Hacker News new | ask | show | jobs
by cpdt 2786 days ago
Hey friends!

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!

3 comments

I suppose that you are familiar wuth analog modular synthesizers. There is a demand for these, even though they become very expensive toys fast. But musicians seem to like the flexibility and room for experiments that they allow. Even software simulations of these synths are pretty successful. VCV Rack (http://www.vcvrack.com) is a recent open source emulation of eurorack synthesizers that has found a following fast.

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!

(the link is actually https://www.vcvrack.com)
> There is a demand for these, even though they become very expensive toys fast.

'EuroCrack' is the term I've heard bandied about ;)

Was using Rust in a Cmake project smooth?

Can a C++ project with Cmake start using Rust incrementally?

Yeah, it works quite well. In my case, I used ‘ExternalProject_Add’ to run the builds through Cargo, then setup a static lib target with that as a dependency, linking to the files built by Cargo and a few system libs it expects. From there you can treat it like any target in Cmake, and it just works(tm).

Edited for clarity

That's great! This sounds like a path into Rust for me.
Looks super slick, thanks for sharing!

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 haven't actually properly played around with PureData (other than watching a few videos on it back when I started this project), so I can't really comment too much on how that compares.

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.

Thanks for replying, I'd definitely be interested in more architectural details.

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?

I'll look at writing that blog post soon then :)

Just did some proper testing on a reasonably complex project, looks like I was about an order of magnitude off (to be fair it was 2AM here at the time, and I wasn't reading the numbers right haha). 30-40ms is still fast enough that you don't notice for the most part though. For this specific project, it breaks down roughly like this:

- ~1ms to build the new MIR based on the editor state

- ~5ms to process/run passes on the MIR (this involves some funky graph traversal which could very likely be optimized a lot)

- ~12ms to generate LLVM IR

- ~14ms in the LLVM JIT

In a project that makes good use of groups (nodes that contain a surface inside and then expose some controls back out) I'd expect this to be lower, since we only need to perform those operations on the surfaces that change.

Hm, 12ms for the IR is longer than I would expect for such a translation step. Do you know whwre this time is being spent?
Just had a look, and it turns out that's including running LLVM's optimizer as well, which takes roughly half the time. It's basically doing the equivalent of -O2 currently. That's probably more aggressive than what's needed, but I haven't taken the time to fine-tune it yet.

Other than that, you're right that it might be a bit high. There's very likely parts of the lowering code which can be optimized, I just haven't had the need to yet.