This is a project I’ve been working on since the start of the year. We’ve just released 0.4.0, so I figured now would be a nice time to start making it a bit more public. There’s a bunch of interesting tech under the hood which I thought you all would definitely be interested in :)
Axiom’s a project that grew out of my third try at building a realtime software synthesizer for 64k intros in the demoscene. You can’t really fit an mp3 file in an executable that small and expect for it to sound any good, so instead we synthesize the audio and play it in realtime. A few other groups have written synthesizers for 4k and 64k productions, however I built this for two reasons: I wanted to make one myself, and I wanted to try some interesting things with combining node graphs and basic scripting. At some point, however, I realized that this could actually be a really useful tool for any musician to have, since it really flips things on its head and allows much more control than just stringing together a bunch of plugins (the question is, of course, do people who make music _want_ this control - I'm not sure on the answer yet).
Technology-wise, Axiom compiles 'node surfaces' with LLVM (no interpreters here, the code has to run comfortably 44100 times per second!). The editor, written in C++ with Qt, builds a MIR and passes it into the compiler, written in Rust. This was my first large project in C++ and first project in Rust... ultimately I think the Rust learning curve has definitely been worth it, as it's by far the stablest part of the program!
Ultimately I’m hoping to somehow be able to turn this into a real product, possibly by offering what you see as the core open-source software and then building on it, into something like a DAW or plugin for procedural audio in game engines (which a few people have suggested to me, and I think would be a really cool application of the technology!).
Check it out, let me know what you think (either here, or shoot me an email, chat on twitter, etc), ask questions, build something cool, have fun!
If you are interested in providing procedural audio for games, you should take a quick look at what WWise provides in that area. I have not had time to do that myself, but from what I have seen it provides a lot of features for controlling sound and music based on the current game situation. It is also a pretty expensive package.
Edit: corrected link. Thank you striking!
'EuroCrack' is the term I've heard bandied about ;)
Can a C++ project with Cmake start using Rust incrementally?
Edited for clarity
Can you give a little more detail in how this compares architecturally with something like PD? I imagine a tradeoff of generating LLVM MIR and compiling it is that you can get better performance, but don't get the interactive experience of hearing changes immediately as you tweak the object graph.
Does the DSP graph operate on blocks or sample-by-sample?
I was initially worried about how interactive compiling would be, however it turns out (at least with the projects we've tested it with so far), it's pretty easily able to keep up with around 3ms from a modification to codegen being complete. The LLVM IR we generate is pretty simple which helps, and we also try to only recompile as much as possible by putting everything in separate LLVM modules (hurts runtime performance a bit since we can't optimize across modules, but it doesn't end up mattering too much).
The graph operates per sample - we really needed that feature to be able to do feedback loops, for things like FM synthesis.
Edit: I started adding in an explanation of Axioms architecture in the hope that someone with knowledge of similar projects could chime in, but it was getting quite long... might look at writing a blog post on it sometime soon, if people would find that interesting.
3ms to complete codegen is orders of magnitude faster than I expected. Does that include everything necessary from making the change through actually synthesizing samples?
If it is compiling, can it also export code/libraries that can be embedded in other projects, or is the way to go to embed the entire thing? Since you mention demos as a target group I'd guess the first, but it isn't entirely clear.
But that said, I haven't actually gotten to writing the 'exporter' yet (up to this point I've mostly been focused on usability and stability), so I can understand that it's not entirely clear.
It would be really neat if someone combined this with a very simple sequencer/tracker to create and manipulate tunes, which could then be dropped in (sequencer + synthesizer) directly into projects. It could be a quick and easy way to add music to small-scale retro game projects, for example.