ChipSound becomes Audiality 2


Now official: The Kobo II sound engine, ChipSound, becomes Audiality 2.

This placeholder front page replaces the old Audiality site until the proper site is ready. There will be downloads, documentation, sounds, music and scripting examples.

The engine remains Free/Open Source under the zlib license. Version is bumped to 1.9.x for upcoming development releases, until the stable 2.0.0. C API prefixes become a2_/A2_, and the script file extension changes from csl (ChipSound Language) to a2s (Audiality 2 Script).

One reason for the name change is that loads of things are already named ChipSound and similar. Further, the old Audiality (formerly the unnamed sound engine of Kobo Deluxe) is no longer developed, while the new engine has similar applications but much more potential, so it makes sense to pass the name on instead of just abandoning it.

What to expect in the first Audiality 2 release (done and mostly working already):

  • Modular voice structures.
  • Various voice units, such as oscillators, filters, waveshapers, delays etc.
  • Public unit API for plugin (native code) units.
  • Subvoices can be “inlined”, allowing the parent voice to process their output.
  • New builtin waveforms: pulses and YM3812 style sine variants.
  • Stereo support.
  • Support for JACK and host application provided audio I/O.
  • SDL is optional – will build without it.
  • Scripts can have proper local functions.
  • Various other fixes and improvements.

David

About Olofson

Founder of Olofson Arcade.
This entry was posted in Development, Kobo II, News. Bookmark the permalink.

3 Responses to ChipSound becomes Audiality 2

  1. qubodup says:

    You know, this has kickstarter (or alternatives) potential…

    Enough people are positively emotional about chiptunes. :)

    • qubodup says:

      OK. In all honesty, I don’t know what I’m talking about. It just appeared to me, when seeing this status update that had a marketing-wise exciting element (new name) to it, I thought it seemed like something that could be part of a crowdfunding campagin.

      On the other hand this is purely programmatic and probably hard to get people excited enough to significantly back it…

      • Olofson says:

        Well… Though the design of this engine makes it easy to create chip style sounds and other weirdness, it’s actually turning into a “normal” synth, or maybe rather, a general purpose multimedia sound engine. Indeed, it’s still primarily a domain specific programming language – but one could certainly build visual authoring tools on top of it, manual scripting still available under the hood when needed.

        Maybe a tool for creating VST synths and the like? (There are a few other modular synths and the like that are commonly used for this.) Considering writing a native compiler for it, to essentially eliminate the scripting overhead; that would bring performance close to hand-coded native code in many cases.

        With the right authoring tools, it might become an alternative to FMOD, Wwise and the like. SDL users have long since been complaining that FMOD is too expensive (not free for commercial use) whereas SDL_mixer is too limited.

        However, to make any money from Audiality, I believe it either needs to be pretty much on par with FMOD and Wwise in terms of features and tools, which is a MASSIVE development effort and not likely to happen.

        Alternatively, it has to be close to that, but free or very low cost. The latter might happen, though mostly as a side effect of my working on it as an inhouse tool. It has crossed my mind to release commercial authoring tools, sound libraries and whatnot for it, but I’m not really seeing a sustainable business in that; just some extra money if the software is pretty much there anyway. Maybe the occasional small crowdfunder for frequently requested features…?

Leave a Reply

Your email address will not be published. Required fields are marked *

You may use these HTML tags and attributes: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <strike> <strong>