Heading into the world of audio programming may seem a little daunting at first, even with prior programming experience. There are quite a number of tools and languages available in this area, so I decided to put together this little primer containing various resources to learn more about this fascinating corner of the programming world. It has been divided into sections by the most common programming languages/tools used, though they are by no means intended to be mutually exclusive. Though the most common areas that involve audio programming would be video games and audio software/plug-in development, it also has great application in theatre and as a compositional tool.
C/C++ (and C# to some degree) are pretty standard requirements in many professional audio programming positions. A fairly solid understanding of these languages is required. With their complexity, however, comes almost limitless options and a high degree of control over what you can do. Here are some good resources and tools to help get started:
musicdsp.org – This site contains a great back-catalogue of DSP algorithms from filtering and EQ, to interpolation and other mathematical functions common to signal processing.
kvraudio.com – The forums from musicdsp.org migrated over here, and there are many very knowledgeable people that regularly offer up advice and discussion on all things audio programming-related at the DSP and Plug-In forum.
libsndfile – This is a C library API that allows you to read and write most of the common audio file formats (except MP3, which you can read about on the site why it isn’t included). This is very useful because writing your own audio file handling routines from scratch is time-consuming and error-prone.
portaudio – This is another audio API for C/C++, but it differs from libsndfile by allowing real-time recording and playback through your computer’s audio interface.
VST 2.4 – Programming your own standalone audio apps is one way to go, but making plug-ins is also a great way to build your skills up. Steinberg’s VST is probably the best one to start with since there is a fair amount of resources available on it. It’s also free (but it does require creating a developer ID with Steinberg), and is supported by a wide variety of host applications on both Windows and Mac.
Max/MSP, Pure Data
Here we have a collection of graphical programming APIs that, nevertheless, offer a great deal of power and flexibility. These programs can be used to build anything from simple oscillators to entire sythesizers, plug-ins, and even audio engines. Both are extensible by allowing additional controls and audio routines written in C, Python, Lua, and more. They also use OSC (Open Sound Control) that allows them to be integrated with other languages and applications. Max carries with it a price tag of $400 (though a trial is available), but Pure Data is free, making it a great place to start. A great benefit of these graphical programming environments is that they include very helpful documentation, including examples, of all the objects available for use. Furthermore, since they are graphical in nature, they lend themselves a little better to the YouTube treatment than traditional programming, so search for tutorials and how-to’s on YouTube as an additional resource.
Max/MSP – This is the official page for Max that also includes many great tutorials and ways to get started.
GamesSound Tutorials – Here are a few tutorials on using Max from the author of the book Game Sound: An Introduction to the History, Theory and Practice of Video Game Music and Sound Design.
Pure Data – This is the official site, offering extensive lessons and documentation on learning how to program with Pure Data.
I’m not too familiar with either of these, nor have I worked with them, but Csound in particular is one of the pioneering languages in audio programming (having been around since the mid-1980s) that offers almost limitless possibilities in sound/music creation and manipulation. It is extensible through programming opcodes. SuperCollider, like Max and Pure Data, utilizes OSC so it can also be integrated with other environments to great effect. In fact, there is a wonderful blog site (link below) that showcases SuperCollider integrated with UDK (Unreal Development Kit) in creating procedurally generated sound effects that results in vastly more variations than can be managed by using traditional raw audio assets.
Csound – The official site that includes downloads, samples, and other information on the language.
Csound @ Flossmanual – This site offers a very comprehensive manual for most everything related to Csound, including how to integrate it with Max, Pure Data, Abelton, and more.
SuperCollider – The official SC site where you can find many of the resources you’ll need in getting started, or learning more about this language.
Graham Gatheral – This blog site, as described above, contains tutorials and videos of his work in integrating SuperCollider with UDK through OSC and all the wonderful things you can do with it.
There are of course several other options out there, and audio can technically be programmed in just about any language, but these are the most common. Happy (audio) programming!
It might also be worth adding JS+web audio API to that list, considering all the cool things it can already do. Its *sort* of like bits of Max/PD optimised for the web.
Yeah, I definitely thought about that. HTML5 is another possiblity, though I’ve heard some mixed reaction to how it handles audio. I haven’t had the chance to dig into either of these yet, however, as I’m keeping pretty busy with other things. The web side of audio programming is something I want to look into in the near future, and I’ll be doing a post here on that when I do.
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