csound-wasm
Simplified API for Csound's Webassembly.
- Single browser bundle
- Automatic startup and initialization
- Easy integration to node.js
Dependencies
- nodejs9x
- python2.7 (node-gyp)
- libasound2-dev/alsa-lib-dev (linux only)
These dependencies are build dependencies and are only required for nodejs.
Useage
Node.js
Install
npm install csound-wasm --save
or if you want to select audio backend (makes only sense on Linux).
npm install csound-wasm --save --mpg123-backend=BACKEND
node-gyp rebuild --mpg123-backend=BACKEND
where BACKEND can be one of
alsa, coreaudio, openal, win32, pulse, jack
Csound-wasm is dependent on the module Speaker. This module is not compatable with all audio modules, and can be buggy on Windows if installed within a unix-shell. MacOsX and Linux should work fine with CoreAudio and Alsa respectively.
Quick start
const csound = require('csound-wasm');
const beeper = `
instr 1
asig = poscil:a(0.3, 440)
outc asig, asig
endin`
const makeBeep = `i 1 0 1`
csound.startRealtime()
csound.compileOrc(beeper);
csound.readScore(makeBeep);
setTimeout(() => process.exit(), 5000);
Browser
Download the latest csound-wasm-browser.js
under releases and bundle it next to your html file.
<script src="csound-wasm-browser.js"></script>
Or alternatively (preferably for development) refer directly to the gihub releases within the html, like so.
<script src="https://github.com/hlolli/csound-wasm/releases/download/6.12.0-4/csound-wasm-browser.js"></script>
This file is minified via Google Closure Compiler and is intended to be used as is. If you're useing Webpack or Gulp, then add this file as a vendor resource.
Alternatively for browsers, require the file directly into your project
require('csound-wasm/release/browser/csound-wasm-browser.js');
Quick start
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
</head>
<body>
<h5>Click Start realtime once, gotta love chrome's new autoplay ban policy</h5>
<button id="start">Start realtime</button>
<button id="beeper">Make beep!</button>
<script src="https://github.com/hlolli/csound-wasm/releases/download/6.12.0-4/csound-wasm-browser.js">
</script>
<script>
const beeper = `
instr 1
asig = poscil:a(0.3, 440)
outc asig, asig
endin
`
document.getElementById('start').onclick = () => {
csound.startRealtime();
csound.compileOrc(beeper);
};
document.getElementById('beeper').onclick = () => {
csound.inputMessage('i 1 0 1');
}
</script>
</body>
</html>
Bear in mind that you can only start realtime csound in two ways, with csound.startRealtime()
or csound.playCSD
, but don't call both of them at the same time, as each subsequent call will restart csound. csound.playCSD
is good to use when you wan to evaluate some boilerplate before grabbing for other runtime functions like csound.inputMessage
or csound.compileOrc
, as well as just playing whole CSD files out your speakers. csound.startRealtime()
is ideal when you want to start csound as a "blank sheet" and create instruments (csound.compileOrc
, or csound.evalCode
) or play notes (csound.inputMessage
or csound.readScore
) "on the fly".
AudioWorklet
Audioworklet is new browser technology enableing higher quality lower latency audio. It is enabled by default if it was detected in your browser. NOTICE that AudioWorklet always needs to fetch a processor script, that lives in a secure environment and can only be fetched from servers useing https
. If the fetch of the AudioWorklet processor script fails, then csound-wasm
will fallback to the older WebAudio technology. Read the console logs to see if your csound instance is running on AudioWorklet or the old WebAudio (AudioContext).
If you wish to host the needed AudioWorklet processor script yourself, you'll need to set an endpoint variable onto the window object before calling csound-wasm.js. Note that the endpoint default to github releases until a longer term solution is found.
<script>window["csound_worklet_processor_url"] = "./csound-wasm-worklet-processor.js"</script>
<script src="./csound-wasm-browser.js"></script>
API
Many these functions are a direct implementation of the Csound API. Some are csound-wasm
specific.
Default config
{ nchnls: 2,
nchnls_i: 1,
zerodbfs: 1,
sr: 44100,
ksmps: 128,
buffer: 2048
messagelevel: 39 }
Voids (without return values)
Public Function | Parameters | Description |
---|
csound.startRealtime(config*) | config::Object default-config | starts/initializes realtime as oppsed to rendering to file |
csound.playCSD(csd, config*) | csd::String config::Object default-config | starts/initializes realtime and plays csd string |
csound.compileOrc(orc) | orc::String | Compiles any orchestra code at k-rate without return value. |
csound.renderToFile(csd, file) | csd::String, file::String | Renders CSD string, filepath for the file output, currently only supported on node |
csound.evalCode(orc) | orc::String | like compileOrc but returns status number on i-rate (0 if successful) |
csound.inputMessage(sco) | sco::String | sends (score) event(s) without pre-processing, use \n to seperate multiscore statements |
csound.readScore(sco) | sco::String | like inputMessage but tries to pre-process the before emitting the event |
csound.setControlChannel | | |
csound.setStringChannel | | |
csound.reset | | |
csound.destroy | | |
csound.setOption | | |
csound.compileCSD | | |
csound.setTable | | |
csound.enableMidi | | |
csound.pushMidi | | |
csound.compileOrc | | |
csound.evalCode | | |
csound.inputMessage | | |
csound.readScore | | |
Functions that return javascript promises
Public Function | Parameters | Description |
---|
csound.getControlChannel | | |
csound.getTable | | |
csound.getTableLength | | |
csound.getKsmps | | |
csound.get0dbfs | | |
csound.getScoreTime | | |
All data is passed to resolve, ie. you need to chain
.then((returnValue) => ..callback..)
Events
Subscribe to events with
csound.on( EVENT, callback);
Where EVENT
can be of following
Event Name | callback parameter |
---|
"log" | (msg) => |
"ready" | () => |
"start" | () => |
"end" | () => |
"perform" / "performKsmps" | () => |
Many events can be subscribed of same type.
To unsubscribe an event
csound.removeListener( EVENT )
not that this will remove ALL events of type EVENT (and only of type EVENT).