-music/csound-expression">https://github.com/spell-music/csound-expression</a></p>
<p>hackage: <a href="https://hackage.haskell.org/package/csound-expression">https://hackage.haskell.org/package/csound-expression</a></p>
<p>csound-expression</p>
<ul>
<li>
<p>Functions for creation of FM-synthesizers. We can create
the whole graph of FM-units (with feedback). Check out the module <code class="language-plaintext highlighter-rouge">Csound.Air.Fm</code></p>
</li>
<li>
<p>Support for Monosynth patches. See atMono in the module <code class="language-plaintext highlighter-rouge">Csound.Air.Patch</code></p>
</li>
<li>
<p>Easy to use Binaural panning. See the module <code class="language-plaintext highlighter-rouge">Csound.Air.Pan</code></p>
</li>
<li>
<p>Construction of patches for sound fonts (<code class="language-plaintext highlighter-rouge">sfPatch</code>, <code class="language-plaintext highlighter-rouge">sfPatchHall</code>).</p>
</li>
<li>
<p>Table of tables. We can create a table that contains tables.</p>
</li>
<li>
<p>Harmonic oscillators for subtractive synth: <code class="language-plaintext highlighter-rouge">buz</code> and <code class="language-plaintext highlighter-rouge">gbuz</code></p>
</li>
<li>
<p>Reverbs for patches. It’s very easy to add a reverb to your patch
(<code class="language-plaintext highlighter-rouge">withSmallHall patch</code>, <code class="language-plaintext highlighter-rouge">withLargeHall patch</code>, etc)</p>
</li>
<li>
<p>Some bug-fixes</p>
</li>
</ul>
Csound Journal - Issue 212015-09-24T12:30:00+00:00http://csound.github.io/site/news/2015/09/24/csound-journal-issue-21<p>The Csound Journal - Issue 21 is now available!</p>
<p><a href="http://csoundjournal.com/">http://csoundjournal.com/</a></p>
<p>Many thanks to the authors for the contributions. Happy Csounding!</p>
<p>Jim and Steven</p>
FLOSS Manual (6th Release) now available in book format!2015-09-15T13:00:00+00:00http://csound.github.io/site/news/2015/09/15/floss-manual-6-print<p>The 6th Csound FLOSS Manual is now available as a book. The text is already available <a href="http://floss.booktype.pro/csound/preface/">online</a>, but a paper book can provide a fresh perspective.</p>
<p>This huge and heavy book can be purchased online at Lulu: <a href="http://www.lulu.com/shop/joachim-heintz-and-iain-mccurdy/csound-floss-manual/paperback/product-22359512.html">click here</a></p>
<p>The goal of this manual is to provide an easy-to-read introduction to Csound. It is intended as an introduction-tutorial-reference hybrid, gathering together the most important information you will need for working with Csound in a variety of situations.</p>
Csound-expression 4.8 is out2015-09-11T09:00:00+00:00http://csound.github.io/site/news/2015/09/11/csound-expression-4-8<p>The 4.8.3 is out! New features:</p>
<p>github: <a href="https://github.com/spell-music/csound-expression">https://github.com/spell-music/csound-expression</a></p>
<p>hackage: <a href="https://hackage.haskell.org/package/csound-expression">https://hackage.haskell.org/package/csound-expression</a></p>
<p>This is a very important release to me.
It tries to solve the problem present in the most open source music-production libraries.
It’s often the pack of beautiful sounds/timbres is missing. User is presented with
many audio primitives but no timbres are present to show the real power of the framework.
This release solves this problem. See the friend package csound-catalog on Hackage.
It defines 200+ beautiful instruments ready to be used.</p>
<p>The csound-expression defines a new type called <code class="language-plaintext highlighter-rouge">Patch</code> for description of an instrument
with a chain of effects. It’s good place to start the journey to the world of music production.</p>
<p>There are new functions for synchronized reaction on events. The triggering of events
can be synchronized with given BPM.</p>
<p>There examples are fixed and should work.</p>
<p>The library is updated for GHC-7.10!</p>
Comput0: Sounds loops generated with Csound2015-07-13T13:00:00+00:00http://csound.github.io/site/news/2015/07/13/comput0<iframe width="100%" height="450" scrolling="no" frameborder="no" src="https://w.soundcloud.com/player/?url=https%3A//api.soundcloud.com/tracks/210735010&auto_play=false&hide_related=false&show_comments=true&show_user=true&show_reposts=false&visual=true"></iframe>
<p>Composer and sound programmer <a href="http://www.micahfrank.com">Micah Frank</a> has
published a new set of audio loops, Comput0, generated with Csound and a custom
program called Pegasus. It is available for purchase from
<a href="http://puremagnetik.com/post/121751519035/csound-computer-loops-ableton-live-pack-kontakt-samples">Puremagnetik</a>
and includes over 550 loops uniquely generated loops, ready for use in Ableton
Live 9.1, Logic 9, Kontakt 5, and Apple-loops compatible platforms.</p>
<p>For more information about both Comput0 and Pegasus, click <a href="http://micahfrank.com/post/122169592674/ive-spent-the-past-several-weeks-developing-a">here</a>.</p>
FLOSS Manual (6th Release) now available!2015-07-08T13:00:00+00:00http://csound.github.io/site/news/2015/07/08/floss-manual-6<p>The new version of the Csound Floss Manual is finally out here:
<a href="http://floss.booktype.pro/csound">FLOSS Manual</a></p>
<p>The new address is due to some changes at flossmanuals.net (but the old
address www.flossmanuals.net/csound should work anyway). So we had some
delay compared to our usual spring edition, but on the other hand we
could wait for some really interesting articles.</p>
<p>What’s new in this Release:</p>
<ul>
<li>Added a section about the necessity of explicit initialization of
k-variables for multiple calls of an instrument or UDO in chapter 03A
Initialization and Performance Pass (examples 8-10).</li>
<li>Added a section about the while/until loop in chapter 03C Control
Structures.</li>
<li>Expanded chapter 03D Function Tables, adding descriptions of GEN
08, 16, 19 and 30.</li>
<li>Small additions in chapter 03E Arrays.</li>
<li>Some additions and a new section to help using the different
opcodes (schedule, event, scoreline etc) in 03F Live Events.</li>
<li>Added a chapter 03I about Functional Syntax.</li>
<li>Added examples and descriptions for the powershape and distort
opcodes in the chapter 04 Sound Synthesis: Waveshaping.</li>
<li>Expanded chapter 05A Envelopes, principally to incorporate
descriptions of transeg and cosseg.</li>
<li>Added chapter 05L about methods of amplitude and pitch tracking in
Csound.</li>
<li>Added example to illustrate the recording of controller data to the
chapter 07C Working with Controllers at the request of Menno Knevel.</li>
<li>Chapter 10B Cabbage has been updated and attention drawn to some of
its newest features.</li>
<li>Chapter 10F Web Based Csound has now a description about how to use
Csound via UDP and about pNaCl Csound (written by Victor Lazzarini). The
section about Csound as a Javascript Library (using Emscripten) in the
same chapter has been updated by Ed Costello.</li>
<li>Refactored chapter 12A about The Csound API for Csound6 and added a
section about the use of Foreign Function Interfaces (FFI) (written by
François Pinot).</li>
<li>Added chapter 12G about Csound and Haskell (written by Anton
Kholomiov).</li>
<li>Added chapter 12H about Csound and HMTL, also explaining the usage
of HTML5 Widgets (written by Michael Gogins).</li>
</ul>
<p>Thanks to all the contributors!</p>
<p>joachim heintz & Iain McCurdy</p>
Soundpipe: a lightweight Music DSP library2015-07-02T18:45:50+00:00http://csound.github.io/site/news/2015/07/02/soundpipe<p><a href="http://www.github.com/PaulBatchelor/Soundpipe.git">Soundpipe</a> is an embeddable
music DSP library written in C. It is aimed at composers, programmers, and
creative coders who need high quality sounds in their applications. Internally,
many of the modules currently in Soundpipe are direct ports from Csound opcodes.</p>
Chucksound: Csound inside of Chuck2015-07-02T18:45:21+00:00http://csound.github.io/site/news/2015/07/02/chucksound<p><a href="http://www.github.com/PaulBatchelor/ChuckSound">ChuckSound</a> is a wrapper for the ChucK musical programing language that enables Csound to be run inside of ChucK. Current features include:</p>
<ul>
<li>
<p>Realtime score events</p>
</li>
<li>
<p>Orchestra code evaluation</p>
</li>
<li>
<p>Signal input and output from Csound</p>
</li>
</ul>
AudioKit V2.1 Released2015-04-30T10:30:00+00:00http://csound.github.io/site/news/2015/04/30/AudioKit-2.1-Released<p>AudioKit, the Objective-C and Swift framework for building iOS and OSX apps using Csound as the audio engine has been improving steadily and a new version, version 2.1 is available from <a href="http://audiokit.io">AudioKit’s web site</a>.</p>
<p>AudioKit 2.1 features a couple of things that should be interesting to the Csound community.</p>
<p>We now have an <a href="http://audiokit.io/Classes/AKRingModulator.html">AKRingModulator</a> class for Steven Yi’s Julian Parker model ring modulator. We have an <a href="http://audiokit.io/Classes/AK3DBinauralAudio.html">AK3DBinauralAudio</a> class for Brian Carty’s HRTF spatialization algorithms. There’s also an <a href="http://audiokit.io/examples/BinauralAudio/">example</a> that demonstrates tying the 3D spatialization to the orientation of the phone.</p>
<p>We’ve merged the <a href="https://github.com/audiokit/AudioKit/blob/master/AudioKit/Platforms/Common/CsoundObj.h">CsoundObj</a> files for Mac and iOS into one one class supporting both platforms and cleaned up the code quite a bit, so that is something that should get pulled back into Csound soon.</p>
<p>AudioKit’s dependencies for iOS can be set up to dynamic in iOS8, which allowed us to offer AudioKit under the <a href="https://github.com/audiokit/AudioKit/blob/master/LICENSE">MIT License</a>. If you’re still doing things statically you’re still bound to the LGPL. Csound for iOS should probably follow AudioKit’s lead on this as well.</p>
Csound 6.05 Release2015-04-27T15:00:00+00:00http://csound.github.io/site/news/2015/04/27/Csound6.05<p>We have released version 6.05 today. This is largely a bug-fixing
release but as ever there new features.</p>
<p>Source and
binary packages for the various platforms can be found at</p>
<p>[https://sourceforge.net/projects/csound/files/csound6/Csound6.05]
(https://sourceforge.net/projects/csound/files/csound6/Csound6.05)</p>
<h1 id="release-notes-version-605">RELEASE NOTES VERSION 6.05</h1>
<p>As ever there are new facilities and numerous bug-fixes. A major part of
this release is the removal of a number of memory leaks and over use
of memory. Naturally these changes are all but invisible, just a
smaller memory foot-print.</p>
<p>Note that we track bugs and requests for enhancements via the github
issues system,, and these had a significant affect on this release.</p>
<p>The Developers</p>
<h3 id="user-level-changes">USER-LEVEL CHANGES</h3>
<p>New opcodes:</p>
<ul>
<li><strong>None</strong></li>
<li>The opcode sndload is now deprecated</li>
</ul>
<p>New Gen and Macros:</p>
<ul>
<li>Paul Octavian Nasca’s padsynth algorithm implemented as a gen.</li>
</ul>
<p>Orchestra:</p>
<p>Score:</p>
<ul>
<li>Fixed string location calculation bug when processing score
lines [fixes #443]</li>
</ul>
<p>Options:</p>
<ul>
<li>A short-format copyright option is available, with a fixed
number of well-known licences (CC, etc)</li>
<li>New command-line option to report MIDI devices in simple format</li>
<li>New command-line option to set ksmps</li>
</ul>
<p>Modified Opcodes and Gens:</p>
<ul>
<li>adsynt handles amplitude changes better</li>
<li>sfont has better checking for corruptions</li>
<li>better checking in physical models for out-of-range frequencies</li>
<li>ftgenonce and others allows string parameters</li>
<li>gausstrig reworked and extended with new features</li>
<li>use of p() function no longer complains overrides the pcnt warning</li>
<li>fix to midirecv</li>
<li>OSCsend cleans up after use improved</li>
<li>fillarray is limited to 1 or 2 dimensional arrays; in fact it
failed silently previously for 3D and higher.</li>
<li>oscbnk now works when the equaliser is used.</li>
<li>mp3in now works with both mono and stereo input files</li>
<li>flooper & flooper2 now allow stereo tables</li>
<li>Release phase of expsegr fixed</li>
<li>f-tables created by a large number of arguments could overwrite memory, now fixed</li>
<li>performance of plltrack improved</li>
<li>init of arrays clarified and checked</li>
<li>gen23 corrected to stop an infinite loop</li>
<li>alwayson now starts from score offset; this is part of a fix to the long-standing problem with alwayson in CsoundVST</li>
<li>invalue now checks for output string size and reallocates memory if smaller than default string size (set at 256 bytes for backwards compatibility)</li>
</ul>
<p>Utilities:</p>
<ul>
<li>The srconv utilityy has been improved but it does not work well, with groups of noise in otherwise good output. We recomment the use of Erik de Castro Lopo’s Secret Rabbit Code (aka libsamplerate) as providing sanmplrate conversion at high quailty. srconv will be removed shortly possibly to be replaced by an SRC-based utility.</li>
</ul>
<p>Frontends:</p>
<p>pnacl: added interface to allow the use of Csound’s MIDI input system.
fixed audio input to conform to the latest Pepper API spec.</p>
<p>icsound:</p>
<p>csound~:</p>
<p>Emscripten:</p>
<p>csdebugger:</p>
<p>General usage:</p>
<p>Bugs fixed:</p>
<ul>
<li>bugs in fastabi, oscktp, phasorbnk, adsr, xadsr, hrtfer fixed</li>
<li>bugs in the harmon. harmon2, harmon3 and harmon4 fixed</li>
<li>Csound could crash after a parsing error, a case now removed</li>
</ul>
<h3 id="system-level-changes">SYSTEM LEVEL CHANGES</h3>
<p>System changes:</p>
<ul>
<li>There are now checks that xin/xout types match those defined
as part of UDO definition.</li>
<li>jack now has a timeout</li>
</ul>
<p>Internal changes:</p>
<ul>
<li>Many defects indicated by coverity fixed or code changed.
Should make csound more robust in edge cases.</li>
<li>Parser-related changes simplifies allocation of temporary
variables, with some new optimisations.</li>
<li>code for multi-thread rendering improved and stablised
vis-a-vis redefinition of instruments.</li>
</ul>
<h3 id="api">API</h3>
<h3 id="platform-specific">Platform Specific</h3>
<h4 id="ios">iOS</h4>
<ul>
<li>fixed audio callback to work correctly with lightning output and Apple TV.</li>
</ul>
<h4 id="android">Android</h4>
<ul>
<li>New experimental audio IO mode: csoundPerformKsmps() is called from the OpenSL ES output callback. This mode can be optionally enabled by passing a value of “false” to a new second parameter to the CsoundObj constructor (bool isAsync). The default constructor and the one-parameter sets this to “true” (keeping backwards compatibility with existing code).</li>
<li>The OSC and exciter opcodes are included in distribution.</li>
<li>There are new file open and save dialogs that permit the user to access the SD card on the device, if there is one, in addition to internal storage.</li>
<li>There is a new “Save as…” button that permits the user to save the csd as a new file with a new name.</li>
<li>Many of the examples in the archive of Android examples are now built into the app and can be run from the app’s menu.</li>
</ul>
<h4 id="windows">Windows</h4>
<h4 id="osx">OSX</h4>
<ul>
<li>Installation now places csladspa.so rather than csladspa.dylib
on disk.</li>
</ul>
<h4 id="linux">Linux</h4>
<ul>
<li>Linux is now build without FLTK threads, This removes system
hangs and is in line with other builds</li>
</ul>
Csound for Chromebook2015-04-20T20:20:00+00:00http://csound.github.io/site/news/2015/04/20/chromebook-csound<p>A Chrome App for editing and playing csd files o Chromebook.</p>
<p>You can also run it on any desktop environment with Google Chrome
installed.</p>
<p>The code is at [https://github.com/fcahoon/CsoundForChromebook] (https://github.com/fcahoon/CsoundForChromebook) .</p>
<p>It is not yet packaged as a Chrome app; I recommend running it from
inside of Google’s Chrome Dev Editor, which can be downloaded from
[https://chrome.google.com/webstore/detail/chrome-dev-editor-develop/pnoffddplpippgcfjdhbmhkofpnaalpg]
(https://chrome.google.com/webstore/detail/chrome-dev-editor-develop/pnoffddplpippgcfjdhbmhkofpnaalpg)</p>
<p>Forrest Cahoon</p>
PySco: Csound score library for Python2015-04-20T10:20:00+00:00http://csound.github.io/site/news/2015/04/20/pysco<p>“All composers should be as lazy as possible when writing scores.” -</p>
<p>Max V. Mathews</p>
<p>PythonScore is a modular Csound score environment for event
generation, event processing, and the fashioning musical structures in time.</p>
<p>[http://jacobjoaquin.github.io/csd/pysco.html] (http://jacobjoaquin.github.io/csd/pysco.html)</p>
<p>Developed by Jacob Joaquin.</p>
Csound for the Intel Edison2015-04-17T10:30:00+00:00http://csound.github.io/site/news/2015/04/17/Csound-for-Edison<p>Jomar Silva has published an instructable blog on how to get Csound
running on the Intel Edison board</p>
<p>[http://www.instructables.com/id/Programable-MIDI-Synth-with-Intel-Edison-and-Csoun/] (http://www.instructables.com/id/Programable-MIDI-Synth-with-Intel-Edison-and-Csoun/)</p>
<p>This opens up very exciting prospects for the development of embedded
audio applications.</p>
AudioKit V2.0 Released2015-04-01T10:30:00+00:00http://csound.github.io/site/news/2015/04/01/AudioKit-2.0-Launched<p>AudioKit, the Objective-C and Swift framework for building iOS and OSX apps using Csound as the audio engine has been improving steadily over the last few months and a new version, version 2.0 is available from AudioKit’s new web site:</p>
<p>[http://audiokit.io/] (http://audiokit.io/)</p>
<p>New features include improved table support, cleaner syntax, and live-coding using playgrounds which allow you to develop your instruments while hearing changes as you code in real-time. Videos in playgrounds in action are here:</p>
<p>[http://audiokit.io/playgrounds/] (http://audiokit.io/playgrounds/)</p>
Csound Journal New Home2015-03-11T10:30:00+00:00http://csound.github.io/site/news/2015/03/11/Csound-Journal-New-Home<p>The Csound Journal now has a new home at:</p>
<p><a href="http://csoundjournal.com">http://csoundjournal.com</a></p>
<p>We hope this will make it easier to find for the future. We will be updating the previous pages at csounds.com to forward to the new URL shortly.</p>
<p>Thanks!
steven</p>
Symphonic Muse2015-03-10T21:30:00+00:00http://csound.github.io/site/news/2015/03/10/Symphonic-Muse<iframe src="https://player.vimeo.com/video/121197394" width="500" height="281" frameborder="0" webkitallowfullscreen="" mozallowfullscreen="" allowfullscreen=""></iframe>
<p>There’s a wonderful interview with Dr. Boulanger and video of his work, <a href="https://vimeo.com/121197394">Symphonic Muse</a>, available online at the <a href="http://blog.leapmotion.com/fingerpainting-soundscapes-muse-leap-motion-berklee-symphony-orchestra/">LeapMotion Blog</a>. The piece uses the wonderful <a href="https://apps.leapmotion.com/apps/muse">Muse</a> for Leap Motion application, powered by Csound. Bravo Dr. B, a beautiful work and inspiring read!</p>
Pattern Game2015-02-04T13:30:00+00:00http://csound.github.io/site/news/2015/02/04/Pattern-Game<iframe src="//player.vimeo.com/video/118635179" width="500" height="281" frameborder="0" webkitallowfullscreen="" mozallowfullscreen="" allowfullscreen=""></iframe>
<p><a href="http://vimeo.com/118635179">Pattern game</a> from <a href="http://vimeo.com/user6332949">Tarmo Johannes</a> on <a href="https://vimeo.com">Vimeo</a>.</p>
<p>Tarmo Johannes has shared the source code to his wonderful interactive sound-game called “Pattern Game”. It is available at:</p>
<ul>
<li><a href="https://github.com/tarmoj/patterngame">https://github.com/tarmoj/patterngame</a></li>
</ul>
Csound 6.04 Release2014-12-07T21:30:00+00:00http://csound.github.io/site/news/2014/12/07/Csound6.04<p>We are pleased to announce the release of Csound 6.04. Source and
binary packages for the various platforms can be found at</p>
<p>[https://sourceforge.net/projects/csound/files/csound6/Csound6.04]
(https://sourceforge.net/projects/csound/files/csound6/Csound6.04)</p>
<p>###RELEASE NOTES VERSION 6.04</p>
<p>This new version has many extensions and fixes; many new opcodes
and significant numbers of internal reworking. There is a new
frontend and iOS and Android version have seen many improvements.</p>
<p>As ever we track bugs and requests for enhancements via the github
issues system. Already proposals for the next release are being
made but the volume of changes require a release now.</p>
<p>###USER-LEVEL CHANGES</p>
<p><strong>New opcodes:</strong></p>
<p>o pinker generates high quality pink noise</p>
<p>o power opcode ^ now works with array arguments</p>
<p>o exciter opcode, modelled on the calf plugin
,
o vactrol opcode simulate an analog envelope follower</p>
<p>o family of hdf5 opcodes to handle hdf5 format files</p>
<p>o (experimental undocumented) buchla opcode models the lowgate
filter of Buchla</p>
<p>o New k-rate opcodes acting on arrays:</p>
<ul>
<li>transforms: rfft, rifft, fft, fftinv</li>
<li>complex product: complxprod</li>
<li>polar - rectangular conversion: rect2pol, pol2rect, mags, phs,</li>
<li>real - complex: r2c, c2r</li>
<li>windowing: window</li>
<li>cepstrum: pvsceps, iceps, ceps</li>
<li>column / row access: getrow, getcol, setrow, setcol</li>
<li>a-rate data - k-array copy: shiftin, shiftout</li>
<li>phase unwraping: unwrap</li>
</ul>
<p><strong>New Gen and Macros:</strong></p>
<p><strong>Orchestra:</strong></p>
<p>o Line numbers corrected in instr statements</p>
<p>o New control operation, while, for looping</p>
<p>o A long-standing bug with macros which use the same name for an
argument has been corrected</p>
<p>o Redefinition of an instrument in a single call to compile is
flagged as an error</p>
<p>o ID3 header skip for mp3 files now properly implemented.</p>
<p>o Errors induced by not defining the location of STK’s raw wave
files has been removed</p>
<p>o bug fixed where UDO’s could not read strings from pfields</p>
<p>o bug fixed which hid tb opcodes at i-rate</p>
<p>o Attempts to use two OSClisteners with the same port is now
trapped rather than give a segmentation fault</p>
<p><strong>Score:</strong></p>
<p><strong>Options:</strong></p>
<p><strong>Modified Opcodes and Gens:</strong></p>
<p>o stackops opcodes deprecated</p>
<p>o lenarray extended to handle multi-dimensional arrays</p>
<p>o ftgenonce accepts string arguments correctly and multiple
string arguments</p>
<p>o max and min now have initialisation-time versions</p>
<p>o gen23 improved regarding comments and reporting problems</p>
<p>o in OSCsend the port is now a k-rate value</p>
<p>o socksend now works at k-rate</p>
<p>o a number of envelope-generating opcodes are now correct in
sample-accurate mode</p>
<p>o faust compilation is now lock-protected</p>
<p>o mp3 fixed to allow reinit to be used with it.</p>
<p>o In remote opcode the name of the network can be set via the
environment variable CS_NETWORK. Defaults to en0 (OSX) or
eth0.</p>
<p>o invalue, outvalue are available at i-rate as well as k-rate</p>
<p><strong>Utilities:</strong></p>
<p>###Frontends</p>
<p><strong>icsound:</strong>
New frontend icsound is now ready for general use. icsound is a
python interface for interactive work in the ipython notebook.</p>
<p><strong>csound~:</strong></p>
<p><strong>Emscripten:</strong></p>
<p><strong>pnacl-csound:</strong>
Realtime audio input is now supported. New methods to access
tables have been added to the csound.js API.</p>
<p><strong>csdebugger:</strong>
A number of changes and improvements have been made, like
stepping through active instruments, better line number use</p>
<p><strong>General usage:</strong>
Jack module now does not stop Csound if autoconnect fails</p>
<p>###Bugs fixed</p>
<p>o atsinnoi fixed</p>
<p>o ftsavek fixed</p>
<p>o sprintf fixed</p>
<p>o gen27 fixed, especially with extended arguments, as well as
fixed a number of errors in extended score arguments.</p>
<p>o Physem opcodes (guiro cabasa, sekere) fixed so second call
works</p>
<p>o flooper fixed in mode 2</p>
<p>o OSCsend multiple fixes</p>
<p>o UDO fix for case of local ksmps of 1</p>
<p>o More changes/fixes to dssi code</p>
<p>o xscanu and scanu fixed</p>
<p>o temposcal and mincer fixed</p>
<p>o crash in ftload</p>
<p>###SYSTEM LEVEL CHANGES</p>
<p><strong>System changes:</strong></p>
<p>o In server mode exit is now clean</p>
<p>o Fixes to rtalsa module</p>
<p>o Pulseaudio rt module fixes</p>
<p>o Fix to remove fluidEngine entries for csound instance
(prevents crash on moduleDestroy)</p>
<p>o Opcodes called through function calls that returned arrays
did not correctly synthesize args as array types due to not
converting the arg specifier to the internal format</p>
<p>o fixed crashing issue during note initialization for tied
notes due to goto skipping over code</p>
<p>o fixed incorrect initialization of pfields when note’s pfields
length were less than instrument expected (off-by-one)</p>
<p><strong>Internal changes:</strong></p>
<ul>
<li>
<p>Added Runtime Type Identification for instrument variables;
removed use of XINCODE/XOUTCO</p>
</li>
<li>
<p>fix malloc length in negative number parsing, and improved
handling of negative numbers</p>
</li>
<li>
<p>writing to circularBuffer is now atomic</p>
</li>
<li>
<p>a number of memory leaks and potential dangerous code have been
fixed</p>
</li>
<li>
<p>type-inference has been extensively reworked, as have a few
parsing areas</p>
</li>
</ul>
<p><strong>API</strong></p>
<ul>
<li>Added API function for retrieving GEN parameters used for
creating a table</li>
</ul>
<p>###Platform Specific</p>
<p><strong>iOS:</strong></p>
<ul>
<li>API Refactored for clearer method names and abstraction names (i.e.
CsoundBinding instead of CsoundValueCacheable)</li>
<li>Updated to remove deprecated code</li>
<li>A significant amount of reworking has been done on the code</li>
</ul>
<p><strong>Android:</strong></p>
<ul>
<li>API Refactored for clearer method names and abstraction names (i.e.
CsoundBinding instead of CsoundValueCacheable)</li>
<li>Changes to enable HTML 5 with JavaScript and it is to be hoped WebGL
in the Csound6 Android app.</li>
<li>Enabled change of screen orientation in the Csound6 app without
forcing a restart of the app.</li>
<li>Enabled local storage (useful for saving and restoring widget
values, etc.).</li>
</ul>
<p><strong>Windows:</strong></p>
<ul>
<li>
<p>fixed pointer arithmetic that caused crashing on Windows</p>
</li>
<li>
<p>pyexec changed to use python’s file opening functions to prevent crash on
Windows</p>
</li>
</ul>
<p><strong>OSX:</strong></p>
<ul>
<li>CsoundAC now compiles</li>
</ul>
<p><strong>Linux:</strong></p>
<ul>
<li>threadlocks bug fix on linux.</li>
</ul>
Csound syntax highlighting for Eclipse2014-12-04T13:30:00+00:00http://csound.github.io/site/news/2014/12/04/Csound-on-Eclipse<p>Csound has now syntax highlighting in Eclipse:</p>
<p>“Hey guys,</p>
<p>We have finished a syntax-highlighting-file for Csound in Eclipse.
You can find the files and all information on her webblog:
[http://hollyhook.de/wp/syntax-highlighting-of-csound-files-in-eclipse] (http://hollyhook.de/wp/syntax-highlighting-of-csound-files-in-eclipse)</p>
<p>We just wanted to let you know, so this will hopefully find an
introduction into the Csound-community!</p>
<p>Cheers, Lisa</p>
<p>–
hollyhook - adaptive music technology
[http://hollyhook.de] (http://hollyhook.d)”</p>
New Project: cs4dev2014-12-01T15:40:00+00:00http://csound.github.io/site/news/2014/12/01/cs4dev<p><em>Alessandro Petrolati, has announced an exciting extension of Csound for iOS called cs4dev. His original email to the Csound mailing list is below:</em></p>
<p>Hello everybody,</p>
<p>Csound For Developers is an extension of ”Csound for iOS” by Steven Yi and Victor Lazzarini.
cs4dev is based on “<a href="http://theamazingaudioengine.com/">The Amazing Audio Engine</a>” and supports Audiobus and Inter-App-Audio.</p>
<p>This project is for the iOS developers and aim the Csound integration for Audio apps.</p>
<p>Download xCode project here:</p>
<p><a href="http://www.alessandro-petrolati.it/Download/csnd+TAAE+AB.zip">http://www.alessandro-petrolati.it/Download/csnd+TAAE+AB.zip</a></p>
<p>Best Wishes.</p>
<p>Alessandro Petrolati</p>
<p><a href="http://www.densitygs.com">www.densitygs.com</a></p>
New Project: GoOSC for mobile OSC Interfaces2014-12-01T15:30:00+00:00http://csound.github.io/site/news/2014/12/01/GoOSC<p><img src="/images/2014-12-01-GoOSC-widgets.png" /></p>
<p><em>Andres Cabrera, of CsoundQT fame, has announced a new OSC application for creating and using OSC performance interfaces on the go with Android.</em></p>
<p>You can find the first public version (0.9) here:</p>
<p><a href="https://play.google.com/store/apps/details?id=org.tuxopolis.GoOSC">https://play.google.com/store/apps/details?id=org.tuxopolis.GoOSC</a></p>
<p>Widgets can be created by sending OSC messages to the application. The widgets can be created and edited on the phone or tablet itself. More info and details here:</p>
<p><a href="http://goosc.sourceforge.net/pages/about-goosc.html">http://goosc.sourceforge.net/pages/about-goosc.html</a></p>
<p>And sources here:</p>
<p><a href="https://sourceforge.net/projects/goosc/">https://sourceforge.net/projects/goosc/</a></p>
AudioKit2014-11-10T22:30:00+00:00http://csound.github.io/site/news/2014/11/10/AudioKit-launched<p>Aurelius Prochazka has announced the launch of AudioKit:</p>
<p>“Hi everyone,</p>
<p>I’m happy to announce that the Csound project that I’ve been working on for the last couple of years has finally been open-sourced. The project is the result of collaboration between Adam Boulanger and myself (and most recently Nick Arner); it’s called AudioKit and it is basically a way to write audio applications entirely in Objective-C or Swift, using Csound as the sound engine, but not writing any orchestra or score files directly. Here’s the web site:</p>
<p>[http://audiokit.io/] (http://audiokit.io/)</p>
<p>If it looks like your cup of tea, give it a shot and let me know if you have any issues. I’m making myself personally accessible to Csounders who want to try out AudioKit for help with implementation, bugs, and any feature requests at this early stage.</p>
<p>Thanks,
Aure”</p>
Csound Journal - Issue 202014-10-22T13:30:00+00:00http://csound.github.io/site/news/2014/10/22/csound-journal-issue-20<p>The Csound Journal - Issue 20 is now available!</p>
<p><a href="http://csoundjournal.com/">http://csoundjournal.com/</a></p>
<p>Many thanks to the authors and happy Csounding!</p>
<p>Steven</p>
Csound Wizard for Android2014-10-21T13:30:00+00:00http://csound.github.io/site/news/android/2014/10/21/csound-wizard<p><em>Anton Kholomiov has reported the release of a new Android application for playing Csound projects, using JSON to define interfaces. His original email is below.</em></p>
<p>Dear list,</p>
<p>I’d like to announce an Android player for Csound files. It’s a piece
of magic. What can it do:</p>
<ul>
<li>Clean and minimalistic design</li>
<li>The UI’s are configured with JSON.</li>
<li>There are many-many widgets (knobs, buttons, multitouch, radio groups etc).</li>
<li>The user can create and manage playlists</li>
<li>the state of the widgets is persisted</li>
<li>Bugs. It’s a first release.</li>
</ul>
<p>The code is getting twisted. I can no longer keep it in one head.
So I’m asking for a help with development and maintainence.</p>
<p>Links:</p>
<ul>
<li>
<p>Source repo and docs: <a href="https://github.com/anton-k/csound-wizard">https://github.com/anton-k/csound-wizard</a></p>
</li>
<li>
<p>APK file: <a href="http://anton-k.github.io">http://anton-k.github.io/</a></p>
</li>
</ul>
<p>Anton</p>
CsSpectral for iOS2014-09-18T13:30:00+00:00http://csound.github.io/site/news/ios/2014/09/18/csspectral-launched<p>Dr. B has announced the long-anticipated launch of CsSpectral for iOS:</p>
<p>[https://itunes.apple.com/app/csspectral/id917026952?mt=8]
(https://itunes.apple.com/app/csspectral/id917026952?mt=8)</p>
<p>It is an amazingly powerful and magical app. Csound Inside! (of course)</p>
<p><img src="/images/2014_09_18_csspectral.jpg" /></p>
Csound on the Intel Galileo Board2014-08-21T13:00:00+00:00http://csound.github.io/site/news/embedded/2014/08/21/csound-intel-galileo<p>Csound has been used as the basis of music systems on RaspberryPi, BeagleBone, and other embedded system boards. Now Victor Lazzarini has shared some videos showing Csound running on the Intel Galileo board:</p>
<p><strong>First demo</strong></p>
<iframe width="560" height="315" src="//www.youtube.com/embed/NN1pl7NJ6H0" frameborder="0" allowfullscreen=""></iframe>
<p><strong>MIDI synthesizer</strong></p>
<iframe width="420" height="315" src="//www.youtube.com/embed/iromDBex3S4" frameborder="0" allowfullscreen=""></iframe>
<p>More information is available on the Intel Galileo here:</p>
<ul>
<li><a href="http://en.wikipedia.org/wiki/Intel_Galileo">Wikipedia Article</a></li>
<li><a href="http://www.intel.com/content/www/us/en/do-it-yourself/galileo-maker-quark-board.html">Intel Announcement for Galileo Gen 2 Board</a></li>
</ul>
csound-expression-4 for Haskell2014-08-09T13:30:00+00:00http://csound.github.io/site/news/android/2014/08/09/csound-expression-4<p>Anton Kholomiov announced the new version of <a href="http://hackage.haskell.org/package/csound-expression-4.0.0">csound-expression</a>:</p>
<p>“The main thing that is done is a detailed guide to the library.
The Csound is huge so the haskell library is huge also.
It strives to be simple and minimal at its core but there are
many things that can lead astray.</p>
<p>To help the novice along the way there is a Guide</p>
<p>[https://github.com/anton-k/csound-expression/blob/master/tutorial/Index.md]
(https://github.com/anton-k/csound-expression/blob/master/tutorial/Index.md)</p>
<p>While writing the guide I’ve found many things to improve.
The most prominent are:</p>
<ul>
<li>
<p>better support for writing and reading sound-files</p>
</li>
<li>
<p>support for monophonic synths.
We can get the midi freqeuncy and the amplitude as
a continuous signal</p>
</li>
<li>
<p>liveness analysis. Memory allocation optimization.
The copiler reuses the variables. The memory allocation is minimal.</p>
</li>
</ul>
<p>Cheers,</p>
<p>Anton”</p>
AmbiExplorer for Android2014-08-08T13:00:00+00:00http://csound.github.io/site/news/android/2014/08/08/ambiexplorer<p><em>Hector Centeno has announced the release of <a href="https://play.google.com/store/apps/details?id=net.hcenteno.ambiexplorer">AmbiExplorer</a>, an Ambisonics file player
for Android:</em></p>
<p>Hello,</p>
<p>I just would like to share that I’ve been working on an app currently
available in the Google Play store named AmbiExplorer. It allows you to
listen to ambisonic B-Format recordings decoded as binaural stereo and
stereo virtual microphones. It can do head-tracking using the internal
sensors of the device or an external bluetooth tracker (BT connectivity
available in the upcoming version 2). It uses Csound as the audio engine.</p>
<p>I didn’t share the news here before because I was considering using Csound
only for prototyping and later building my own sound DSP engine but for now
I’ve decided to stick with Csound, mainly for practical reasons and because
I’m interested in contributing to the development of Android Csound.</p>
<p>Links to two demo videos:</p>
<p>Version 1 demo:</p>
<iframe width="560" height="315" src="//www.youtube.com/embed/EJc85yACwjk" frameborder="0" allowfullscreen=""></iframe>
<p>New features in the upcoming version 2:</p>
<iframe width="560" height="315" src="//www.youtube.com/embed/gOsfo8or_0E" frameborder="0" allowfullscreen=""></iframe>
<p>Version 2 will include library handling (with option to import files from
online libraries), geotagging, map view, location based playback and
selection of HRTF from the LISTEN library.</p>
<p>The app listing in Google Play:
<a href="https://play.google.com/store/apps/details?id=net.hcenteno.ambiexplorer">https://play.google.com/store/apps/details?id=net.hcenteno.ambiexplorer</a></p>
Csound in the Dublin Maker's Faire2014-07-25T16:00:00+00:00http://csound.github.io/site/news/2014/07/25/piCsound<p>Csound will make an appearance at this year’s Maker’s Faire in
Dublin. You will be able to try the piCsound synthesizer, a
MIDI-controlled synth running on the RaspberryPi computer,
at the NUI Maynooth stand.</p>
<p>More details: <a href="http://www.dublinmaker.ie">www.dublinmaker.ie</a></p>
PWCsound 0.5 Beta now available!2014-07-25T13:00:00+00:00http://csound.github.io/site/news/ios/2014/07/25/pwcsound<iframe src="//player.vimeo.com/video/101628142" width="500" height="281" frameborder="0" webkitallowfullscreen="" mozallowfullscreen="" allowfullscreen=""></iframe>
<p><a href="http://vimeo.com/101628142">PWCsound Introduction</a> from <a href="http://vimeo.com/user30449515">giorgio zucco</a> on <a href="https://vimeo.com">Vimeo</a>.</p>
<p><a href="http://pwcsound.jimdo.com/bio/">Giorgio Zucco</a> reports that his <a href="http://pwcsound.jimdo.com">PWCsound 0.5 Beta</a> is now available on Mac OSX (with Windows coming soon). From the site:</p>
<blockquote>
<p>PWCsound is a graphical Pwgl library interface for building csound instruments by patching modules similar to modular synthesizers. This library has been motivated by the need to form a bridge between various composition tools found in <a href="http://www2.siba.fi/PWGL">Pwgl</a> and Csound programming language.</p>
<p>The musician can generate a .csd csound file visually by choosing a set of boxes and making connections between them.</p>
<p>It’s intended for Csound beginners to learn some fundamentals about this wonderful language and for advanced Csound users, who want to test their ideas and play with input parameters in a graphical user interface, to generate complex and multi-layered musical textures.</p>
</blockquote>
SOLO [Nr.19] is now on the App Store!2014-07-23T13:00:00+00:00http://csound.github.io/site/news/ios/2014/07/23/solo_nr19_ios<p>SOLO [Nr.19] is now on the <a href="https://itunes.apple.com/us/app/solo-nr.19/id884781236?mt=8">App Store</a>!</p>
<table>
<tbody>
<tr>
<td><a href="https://www.facebook.com/enricofrancioni">Enrico Francioni</a></td>
<td><a href="http://densitygs.com">Alessandro Petrolati</a></td>
<td><a href="http://densitygs.com">apeSoft</a></td>
</tr>
</tbody>
</table>
<iframe width="420" height="315" src="//www.youtube.com/embed/lu_j9zDWUb0" frameborder="0" allowfullscreen=""></iframe>
<p>SOLO [Nr.19] is an algorithm that aims to implement digitally the original analog set-up for the performance of six versions of
Solo für melodieninstrument mit rückkopplung by Karlheinz Stockhausen.</p>
<p>The original composition was conceived for five persons. Four technicians plus the main instrument performer.
SOLO [Nr.19], performs the work of four technicians for each of the six Stockhausen’s versions.</p>
<p>This Video show the app running on iPad mini second generation.</p>
<p>In Demo mode you can hear the first version of “Solo” composition performed by Enrico Francioni, Contrabass.
With In-App features, you will be able to feed algorithm with your audio Live.</p>
<p>“Solo” (für Melodieninstrument mit Rückkopplung) by Karlheinz Stockhausen is a piece written for any solo melodic instrument and employs a feedback system to allow the soloist to create polyphonic music. Written in 1966 with its world premiere in Tokyo in the same year, its origin dates back to the same period as the composer’s work “Kontakte”.
“Solo” uses the technique of recording onto tape with a single head together with a moveable arrangement of playback heads, allowing for the creation of complex sounds through accumulation.</p>
<p>The original version (with an analog technical set-up) requires a solo instrumentalist as 4 assistants (technicians): three assistants operating the opening and closing of sliders (L/R channels)–respectively the microphone, delay-line and output–and an assistant for the change of time values of the taps in the delay-line.</p>
<p>During a performance a part of what the instrumentalist plays is captured by a two-channel recorder. Through a feedback circuit, the sections are recorded more or less densely stacked and processed with a variable delay time; the result is then played by two sets of speakers and mixed with the direct sound of the soloist.</p>
<p>The score (<a href="http://www.universaledition.com/">Universal Edition-Wien</a>, 1969) consists of six pages of music and six pages of Form-Schema (the number six can be considered a key element), in addition to explanatory notes (very detailed) for the performance the composition.<br />
“Solo” is one of those compositions by the author employing “controlled alea” as a compositional language.
Indeed many choices are left to the soloist and cover almost all the events: from the selection of a version, the positioning of the material, the types of tonal variation requests, the order of pages and more. In reality these faculty are provided as input by the composer through the management of macroscopic or microscopic order parameters, restricting the possible versions (virtually infinite) at a predefined or definable set of possibilities. In this piece, the role of the interpreter is very important in the creation of a performance that is always unique and unrepeatable every time.</p>
New Work: Flux (Csound, Processing)2014-07-09T13:00:00+00:00http://csound.github.io/site/news/2014/07/09/csound_processing_flux<iframe src="//player.vimeo.com/video/98684685" width="500" height="313" frameborder="0" webkitallowfullscreen="" mozallowfullscreen="" allowfullscreen=""></iframe>
<p><a href="http://vimeo.com/98684685">Flux Demonstration</a> from <a href="http://vimeo.com/user29317306">Alexander Tape</a> on <a href="https://vimeo.com">Vimeo</a>.</p>
<p>Alexander Tape has released a new Csound + Processing based work called Flux. Source code is available at <a href="https://github.com/alexandertape/Flux">https://github.com/alexandertape/Flux</a>.</p>
<p>He has also been exploring Csound PNaCl + ProcessingJS for building HTML web audio applications. An example can be found at <a href="http://alexandertape.github.io/">http://alexandertape.github.io/</a>. (Note: Requires running in Chrome web browser.)</p>
Csound6 for Android now supports HTML5 user interfaces2014-07-02T13:00:00+00:00http://csound.github.io/site/news/2014/07/02/csound6_android_html5<p><em>Michael Gogins has reported an update to the Csound6 Android application to the Csound Mailing list. His original email is below.</em></p>
<hr />
<p>I have uploaded to SourceForge a new package for Csound6 for Android at:</p>
<p><a href="http://sourceforge.net/projects/csound/files/csound6/Csound6.03/Csound6.apk/download">http://sourceforge.net/projects/csound/files/csound6/Csound6.03/Csound6.apk/download</a></p>
<p>And a new archive of examples at:</p>
<p><a href="http://sourceforge.net/projects/csound/files/csound6/Csound6.03/Csound6AndroidExamples.zip/download">http://sourceforge.net/projects/csound/files/csound6/Csound6.03/Csound6AndroidExamples.zip/download</a></p>
<p>These files have replaced the existing files for 6.03. The only major change is here is new support for user-defined user interfaces which can be implemented in HTML5 code stored in a new <CsHtml5> element in the CSD file.</CsHtml5></p>
<p>The Gogins/Drone-HTML5.csd example demonstrates how to create a user-defined interface with custom widgets, a flexible table-based layout with a style sheet, and JavaScript event handling. A screen shot of this example running on my Galaxy Tab S may be found below. This example was coded on my tablet right in the Csound6 app.</p>
<p><img src="/images/2014_07_02_csound6_android_html5.png" width="800" height="1280" /></p>
<p>There is as yet minimal documentation and no example of using JavaScript for anything but pushing control values from the user interface to Csound control channels. It should however be possible to send score events to Csound from the HTML5 code, and even to write score generators in JavaScript. It should also be possible to read control channel values from Csound in JavaScript code.</p>
<p>Please note, if the CSD file does not contain a <CsHtml5> element, the behavior of the Csound6 is the same as it used to be, with pre-defined sliders, buttons, and trackpad.</CsHtml5></p>
<p>I had hoped to be able to use WebGL on Android, but apparently the Android WebKit support for WebGL is not yet functional. This is sad because the “Internet” browser on both of my Android devices is quite capable of showing rather sophisticated WebGL demos. But I am hopeful that full support for WebGL in the WebKit will be coming reasonably soon to the Android operating system.</p>
<p>WebGL puts the entire functionality of a full-fledged, state of the art, GPU-accelerated, OpenGL-based scene graph with textures and shaders and what-all right into the browser and thus, when support is mature, right into Csound6 for Android.</p>
<p>It should still be possible to draw on the HTML5 canvas and much can be done in this way as well.</p>
<p>Regards,</p>
<p>Mike</p>
New Projects: Go programming bindings for Csound API, GMask2014-06-13T15:00:00+00:00http://csound.github.io/site/news/2014/06/13/Go_Csound<p><em>Francois Pinot has reported on the Csound users mailing list of a new Csound API binding in the Go programming language, as well as a Go version of Andre Bartetzki’s Cmask entitled Gmask. His original post is below.</em></p>
<hr />
<p>Hello,</p>
<p>I’ve been playing with the Google Go programming language <a href="http://golang.org/">http://golang.org/</a> during the last few months. I really like this new programming language and I tried to use it with Csound.</p>
<p>I wrote go bindings to the Csound API <a href="https://github.com/fggp/go-csnd6">(https://github.com/fggp/go-csnd6)</a> and I adapted Steven’s API examples to go: <a href="https://github.com/csound/csoundAPI_examples/tree/master/go">https://github.com/csound/csoundAPI_examples/tree/master/go
</a></p>
<p>I also wrote a go version of Andre Bartetzki’s Cmask program: <a href="https://github.com/fggp/gmask">https://github.com/fggp/gmask</a>. Cmask was published under GPL, but Andre kindly allowed me to publish Gmask under LGPL to be more compatible with the Csound status. Thanks to Andre.</p>
<p>If some csounders/programmers are interested in those packages, I’d be glad to see their use of them.</p>
<p>Regards</p>
<p>Francois</p>
New Project: Score Library in Clojure2014-06-09T15:00:00+00:00http://csound.github.io/site/news/2014/06/09/score_library_clojure<p>Hi All,</p>
<p>I’d like to announce a score generation library written in Clojure
called “score”:</p>
<p><a href="https://github.com/kunstmusik/score">https://github.com/kunstmusik/score</a></p>
<p>This library is currently a work in progress. I am planning to put all
general composition functions that I use or plan to explore within
this library.</p>
<p>Some notes:</p>
<p>The library currently offers two styles of score generation. One is
styled after SuperCollider’s Patterns. Patterns in SC generate values
without context, and map directly to standard Clojure sequences.
gen-notes and gen-score in src/score/core.clj are functions for use
with the score generation style. With this it is simple enough to
emulate any feature in SC Patterns using standard Clojure
sequence-related functions.</p>
<p>The other score generation style is CMask-based. In CMask, rather
than have sequences, generator functions are used that function within
a context of time. (The start time of the current event being
generated is passed-in as an argument.) That difference of having time
as an argument allows to express things like time-varying masks,
frequencies, etc. So far, I have completed porting all of the
features of CMask and have done light testing.</p>
<p>As for the future of this library, I will be using this in my pieces
moving forward, and expect to maintain this library, adding features
as required. I would warn that the library is still a little volatile,
so functions may move namespaces and users may need to update code
between these early versions. I hope to clean up and stabilize the API
soon so backwards compatibility can be maintained. (The library is
version 0.1.0 at the moment; it will be bumped to 1.0.0 when the API
is stable.)</p>
<p>Also to note, the library is purposely designed to be generic. I am
targeting Csound score generation at the moment, but the core of the
library works to generate simply lists of lists (see core.clj, and
note the difference between gen-notes and gen-score, or gen-notes2 and
gen-score2). This allows the library to be used beyond Csound. For
example, you could always create a formatting function to send the
notes as MIDI, OSC, etc. (I have some plans to do some interesting
event exploration using score with a Clojure music system I’m working
on.)</p>
<p>For examples, I have some demo clj files I used while developing
within a REPL (<a href="https://github.com/kunstmusik/score/tree/master/src/score/demo">https://github.com/kunstmusik/score/tree/master/src/score/demo</a>).
They show a bit of what using the library would look like. There is also
an example that demonstrates live-coding with the score library and
the Csound API.</p>
<p>Comments and contributions would be very welcome.</p>
<p>Thanks!</p>
<p>Steven Yi</p>
Csound 6.03.0 Released!2014-05-03T15:00:00+00:00http://csound.github.io/site/news/2014/05/03/csound_6_03_0<p>Csound 6.03.0 is now available! Downloads are available at:</p>
<ul>
<li><a href="https://sourceforge.net/projects/csound/files/csound6/Csound6.03/">Sourceforge File Downloads</a></li>
</ul>
<p>This release includes a mix of bug fixes, new features and some experimental code. We also believe that there are some improved efficiencies.</p>
<hr />
<h3 id="csound-version-603">CSOUND VERSION 6.03</h3>
<h4 id="release-notes">RELEASE NOTES</h4>
<p>This new version has a large number of bug fixes (including clearing many
tickets on SourceForge and GitHub) as well internal changes to improve
performance.</p>
<h4 id="user-level-changes">USER-LEVEL CHANGES</h4>
<p>New opcodes:</p>
<ul>
<li>printks2: Prints a new value every time a control variable
changes using a printf() style syntax.</li>
<li>mp3sr mp3bitrate and mp3nchnls to get information on mp3 files</li>
<li>EXPERIMENTAL: CUDA opcodes for partitioned convolution direct
convolution and sliding phase vocoding; OpenCL opcode for
additive synthesis</li>
<li>compilecsd to compile instruments from a standard CSD file</li>
</ul>
<p>New Gen and Macros:</p>
<p>Orchestra:</p>
<ul>
<li>The argument for i() is supposed to be a variable not an
expression. This is now enforced. (bug #90)</li>
</ul>
<p>Score:</p>
<ul>
<li>New score opcode y sets the random seed (for ~) at read time</li>
</ul>
<p>Options:</p>
<ul>
<li>This was a bug in CsOptions; the last argument was missed being
read (issue #296)</li>
<li>As command-line options expression-opt and no-expression-opt do
nothing in Csound6 a warning is printed.</li>
</ul>
<p>Modified Opcodes and Gens:</p>
<ul>
<li>For ogg output it is possible to specify a VBR (variable bit
rate) quality.</li>
<li>dssi4cs code has been extensively reworked to avoid potential
memory faults.</li>
<li>Many array operations now available for i-arrays as well as
k-arrays.</li>
<li>fillarray will work for string arrays</li>
<li>Displays of FFT (via dispfft) improved with scaling/zooming
options</li>
<li>Signal flow graph opcodes are now working with a-rate array
signals.</li>
<li>In alsa rt code the sample rate is taken from the device</li>
<li>Faust opcode system updated to latest Faust API.</li>
</ul>
<p>Utilities:</p>
<ul>
<li>fixed bug in lpanal</li>
</ul>
<p>Frontends:</p>
<ul>
<li>csound~
<ul>
<li>OSX - fix for running with 32-bit cpu architecture</li>
<li>Windows - csound~ now available for Windows</li>
</ul>
</li>
</ul>
<p>Emscripten:</p>
<ul>
<li>This is now generally merged in to the code-base</li>
</ul>
<p>General usage:</p>
<ul>
<li>
<p>–displays now switches graphs on, as expected</p>
</li>
<li>
<p>New command-line option –get-system-sr added to obtain the
machine’s sample rate.</p>
</li>
<li>
<p>New command-line option –devices[=in|out] gives a list of
available audio devices and then exit</p>
</li>
</ul>
<p>Bugs fixed:</p>
<ul>
<li>fixed the bug when tables were replaced but the size did not change</li>
<li>A number of bugs in –sample-accurate have been detected and
fixed. This includes opcodes out, outn, and line.</li>
<li>A number of bugs in grain3 were fixed</li>
<li>Bug in str_chanel could cause a crash; fixed</li>
<li>Small bug in rtjack fixed</li>
<li>Error in resize opcode corrected</li>
<li>Fixed an unlikely bug in atsa</li>
<li>Fixed rtauhal pause issue</li>
<li>Fixed bug in rtjack</li>
<li>A number of bugs/untidiness fixed in GEN23</li>
<li>Array bound checks fixed</li>
<li>strings channels were not correctly set for dynamic-size
strings, now fixed</li>
<li>memory allocation for string formatting in printfsk was fixed,
stopping string truncation.</li>
<li>strcat safe against overflow</li>
<li>ror in compilation of arrays fixed (issue #293)</li>
<li>GetPvsChannel fixed against a crash</li>
</ul>
<h4 id="system-level-changes">SYSTEM LEVEL CHANGES</h4>
<p>System changes:</p>
<ul>
<li>turnoff opcode now checks that the instrument being affected is
active</li>
<li>lenarray can accept any array type</li>
<li>the way of rounding a table number to an integer was changed
and is now more as expected.</li>
<li>there is a new possible section in a csd file called
<CsFile...> which is like csFileB but with unencoded text.
</CsFile...>
</li>
<li>UDO compilation now uses the type system. This means that
UDOs now allow any array type to be used.</li>
<li>Improved orchestra parsing speeds with better algorithms</li>
</ul>
<p>Internal changes:</p>
<ul>
<li>The whole system has been checked by the Coverity static checker
which identified a number of (mainly minor) problems. These have
been reviewed and checked. In particular better use of printing
and string copying should prevent overflows.</li>
<li>The type and variable system has been extensively rewritten; this
allows better array and UDO support.</li>
<li>Alignment of variables got right in all cases</li>
<li>array copying is now using the type system to copy values; fixes
issues with copying string arrays, f-sigs, etc.</li>
<li>Always reset Csound when stopping to ensure state is clean; was
not being reset when there was a compile error, so that next
successful run would start with an invalid Csound engine (issue
#305)</li>
</ul>
<h4 id="api">API</h4>
<ul>
<li>All opcodes etc now use the API memory allocation operations, so it is
possible to replace the whole memory allocator.</li>
<li>Added csoundCompileCsd to API and associated new compilecsd opcode</li>
<li>Protected csoundGetStringChannel against null and short strings and
added a check for string size</li>
<li>A number of API functions have had char* changed to const char* which
reflect the usage</li>
<li>The performance engine now includes debugging capabilities to allow
interrupting rendering and providing introspection into the engine’s state
and instrument variables. The following new functions are available by
including the csdebug.h header:</li>
</ul>
<pre>
void csoundDebuggerInit (CSOUND *csound)
void csoundDebuggerClean (CSOUND *csound)
void csoundSetInstrumentBreakpoint (CSOUND *csound, MYFLT instr, int skip)
void csoundRemoveInstrumentBreakpoint (CSOUND *csound, MYFLT instr)
void csoundClearBreakpoints (CSOUND *csound)
void csoundSetBreakpointCallback (CSOUND *csound, breakpoint_cb_t bkpt_cb, void *userdata)
void csoundDebugContinue (CSOUND *csound)
void csoundDebugStop (CSOUND *csound)
INSDS * csoundDebugGetInstrument (CSOUND *csound)</pre>
<h4 id="platform-specific">Platform Specific</h4>
<p>iOS</p>
<p>Windows</p>
<ul>
<li>Soundfonts in Windows had an internal alignment problem which is fixed.</li>
</ul>
<p>OSX</p>
<p>Linux</p>
LAC 2014 Presentation: Csound on the Web2014-05-03T15:00:00+00:00http://csound.github.io/site/news/2014/05/03/csound-on-the-web<p>Steven Yi and Edward Costello presented a paper at the <a href="http://lac.linuxaudio.org/2014/">Linux Audio Conference 2014</a> entitled “Csound on the Web”. This paper was written together with Victor Lazzarini and John ffitch. The paper is available from the LAC site <a href="http://lac.linuxaudio.org/2014/download/csoundonthewebslides.pdf">here</a> (The paper and video will be posted to the LAC website after the conference). The presentation covers two projects involving running Csound on the client-side within a browser, all without any plugin installation. These two projects are Csound compiled with <a href="https://github.com/kripken/emscripten">Emscripten</a> to Javascript, and Csound compiled for <a href="https://developer.chrome.com/native-client/overview">Portable Native Client (PNaCl)</a>.</p>
<p>The links to examples used for the demonstrations can be found in the slides. They are also listed below, together with links to locations where one can download their source code (they are all open source!).</p>
<ul>
<li><a href="http://eddyc.github.io/CsoundEmscripten/">Emscripten Test Suite</a> - <a href="https://github.com/eddyc/CsoundEmscripten">(Source)</a></li>
<li><a href="http://vlazzarini.github.io/">PNaCl Test Suite</a> - <a href="https://github.com/vlazzarini/vlazzarini.github.io">(Source)</a></li>
<li><a href="http://fcahoon.github.io/seq/">Web Sequencer (PNaCl)</a> - <a href="https://github.com/fcahoon/fcahoon.github.io">(Source)</a></li>
<li><a href="http://csound-notebook.kunstmusik.com">Csound Notebook (PNaCl)</a> - (Source not yet available, to be posted soon)</li>
<li><a href="http://www.kunstmusik.com/processingjs_example">ProcessingJS Example (PNaCl)</a> - <a href="http://github.com/kunstmusik/processingjs_example">(Source)</a></li>
<li><a href="http://eddyc.github.io/CsoundEmscripten/">OSC Demo</a> - <a href="https://github.com/eddyc/CsoundEmscripten">(Source)</a></li>
</ul>
<p><em>Note: The items above marked as PNaCl require Google Chrome, Chromium, or Chrome OS to run that has PNaCl support enabled.</em></p>
New Release: Csound FLOSS Manual2014-04-18T17:00:00+00:00http://csound.github.io/site/news/2014/04/18/csound-floss-new-edition<p>A new release of the Csound FLOSS manual is now available online:</p>
<ul>
<li><a href="http://www.flossmanuals.net/csound/">http://www.flossmanuals.net/csound/</a></li>
</ul>
<p>The following is new:</p>
<ul>
<li>The chapter about Random has been moved as 01D to the BASICS section and has been significantly amended by Joachim Heintz and Iain McCurdy.</li>
<li>In Chapter 05B Panning and Spatialization, Martin Neukom has been added a new section of new text with examples about Ambisonics. The included UDOs add new functionality, such as options for non-standard speaker configurations, when working with Ambisonics in Csound.</li>
<li>There is a new chapter, 05K Analysis Transformation Synthesis (ATS), by Oscar Pablo di Liscia.</li>
<li>Chapter 08B Csound and Arduino has been extended by Iain McCurdy.</li>
<li>In section 10 (Csound Frontends) Rory Walsh has revised the chapter about Cabbage.
In the same section, Stefani Bonetti and Menno Knevel have updated the chapter about WinXound.</li>
<li>Iain McCurdy and Ed Costello have written a new chapter in section 10 about Web Based Csound.</li>
<li>Victor Lazzarini has written an in-depth description about Developing Plugin Opcodes for Csound 6 for section 13 Extending Csound.</li>
<li>Menno Knevel has added sections about Cmask, nGen, AthenaCL and Common Music for the appendix chapter about Methods of Writing Csound Scores.</li>
<li>Iain McCurdy has revised and amended many existing chapters.</li>
</ul>
<p>The CSD and source files are here:</p>
<p><a href="http://files.csound-tutorial.net/floss_manual/Release05/csd_and_audio_rl5.zip">http://files.csound-tutorial.net/floss_manual/Release05/csd_and_audio_rl5.zip</a></p>
<p>Thanks to all the authors for their valuable contributions. please let us know problems and suggestions.</p>
<p>Enjoy!</p>
<p>Joachim / Iain</p>
New Project: Csound Notebook2014-04-16T17:00:00+00:00http://csound.github.io/site/news/2014/04/16/csound-notebook<p>The new Csound Notebook server is now available online at:</p>
<ul>
<li><a href="http://csound-notebook.kunstmusik.com">http://csound-notebook.kunstmusik.com</a></li>
</ul>
<p>This site allows for users to create notebooks and organize Csound notes online. It allows you to render your Csound notes without having Csound installed. Instead, the site will render your project using Portable Native Client (pNaCl) Csound, which requires using Google Chrome, Chromium, or Chrome OS. This if the first release of the Notebook server, with many more new features to come. Enjoy!</p>
Csound on Github!2014-03-27T17:00:00+00:00http://csound.github.io/site/update/2014/03/27/csound-on-github<p>The Csound developers have migrated Csound from Sourceforge. The main organization page for Csound is available at <a href="http://github.com/csound">http://github.com/csound</a>. We have moved the following git repositories:</p>
<ul>
<li><a href="http://github.com/csound/csound">Csound6</a></li>
<li><a href="http://github.com/csound/manual">Manual</a></li>
<li><a href="http://github.com/csound/manual-fr">Manual (French)</a></li>
</ul>
<p>We have also migrated the issue tracker for csound to <a href="http://github.com/csound/csound/issues">http://github.com/csound/csound/issues</a>, and the Wiki to <a href="http://github.com/csound/csound/wiki">http://github.com/csound/csound/wiki</a>.</p>
<p>Note: At this time, we will continue to use the Sourceforge project page for maintaining the mailing lists as well as file releases.</p>
<p>We hope that moving to Github will make things easier for the Csound community to contribute back to Csound.</p>