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diff --git a/doc/artsbuilder/Makefile.am b/doc/artsbuilder/Makefile.am new file mode 100644 index 00000000..c0ba5446 --- /dev/null +++ b/doc/artsbuilder/Makefile.am @@ -0,0 +1,5 @@ + +SUBDIRS = $(AUTODIRS) +KDE_LANG = en +KDE_DOCS = AUTO + diff --git a/doc/artsbuilder/apis.docbook b/doc/artsbuilder/apis.docbook new file mode 100644 index 00000000..65de23be --- /dev/null +++ b/doc/artsbuilder/apis.docbook @@ -0,0 +1,357 @@ +<!-- <?xml version="1.0" ?> +<!DOCTYPE chapter PUBLIC "-//KDE//DTD DocBook XML V4.2-Based Variant V1.1//EN" "dtd/kdex.dtd"> +To validate or process this file as a standalone document, uncomment +this prolog. Be sure to comment it out again when you are done --> + +<chapter id="arts-apis"> +<title>&arts; Application Programming Interfaces</title> + +<sect1 id="api-overview"> +<title>Overview</title> +<para> +aRts is not only a piece of software, it also provides a variety of APIs +for a variety of purposes. In this section, I will try to describe the "big +picture", a brief glance what those APIs are supposed to do, and how they +interact. +</para> + +<para> +There is one important distinction to make: most of the APIs are <emphasis> +language and location independent</emphasis> because they are specified as +<emphasis>mcopidl</emphasis>. +That is, you can basically use the services they offer from any language, +implement them in any language, and you will not have to care whether you +are talking to local or remote objects. Here is a list of these first: +</para> + + +<variablelist> +<varlistentry> +<term>core.idl</term> + <listitem><para> + Basic definitions that form the core of the MCOP functionality, such as + the protocol itself, definitions of the object, the trader, the flow + system and so on. + </para></listitem> + +</varlistentry> + +<varlistentry> +<term>artsflow.idl</term> + + <listitem><para> + These contain the flow system you will use for connecting audio streams, the + definition of <emphasis>Arts::SynthModule</emphasis> which is the base for + any interface that has streams, and finally a few useful audio objects + </para></listitem> + +</varlistentry> + +<varlistentry> +<term>kmedia2.idl</term> + + + <listitem><para> + Here, an object that can play a media, <emphasis>Arts::PlayObject</emphasis> + gets defined. Media players such as the KDE media player noatun will be able + to play any media for which a PlayObject can be found. So it makes sense to + implement PlayObjects for various formats (such as mp3, mpg video, midi, wav, + ...) on that base, and there are a lot already. + </para></listitem> + +</varlistentry> + +<varlistentry> +<term>soundserver.idl</term> + + <listitem><para> + Here, an interface for the system wide sound server artsd is defined. The + interface is called <emphasis>Arts::SoundServer</emphasis>, which implements + functionality like accepting streams from the network, playing samples, + creating custom other aRts objects and so on. Network transparency is + implied due to the use of MCOP (as for everything else here). + </para></listitem> + +</varlistentry> + +<varlistentry> +<term>artsbuilder.idl</term> + <listitem><para> + This module defines basic flow graph functionality, that is, combining + simpler objects to more complex ones, by defining a graph of them. It defines + the basic interface <emphasis>Arts::StructureDesc</emphasis>, + <emphasis>Arts::ModuleDesc</emphasis> and <emphasis>Arts::PortDesc</emphasis> + which contain a description of a structure, module, and port. There is also + a way to get a "living network of objects" out of these connection and value + descriptions, using a factory. + </para></listitem> + +</varlistentry> + +<varlistentry> +<term>artsmidi.idl</term> + + <listitem><para> + This module defines basic midi functionality, like objects that produce + midi events, what is a midi event, an <emphasis>Arts::MidiManager</emphasis> + to connect the producers and consumers of midi events, and so on. As always + network transparency implied. + </para></listitem> + +</varlistentry> + +<varlistentry> +<term>artsmodules.idl</term> + <listitem><para> + Here are various additional filters, oscillators, effects, delays and + so on, everything required for real useful signal processing, and to + build complex instruments and effects out of these basic building blocks. + </para></listitem> + +</varlistentry> + +<varlistentry> +<term>artsgui.idl</term> + + <listitem><para> + This cares about visual objects. It defines the basic type <emphasis> + Arts::Widget</emphasis> from which all GUI modules derive. This will produce + toolkit independency, and ... visual GUI editing, and serializable GUIs. + Also, as the GUI elements have normal attributes, their values can be + straight forward connected to some signal processing modules. (I.e. the + value of a slider to the cutoff of a filter). As always: network transparent. + </para></listitem> + +</varlistentry> + +</variablelist> +<para> +Where possible, aRts itself is implemented using IDL. On the other hand, there +are some <emphasis>language specific</emphasis> APIs, using either plain C++ or +plain C. It is usually wise to use IDL interfaces where possible, and the +other APIs where necessary. Here is a list of language specific APIs: +</para> + +<variablelist> + +<varlistentry> +<term>KNotify, KAudioPlayer (included in libkdecore)</term> + + <listitem><para> + These are convenience KDE APIs for the simple and common common case, where + you just want to play a sample. The APIs are plain C++, Qt/KDE optimized, + and as easy as it can get. + </para></listitem> + +</varlistentry> + +<varlistentry> +<term>libartsc</term> + <listitem><para> + Plain C interface for the sound server. Very useful for porting legacy + applications. + </para></listitem> + +</varlistentry> + +<varlistentry> +<term>libmcop</term> + + <listitem><para> + Here all magic for MCOP happens. The library contains the basic things you + need to know for writing a simple MCOP application, the dispatcher, timers, + iomanagement, but also the internals to make the MCOP protocol itself work. + </para></listitem> + +</varlistentry> + +<varlistentry> +<term>libartsflow</term> + <listitem><para> + Besides the implementation of artsflow.idl, some useful utilities like + sampling rate conversion. + </para></listitem> + +</varlistentry> + +<varlistentry> +<term>libqiomanager</term> + + <listitem><para> + Integration of MCOP into the Qt event loop, when you write Qt applications + using MCOP. + </para></listitem> + +</varlistentry> + +</variablelist> + + + +</sect1> +<sect1 id="knotify"> +<title>knotify</title> +<para> +Not yet written +</para> +</sect1> + +<sect1 id="kaudioplayer"> +<title>kaudioplayer</title> +<para> +Not yet written +</para> +</sect1> + +<sect1 id="libkmid"> +<title>libkmid</title> +<para> +Not yet written +</para> +</sect1> + +<sect1 id="kmedia2"> +<title>kmedia2</title> +<para> +Not yet written +</para> +</sect1> + +<sect1 id="soundserver"> +<title>sound server</title> +<para> +Not yet written +</para> +</sect1> + +<sect1 id="artsflow"> +<title>artsflow</title> +<para> +Not yet written +</para> +</sect1> + +<sect1 id="capi"> +<title>C <acronym>API</acronym></title> + +<sect2 id="capiintro"> +<title>Introduction</title> + +<para> The &arts; C <acronym>API</acronym> was designed to make it easy to +writing and port plain C applications to the &arts; sound server. It provides +streaming functionality (sending sample streams to +<application>artsd</application>), either blocking or non-blocking. For most +applications you simply remove the few system calls that deal with your audio +device and replace them with the appropriate &arts; calls.</para> + +<para>I did two ports as a proof of concept: <application>mpg123</application> +and <application>quake</application>. You can get the patches from <ulink +url="http://space.twc.de/~stefan/kde/download/artsc-patches.tar.gz">here</ulink>. +Feel free to submit your own patches to the maintainer of &arts; or of +multimedia software packages so that they can integrate &arts; support into +their code.</para> + +</sect2> + +<sect2 id="capiwalkthru"> +<title>Quick Walkthrough</title> + +<para>Sending audio to the sound server with the <acronym>API</acronym> is very +simple:</para> +<procedure> +<step><para>include the header file using <userinput>#include +<artsc.h></userinput></para></step> +<step><para>initialize the <acronym>API</acronym> with +<function>arts_init()</function></para></step> +<step><para>create a stream with +<function>arts_play_stream()</function></para></step> +<step><para>configure specific parameters with +<function>arts_stream_set()</function></para></step> +<step><para>write sampling data to the stream with +<function>arts_write()</function></para></step> +<step><para>close the stream with +<function>arts_close_stream()</function></para></step> +<step><para>free the <acronym>API</acronym> with +<function>arts_free()</function></para></step> +</procedure> + +<para>Here is a small example program that illustrates this:</para> + +<programlisting> +#include <stdio.h> +#include <artsc.h> +int main() +{ + arts_stream_t stream; + char buffer[8192]; + int bytes; + int errorcode; + + errorcode = arts_init(); + if (errorcode < 0) + { + fprintf(stderr, "arts_init error: %s\n", arts_error_text(errorcode)); + return 1; + } + + stream = arts_play_stream(44100, 16, 2, "artsctest"); + + while((bytes = fread(buffer, 1, 8192, stdin)) > 0) + { + errorcode = arts_write(stream, buffer, bytes); + if(errorcode < 0) + { + fprintf(stderr, "arts_write error: %s\n", arts_error_text(errorcode)); + return 1; + } + } + + arts_close_stream(stream); + arts_free(); + + return 0; +} +</programlisting> +</sect2> + +<sect2 id="capiartscconfig"> +<title>Compiling and Linking: <application>artsc-config</application></title> + +<para>To easily compile and link programs using the &arts; C +<acronym>API</acronym>, the <application>artsc-config</application> utility is +provided which knows which libraries you need to link and where the includes +are. It is called using</para> + +<screen> +<userinput><command>artsc-config</command> <option>--libs</option></userinput> +</screen> + +<para>to find out the libraries and </para> + +<screen> +<userinput><command>artsc-config</command> <option>--cflags</option></userinput> +</screen> + +<para>to find out additional C compiler flags. The example above could have been + +compiled using the command line:</para> + +<screen> +<userinput><command>cc</command> <option>-o artsctest artsctest.c `artsc-config --cflags` `artsc-config --libs`</option></userinput> + +<userinput><command>cc</command> <option>-o artsctest</option> <option>artsctest.c</option> <option>`artsc-config --cflags`</option> <option>`artsc-config --libs`</option></userinput> +</screen> + +</sect2> + +<sect2 id="c-api-reference"> +<title>Library Reference</title> + +<para> +[TODO: generate the documentation for artsc.h using kdoc] +</para> + +</sect2> + +</sect1> +</chapter> diff --git a/doc/artsbuilder/arts-structure.png b/doc/artsbuilder/arts-structure.png Binary files differnew file mode 100644 index 00000000..8f6f3131 --- /dev/null +++ b/doc/artsbuilder/arts-structure.png diff --git a/doc/artsbuilder/artsbuilder.docbook b/doc/artsbuilder/artsbuilder.docbook new file mode 100644 index 00000000..b5f4f68c --- /dev/null +++ b/doc/artsbuilder/artsbuilder.docbook @@ -0,0 +1,864 @@ +<chapter id="artsbuilder"> +<title>&arts-builder;</title> + +<sect1 id="overview"> +<title>Overview</title> + +<para> +First of all, when trying to run &arts-builder; , you should also be +running the sound server (&artsd;). Usually, when you use &kde; 2.1, +this should already be the case. If not, you can configure the automatic +sound server startup in &kcontrol; under +<menuchoice><guilabel>Sound</guilabel><guilabel>Sound +Server</guilabel></menuchoice>. +</para> + +<para> +When you are running &arts;, it always runs small modules. &arts-builder; +is a tool to create new structures of small connected modules. You +simply click the modules inside the grid. To do so, choose them from the +<guimenu>Modules</guimenu> menu, and then click somewhere in the +green-gray plane. +</para> + +<para> +Modules usually have ports (where usually audio signals are flowing in +or out). To connect two ports, click on the first, which causes it to +turn orange, and then click on the second. You can only connect an input +port (on the upper side of a module) with an output port (on the lower +side of a module). If you want to assign a fixed value to a port (or +disconnect it), do so by double clicking on the port. +</para> + +</sect1> + +<sect1 id="artsbuilder-tutorial"> +<title>Tutorial</title> + +<sect2 id="step-1"> +<title>Step 1</title> + +<para> +Start &arts-builder;. +</para> + +<para> +You need a Synth_AMAN_PLAY-module to hear the output you +are creating. So create a Synth_AMAN_PLAY-module by +selecting <menuchoice><guimenu>Modules</guimenu> +<guisubmenu>Synthesis</guisubmenu> <guisubmenu>SoundIO</guisubmenu> +<guisubmenu>Synth_AMAN_PLAY</guisubmenu></menuchoice> and +clicking on the empty module space. Put it below the fifth line or so, +because we'll add some stuff above. +</para> + +<para> +The module will have a parameter <parameter>title</parameter> (leftmost +port), and <parameter>autoRestoreID</parameter> (besides the leftmost +port) for finding it. To fill these out, doubleclick on these ports, +select constant value and type <userinput>tutorial</userinput> in the +edit box. Click <guibutton>OK</guibutton> to apply. +</para> + +<para> +Select <menuchoice><guimenu>File</guimenu><guimenuitem>Execute +structure</guimenuitem> </menuchoice>. You will hear absolutely +nothing. The play module needs some input yet... ;) If you have listened +to the silence for a while, click <guibutton>OK</guibutton> and go to +Step 2 +</para> +</sect2> + +<sect2 id="step-2"> +<title>Step 2</title> + +<para>Create a Synth_WAVE_SIN module (from <menuchoice> +<guimenu>Modules</guimenu> <guimenuitem>Synthesis</guimenuitem> +<guimenuitem>Waveforms</guimenuitem></menuchoice>) +and put it above the Synth_AMAN_PLAY module. (Leave one line +space in between). +</para> + +<para> +As you see, it produces some output, but requires a +<guilabel>pos</guilabel> as input. First lets put the output to the +speakers. Click on the <guilabel>out</guilabel> port of the +Synth_WAVE_SIN and then on the <guilabel>left</guilabel> +port of Synth_AMAN_PLAY. Voila, you have connected two +modules. +</para> + +<para> +All oscillators in &arts; don't require a frequency as input, but a +position in the wave. The position should be between 0 and 1, which maps +for a standard Synth_WAVE_SIN object to the range +0..2*pi. To generate oscillating values from a frequency, a +Synth_FREQUENCY modules is used. +</para> + +<para> +Create a Synth_FREQUENCY module (from <menuchoice> +<guimenu>Modules</guimenu> <guimenu>Synthesis</guimenu> +<guimenu>Oscillation & Modulation</guimenu> </menuchoice>) and +connect it's <quote>pos</quote> output to the <quote>pos</quote> input +of your Synth_WAVE_SIN. Specify the frequency port of the +FREQUENCY generator as constant value 440. +</para> + + +<para> +Select <menuchoice><guimenu>File</guimenu><guimenuitem>Execute +structure</guimenuitem></menuchoice>. You will hear a sinus wave at 440 +Hz on one of your speakers. If you have listened to it for a while, +click <guibutton>OK</guibutton> and go to Step 3. +</para> + +</sect2> + +<sect2 id="step-3"> +<title>Step 3</title> + +<para> +Ok, it would be nicer if you would hear the sin wave on both speakers. +Connect the right port of Synth_PLAY to the outvalue of the +Synth_WAVE_SIN as well. +</para> + +<para>Create a Synth_SEQUENCE object (from +<menuchoice><guimenu>Modules</guimenu> +<guisubmenu>Synthesis</guisubmenu><guisubmenu>Midi & +Sequencing</guisubmenu></menuchoice>). It should be at the top of the +screen. If you need more room you can move the other modules by +selecting them (to select multiple modules use &Shift;), and dragging +them around. +</para> + +<para> +Now connect the frequency output of Synth_SEQUENCE to the +frequency input of the Synth_FREQUENCY module. Then specify the +sequence speed as constant value 0.13 (the speed is the leftmost port). +</para> + +<para> +Now go to the rightmost port (sequence) of Synth_SEQUENCE and +type in as constant value <userinput>A-3;C-4;E-4;C-4;</userinput> this +specifies a sequence. More to that in the Module Reference. +</para> + +<note> +<para>Synth_SEQUENCE really <emphasis>needs</emphasis> a sequence +and the speed. Without that you'll perhaps get core dumps. +</para> +</note> + +<para> +Select <menuchoice><guimenu>File</guimenu><guimenuitem>Execute +Structure</guimenuitem></menuchoice>. You will hear a nice sequence +playing. If you have enjoyed the feeling, click +<guibutton>OK</guibutton> and go to Step 4. +</para> +</sect2> + +<sect2 id="step-4"> +<title>Step 4</title> + +<para>Create a Synth_PSCALE module (from +<menuchoice><guimenu>Modules</guimenu> +<guisubmenu>Synthesis</guisubmenu> <guisubmenu>Envelopes</guisubmenu> +</menuchoice>). Disconnect the outvalue of the SIN wave by doubleclicking it +and choosing <guilabel>not connected</guilabel>. Connect +</para> + +<orderedlist><listitem> +<para>The SIN outvalue to the PSCALE invalue</para> +</listitem> +<listitem> +<para>The PSCALE outvalue to the AMAN_PLAY left</para> +</listitem> +<listitem> +<para>The PSCALE outvalue to the AMAN_PLAY right</para> +</listitem> +<listitem> +<para>The SEQUENCE pos to the PSCALE pos</para> +</listitem> +</orderedlist> + +<para> +Finally, set the PSCALE top to some value, for instance 0.1. +</para> + +<para> +How that works now: The Synth_SEQUENCE gives additional +information about the position of the note it is playing right now, +while 0 means just started and 1 means finished. The Synth_PSCALE +module will scale the audio stream that is directed through it from a +volume 0 (silent) to 1 (original loudness) back to 0 (silent). According +to the position. The position where the peak should occur can be given +as pos. 0.1 means that after 10% of the note has been played, the +volume has reached its maximum, and starts decaying afterwards. +</para> + + +<para>Select <menuchoice><guimenu>File</guimenu><guimenuitem>Execute +Structure</guimenuitem></menuchoice>. You will hear a nice sequence +playing. If you have enjoyed the feeling, click +<guibutton>OK</guibutton> and go to Step 5. +</para> + +</sect2> + +<sect2 id="step-5-starting-to-beam-data-around"> +<title>Step 5: Starting to beam data around ;)</title> + +<para>Start another &arts-builder;</para> + +<para> +Put a Synth_AMAN_PLAY into it, configure it to a sane +name. Put a Synth_BUS_DOWNLINK into it and:</para> + +<orderedlist> +<listitem> +<para> +Set Synth_BUS_DOWNLINK bus to audio (that is just a name, +call it fred if you like) +</para> +</listitem> +<listitem> +<para> +Connect Synth_BUS_DOWNLINK left to +Synth_AMAN_PLAY left +</para> +</listitem> +<listitem> +<para> +Connect Synth_BUS_DOWNLINK right to +Synth_AMAN_PLAY right +</para> +</listitem> +</orderedlist> + +<para> +Start executing the structure. As expected, you hear nothing, ... not +yet. +</para> + +<para> +Go back to the structure with the Synth_WAVE_SIN stuff and +replace the Synth_AMAN_PLAY module by an +Synth_BUS_UPLINK, and configure the name to audio (or fred +if you like). Deleting modules works with selecting them and choosing +<menuchoice><guimenu>Edit</guimenu> +<guimenuitem>delete</guimenuitem></menuchoice> from the menu (or +pressing the <keycap>Del</keycap> key). +</para> + +<para> +Hit <menuchoice><guimenu>File</guimenu> <guilabel>Execute +structure</guilabel></menuchoice>. You will hear the sequence with +scaled notes, transported over the bus. +</para> + +<para> +If you want to find out why something like this can actually be useful, +click <guibutton>OK</guibutton> (in the &arts-builder; that is executing +the Synth_SEQUENCE stuff, you can leave the other one running) +and go to Step 6. +</para> +</sect2> + +<sect2 id="step-6-beaming-for-advanced-users"> +<title>Step 6: Beaming for advanced users</title> + +<para> +Choose <menuchoice><guimenu>File</guimenu><guimenuitem>Rename</guimenuitem> +</menuchoice> structure from the menu of the artsbuilder which +contains the Synth_SEQUENCE stuff, and call it tutorial. Hit +<guibutton>OK</guibutton>. +</para> + +<para> +Choose <menuchoice><guimenu>File</guimenu> <guimenuitem>Save</guimenuitem> +</menuchoice> +</para> + +<para> +Start yet another &arts-builder; and choose +<menuchoice><guimenu>File</guimenu><guimenuitem>Load</guimenuitem> +</menuchoice>, and load the tutorial again. +</para> + +<para> +Now you can select +<menuchoice><guimenu>File</guimenu><guimenuitem>Execute +structure</guimenuitem> </menuchoice>in both &arts-builder;s having that +structure. You'll now hear two times the same thing. Depending on the +time when you start it it will sound more or less nice. +</para> + +<para> +Another thing that is good to do at this point in time is: start +&noatun;, and play some <literal role="extension">mp3</literal>. Start +&artscontrol;. Go to +<menuchoice><guimenu>View</guimenu><guimenuitem>View audio +manager</guimenuitem></menuchoice>. What you will see is &noatun; and +your <quote>tutorial</quote> playback structure playing something. The +nice thing you can do is this: doubleclick on &noatun;. You'll now get a +list of available busses. And see? You can assign &noatun; to send it's +output via the audio bus your tutorial playback structure provides. +</para> +</sect2> + +<sect2 id="step-7-midi-synthesis"> +<title>Step 7: Midi synthesis</title> + +<para> +Finally, now you should be able to turn your sin wave into an real +instrument. This only makes sense if you have something handy that could +send &MIDI; events to &arts;. I'll describe here how you can use some +external keyboard, but a midibus aware sequence like &brahms; will work +as well. +</para> + +<para> +First of all, clean up on your desktop until you only have one +&arts-builder; with the sine wave structure running (not executing). +Then, three times go to <menuchoice><guimenu>Ports</guimenu> +<guisubmenu>Create IN audio signal</guisubmenu></menuchoice>, and three +times to <menuchoice><guimenu>Ports</guimenu> <guisubmenu>Create OUT +audio signal</guisubmenu></menuchoice>. Place the ports somewhere. +</para> + +<para> +Finally, go to <menuchoice><guimenu>Ports</guimenu> <guilabel>Change +positions and names</guilabel></menuchoice> and call the ports +frequency, velocity, pressed, left, right, done. +</para> + +<para> +Finally, you can delete the Synth_SEQUENCE module, and rather +connect connect the frequency input port of the structure to the +Synth_FREQUENCY frequency port. Hm. But what do do about +pos?</para> <para>We don't have this, because with no algorithm in the +world, you can predict when the user will release the note he just +pressed on the midi keyboard. So we rather have a pressed parameter +instead that just indicates wether the user still holds down the +key. (pressed = 1: key still hold down, pressed = 0: key +released) +</para> + +<para> +That means the Synth_PSCALE object also must be replaced +now. Plug in a Synth_ENVELOPE_ADSR instead (from +<menuchoice><guimenu>Modules</guimenu> +<guisubmenu>Synthesis</guisubmenu> <guisubmenu>Envelopes</guisubmenu> +</menuchoice>). Connect: +</para> + +<orderedlist> +<listitem> +<para>The pressed structure input to the ADSR active</para> +</listitem> +<listitem> +<para>The SIN outvalue to the ADSR invalue</para> +</listitem> +<listitem> +<para>The ADSR outvalue to the left structure output</para> +</listitem><listitem> +<para>The ADSR outvalue to the right structure output</para> +</listitem> +</orderedlist> + +<para> +Set the parameters attack to 0.1, decay to 0.2, sustain to 0.7, release +to 0.1. +</para> + +<para> +Another thing we need to think of is that the instrument structure +somehow should know when it is ready playing and then be cleaned up, +because otherwise it would be never stopped even if the note has been +released. Fortunately, the ADSR envelope knows when the will be nothing +to hear anymore, since it anyway scales the signal to zero at some point +after the note has been released. +</para> + +<para> +This is indicated by setting the done output to 1. So connect this to +the done output of the structure. The structure will be removed as soon +as done goes up to 1. +</para> + +<para> +Rename your structure to instrument_tutorial (from <menuchoice><guimenu> +File</guimenu> <guimenuitem>Rename +structure</guimenuitem></menuchoice>. Then, save it using save as (the +default name offered should be instrument_tutorial +now).</para><para>Start artscontrol, and go to +<menuchoice><guimenu>View</guimenu><guimenuitem>Midi +Manager</guimenuitem></menuchoice>, and choose +<menuchoice><guimenu>Add</guimenu><guimenuitem>aRts Synthesis Midi +Output</guimenuitem></menuchoice>. Finally, you should be able to +select your instrument (tutorial) here. +</para> + +<para> +Open a terminal and type +<userinput><command>midisend</command></userinput>. You'll see that +<command>midisend</command> and the instrument are listed now in the +&arts; &MIDI; manager. After selecting both and hitting +<guibutton>connect</guibutton>, we're finally done. Take your keyboard +and start playing (of course it should be connected to your computer). +</para> +</sect2> + +<sect2 id="suggestions"> +<title>Suggestions</title> + +<para> +You now should be able to work with &arts;. Here are a few tips what you +could try to improve with your structures now: +</para> + +<itemizedlist> +<listitem> +<para> +Try using other things than a SIN wave. When you plug in a TRI wave, you +will most likely think the sound is not too nice. But try appending a +SHELVE_CUTOFF filter right after the TRI wave to cut the +frequenciesabove a certain frequency (try something like 1000 Hz, or +even better two times the input frequency or input frequency+200Hz or +something like that). +</para> +</listitem> +<listitem> +<para> +Try using more than one oscillator. Synth_XFADE can be used to +cross fade (mix) two signals, Synth_ADD to add them. +</para> +</listitem> +<listitem> +<para> +Try setting the frequencies of the oscillators to not exactly the same +value, that gives nice oscillations. +</para> +</listitem> +<listitem> +<para> +Experiment with more than one envelope. +</para> +</listitem> +<listitem> +<para> +Try synthesizing instruments with different output left and right. +</para> +</listitem> +<listitem> +<para> +Try postprocessing the signal after it comes out the bus downlink. You +could for instance mix a delayed version of the signal to the original +to get an echo effect. +</para> +</listitem> +<listitem> +<para> +Try using the velocity setting (its the strength with which the note has +been pressed, you could also say volume). The special effect is always +when this not only modifies the volume of the resulting signal, but as +well the sound of the instrument (for instance the cutoff frequency). +</para> +</listitem> +<listitem> +<para>...</para> +</listitem> +</itemizedlist> + +<para> +If you have created something great, please consider providing it for +the &arts; web page. Or for inclusion into the next release. +</para> +</sect2> + +</sect1> + +<sect1 id="artsbuilder-examples"> +<title>Examples</title> + +<para> +&arts-builder; comes with several examples, which can be opened through +<menuchoice><guimenu>File</guimenu><guimenuitem>Open +Example...</guimenuitem> </menuchoice>. Some of them are in the +folder, some of them (which for some reason don't work with the +current release) are left in the todo folder. +</para> +<para> +The examples fall into several categories: +</para> + +<itemizedlist> +<listitem> +<para> +Standalone examples illustrating how to use each of the built-in +arts modules (named <filename>example_*.arts</filename>). These +typically send some output to a sound card. +</para> +</listitem> + +<listitem> +<para> +Instruments built from lower level arts modules (named +<filename>instrument_*.arts</filename>). These following a standard +convention for input and output ports so they can be used by the &MIDI; +manager in &artscontrol;. +</para> +</listitem> + +<listitem> +<para> +Templates for creating new modules (names +<filename>template_*.arts</filename>). +</para> +</listitem> + +<listitem> +<para> +Effects which can be used as reusable building blocks (named +<filename>effect_*.arts</filename>) [ all in todo ] +</para> +</listitem> + +<listitem> +<para> +Mixer elements used for creating mixers, including graphical +controls (named <filename>mixer_element_*.arts</filename>). [ all in todo ] +</para> +</listitem> + +<listitem> +<para> +Miscellaneous modules that don't fit into any of the above categories. +</para> +</listitem> +</itemizedlist> + +<variablelist> +<title>Detailed Description Of Each Module:</title> +<varlistentry> +<term><filename>example_stereo_beep.arts</filename></term> +<listitem> +<para> +Generates a 440Hz sine wave tone in the left channel and an 880Hz sine +wave tone in the right channel, and sends it to the sound card +output. This is referenced in the &arts; documentation. +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><filename>example_sine.arts</filename></term> +<listitem> +<para> +Generates a 440 Hz sine wave. +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><filename>example_pulse.arts</filename></term> +<listitem> +<para> +Generates a 440 Hz pulse wave with a 20% duty cycle. +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><filename>example_softsaw.arts</filename></term> +<listitem> +<para> +Generates a 440 Hz sawtooth wave. +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><filename>example_square.arts</filename></term> +<listitem> +<para> +Generates a 440 Hz square wave. +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><filename>example_tri.arts</filename></term> +<listitem> +<para> +Generates a 440 Hz triangle wave. +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><filename>example_noise.arts</filename></term> +<listitem> +<para> +Generates white noise. +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><filename>example_dtmf1.arts</filename></term> +<listitem> +<para> +Generates a dual tone by producing 697 and 1209 Hz sine waves, scaling +them by 0.5, and adding them together. This is the DTMF tone for the +digit "1" on a telephone keypad. +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><filename>example_atan_saturate.arts</filename></term> +<listitem> +<para> +Runs a triangle wave through the atan saturate filter. +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><filename>example_autopanner.arts</filename></term> +<listitem> +<para> +Uses an autopanner to pan a 400 Hz sine wave between the left and right +speakers at a 2 Hz rate. +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><filename>example_brickwall.arts</filename></term> +<listitem> +<para> +Scales a sine wave by a factor of 5 and then runs it through a brickwall +limiter. +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><filename>example_bus.arts</filename></term> +<listitem> +<para> +Downlinks from a bus called <quote>Bus</quote> and uplinks to the bus +<quote>out_soundcard</quote> with the left and right channels reversed. +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><filename>example_cdelay.arts</filename></term> +<listitem> +<para> +Downlinks from a bus called <quote>Delay</quote>, uplinks the right +channel through a 0.5 second cdelay, and the left channel unchanged. You +can use &artscontrol; to connect the effect to a sound player and +observe the results. +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><filename>example_delay.arts</filename></term> +<listitem> +<para> +This is the same as <filename>example_cdelay.arts</filename> but used +the delay effect. +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><filename>example_capture_wav.arts</filename></term> +<listitem> +<para> +This uses the Synth_CAPTURE_WAV to save a 400 Hz sine wave as a wav +file. Run the module for a few seconds, and then examine the file +created in <filename class="directory">/tmp</filename>. You can play the +file with a player such as <application>kaiman</application>. +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><filename>example_data.arts</filename></term> +<listitem> +<para> +This uses the Data module to generate a constant stream of the value +<quote>3</quote> and sends it to a Debug module to periodically display +it. It also contains a Nil module, illustrating how it can be used to do +nothing at all. +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><filename>example_adsr.arts</filename></term> +<listitem> +<para> +Shows how to create a simple instrument sound using the Envelope Adsr +module, repetitively triggered by a square wave. +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><filename>example_fm.arts</filename></term> +<listitem> +<para> +This uses the FM Source module to generate a 440 Hz sine wave which is +frequency modulated at a 5 Hz rate. +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><filename>example_freeverb.arts</filename></term> +<listitem> +<para> +This connects the Freeverb effect from a bus downlink to a bus +outlink. You can use artscontrol to connect the effect to a sound player +and observe the results. +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><filename>example_flanger.arts</filename></term> +<listitem> +<para> +This implements a simple flanger effect (it doesn't appear to work yet, +though). +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><filename>example_moog.arts</filename></term> +<listitem> +<para> +This structure combines the two channels from a bus into one, passes it +though the Moog VCF filter, and sends it out the out_soundcard bus. +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><filename>example_pitch_shift.arts</filename></term> +<listitem> +<para> +This structure passes the left channel of sound card data through the +Pitch Shift effect. Adjust the speed parameter to vary the effect. +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><filename>example_rc.arts</filename></term> +<listitem> +<para> +This structure passes a white noise generator though an RC filter and +out to the sound card. By viewing the FFT Scope display in artscontrol +you can see how this varies from an unfiltered noise waveform. +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><filename>example_sequence.arts</filename></term> +<listitem> +<para> +This demonstrates the Sequence module by playing a sequence of notes. +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><filename>example_shelve_cutoff.arts</filename></term> +<listitem> +<para> +This structure passes a white noise generator though a Shelve Cutoff +filter and out to the sound card. By viewing the FFT Scope display in +artscontrol you can see how this varies from an unfiltered noise +waveform. +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><filename>example_equalizer.arts</filename></term> +<listitem> +<para> +This demonstrates the Std_Equalizer module. It boosts the low and high +frequencies by 6 dB. +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><filename>example_tremolo.arts</filename></term> +<listitem> +<para> +This demonstrates the Tremolo effect. It modulates the left and right +channels using a 10 Hz tremolo. +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><filename>example_xfade.arts</filename></term> +<listitem> +<para> +This example mixes 440 and 880 Hz sine waves using a cross fader. +Adjust the value of the cross fader's percentage input from -1 to 1 to +control the mixing of the two signals. +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><filename>example_pscale.arts</filename></term> +<listitem> +<para> +This illustrates the Pscale module (I'm not sure if this is a +meaningful example). +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><filename>example_play_wav.arts</filename></term> +<listitem> +<para> +This illustrates the Play Wave module. You will need to +enter the full path to a <literal role="extension">.wav</literal> file +as the filename parameter. +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term>example_multi_add.arts</term> +<listitem> +<para> +This shows the Multi Add module which accepts any number of inputs. It +sums three Data modules which produce inputs of 1, 2, and 3, and +displays the result 6. +</para> +</listitem> +</varlistentry> +</variablelist> + +</sect1> +</chapter> diff --git a/doc/artsbuilder/detail.docbook b/doc/artsbuilder/detail.docbook new file mode 100644 index 00000000..c7ed7319 --- /dev/null +++ b/doc/artsbuilder/detail.docbook @@ -0,0 +1,1765 @@ +<!-- <?xml version="1.0" ?> +<!DOCTYPE chapter PUBLIC "-//KDE//DTD DocBook XML V4.2-Based Variant V1.1//EN" "dtd/kdex.dtd"> +To validate or process this file as a standalone document, uncomment +this prolog. Be sure to comment it out again when you are done --> + +<chapter id="arts-in-detail"> +<title>&arts; in Detail</title> + +<sect1 id="architecture"> +<title>Architecture</title> + +<mediaobject> +<imageobject> +<imagedata fileref="arts-structure.png" format="PNG"/> +</imageobject> +<textobject><phrase>The &arts; structure.</phrase></textobject> +</mediaobject> +</sect1> + +<sect1 id="modules-ports"> +<title>Modules & Ports</title> + +<para> +The idea of &arts; is, that synthesis can be done using small modules, +which only do one thing, and then recombine them in complex +structures. The small modules normally have inputs, where they can get +some signals or parameters, and outputs, where they produce some +signals. +</para> + +<para> +One module (Synth_ADD) for instance just takes the two signals at +it's input and adds them together. The result is available as output +signal. The places where modules provide their input/output signals are +called ports. +</para> + +</sect1> + +<sect1 id="structures"> +<title>Structures</title> + +<para> +A structure is a combination of connected modules, some of which may +have parameters coded directly to their input ports, others which may be +connected, and others, which are not connected at all. +</para> + +<para> +What you can do with &arts-builder; is describing structures. You +describe, which modules you want to be connected with which other +modules. When you are done, you can save that structure description to a +file, or tell &arts; to create such a structure you described (Execute). +</para> + +<para> +Then you'll probably hear some sound, if you did everything the right +way. +</para> +</sect1> + +<!-- TODO + +<sect1 id="streams"> +<title>Streams</title> +<para> +</para> +</sect1> + +--> + +<sect1 id="latency"> +<title>Latency</title> + +<sect2 id="what-islatency"> +<title>What Is Latency?</title> + +<para> +Suppose you have an application called <quote>mousepling</quote>(that +should make a <quote>pling</quote> sound if you click on a button. The +latency is the time between your finger clicking the mouse button and +you hearing the pling. The latency in this setup composes itself out of +certain latencies, that have different causes. +</para> + +</sect2> + +<sect2 id="latenbcy-simple"> +<title>Latency in Simple Applications</title> + +<para> +In this simple application, latency occurs at these places: +</para> + +<itemizedlist> + +<listitem> +<para> +The time until the kernel has notified the X11 server that a mouse +button was pressed. +</para> +</listitem> + +<listitem> +<para> +The time until the X11 server has notified your application that a mouse +button was pressed. +</para> +</listitem> + +<listitem> +<para> +The time until the mousepling application has decided that this button +is worth playing a pling. +</para> +</listitem> + +<listitem> +<para> +The time it takes the mousepling application to tell the soundserver +that it should play a pling. +</para> +</listitem> + +<listitem> +<para> +The time it takes for the pling (which the soundserver starts mixing to +the other output at once) to go through the buffered data, until it +really reaches the position where the soundcard plays. +</para> +</listitem> + +<listitem> +<para> +The time it takes the pling sound from the speakers to reach your ear. +</para> +</listitem> +</itemizedlist> + +<para> +The first three items are latencies external to &arts;. They are +interesting, but beyond the scope of this document. Nevertheless be +aware that they exist, so that even if you have optimized everything +else to really low values, you may not necessarily get exactly the +result you calculated. +</para> + +<para> +Telling the server to play something involves usually one single &MCOP; +call. There are benchmarks which confirm that, on the same host with +unix domain sockets, telling the server to play something can be done +about 9000 times in one second with the current implementation. I expect +that most of this is kernel overhead, switching from one application to +another. Of course this value changes with the exact type of the +parameters. If you transfer a whole image with one call, it will be +slower than if you transfer only one long value. For the returncode the +same is true. However for ordinary strings (such as the filename of the +<literal role="extension">wav</literal> file to play) this shouldn't be +a problem. +</para> + +<para> +That means, we can approximate this time with 1/9000 sec, that is below +0.15 ms. We'll see that this is not relevant. +</para> + +<para> +Next is the time between the server starting playing and the soundcard +getting something. The server needs to do buffering, so that when other +applications are running, such as your X11 server or +<quote>mousepling</quote> application no dropouts are heard. The way +this is done under &Linux; is that there are a number fragments of a +size. The server will refill fragments, and the soundcard will play +fragments. +</para> + +<para> +So suppose there are three fragments. The server refills the first, the +soundcard starts playing it. The server refills the second. The server +refills the third. The server is done, other applications can do +something now. +</para> + +<para> +As the soundcard has played the first fragment, it starts playing the +second and the server starts refilling the first. And so on. +</para> + +<para> +The maximum latency you get with all that is (number of fragments)*(size +of each fragment)/(samplingrate * (size of each sample)). Suppose we +assume 44kHz stereo, and 7 fragments a 1024 bytes (the current aRts +defaults), we get 40 ms. +</para> + +<para> +These values can be tuned according to your needs. However, the +<acronym>CPU</acronym> usage increases with smaller latencies, as the +sound server needs to refill the buffers more often, and in smaller +parts. It is also mostly impossible to reach better values without +giving the soundserver realtime priority, as otherwise you'll often get +drop-outs. +</para> + +<para> +However, it is realistic to do something like 3 fragments with 256 bytes +each, which would make this value 4.4 ms. With 4.4ms delay the idle +<acronym>CPU</acronym> usage of &arts; would be about 7.5%. With 40ms delay, it would be +about 3% (of a PII-350, and this value may depend on your soundcard, +kernel version and others). +</para> + +<para> +Then there is the time it takes the pling sound to get from the speakers +to your ear. Suppose your distance from the speakers is 2 meters. Sound +travels at a speed of 330 meters per second. So we can approximate this +time with 6 ms. +</para> + +</sect2> + +<sect2 id="latency-streaming"> +<title>Latency in Streaming Applications</title> + +<para> +Streaming applications are those that produce their sound themselves. +Assume a game, which outputs a constant stream of samples, and should +now be adapted to replay things via &arts;. To have an example: when I +press a key, the figure which I am playing jumps, and a boing sound is +played. +</para> + +<para> +First of all, you need to know how &arts; does streaming. Its very +similar to the I/O with the soundcard. The game sends some packets with +samples to the sound server. Lets say three packets. As soon as the +sound server is done with the first packet, it sends a confirmation back +to the game that this packet is done. +</para> + +<para> +The game creates another packet of sound and sends it to the server. +Meanwhile the server starts consuming the second sound packet, and so +on. The latency here looks similar like in the simple case: +</para> + +<itemizedlist> +<listitem> +<para> +The time until the kernel has notified the X11 server that a key was +pressed. +</para> +</listitem> + +<listitem> +<para> +The time until the X11 server has notified the game that a key was +pressed. +</para> +</listitem> + +<listitem> +<para> +The time until the game has decided that this key is worth playing a +boing. +</para> +</listitem> + +<listitem> +<para> +The time until the packet of sound in which the game has started putting +the boing sound is reaching the sound server. +</para> +</listitem> + +<listitem> +<para> +The time it takes for the boing (which the soundserver starts mixing to +the other output at once) to go through the buffered data, until it +really reaches the position where the soundcard plays. +</para> +</listitem> + +<listitem> +<para> +The time it takes the boing sound from the speakers to +reach your ear. +</para> +</listitem> + +</itemizedlist> + +<para> +The external latencies, as above, are beyond the scope of this document. +</para> + +<para> +Obviously, the streaming latency depends on the time it takes all +packets that are used for streaming to be played once. So it is (number +of packets)*(size of each packet)/(samplingrate * (size of each sample)) +</para> + +<para> +As you see that is the same formula as applies for the +fragments. However for games, it makes no sense to do such small delays +as above. I'd say a realistic configuration for games would be 2048 +bytes per packet, use 3 packets. The resulting latency would be 35ms. +</para> + +<para> +This is based on the following: assume that the game renders 25 frames +per second (for the display). It is probably safe to assume that you +won't notice a difference of sound output of one frame. Thus 1/25 second +delay for streaming is acceptable, which in turn means 40ms would be +okay. +</para> + +<para> +Most people will also not run their games with realtime priority, and +the danger of drop-outs in the sound is not to be neglected. Streaming +with 3 packets a 256 bytes is possible (I tried that) - but causes a lot +of <acronym>CPU</acronym> usage for streaming. +</para> + +<para> +For server side latencies, you can calculate these exactly as above. +</para> + +</sect2> + +<sect2 id="cpu-usage"> +<title>Some <acronym>CPU</acronym> usage considerations</title> + +<para> +There are a lot of factors which influence _<acronym>CPU</acronym> usage +in a complex scenario, with some streaming applications and some others, +some plugins on the server etc. To name a few: +</para> + +<itemizedlist> +<listitem> +<para> +Raw <acronym>CPU</acronym> usage by the calculations necessary. +</para> +</listitem> + +<listitem> +<para> +&arts; internal scheduling overhead - how &arts; decides when which +module should calculate what. +</para> +</listitem> + +<listitem> +<para> +Integer to float conversion overhead. +</para> +</listitem> + +<listitem> +<para> +&MCOP;0 protocol overhead. +</para> +</listitem> + +<listitem> +<para> +Kernel: process/context switching. +</para> +</listitem> + +<listitem> +<para> +Kernel: communication overhead +</para> +</listitem> +</itemizedlist> + +<para> +For raw <acronym>CPU</acronym> usage for calculations, if you play two +streams, simultaneously you need to do additions. If you apply a filter, +some calculations are involved. To have a simplified example, adding two +streams involves maybe four <acronym>CPU</acronym> cycles per addition, +on a 350Mhz processor, this is 44100*2*4/350000000 = 0.1% +<acronym>CPU</acronym> usage. +</para> + +<para> +&arts; internal scheduling: &arts; needs to decide which plugin when +calculates what. This takes time. Take a profiler if you are interested +in that. Generally what can be said is: the less realtime you do +(&ie;. the larger blocks can be calculated at a time) the less +scheduling overhead you have. Above calculating blocks of 128 samples at +a time (thus using fragment sizes of 512 bytes) the scheduling overhead +is probably not worth thinking about it. +</para> + +<para> +Integer to float conversion overhead: &arts; uses floats internally as +data format. These are easy to handle and on recent processors not +slower than integer operations. However, if there are clients which play +data which is not float (like a game that should do its sound output via +&arts;), it needs to be converted. The same applies if you want to +replay the sounds on your soundcard. The soundcard wants integers, so +you need to convert. +</para> + +<para> +Here are numbers for a Celeron, approx. ticks per sample, with -O2 +egcs +2.91.66 (taken by Eugene Smith <email>hamster@null.ru</email>). This is +of course highly processor dependant: +</para> + +<programlisting> +convert_mono_8_float: 14 +convert_stereo_i8_2float: 28 +convert_mono_16le_float: 40 +interpolate_mono_16le_float: 200 +convert_stereo_i16le_2float: 80 +convert_mono_float_16le: 80 +</programlisting> + +<para> +So that means 1% <acronym>CPU</acronym> usage for conversion and 5% for +interpolation on this 350 MHz processor. +</para> + +<para> +&MCOP; protocol overheadL &MCOP; does, as a rule of thumb, 9000 +invocations per second. Much of this is not &MCOP;s fault, but relates +to the two kernel causes named below. However, this gives a base to do +calculations what the cost of streaming is. +</para> + +<para> +Each data packet transferred through streaming can be considered one +&MCOP; invocation. Of course large packets are slower than 9000 +packets/s, but its about the idea. +</para> + +<para> +Suppose you use packet sizes of 1024 bytes. Thus, to transfer a stream +with 44kHz stereo, you need to transfer 44100*4/1024 = 172 packets per +second. Suppose you could with 100% cpu usage transfer 9000 packets, +then you get (172*100)/9000 = 2% <acronym>CPU</acronym> usage due to +streaming with 1024 byte packets. +</para> + +<para> +That are approximations. However, they show, that you would be much +better off (if you can afford it for the latency), to use for instance +packets of 4096 bytes. We can make a compact formula here, by +calculating the packet size which causes 100% <acronym>CPU</acronym> usage as +44100*4/9000 = 19.6 samples, and thus getting the quick formula: +</para> + +<para> +streaming <acronym>CPU</acronym> usage in percent = 1960/(your packet size) +</para> + +<para> +which gives us 0.5% <acronym>CPU</acronym> usage when streaming with 4096 byte packets. +</para> + +<para> +Kernel process/context switching: this is part of the &MCOP; protocol +overhead. Switching between two processes takes time. There is new +memory mapping, the caches are invalid, whatever else (if there is a +kernel expert reading this - let me know what exactly are the causes). +This means: it takes time. +</para> + +<para> +I am not sure how many context switches &Linux; can do per second, but +that number isn't infinite. Thus, of the &MCOP; protocol overhead I +suppose quite a bit is due to context switching. In the beginning of +&MCOP;, I did tests to use the same communication inside one process, +and it was much faster (four times as fast or so). +</para> + +<para> +Kernel: communication overhead: This is part of the &MCOP; protocol +overhead. Transferring data between processes is currently done via +sockets. This is convenient, as the usual select() methods can be used +to determine when a message has arrived. It can also be combined with +other I/O sources as audio I/O, X11 server or whatever else easily. +</para> + +<para> +However, those read and write calls cost certainly processor cycles. For +small invocations (such as transferring one midi event) this is probably +not so bad, for large invocations (such as transferring one video frame +with several megabytes) this is clearly a problem. +</para> + +<para> +Adding the usage of shared memory to &MCOP; where appropriate is +probably the best solution. However it should be done transparent to the +application programmer. +</para> + +<para> +Take a profiler or do other tests to find out how much exactly +current audio streaming is impacted by the not using sharedmem. However, +its not bad, as audio streaming (replaying mp3) can be done with 6% +total <acronym>CPU</acronym> usage for &artsd; and +<application>artscat</application> (and 5% for the mp3 +decoder). However, this includes all things from the necessary +calculations up do the socket overhead, thus I'd say in this setup you +could perhaps save 1% by using sharedmem. +</para> + +</sect2> + +<sect2 id="hard-numbers"> +<title>Some Hard Numbers</title> + +<para> +These are done with the current development snapshot. I also wanted to +try out the real hard cases, so this is not what everyday applications +should use. +</para> + +<para> +I wrote an application called streamsound which sends streaming data to +&arts;. Here it is running with realtime priority (without problems), +and one small serverside (volume-scaling and clipping) plugin: +</para> + +<programlisting> + 4974 stefan 20 0 2360 2360 1784 S 0 17.7 1.8 0:21 artsd + 5016 stefan 20 0 2208 2208 1684 S 0 7.2 1.7 0:02 streamsound + 5002 stefan 20 0 2208 2208 1684 S 0 6.8 1.7 0:07 streamsound + 4997 stefan 20 0 2208 2208 1684 S 0 6.6 1.7 0:07 streamsound +</programlisting> + +<para> +Each of them is streaming with 3 fragments a 1024 bytes (18 ms). There +are three such clients running simultaneously. I know that that does +look a bit too much, but as I said: take a profiler and find out what +costs time, and if you like, improve it. +</para> + +<para> +However, I don't think using streaming like that is realistic or makes +sense. To take it even more to the extreme, I tried what would be the +lowest latency possible. Result: you can do streaming without +interruptions with one client application, if you take 2 fragments of +128 bytes between aRts and the soundcard, and between the client +application and aRts. This means that you have a total maximum latency +of 128*4/44100*4 = 3 ms, where 1.5 ms is generated due to soundcard I/O +and 1.5 ms is generated through communication with &arts;. Both +applications need to run realtimed. +</para> + +<para> +But: this costs an enormous amount of +<acronym>CPU</acronym>. This example cost you about 45% of my +P-II/350. I also starts to click if you start top, move windows on your +X11 display or do disk I/O. All these are kernel issues. The problem is +that scheduling two or more applications with realtime priority cost you +an enormous amount of effort, too, even more if the communicate, notify +each other &etc;. +</para> + +<para> +Finally, a more real life example. This is &arts; with artsd and one +artscat (one streaming client) running 16 fragments a 4096 bytes: +</para> + +<programlisting> + 5548 stefan 12 0 2364 2364 1752 R 0 4.9 1.8 0:03 artsd + 5554 stefan 3 0 752 752 572 R 0 0.7 0.5 0:00 top + 5550 stefan 2 0 2280 2280 1696 S 0 0.5 1.7 0:00 artscat +</programlisting> + +</sect2> +</sect1> + +<!-- TODO + +<sect1 id="dynamic-instantiation"> +<title>Dynamic Instantiation</title> +<para> +</para> +</sect1> + +--> + +<sect1 id="busses"> +<title>Busses</title> + +<para> +Busses are dynamically built connections that transfer audio. Basically, +there are some uplinks and some downlinks. All signals from the uplinks +are added and send to the downlinks. +</para> + +<para> +Busses as currently implemented operate in stereo, so you can only +transfer stereo data over busses. If you want mono data, well, transfer +it only over one channel and set the other to zero or whatever. What +you need to to, is to create one or more Synth_BUS_UPLINK +objects and tell them a bus name, to which they should talk (⪚ +<quote>audio</quote> or <quote>drums</quote>). Simply throw the data in +there. +</para> + +<para> +Then, you'll need to create one or more Synth_BUS_DOWNLINK +objects, and tell them the bus name (<quote>audio</quote> or +<quote>drums</quote> ... if it matches, the data will get through), and +the mixed data will come out again. +</para> + +<para> +The uplinks and downlinks can reside in different structures, you can +even have different &arts-builder;s running and start an uplink in one +and receive the data from the other with a downlink. +</para> + +<para> +What is nice about busses is, that they are fully dynamic. Clients can +plug in and out on the fly. There should be no clicking or noise as this +happens. +</para> + +<para> +Of course, you should not plug out a client playing a signal, since it +will probably not be a zero level when plugged out the bus, and then it +will click. +</para> +</sect1> + +<!-- TODO +<sect1 id="network-ransparency"> +<title>Network Transparency</title> +<para> +</para> +</sect1> + +<sect1 id="security"> +<title>Security</title> +<para> +</para> +</sect1> + + +<sect1 id="effects"> +<title>Effects and Effect Stacks</title> +<para> +</para> +</sect1> + +--> +<sect1 id="trader"> +<title>Trader</title> + +<para> +&arts;/&MCOP; heavily relies on splitting up things into small +components. This makes things very flexible, as you can extend the +system easily by adding new components, which implement new effects, +fileformats, oscillators, gui elements, ... As almost everything is a +component, almost everything can be extended easily, without changing +existing sources. New components can be simply loaded dynamically to +enhance already existing applications. +</para> + +<para> +However, to make this work, two things are required: +</para> + +<itemizedlist> + +<listitem> +<para> +Components must advertise themselves - they must describe what great +things they offer, so that applications will be able to use them. +</para> +</listitem> + +<listitem> +<para> +Applications must actively look for components that they could use, +instead of using always the same thing for some task. +</para> +</listitem> + +</itemizedlist> + +<para> +The combination of this: components which say <quote>here I am, I am +cool, use me</quote>, and applications (or if you like, other +components) which go out and look which component they could use to get +a thing done, is called trading. +</para> + +<para> +In &arts;, components describe themselves by specifying values that they +<quote>support</quote> for properties. A typical property for a +file-loading component could be the extension of the files that it can +process. Typical values could be <literal +role="extension">wav</literal>, <literal role="extension">aiff</literal> +or <literal role="extension">mp3</literal>. +</para> + +<para> +In fact, every component may choose to offer many different values for +one property. So one single component could offer reading both, <literal +role="extension">wav</literal> and <literal +role="extension">aiff</literal> files, by specifying that it supports +these values for the property <quote>Extension</quote>. +</para> + +<para> +To do so, a component has to place a <literal +role="extension">.mcopclass</literal> file at an appropriate place, +containing the properties it supports, for our example, this could look +like this (and would be installed in +<filename><replaceable>componentdir</replaceable>/Arts/WavPlayObject.mcopclass</filename>): +</para> + +<programlisting> +Interface=Arts::WavPlayObject,Arts::PlayObject,Arts::SynthModule,Arts::Object +Author="Stefan Westerfeld <stefan@space.twc.de>" +URL="http://www.arts-project.org" +Extension=wav,aiff +MimeType=audio/x-wav,audio/x-aiff +</programlisting> + +<para> +It is important that the filename of the <literal +role="extension">.mcopclass</literal>-file also says what the interface +of the component is called like. The trader doesn't look at the contents +at all, if the file (like here) is called +<filename>Arts/WavPlayObject.mcopclass</filename>, the component +interface is called <interfacename>Arts::WavPlayObject</interfacename> +(modules map to folders). +</para> + +<para> +To look for components, there are two interfaces (which are defined in +<filename>core.idl</filename>, so you have them in every application), +called <interfacename>Arts::TraderQuery</interfacename> and +<interfacename>Arts::TraderOffer</interfacename>. You to go on a +<quote>shopping tour</quote> for components like this: +</para> + +<orderedlist> +<listitem> +<para> +Create a query object: +</para> +<programlisting> + Arts::TraderQuery query; +</programlisting> +</listitem> + +<listitem> +<para> +Specify what you want. As you saw above, components describe themselves +using properties, for which they offer certain values. So specifying +what you want is done by selecting components that support a certain +value for a property. This is done using the supports method of a +TraderQuery: +</para> + +<programlisting> + query.supports("Interface","Arts::PlayObject"); + query.supports("Extension","wav"); +</programlisting> +</listitem> + +<listitem> +<para> +Finally, perform the query using the query method. Then, you'll +(hopefully) get some offers: +</para> + +<programlisting> + vector<Arts::TraderOffer> *offers = query.query(); +</programlisting> +</listitem> + +<listitem> +<para> +Now you can examine what you found. Important is the interfaceName +method of TraderOffer, which will tell you the name of the component, +that matched the query. You can also find out further properties by +getProperty. The following code will simply iterate through all +components, print their interface names (which could be used for +creation), and delete the results of the query again: +</para> +<programlisting> + vector<Arts::TraderOffer>::iterator i; + for(i = offers->begin(); i != offers->end(); i++) + cout << i->interfaceName() << endl; + delete offers; +</programlisting> +</listitem> +</orderedlist> + +<para> +For this kind of trading service to be useful, it is important to +somehow agree on what kinds of properties components should usually +define. It is essential that more or less all components in a certain +area use the same set of properties to describe themselves (and the same +set of values where applicable), so that applications (or other +components) will be able to find them. +</para> + +<para> +Author (type string, optional): This can be used to ultimately let the +world know that you wrote something. You can write anything you like in +here, e-mail address is of course helpful. +</para> + +<para> +Buildable (type boolean, recommended): This indicates whether the +component is usable with <acronym>RAD</acronym> tools (such as +&arts-builder;) which use components by assigning properties and +connecting ports. It is recommended to set this value to true for +almost any signal processing component (such as filters, effects, +oscillators, ...), and for all other things which can be used in +<acronym>RAD</acronym> like fashion, but not for internal stuff like for +instance <interfacename>Arts::InterfaceRepo</interfacename>. +</para> + +<para> +Extension (type string, used where relevant): Everything dealing with +files should consider using this. You should put the lowercase version +of the file extension without the <quote>.</quote> here, so something +like <userinput>wav</userinput> should be fine. +</para> + +<para> +Interface (type string, required): This should include the full list of +(useful) interfaces your components supports, probably including +<interfacename>Arts::Object</interfacename> and if applicable +<interfacename>Arts::SynthModule</interfacename>. +</para> + +<para> +Language (type string, recommended): If you want your component to be +dynamically loaded, you need to specify the language here. Currently, +the only allowed value is <userinput>C++</userinput>, which means the +component was written using the normal C++ <acronym>API</acronym>. If +you do so, you'll also need to set the <quote>Library</quote> property +below. +</para> + +<para> +Library (type string, used where relevant): Components written in C++ +can be dynamically loaded. To do so, you have to compile them into a +dynamically loadable libtool (<literal role="extension">.la</literal>) +module. Here, you can specify the name of the <literal +role="extension">.la</literal>-File that contains your component. +Remember to use REGISTER_IMPLEMENTATION (as always). +</para> + +<para> +MimeType (type string, used where relevant): Everything dealing with +files should consider using this. You should put the lowercase version +of the standard mimetype here, for instance +<userinput>audio/x-wav</userinput>. +</para> + +<para> +&URL; (type string, optional): If you like to let people know where they +can find a new version of the component (or a homepage or anything), you +can do it here. This should be standard &HTTP; or &FTP; &URL;. +</para> + +</sect1> + +<!-- TODO +<sect1 id="midi-synthesis"> +<title><acronym>MIDI</acronym> Synthesis</title> +<para> +</para> +</sect1> + +<sect1 id="instruments"> +<title>Instruments</title> +<para> +</para> +</sect1> + +<sect1 id="session-management"> +<title>Session Management</title> +<para> +</para> +</sect1> + +<sect1 id="full-duplex"> +<title>Full duplex Audio</title> +<para> +</para> +</sect1> +--> + +<sect1 id="namespaces"> +<title>Namespaces in &arts;</title> + +<sect2 id="namespaces-intro"> +<title>Introduction</title> + +<para> +Each namespace declaration corresponds to a <quote>module</quote> +declaration in the &MCOP; &IDL;. +</para> + +<programlisting> +// mcop idl + +module M { + interface A + { + } +}; + +interface B; +</programlisting> + +<para> +In this case, the generated C++ code for the &IDL; snippet would look +like this: +</para> + +<programlisting> +// C++ header + +namespace M { + /* declaration of A_base/A_skel/A_stub and similar */ + class A { // Smartwrapped reference class + /* [...] */ + }; +} + +/* declaration of B_base/B_skel/B_stub and similar */ +class B { + /* [...] */ +}; +</programlisting> + +<para> +So when referring the classes from the above example in your C++ code, +you would have to write <classname>M::A</classname>, but only +B. However, you can of course use <quote>using M</quote> somewhere - +like with any namespace in C++. +</para> + +</sect2> + +<sect2 id="namespaces-how"> +<title>How &arts; uses namespaces</title> + +<para> +There is one global namespace called <quote>Arts</quote>, which all +programs and libraries that belong to &arts; itself use to put their +declarations in. This means, that when writing C++ code that depends on +&arts;, you normally have to prefix every class you use with +<classname>Arts::</classname>, like this: +</para> + +<programlisting> +int main(int argc, char **argv) +{ + Arts::Dispatcher dispatcher; + Arts::SimpleSoundServer server(Arts::Reference("global:Arts_SimpleSoundServer")); + + server.play("/var/foo/somefile.wav"); +</programlisting> + +<para> +The other alternative is to write a using once, like this: +</para> + +<programlisting> +using namespace Arts; + +int main(int argc, char **argv) +{ + Dispatcher dispatcher; + SimpleSoundServer server(Reference("global:Arts_SimpleSoundServer")); + + server.play("/var/foo/somefile.wav"); + [...] +</programlisting> + +<para> +In &IDL; files, you don't exactly have a choice. If you are writing code +that belongs to &arts; itself, you'll have to put it into module &arts;. +</para> + +<programlisting> +// IDL File for aRts code: +#include <artsflow.idl> +module Arts { // put it into the Arts namespace + interface Synth_TWEAK : SynthModule + { + in audio stream invalue; + out audio stream outvalue; + attribute float tweakFactor; + }; +}; +</programlisting> + +<para> +If you write code that doesn't belong to &arts; itself, you should not +put it into the <quote>Arts</quote> namespace. However, you can make an +own namespace if you like. In any case, you'll have to prefix classes +you use from &arts;. +</para> + +<programlisting> +// IDL File for code which doesn't belong to aRts: +#include <artsflow.idl> + +// either write without module declaration, then the generated classes will +// not use a namespace: +interface Synth_TWEAK2 : Arts::SynthModule +{ + in audio stream invalue; + out audio stream outvalue; + attribute float tweakFactor; +}; + +// however, you can also choose your own namespace, if you like, so if you +// write an application "PowerRadio", you could for instance do it like this: +module PowerRadio { + struct Station { + string name; + float frequency; + }; + + interface Tuner : Arts::SynthModule { + attribute Station station; // no need to prefix Station, same module + out audio stream left, right; + }; +}; +</programlisting> + +</sect2> + +<sect2 id="namespaces-implementation"> +<title>Internals: How the Implementation Works</title> + +<para> +Often, in interfaces, casts, method signatures and similar, &MCOP; needs +to refer to names of types or interfaces. These are represented as +string in the common &MCOP; datastructures, while the namespace is +always fully represented in the C++ style. This means the strings would +contain <quote>M::A</quote> and <quote>B</quote>, following the example +above. +</para> + +<para> +Note this even applies if inside the &IDL; text the namespace qualifiers +were not given, since the context made clear which namespace the +interface <interfacename>A</interfacename> was meant to be used in. +</para> + +</sect2> +</sect1> + +<sect1 id="threads"> +<title>Threads in &arts;</title> + +<sect2 id="threads-basics"> +<title>Basics</title> + +<para> +Using threads isn't possible on all platforms. This is why &arts; was +originally written without using threading at all. For almost all +problems, for each threaded solution to the problem, there is a +non-threaded solution that does the same. +</para> + +<para> +For instance, instead of putting audio output in a separate thread, and +make it blocking, &arts; uses non-blocking audio output, and figures out +when to write the next chunk of data using +<function>select()</function>. +</para> + +<para> +However, &arts; (in very recent versions) at least provides support for +people who do want to implement their objects using threads. For +instance, if you already have code for an <literal +role="extension">mp3</literal> player, and the code expects the <literal +role="extension">mp3</literal> decoder to run in a separate thread, it's +usually the easiest thing to do to keep this design. +</para> + +<para> +The &arts;/&MCOP; implementation is built along sharing state between +separate objects in obvious and non-obvious ways. A small list of shared +state includes: +</para> + +<itemizedlist> +<listitem><para> +The Dispatcher object which does &MCOP; communication. +</para> +</listitem> + +<listitem> +<para> +The Reference counting (Smartwrappers). +</para> +</listitem> + +<listitem> +<para> +The IOManager which does timer and fd watches. +</para> +</listitem> + +<listitem> +<para> +The ObjectManager which creates objects and dynamically loads plugins. +</para> +</listitem> + +<listitem> +<para> +The FlowSystem which calls calculateBlock in the appropriate situations. +</para> +</listitem> +</itemizedlist> + +<para> +All of the above objects don't expect to be used concurrently (&ie; +called from separate threads at the same time). Generally there are two +ways of solving this: +</para> + +<itemizedlist> +<listitem> +<para> +Require the caller of any functions on this objects to +acquire a lock before using them. +</para> +</listitem> + +<listitem> +<para> +Making these objects really threadsafe and/or create +per-thread instances of them. +</para> +</listitem> +</itemizedlist> + +<para> +&arts; follows the first approach: you will need a lock whenever you talk to +any of these objects. The second approach is harder to do. A hack which +tries to achieve this is available at +<ulink url="http://space.twc.de/~stefan/kde/download/arts-mt.tar.gz"> +http://space.twc.de/~stefan/kde/download/arts-mt.tar.gz</ulink>, but for +the current point in time, a minimalistic approach will probably work +better, and cause less problems with existing applications. +</para> + +</sect2> +<sect2 id="threads-locking"> +<title>When/how to acquire the lock?</title> + +<para> +You can get/release the lock with the two functions: +</para> + +<itemizedlist> +<listitem> +<para> +<ulink +url="http://space.twc.de/~stefan/kde/arts-mcop-doc/arts-reference/headers/Arts__Dispatcher.html#lock"><function>Arts::Dispatcher::lock()</function></ulink> +</para> +</listitem> +<listitem> +<para> +<ulink +url="http://space.twc.de/~stefan/kde/arts-mcop-doc/arts-reference/headers/Arts__Dispatcher.html#unlock"><function>Arts::Dispatcher::unlock()</function></ulink> +</para> +</listitem> +</itemizedlist> + +<para> +Generally, you don't need to acquire the lock (and you shouldn't try to +do so), if it is already held. A list of conditions when this is the +case is: +</para> + +<itemizedlist> +<listitem> +<para> +You receive a callback from the IOManager (timer or fd). +</para> +</listitem> + +<listitem> +<para> +You get call due to some &MCOP; request. +</para> +</listitem> + +<listitem> +<para> +You are called from the NotificationManager. +</para> +</listitem> + +<listitem> +<para> +You are called from the FlowSystem (calculateBlock) +</para> +</listitem> +</itemizedlist> + +<para> +There are also some exceptions of functions. which you can only call in +the main thread, and for that reason you will never need a lock to call +them: +</para> + +<itemizedlist> +<listitem> +<para> +Constructor/destructor of Dispatcher/IOManager. +</para> +</listitem> + +<listitem> +<para> +<methodname>Dispatcher::run()</methodname> / +<methodname>IOManager::run()</methodname> +</para> +</listitem> + +<listitem> +<para><methodname>IOManager::processOneEvent()</methodname></para> +</listitem> +</itemizedlist> + +<para> +But that is it. For everything else that is somehow related to &arts;, +you will need to get the lock, and release it again when +done. Always. Here is a simple example: +</para> + +<programlisting> +class SuspendTimeThread : Arts::Thread { +public: + void run() { + /* + * you need this lock because: + * - constructing a reference needs a lock (as global: will go to + * the object manager, which might in turn need the GlobalComm + * object to look up where to connect to) + * - assigning a smartwrapper needs a lock + * - constructing an object from reference needs a lock (because it + * might need to connect a server) + */ + Arts::Dispatcher::lock(); + Arts::SoundServer server = Arts::Reference("global:Arts_SoundServer"); + Arts::Dispatcher::unlock(); + + for(;;) { /* + * you need a lock here, because + * - dereferencing a smartwrapper needs a lock (because it might + * do lazy creation) + * - doing an MCOP invocation needs a lock + */ + Arts::Dispatcher::lock(); + long seconds = server.secondsUntilSuspend(); + Arts::Dispatcher::unlock(); + + printf("seconds until suspend = %d",seconds); + sleep(1); + } + } +} +</programlisting> + + +</sect2> + +<sect2 id="threads-classes"> +<title>Threading related classes</title> + +<para> +The following threading related classes are currently available: +</para> + +<itemizedlist> +<listitem> +<para> +<ulink +url="http://www.arts-project.org/doc/headers/Arts__Thread.html"><classname> +Arts::Thread</classname></ulink> - which encapsulates a thread. +</para> +</listitem> + +<listitem> +<para> +<ulink url="http://www.arts-project.org/doc/headers/Arts__Mutex.html"> +<classname>Arts::Mutex</classname></ulink> - which encapsulates a mutex. +</para> +</listitem> + +<listitem> +<para> +<ulink +url="http://www.arts-project.org/doc/headers/Arts__ThreadCondition.html"> +<classname>Arts::ThreadCondition</classname></ulink> - which provides +support to wake up threads which are waiting for a certain condition to +become true. +</para> +</listitem> + +<listitem> +<para> +<ulink +url="http://www.arts-project.org/doc/headers/Arts__SystemThreads.html"><classname>Arts::SystemThreads</classname></ulink> +- which encapsulates the operating system threading layer (which offers +a few helpful functions to application programmers). +</para> +</listitem> +</itemizedlist> + +<para> +See the links for documentation. +</para> + +</sect2> +</sect1> + +<sect1 id="references-errors"> +<title>References and Error Handling</title> + +<para> +&MCOP; references are one of the most central concepts in &MCOP; +programming. This section will try to describe how exactly references +are used, and will especially also try to cover cases of failure (server +crashes). +</para> + +<sect2 id="references-properties"> +<title>Basic properties of references</title> + +<itemizedlist> +<listitem> +<para> +An &MCOP; reference is not an object, but a reference to an object: Even +though the following declaration + +<programlisting> + Arts::Synth_PLAY p; +</programlisting> + +looks like a definition of an object, it only declares a reference to an +object. As C++ programmer, you might also think of it as Synth_PLAY *, a +kind of pointer to a Synth_PLAY object. This especially means, that p +can be the same thing as a NULL pointer. +</para> +</listitem> + +<listitem> +<para> +You can create a NULL reference by assigning it explicitly +</para> +<programlisting> + Arts::Synth_PLAY p = Arts::Synth_PLAY::null(); +</programlisting> +</listitem> + +<listitem> +<para> +Invoking things on a NULL reference leads to a core dump +</para> +<programlisting> + Arts::Synth_PLAY p = Arts::Synth_PLAY::null(); + string s = p.toString(); +</programlisting> +<para> +will lead to a core dump. Comparing this to a pointer, it is essentially +the same as +<programlisting> + QWindow* w = 0; + w->show(); +</programlisting> +which every C++ programmer would know to avoid. +</para> +</listitem> + +<listitem> +<para> +Uninitialized objects try to lazy-create themselves upon first use +</para> + +<programlisting> + Arts::Synth_PLAY p; + string s = p.toString(); +</programlisting> +<para> +is something different than dereferencing a NULL pointer. You didn't tell +the object at all what it is, and now you try to use it. The guess here +is that you want to have a new local instance of a Arts::Synth_PLAY +object. Of course you might have wanted something else (like creating the +object somewhere else, or using an existing remote object). However, it +is a convenient short cut to creating objects. Lazy creation will not work +once you assigned something else (like a null reference). +</para> + +<para> +The equivalent C++ terms would be +<programlisting> + QWidget* w; + w->show(); +</programlisting> + +which obviously in C++ just plain segfaults. So this is different here. +This lazy creation is tricky especially as not necessarily an implementation +exists for your interface. +</para> + +<para> +For instance, consider an abstract thing like a +Arts::PlayObject. There are certainly concrete PlayObjects like those for +playing mp3s or wavs, but + +<programlisting> + Arts::PlayObject po; + po.play(); +</programlisting> + +will certainly fail. The problem is that although lazy creation kicks +in, and tries to create a PlayObject, it fails, because there are only +things like Arts::WavPlayObject and similar. Thus, use lazy creation +only when you are sure that an implementation exists. +</para> +</listitem> + +<listitem> +<para> +References may point to the same object +</para> + +<programlisting> + Arts::SimpleSoundServer s = Arts::Reference("global:Arts_SimpleSoundServer"); + Arts::SimpleSoundServer s2 = s; +</programlisting> + +<para> +creates two references referring to the same object. It doesn't copy any +value, and doesn't create two objects. +</para> +</listitem> + +<listitem> +<para> +All objects are reference counted So once an object isn't referred any +longer by any references, it gets deleted. There is no way to +explicitly delete an object, however, you can use something like this +<programlisting> + Arts::Synth_PLAY p; + p.start(); + [...] + p = Arts::Synth_PLAY::null(); +</programlisting> +to make the Synth_PLAY object go away in the end. Especially, it should never +be necessary to use new and delete in conjunction with references. +</para> +</listitem> +</itemizedlist> + +</sect2> + +<sect2 id="references-failure"> +<title>The case of failure</title> + +<para> +As references can point to remote objects, the servers containing these +objects can crash. What happens then? +</para> + +<itemizedlist> + +<listitem> +<para> +A crash doesn't change whether a reference is a null reference. This +means that if <function>foo.isNull()</function> was +<returnvalue>true</returnvalue> before a server crash then it is also +<returnvalue>true</returnvalue> after a server crash (which is +clear). It also means that if <function>foo.isNull()</function> was +<returnvalue>false</returnvalue> before a server crash (foo referred to +an object) then it is also <returnvalue>false</returnvalue> after the +server crash. +</para> +</listitem> + +<listitem> +<para> +Invoking methods on a valid reference stays safe +Suppose the server containing the object calc crashed. Still calling things +like +<programlisting> + int k = calc.subtract(i,j) +</programlisting> +are safe. Obviously subtract has to return something here, which it +can't because the remote object no longer exists. In this case (k == 0) +would be true. Generally, operations try to return something +<quote>neutral</quote> as result, such as 0.0, a null reference for +objects or empty strings, when the object no longer exists. +</para> +</listitem> + +<listitem> +<para> +Checking <function>error()</function> reveals whether something worked. +</para> + +<para> +In the above case, +<programlisting> + int k = calc.subtract(i,j) + if(k.error()) { + printf("k is not i-j!\n"); + } +</programlisting> +would print out <computeroutput>k is not i-j</computeroutput> whenever +the remote invocation didn't work. Otherwise <varname>k</varname> is +really the result of the subtract operation as performed by the remote +object (no server crash). However, for methods doing things like +deleting a file, you can't know for sure whether it really happened. Of +course it happened if <function>.error()</function> is +<returnvalue>false</returnvalue>. However, if +<function>.error()</function> is <returnvalue>true</returnvalue>, there +are two possibilities: +</para> + +<itemizedlist> +<listitem> +<para> +The file got deleted, and the server crashed just after deleting it, but +before transferring the result. +</para> +</listitem> + +<listitem> +<para> +The server crashed before being able to delete the file. +</para> +</listitem> +</itemizedlist> +</listitem> + +<listitem> +<para> +Using nested invocations is dangerous in crash resistant programs +</para> + +<para> +Using something like +<programlisting> + window.titlebar().setTitle("foo"); +</programlisting> +is not a good idea. Suppose you know that window contains a valid Window +reference. Suppose you know that <function>window.titlebar()</function> +will return a Titlebar reference because the Window object is +implemented properly. However, still the above statement isn't safe. +</para> + +<para> +What could happen is that the server containing the Window object has +crashed. Then, regardless of how good the Window implementation is, you +will get a null reference as result of the window.titlebar() +operation. And then of course invoking setTitle on that null reference +will lead to a crash as well. +</para> + +<para> +So a safe variant of this would be +<programlisting> + Titlebar titlebar = window.titlebar(); + if(!window.error()) + titlebar.setTitle("foo"); +</programlisting> +add the appropriate error handling if you like. If you don't trust the +Window implementation, you might as well use +<programlisting> + Titlebar titlebar = window.titlebar(); + if(!titlebar.isNull()) + titlebar.setTitle("foo"); +</programlisting> +which are both safe. +</para> +</listitem> +</itemizedlist> + +<para> +There are other conditions of failure, such as network disconnection +(suppose you remove the cable between your server and client while your +application runs). However their effect is the same like a server crash. +</para> + +<para> +Overall, it is of course a consideration of policy how strictly you try +to trap communication errors throughout your application. You might +follow the <quote>if the server crashes, we need to debug the server +until it never crashes again</quote> method, which would mean you need +not bother about all these problems. +</para> + +</sect2> + +<sect2 id="references-internals"> +<title>Internals: Distributed Reference Counting</title> + +<para> +An object, to exist, must be owned by someone. If it isn't, it will +cease to exist (more or less) immediately. Internally, ownership is +indicated by calling <function>_copy()</function>, which increments an +reference count, and given back by calling +<function>_release()</function>. As soon as the reference count drops to +zero, a delete will be done. +</para> + +<para> +As a variation of the theme, remote usage is indicated by +<function>_useRemote()</function>, and dissolved by +<function>_releaseRemote()</function>. These functions lead a list which +server has invoked them (and thus owns the object). This is used in case +this server disconnects (&ie; crash, network failure), to remove the +references that are still on the objects. This is done in +<function>_disconnectRemote()</function>. +</para> + +<para> +Now there is one problem. Consider a return value. Usually, the return +value object will not be owned by the calling function any longer. It +will however also not be owned by the caller, until the message holding +the object is received. So there is a time of +<quote>ownershipless</quote> objects. +</para> + +<para> +Now, when sending an object, one can be reasonable sure that as soon as +it is received, it will be owned by somebody again, unless, again, the +receiver dies. However this means that special care needs to be taken +about object at least while sending, probably also while receiving, so +that it doesn't die at once. +</para> + +<para> +The way &MCOP; does this is by <quote>tagging</quote> objects that are +in process of being copied across the wire. Before such a copy is +started, <function>_copyRemote</function> is called. This prevents the +object from being freed for a while (5 seconds). Once the receiver calls +<function>_useRemote()</function>, the tag is removed again. So all +objects that are send over wire are tagged before transfer. +</para> + +<para> +If the receiver receives an object which is on his server, of course he +will not <function>_useRemote()</function> it. For this special case, +<function>_cancelCopyRemote()</function> exists to remove the tag +manually. Other than that, there is also timer based tag removal, if +tagging was done, but the receiver didn't really get the object (due to +crash, network failure). This is done by the +<classname>ReferenceClean</classname> class. +</para> + +</sect2> + +</sect1> + +<sect1 id="detail-gui-elements"> +<title>&GUI; Elements</title> + +<para> +&GUI; elements are currently in the experimental state. However, this +section will describe what is supposed to happen here, so if you are a +developer, you will be able to understand how &arts; will deal with +&GUI;s in the future. There is some code there already, too. +</para> + +<para> +&GUI; elements should be used to allow synthesis structures to interact +with the user. In the simplest case, the user should be able to modify +some parameters of a structure directly (such as a gain factor which is +used before the final play module). +</para> + +<para> +In more complex settings, one could imagine the user modifying +parameters of groups of structures and/or not yet running structures, +such as modifying the <acronym>ADSR</acronym> envelope of the currently +active &MIDI; instrument. Another thing would be setting the filename of +some sample based instrument. +</para> + +<para> +On the other hand, the user could like to monitor what the synthesizer +is doing. There could be oscilloscopes, spectrum analyzers, volume +meters and <quote>experiments</quote> that figure out the frequency +transfer curve of some given filter module. +</para> + +<para> +Finally, the &GUI; elements should be able to control the whole +structure of what is running inside &arts; and how. The user should be +able to assign instruments to midi channels, start new effect +processors, configure his main mixer desk (which is built of &arts; +structures itself) to have one channel more and use another strategy for +its equalizers. +</para> + +<para> +You see - the <acronym>GUI</acronym> elements should bring all +possibilities of the virtual studio &arts; should simulate to the +user. Of course, they should also gracefully interact with midi inputs +(such as sliders should move if they get &MIDI; inputs which also change +just that parameter), and probably even generate events themselves, to +allow the user interaction to be recorded via sequencer. +</para> + +<para> +Technically, the idea is to have an &IDL; base class for all widgets +(<classname>Arts::Widget</classname>), and derive a number of commonly +used widgets from there (like <classname>Arts::Poti</classname>, +<classname>Arts::Panel</classname>, <classname>Arts::Window</classname>, +...). +</para> + +<para> +Then, one can implement these widgets using a toolkit, for instance &Qt; +or Gtk. Finally, effects should build their &GUI;s out of existing +widgets. For instance, a freeverb effect could build it's &GUI; out of +five <classname>Arts::Poti</classname> thingies and an +<classname>Arts::Window</classname>. So IF there is a &Qt; +implementation for these base widgets, the effect will be able to +display itself using &Qt;. If there is Gtk implementation, it will also +work for Gtk (and more or less look/work the same). +</para> + +<para> +Finally, as we're using &IDL; here, &arts-builder; (or other tools) will +be able to plug &GUI;s together visually, or autogenerate &GUI;s given +hints for parameters, only based on the interfaces. It should be +relatively straight forward to write a <quote>create &GUI; from +description</quote> class, which takes a &GUI; description (containing +the various parameters and widgets), and creates a living &GUI; object +out of it. +</para> + +<para> +Based on &IDL; and the &arts;/&MCOP; component model, it should be easy +to extend the possible objects which can be used for the &GUI; just as +easy as it is to add a plugin implementing a new filter to &arts;. +</para> + +</sect1> + +</chapter> diff --git a/doc/artsbuilder/digitalaudio.docbook b/doc/artsbuilder/digitalaudio.docbook new file mode 100644 index 00000000..99d24968 --- /dev/null +++ b/doc/artsbuilder/digitalaudio.docbook @@ -0,0 +1,14 @@ +<!-- <?xml version="1.0" ?> +<!DOCTYPE appendix PUBLIC "-//KDE//DTD DocBook XML V4.2-Based Variant V1.1//EN" "dtd/kdex.dtd"> +To validate or process this file as a standalone document, uncomment +this prolog. Be sure to comment it out again when you are done --> + +<appendix id="intro-digital-audio"> +<title>Introduction to Digital Audio</title> + +<para>digital sampling, filters, effects, &etc;</para> + +</appendix> + + + diff --git a/doc/artsbuilder/faq.docbook b/doc/artsbuilder/faq.docbook new file mode 100644 index 00000000..c5b111ec --- /dev/null +++ b/doc/artsbuilder/faq.docbook @@ -0,0 +1,1112 @@ +<!-- <?xml version="1.0" ?> +<!DOCTYPE chapter PUBLIC "-//KDE//DTD DocBook XML V4.2-Based Variant V1.1//EN" "dtd/kdex.dtd"> +To validate or process this file as a standalone document, uncomment +this prolog. Be sure to comment it out again when you are done --> +<chapter id="faq"> +<title>Questions and answers</title> + +<para> +This section answers some frequently asked questions about &arts;. +</para> + +<qandaset id="faq-general"> +<title>General Questions</title> + +<qandaentry> +<question> +<para> +Does &kde; support my sound card for audio output? +</para> +</question> + +<answer> +<para> +&kde; uses &arts; to play sound, and &arts; uses the &Linux; kernel +sound drivers, either <acronym>OSS</acronym> or <acronym>ALSA</acronym> +(using <acronym>OSS</acronym> emulation). If your sound card is +supported by either <acronym>ALSA</acronym> or <acronym>OSS</acronym> +and properly configured (&ie; any other &Linux; application can output +sound), it will work. There are however some problems with some specific +hardware, please read the <link linkend="faq-hardware-specific">section +for hardware specific problems</link> if you're having problems with artsd +on your machine. +</para> +<para> +Meanwhile also support for various other platforms has been added. Here is +a complete list of how the most recent version of &arts; can play sound. If +you have an unsupported platform, please consider porting &arts; to your +platform. +</para> + +<informaltable> +<tgroup cols="2"> +<thead> +<row> +<entry>&arts; audio I/O method</entry> +<entry>Comment</entry> +</row> +</thead> + +<tbody> +<row> +<entry>paud</entry> +<entry>Support for AIX Personal Audio Device</entry> +</row> + +<row> +<entry>alsa</entry> +<entry>Linux ALSA-0.5 and ALSA-0.9 drivers</entry> +</row> + +<row> +<entry>libaudioio</entry> +<entry>Support for generic LibAudioIO library which works on Solaris</entry> +</row> + +<row> +<entry>nas</entry> +<entry>NAS sound server, useful for X Terminals with NAS support</entry> +</row> + +<row> +<entry>null</entry> +<entry>Null audio device, discards sound silently</entry> +</row> + +<row> +<entry>oss</entry> +<entry>OSS (Open Sound System) support (works on Linux, various BSDs and + other platforms with OSS drivers installed)</entry> +</row> + +<row> +<entry>toss</entry> +<entry>Threaded OSS support, which works better in some cases where the + standard OSS support doesn't work well</entry> +</row> + +<row> +<entry>sgi</entry> +<entry>SGI Direct Media support for IRIX</entry> +</row> + +<row> +<entry>sun</entry> +<entry>Solaris support</entry> +</row> + +</tbody> +</tgroup> +</informaltable> +</answer> +</qandaentry> + +<qandaentry> +<question> +<para> +I can't play <literal role="extension">wav</literal> files with &artsd;! +</para> +</question> + +<answer> +<para> +Check that &artsd; is linked to <filename>libaudiofile</filename> +(<userinput><command>ldd</command> +<parameter>artsd</parameter></userinput>). If it isn't, download +kdesupport, recompile everything, and it will work. +</para> +</answer> +</qandaentry> + +<qandaentry> +<question> +<para> +I hear sound when logged in as <systemitem +class="username">root</systemitem> but no other users have sound! +</para> +</question> + +<answer> +<para> +The permissions of the file <filename +class="devicefile">/dev/dsp</filename> affect which users will have +sound. To allow everyone to use it, do this: +</para> + +<procedure> +<step> +<para> +Log in as <systemitem class="username">root</systemitem>. +</para> +</step> + +<step> +<para> +Open a &konqueror; window. +</para> +</step> + +<step> +<para> +Go into the <filename class="directory">/dev</filename> folder. +</para> +</step> + +<step> +<para> +Click on the file <filename>dsp</filename> with the +<mousebutton>right</mousebutton> mouse button, and choose properties. +</para> +</step> + +<step> +<para> +Click on the <guilabel>Permissions</guilabel> tab. +</para> +</step> + +<step> +<para> +Check the <guilabel>Read</guilabel> and <guilabel>Write</guilabel> check +boxes in all sections. +</para> +</step> + +<step> +<para> +Click on <guibutton>OK</guibutton>. +</para> +</step> +</procedure> + +<para> +You can achieve the same effect in a terminal window using the command +<userinput><command>chmod</command> <option>666</option> +<parameter>/dev/dsp</parameter></userinput>. +</para> + +<para> +For restricting access to sound to specific users, you can use group +permissions. On some &Linux; distributions, for instance Debian/Potato, +<filename class="devicefile">/dev/dsp</filename> is already owned by a +group called <systemitem class="groupname">audio</systemitem>, so all +you need to do is add the users to this group. +</para> +</answer> +</qandaentry> + +<qandaentry> +<question> +<para> +This helps for &artsd;, but what about &kmix;, &kmid;, &kscd;,&etc;? +</para> +</question> +<answer> + +<para> +There are various other devices which provide functionality accessed by +multimedia applications. You can treat them in the same way, either by +making them accessible for everyone, or using groups to control +access. Here is a list, which may still be incomplete (also if there are +various devices in a form like <filename +class="devicefile">midi0</filename>, <filename +class="devicefile">midi1</filename>, ..., then only the 0-version is +listed here): +</para> + +<itemizedlist> +<listitem> +<para> +<filename class="devicefile">/dev/admmidi0</filename> +</para> +</listitem> +<listitem> +<para> +<filename class="devicefile">/dev/adsp0</filename> +</para> +</listitem> +<listitem> +<para> +<filename class="devicefile">/dev/amidi0</filename> +</para> +</listitem> +<listitem> +<para> +<filename class="devicefile">/dev/amixer0</filename> +</para> +</listitem> +<listitem> +<para> +<filename class="devicefile">/dev/audio</filename> +</para> +</listitem> +<listitem> +<para> +<filename class="devicefile">/dev/audio0</filename> +</para> +</listitem> +<listitem> +<para> +<filename class="devicefile">/dev/cdrom</filename> +</para> +</listitem> +<listitem> +<para> +<filename class="devicefile">/dev/dmfm0</filename> +</para> +</listitem> +<listitem> +<para> +<filename class="devicefile">/dev/dmmidi0</filename> +</para> +</listitem> +<listitem> +<para> +<filename class="devicefile">/dev/dsp</filename> +</para> +</listitem> +<listitem> +<para> +<filename class="devicefile">/dev/dsp0</filename> +</para> +</listitem> +<listitem> +<para> +<filename class="devicefile">/dev/midi0</filename> +</para> +</listitem> +<listitem> +<para> +<filename class="devicefile">/dev/midi0</filename> +</para> +</listitem> +<listitem> +<para> +<filename class="devicefile">/dev/midi00</filename> +</para> +</listitem> +<listitem> +<para> +<filename class="devicefile">/dev/midi00</filename> +</para> +</listitem> +<listitem> +<para> +<filename class="devicefile">/dev/mixer</filename> +</para> +</listitem> +<listitem> +<para> +<filename class="devicefile">/dev/mixer0</filename> +</para> +</listitem> +<listitem> +<para> +<filename class="devicefile">/dev/mpu401data</filename> +</para> +</listitem> +<listitem> +<para> +<filename class="devicefile">/dev/mpu401stat</filename> +</para> +</listitem> +<listitem> +<para> +<filename class="devicefile">/dev/music</filename> +</para> +</listitem> +<listitem> +<para> +<filename class="devicefile">/dev/rmidi0</filename> +</para> +</listitem> +<listitem> +<para> +<filename class="devicefile">/dev/rtc</filename> +</para> +</listitem> +<listitem> +<para> +<filename class="devicefile">/dev/sequencer</filename> +</para> +</listitem> +<listitem> +<para> +<filename class="devicefile">/dev/smpte0</filename> +</para> +</listitem> +<listitem> +<para> +<filename class="devicefile">/dev/sndstat</filename> +</para> +</listitem> +</itemizedlist> +</answer> +</qandaentry> + +<qandaentry> +<question> +<para>What can I do if artsd doesn't start or crashes while running?</para> +</question> + +<answer> +<para> +First of all: try using the default settings in &kcontrol; (or if you +are starting manually, don't give additional options besides maybe +<userinput><option>-F</option><parameter>10</parameter> +<option>-S</option><parameter>4096</parameter></userinput> for +latency). Especially <emphasis>full duplex is likely to break</emphasis> +with various drivers, so try disabling it. +</para> + +<para> +A good way to figure out why &artsd; doesn't start (or crashes while +running) is to start it manually. Open a &konsole; window, and do: +</para> + +<screen width="40"><prompt>%</prompt> <userinput><command>artsd</command> <option>-F</option><parameter>10</parameter> <option>-S</option><parameter>4096</parameter></userinput></screen> + +<para> +You can also add the <option>-l0</option> option, which will print more +information about what is happening, like this: +</para> +<screen width="40"><prompt>%</prompt> <userinput><command>artsd</command> <option>-l0</option> <option>-F</option><parameter>10</parameter> <option>-S</option><parameter>4096</parameter></userinput></screen> + +<para> +Doing so, you will probably get some useful information why it didn't +start. Or, if it crashes when doing this-and-that, you can do +this-and-that, and see <quote>how</quote> it crashes. If you want to +report a bug, producing a backtrace with <command>gdb</command> and/or +an <command>strace</command> may help finding the problem. +</para> +</answer> +</qandaentry> + +<qandaentry> +<question> +<para>Can I relocate &artsd; (move compiled files to another +folder)?</para> +</question> + +<answer> +<para> +You can't relocate &arts; perfectly. The problem is that &artswrapper; +has the location of &artsd; compiled in due to security reasons. You can +however use the <filename>.mcoprc</filename> file +(TraderPath/ExtensionPath entries) to at least make a relocated &artsd; +find it's components. See the <link linkend="the-mcoprc-file">chapter +about the <filename>.mcoprc</filename> file</link> for details on how to +do this. +</para> +</answer> +</qandaentry> + +<qandaentry> +<question> +<para>Can I compile &arts; with gcc-3.0?</para> +</question> + +<answer> +<para> +Short answer: no, &arts; will not work if you compile it with gcc-3.0. +</para> + +<para> +Long answer: In the official release, there are two gcc-3.0 bugs which affect +&arts;. The first, gcc-3.0 bug c++/2733 is relatively harmless (and has to do +with problems with the asm statement). It breaks compilation of convert.cc. It +has been fixed in the gcc-3.0 CVS, and will no longer be a problem with +gcc-3.0.1 and higher. A workaround has also been added to the CVS version +of KDE/aRts. +</para> +<para> +The second gcc-3.0 bug, c++/3145 (which is generation of wrong code for some +cases of multiple virtual inheritance) is critical. Applications like &artsd; +will simply crash on startup when compiled with gcc-3.0. Even if some progress +has been made in the gcc-3.0 branch at time of this writing, still &artsd; +crashes quite often, unpredictably. +</para> +</answer> +</qandaentry> +<qandaentry> +<question> +<para>What applications run under &arts;?</para> +</question> +<answer> + +<para> +Obviously, all of the applications included with &kde; are +&arts;-aware. This includes: +</para> + +<itemizedlist> +<listitem><para>&noatun;</para></listitem> +<listitem><para>&arts-builder;</para></listitem> +<listitem><para>&aktion;</para></listitem> +<listitem><para>&kmid;</para></listitem> +<listitem><para>&kmidi;</para></listitem> +<listitem><para>&kmix;</para></listitem> +<listitem><para>&kscd;</para></listitem> +<listitem><para>&kde; games such as &kpoker; and +&ktuberling;</para></listitem> +</itemizedlist> + +<para> +Some &kde; applications that are not yet included in the &kde; release +(⪚ in kdenonbeta) also support &arts;, including: +</para> + +<itemizedlist> +<listitem><para>&brahms;</para></listitem> +<listitem><para><application>Kaboodle</application></para></listitem> +<listitem><para><application>Kdao</application></para></listitem> +</itemizedlist> + +<para> +The following non-&kde; applications are known to work with &arts;: +</para> + +<itemizedlist> +<listitem><para><application>xmms</application> (with &arts; +plug-in)</para></listitem> +<listitem><para>Real Networks <application>RealPlayer</application> 8.0 +(works with &artsdsp;; native &arts; support is being +considered)</para></listitem> +</itemizedlist> + +<para> +The following applications are known <emphasis>not</emphasis> to work +with &arts;: +</para> + +<itemizedlist> +<listitem><para>none</para></listitem> +</itemizedlist> + +<para> +See also the answers to the questions in the section on +<link linkend="faq-non-arts">non-&arts; applications</link>. +</para> + +<para> +This section is incomplete -- if you have more information on supported +and unsupported applications, please send them to the author so they can +be included here. +</para> +</answer> +</qandaentry> + +</qandaset> + +<qandaset id="faq-non-arts"> +<title>Non-&arts; Applications</title> + +<qandaentry> +<question> +<para> +As soon as &kde; is running, no other application can access my sound device! +</para> +</question> +<answer> +<para> +Since the &arts; sound server used by &kde; is running, it is using the +sound device. If the server is idle for 60 seconds, it will +auto-suspend and release it automatically. +</para> +</answer> +</qandaentry> + +<qandaentry> +<question> +<para> +You said it suspends after 60 seconds, it doesn't for me! +</para> +</question> +<answer> +<para> +If you start artsd from the KDE control panel, the default is to suspend +after 60 seconds. If you start artsd from the command line you need to +use the -s option to specify the autosuspend time, otherwise it will +default to disabling the autosuspend feature. +</para> +<para> +Currently it doesn't suspend when using full duplex. Turn full duplex +off from the &kcontrol; and it will suspend. Disabling full duplex is +generally a good idea anyway if you only use &arts; for playing audio +and not recording. +</para> +</answer> +</qandaentry> + +<qandaentry> +<question> +<para> +How can I run old, non-&arts; applications? +</para> +</question> + +<answer> +<para> +Run them using the &artsdsp;. For instance, if you normally would run: +</para> + +<screen><prompt>%</prompt> <userinput><command>mpg123</command> <option>foo.mp3</option></userinput></screen> + +<para>instead use:</para> + +<screen><prompt>%</prompt> <userinput><command>artsdsp</command> <option>mpg123 foo.mp3</option></userinput></screen> + +<para> +This will redirect the sound output to &arts;. This method doesn't +require changes to the applications. It is something of an ugly hack +however, and does not yet fully support all features of the sound card +device, so some applications may not work. +</para> +</answer> +</qandaentry> + +<qandaentry> +<question> +<para> +I can't run &artsdsp; with any application, it always crashes! +</para> +</question> +<answer> +<para> +You need a recent version of the glibc library; &artsdsp; will not work +reliably on some older &Linux; distributions. For instance, on Debian +2.1 (which is glibc 2.0 based) it doesn't work, while on Debian 2.2 +(which is glibc 2.1.3 based), it does. +</para> +</answer> +</qandaentry> + +<qandaentry> +<question> +<para> +Are there theoretical limitations with some applications that will +prevent them from ever working with &artsdsp;? +</para> +</question> +<answer> +<para> +No. Using &artsdsp; can result in slightly more latency and +<acronym>CPU</acronym> usage that using the &arts; +<acronym>API</acronym>s directly. Other than that, any application that +doesn't work should be considered a bug in &artsdsp;. The technique used +by &artsdsp; should, if implemented properly, allow +<emphasis>every</emphasis> application to work with it (including large +applications like <application>Quake</application> 3). +</para> +</answer> +</qandaentry> + +<qandaentry> +<question> +<para> +What can I do if an application doesn't work with &artsdsp;? +</para> +</question> +<answer> +<para> +You can wait for &artsd; to suspend or use the command +<userinput><command>artsshell</command> +<option>suspend</option></userinput> to ask the server to suspend +itself. You will only be able to suspend the server if no &arts; +applications are currently using it, and no &arts; applications will be +able to run when the server is suspended. +</para> + +<para> +If the server is busy, a crude but effective way to get rid of it is: +</para> + + +<screen><prompt>%</prompt> <userinput><command>killall</command> <option>artsd</option> ; <command>killall</command> <option>artswrapper</option></userinput> +<lineannotation>Now start your own application.</lineannotation> +<prompt>%</prompt> <userinput><command>kcminit</command> <option>arts</option></userinput> +</screen> + +<para> +Any currently running &arts; applications may crash, however, once you +kill the server. +</para> +</answer> +</qandaentry> +<qandaentry> +<question> +<para> +What about applications written for &kde; 1.x? +</para> +</question> +<answer> +<para> +If you are running &kde; 1.x applications, which output sound via the +&kde; 1 audio server, you will need to run +<application>kaudioserver</application> to make it work. You can start +<application>kaudioserver</application> in the same way than other +non-&arts;-applications: +</para> + +<screen> +<prompt>%</prompt> <userinput><command>artsdsp</command> <option>kaudioserver</option></userinput> +</screen> + +<para> +You will need to have installed kaudioserver (from the same source where +you got your &kde; 1.x applications from) - it belongs to &kde; 1.x, not +&kde; 2. +</para> +</answer> +</qandaentry> + +<qandaentry> +<question> +<para> +What about applications using the enlightened sound daemon, +<acronym>ESD</acronym>? +</para> +</question> +<answer> +<para> +The issue is similar than with +<application>kaudioserver</application>. Such applications will need a +running esd server. You can start <command>esd</command> via &artsdsp;, +and every <acronym>ESD</acronym> aware application should work fine, +like this: +</para> +<screen> +<prompt>%</prompt> <userinput><command>artsdsp</command> <option>esd</option></userinput> +</screen> +<para> +Newer versions of aRts (>= 1.2.0) also can also use the enlightened sound +daemon instead of directly accessing the soundcard. On the command line, you +can use the -a option, such as +</para> +<screen> +<prompt>%</prompt> <userinput><command>artsd</command> <option>-a esd</option></userinput> +</screen> +<para> +to get EsounD support, whereas in KDE, you can use kcontrol to configure artsd +to use esd via Sound -> Sound Server -> Sound I/O. +</para> +</answer> +</qandaentry> + +</qandaset> + +<qandaset id="faq-latency"> +<title>Latency</title> + +<qandaentry> +<question> +<para> +I sometimes hear short pauses when listening to music, is this a bug? +</para> +</question> +<answer> +<para> +This is most likely not a bug, but caused by the fact that the &Linux; +kernel is not very good at real-time scheduling. There are situations +where &arts; will not be able to keep up with playback. You can, +however, enable real-time rights (via &kcontrol;), and use a large +latency setting (like <guilabel>250ms</guilabel> or <guilabel>don't +care</guilabel>), which should improve the situation. +</para> +</answer> +</qandaentry> + +<qandaentry> +<question> +<para> +What's the effect of the response time setting? +</para> +</question> +<answer> +<para> +The help text for this setting in the &kcontrol; can be misleading. A +lower value means that &arts; will take less time to respond to external +events (&ie;. the time that it takes between closing a window and +hearing a sound played by &artsd;). It will also use more +<acronym>CPU</acronym> resources, and be more likely to cause +dropouts.</para> +</answer> +</qandaentry> + +<qandaentry> +<question> +<para> +Is there anything else I can do to prevent pauses? +</para> +</question> +<answer> +<para> +For users of <acronym>IDE</acronym> drives, you can use the +<command>hdparm</command> command to put your <acronym>IDE</acronym> +drive in <acronym>DMA</acronym> mode. A word of warning: this does not +work on all hardware, and can result in having to do a hard reset or in +rare cases, data loss. Read the documentation for the +<command>hdparm</command> command for more details. I have successfully +used the following command: +</para> + +<screen> +<prompt>%</prompt> <userinput><command>hdparm</command> <option>-c1</option> <option>-d1</option> <option>-k1</option> <option>-K1</option> <parameter>/dev/hda</parameter></userinput> +</screen> + +<para> +You need to run this after every boot, so you might want to place it in +a system startup script (how to do this distribution specific, on Debian +&Linux; it is usually put in <filename>/etc/rc.boot</filename>). +</para> +</answer> +</qandaentry> + +<qandaentry> +<question> +<para> +Realtime priority doesn't seem to have any effect for me? +</para> +</question> +<answer> +<para> +Verify that artswrapper is really installed suid <systemitem class="username">root</systemitem>, like it is supposed to +be. A lot of distributions (SuSE7.x for instance) don't do this. You can verify +this using: ls -l $(which artswrapper). Good: +<screen> +<prompt>%</prompt> <userinput><command>ls</command> <option>-l</option> <parameter>$(which artswrapper)</parameter></userinput> +-rwsr-xr-x 1 root root 4556 Sep 24 18:05 /opt/kde2/bin/artswrapper +</screen> +Bad: +<screen> +<prompt>%</prompt> <userinput><command>ls</command> <option>-l</option> <parameter>$(which artswrapper)</parameter></userinput> +-rwxr-xr-x 1 root root 4556 Sep 24 18:05 /opt/kde2/bin/artswrapper +</screen> +If you are not having the s, you can get it using: +<screen> +<prompt>%</prompt> <userinput><command>chown</command> <option>root</option> <parameter>$(which artswrapper)</parameter></userinput> +<prompt>%</prompt> <userinput><command>chmod</command> <option>4755</option> <parameter>$(which artswrapper)</parameter></userinput> +</screen> +</para> + +<para>If you make &artswrapper; SUID <systemitem +class="username">root</systemitem>, it will likely improve the quality +of your audio playback by reducing gaps in the music. However, it +also increases the risk that a bug in the code or a malicious user can +crash or otherwise harm your machine. In addition, on multi-user +machines, prioritizing high-quality audio may result in deteriorated +performance for the users who are trying to make +<quote>productive</quote> use of the machine.</para> + +</answer> +</qandaentry> + + +<qandaentry> +<question> +<para> +Why is &artsd; taking so much <acronym>CPU</acronym> time? +</para> +</question> +<answer> +<para> +Check your response time settings. However, the current version is not +yet really optimized. This will improve, and until then no real +prediction can be made how fast &artsd; can or can't be. +</para> +</answer> +</qandaentry> +</qandaset> + +<qandaset id="faq-network"> +<title>Network Transparency</title> + +<qandaentry> +<question> +<para> +What do I need for network transparency? +</para> +</question> +<answer> +<para> +Enable it in the &kcontrol; <guilabel>Sound Server</guilabel> settings +(<guilabel>enable X11 server for security information</guilabel> and +<guilabel>network transparency</guilabel>). Then copy your +<filename>.mcoprc</filename> to all machines you plan to use network +transparency from. Log in again. Make sure that the hosts that interact +know each other by name (&ie; they have resolvable names or are in +<filename>/etc/hosts</filename>). +</para> + +<para> +This should be all you need to do. However, if it still doesn't work +here are some additional details. The &arts; sound server process, +&artsd;, should only run on one host, the one with the sound card where +the sound should be played. It can be started automatically on login by +&kde; (if you configure that in &kcontrol;), or manually using something +like: +</para> + +<screen> +<prompt>%</prompt> <userinput><command>artsd</command> <option>-n</option> <option>-F</option> <parameter>5</parameter> <option>-S</option> <parameter>8192</parameter></userinput> +</screen> + +<para> +The <option>-n</option> parameter is for network transparency, while the +others configure latency. +</para> + +<para> +Your <filename>.mcoprc</filename> file should have this entry: +</para> + +<screen> +<userinput>GlobalComm=Arts::X11GlobalComm</userinput> +</screen> + +<para> +on all machines involved, in order for network transparency to work, +This is what is enabled by the <guilabel>X11 server for security +information</guilabel> control panel setting. +</para> + +<para> +Finally, in any &kde; version in the 2.0.x series, there is a bug which +applies if you don't have a domain name set. Clients of &artsd; try to +find where to connect to via the <systemitem +class="systemname"><replaceable>hostname</replaceable>.<replaceable>domainname</replaceable></systemitem> +combination. If your domain name is empty, it will try to connect to +<systemitem +class="systemname"><replaceable>hostname</replaceable></systemitem>. (note +the extra dot). Adding an entry like this to +<filename>/etc/hosts</filename> (&ie; <userinput>orion.</userinput> if +your hostname is <systemitem class="systemname">orion</systemitem>) +works around the problem. +</para> +</answer> +</qandaentry> + + +<qandaentry> +<question> +<para> +How do I debug network transparency if it doesn't work? +</para> +</question> +<answer> +<para> +Assuming you have the &kde; source code, go to <filename +class="directory">kdelibs/arts/examples</filename>, and run +<userinput><command>make</command> <option>check</option></userinput> to +compile some programs, including +<application>referenceinfo</application>. Then run +</para> + +<screen> +<prompt>%</prompt> <userinput><command>./referenceinfo</command> <option>global:Arts_SimpleSoundServer</option></userinput> +</screen> + +<para> +The output will indicate the host name and port being used by +&arts;. For example, <computeroutput>tcp:orion:1698</computeroutput> +would mean that any client trying to use network transparency should +know how to reach host <systemitem +class="systemname">orion</systemitem>. +</para> +</answer> +</qandaentry> + +</qandaset> + +<qandaset id="faq-hardware-specific"> +<title>Hardware specific questions</title> + +<qandaentry> +<question> +<para> +What hardware artsd doesn't work well with? +</para> +</question> +<answer> +<para> +It seems that there are a few linux drivers which don't work well with aRts in +some kernel versions. Please read this list before reporting a bug. If you +find that some information in this list is incomplete, please don't hesitate +to let us know. + +<informaltable> +<tgroup cols="4"> +<thead> +<row> +<entry>Linux Driver / Soundcard</entry> +<entry>Fails under</entry> +<entry>Works under</entry> +<entry>Remarks</entry> +</row> +</thead> + +<tbody> +<row> +<entry>i810 driver (Intel 810 + AC97 Audio)</entry> +<entry>2.4.9</entry> +<entry>2.4.18, 2.2.20, commercial oss driver, alsa-0.5.12a with OSS emulation</entry> +<entry>driver causes cpu overload (see below)</entry> +</row> + +<row> +<entry>maestro 3/4 chipset</entry> +<entry>2.4.9</entry> +<entry>?</entry> +<entry>driver sometimes causes cpu overload (see below)</entry> +</row> + +<row> +<entry>aureal8820, aureal8830 drivers from sourceforge</entry> +<entry>2.4.17</entry> +<entry>?</entry> +<entry>driver triggers assertion / causes cpu overload (see below)</entry> +</row> + +<row> +<entry>OSS Commercial 3.9.4g with Aureal Vortex</entry> +<entry>?</entry> +<entry>?</entry> +<entry>system lockup</entry> +</row> + +<row> +<entry>ymfpci</entry> +<entry>2.4.0, 2.4.12</entry> +<entry>2.4.17</entry> +<entry>driver triggers assertion (see below)</entry> +</row> + + + +</tbody> +</tgroup> +</informaltable> +</para> +</answer> +</qandaentry> + + + +<qandaentry> +<question> +<para> +Why are there hardware specific problems and how do I see them? +</para> +</question> +<answer> +<para> +The usual problem is that the driver doesn't supply aRts with enough or accurate +enough information on when to write sound data. Most OSS drivers do supply +correct information, but not all. +</para> +<para> +You might notice that some other applications (like xmms) may not need this +data, and thus work correctly even with your hardware. However, &arts; needs +this data, so artsd might fail. This is still a bug in the driver, and not +in &arts;. +</para> +<para> +There are two kinds of behavior that artsd exposes on being run on an incorrect +driver. Either, it continously tries to feed new data, but never really +succeeds, which eventually leads to consuming all CPU power and reporting +<emphasis>cpu overload</emphasis> and exiting. The other problem is that artsd +might get supplied with wrong information how much to write. Artsd will then +<emphasis>stop with an assertion</emphasis> like: +<screen> +artsd: audiosubsys.cc:458: void Arts::AudioSubSystem::handleIO(int): +Assertion `len == can_write' failed. +Aborted +</screen> +</para> +</answer> +</qandaentry> + +<qandaentry> +<question> +<para> +What is wrong in the driver if I get the cpu overload problem? +</para> +</question> +<answer> +<para> +Usually, artsd uses select() to find out when to write new data. Then, it +uses an ioctl(...GETOSPACE...) to find out how much data to write. Finally, +it writes this data. +</para> +<para> +A problem occurs if artsd is woken up either always or if there are minimal +amounts of data to write. The OSS documentation specifies that select() only +wakes up a process if there is at least one fragment to write. However, if +artsd is woken up if there isn't data to write, or very little, for instance +one sample, then it will keep writing little pieces of audio data, which can +be very costly, and eventually overload the cpu. +</para> +<para> +To fix this, the driver should wake up artsd only if there is a full fragment +to write. +</para> +</answer> +</qandaentry> + +<qandaentry> +<question> +<para> +What is wrong in the driver if I get the assertion? +</para> +</question> +<answer> +<para> +Usually, artsd uses select() to find out when to write new data. Then, it +uses an ioctl(...GETOSPACE...) to find out how much data to write. Finally, +it writes this data. +</para> +<para> +If artsd can't write as much data as indicated by the ioctl, it will fail in +the assertion. To fix this, the driver should supply the correct amount of +free space. +</para> +</answer> +</qandaentry> +</qandaset> + +<qandaset id="faq-other"> +<title>Other Issues</title> + +<qandaentry> +<question> +<para> +I can't use &arts-builder;. It crashes when executing a module! +</para> +</question> +<answer> +<para> +The most likely cause is that you are using old structures or modules +which aren't supported with the &kde; 2 version. Unfortunately the +documentation which is on the web refers to &arts;-0.3.4.1 which is +quite outdated. The most often reported crash is: that performing an +execute structure in &arts-builder; results in the error message +<errorname>[artsd] Synth_PLAY: audio subsystem is already +used.</errorname> +</para> + +<para> +You should use a Synth_AMAN_PLAY instead of a Synth_PLAY module and the +problem will go away. Also see the &arts-builder; help file (hit +<keycap>F1</keycap> in &arts-builder;). +</para> + +<para> +Recent versions of &arts-builder; (&kde; 2.1 beta 1 and later) come with +a set of examples which you can use. +</para> +</answer> +</qandaentry> + +</qandaset> + +</chapter> diff --git a/doc/artsbuilder/future.docbook b/doc/artsbuilder/future.docbook new file mode 100644 index 00000000..529cc103 --- /dev/null +++ b/doc/artsbuilder/future.docbook @@ -0,0 +1,414 @@ +<!-- <?xml version="1.0" ?> +<!DOCTYPE chapter PUBLIC "-//KDE//DTD DocBook XML V4.1.2-Based Variant +V1.1//EN" "dtd/kdex.dtd"> +To validate or process this file as a standalone document, uncomment +this prolog. Be sure to comment it out again when you are done --> + +<chapter id="future-work"> +<title>Future Work</title> + +<para> +This section describes some of the &arts; work that is in progress. +Development progresses quickly, so this information may be out of date. +You should check the TODO list file and the <link +linkend="mailing-lists">mailing list</link> archives to see what new +functionality is planned. Feel free to get involved in new design and +implementation. +</para> + +<para> +This is a draft document which tries to give you an overview how new +technologies will be integrated in &arts;. Namely, it does cover the +following: +</para> + +<itemizedlist> +<listitem><para>How interfaces work.</para></listitem> +<listitem><para>Codecs - decoding of mp3 or wav streams in a form that +they can be used as data.</para></listitem> +<listitem><para>Video.</para></listitem> +<listitem><para>Threading.</para></listitem> +<listitem><para>Synchronization.</para></listitem> +<listitem><para>Dynamic expansion/masquerading.</para></listitem> +<listitem><para>Dynamic composition.</para></listitem> +<listitem><para>&GUI;</para></listitem> +<listitem><para>&MIDI;</para></listitem> +</itemizedlist> + +<para> +This is work in progress. However, it should be the base if you want to +see new technology in &arts;. It should give you a general idea how +these problems will be addressed. However, feel free to correct anything +you see here. +</para> + +<para> +Things that will be use &arts; technology (so please, coordinate your +efforts): +</para> + +<itemizedlist> +<listitem> +<para> +<application>KPhone</application> (voice over <acronym>IP</acronym>) +</para> +</listitem> + +<listitem> +<para> +&noatun; (video / audio player) +</para> +</listitem> + +<listitem> +<para> +&artscontrol; (sound server control program, for scopes) +</para> +</listitem> + +<listitem> +<para> +<application>Brahms</application> (music sequencer) +</para> +</listitem> + +<listitem> +<para><application>Kaiman</application> (&kde;2 media player - kmedia2 compliant) +</para> +</listitem> + +<listitem> +<para> +<application>mpglib</application>/<application>kmpg</application> +(<acronym>mpg</acronym> audio and video playing technology) +</para> +</listitem> + +<listitem> +<para> +<application>SDL</application> (direct media layer for games not +yet started but maybe nice) +</para> +</listitem> + +<listitem> +<para> +<application>electric ears</application> (author contacted me - status +unknown) +</para> +</listitem> +</itemizedlist> + +<sect1 id="interfaces-how"> +<title>How Interfaces Work</title> + +<!-- I think this is now obsolete and documented elsewhere ? --> + +<para> +&MCOP; interfaces are the base of the &arts; concept. They are the +network transparent equivalent to C++ classes. Whenever possible you +should orient your design towards interfaces. Interfaces consist of four +parts: +</para> + +<itemizedlist> +<listitem><para>Synchronous streams</para></listitem> +<listitem><para>Asynchronous streams</para></listitem> +<listitem><para>Methods</para></listitem> +<listitem><para>Attributes</para></listitem> +</itemizedlist> + +<para> +These can be mixed in any way you like. New technologies should be +defined in terms of interfaces. Read the sections about asynchronous +streams and synchronous streams, as well as the KMedia2 interfaces, +which are a good example how such things work +</para> + +<para> +Interfaces are specified in <literal role="extension">.idl</literal> +code and run through the <command>mcopidl</command> compiler. You +derive the +<classname><replaceable>Interfacename</replaceable>_impl</classname> +class to implement them, and use +<function>REGISTER_IMPLEMENTATION(Interfacename_impl)</function> to +insert your object implementations into the &MCOP; object system. +</para> + +</sect1> + +<sect1 id="codecs"> +<title>Codecs - Data Decoding</title> + +<para> +The kmedia2 interfaces allow you to ignore that wav files, mp3s and +whatever consist of data streams. Instead, you only implement methods to +play them. +</para> + +<para> +Thus, you can write a wave loading routine in a way that you can play +wave files (as PlayObject), but nobody else can use your code. +</para> + +<para> +Asynchronous streams would be the alternative. You define an interface +which allows you to pass data blocks in, and get data blocks out. This +looks like that in &MCOP;: +</para> + +<programlisting> +interface Codec { + in async byte stream indata; + out async byte stream outdata; +}; +</programlisting> + + +<para> +Of course codecs could also provide attributes to emit additional data, +such as format information. +</para> + +<programlisting> +interface ByteAudioCodec { + in async byte stream indata; + out async byte stream outdata; + readonly attribute samplingRate, bits, channels; +}; +</programlisting> + +<para> +This <interfacename>ByteAudioCodec</interfacename> for instance could be +connected to a <interfacename>ByteStreamToAudio</interfacename> object, +to make real float audio. +</para> + +<para> +Of course, other Codec types could involve directly emitting video data, +such as +</para> + +<programlisting> +interface VideoCodec { + in async byte stream indata; + out video stream outdata; /* note: video streams do not exist yet */ +}; +</programlisting> + +<para> +Most likely, a codec concept should be employed rather than the +<quote>you know how to play and I don't</quote> way for instance +<interfacename>WavPlayObject</interfacename> currently uses. However, +somebody needs to sit down and do some experiments before an +<acronym>API</acronym> can be finalized. +</para> + +</sect1> + +<sect1 id="video"> +<title>Video</title> + +<para> +My idea is to provide video as asynchronous streams of some native +&MCOP; data type which contains images. This data type is to be created +yet. Doing so, plugins which deal with video images could be connected +the same way audio plugins can be connected. +</para> + +<para> +There are a few things that are important not to leave out, namely: +</para> + +<itemizedlist> +<listitem> +<para> +There are <acronym>RGB</acronym> and <acronym>YUV</acronym> colorspaces. +</para> +</listitem> +<listitem> +<para> +The format should be somehow tagged to the stream. +</para> +</listitem> +<listitem> +<para> +Synchronization is important. +</para> +</listitem> +</itemizedlist> + +<para> +My idea is to leave it possible to reimplement the +<classname>VideoFrame</classname> class so that it can store stuff in a +shared memory segment. Doing so, even video streaming between different +processes would be possible without too much pain. +</para> + +<para> +However, the standard situation for video is that things are in the same +process, from the decoding to the rendering. +</para> + +<para> +I have done a prototypic video streaming implementation, which you can +download <ulink +url="http://space.twc.de/~stefan/kde/download/video-quickdraw.tar.gz">here +</ulink>. This would need to be integrated into &MCOP; after some +experiments. +</para> + +<para> +A rendering component should be provided that supports XMITSHM (with +<acronym>RGB</acronym> and <acronym>YUV</acronym>), Martin Vogt told me +he is working on such a thing. +</para> + +</sect1> + +<sect1 id="threading"> +<title>Threading</title> + +<para> +Currently, &MCOP; is all single threaded. Maybe for video we will no +longer be able to get around threading. Ok. There are a few things that +should be treated carefully: +</para> + + +<itemizedlist> +<listitem><para> +SmartWrappers - they are not threadsafe due to non-safe reference +counting and similar. +</para> +</listitem> +<listitem> +<para> +Dispatcher / I/O - also not threadsafe. +</para> +</listitem> +</itemizedlist> + +<para> +However, what I could imagine is to make selected modules threadsafe, +for both, synchronous and asynchronous streaming. That way - with a +thread aware flow system, you could schedule the signal flow over two or +more processors. This would also help audio a lot on multiprocessor +things. +</para> + +<para> +How it would work: +</para> + + +<itemizedlist> +<listitem> +<para>The Flow System decides which modules should calculate what - that +is: +</para> + <itemizedlist> + <listitem><para>video frames (with process_indata method)</para></listitem> + <listitem><para>synchronous audio streams + (calculateBlock)</para></listitem> + <listitem><para>other asynchronous streams, mainly byte + streams</para></listitem> + </itemizedlist> +</listitem> +<listitem> +<para> +Modules can calculate these things in own threads. For audio, it makes +sense to reuse threads (⪚ render on four threads for four processors, +no matter if 100 modules are running). For video and byte decompression, +it may be more confortable to have a blocking implementation in an own +thread, which is synchronized against the rest of &MCOP; by the flow +system. +</para> +</listitem> + +<listitem> +<para> +Modules may not use &MCOP; functionality (such as remote invocations) +during threaded operation. +</para> +</listitem> +</itemizedlist> + +</sect1> + +<sect1 id="synchronization"> +<title>Synchronization</title> + +<para> +Video and &MIDI; (and audio) may require synchronization. Basically, that +is timestamping. The idea I have is to attach timestamps to asynchronous +streams, by adding one timestamp to each packet. If you send two video +frames, simply make it two packets (they are large anyway), so that you +can have two different time stamps. +</para> + +<para> +Audio should implicitely have time stamps, as it is synchronous. +</para> + +</sect1> + +<sect1 id="dynamic-composition"> +<title>Dynamic Composition</title> + +<para> +It should be possible to say: An effect FX is composed out of these +simpler modules. FX should look like a normal &MCOP; module (see +masquerading), but in fact consist of other modules. +</para> + +<para> +This is required for &arts-builder;. +</para> + +</sect1> + +<sect1 id="gui"> +<title>&GUI;</title> + +<para> +All &GUI; components will be &MCOP; modules. They should have attributes +like size, label, color, ... . A <acronym>RAD</acronym> builder +(&arts-builder;) should be able to compose them visually. +</para> + +<para> +The &GUI; should be saveable by saving the attributes. +</para> + +</sect1> + +<sect1 id="midi-stuff"> +<title>&MIDI;</title> + +<para> +The &MIDI; stuff will be implemented as asynchronous streams. There are +two options, one is using normal &MCOP; structures to define the types +and the other is to introduce yet another custom types. +</para> + +<para> +I think normal structures may be enough, that is something like: +</para> + +<programlisting> +struct MidiEvent { + byte b1,b2,b3; + sequence<byte> sysex; +} +</programlisting> + +<para> +Asynchronous streams should support custom stream types. +</para> + +</sect1> + +</chapter> + + diff --git a/doc/artsbuilder/glossary.docbook b/doc/artsbuilder/glossary.docbook new file mode 100644 index 00000000..12fd2dac --- /dev/null +++ b/doc/artsbuilder/glossary.docbook @@ -0,0 +1,164 @@ +<!-- <?xml version="1.0" ?> +<!DOCTYPE glossary PUBLIC "-//KDE//DTD DocBook XML V4.2-Based Variant V1.1//EN" "dtd/kdex.dtd"> +To validate or process this file as a standalone document, uncomment +this prolog. Be sure to comment it out again when you are done --> + +<glossary id="glossary"> + +<glossentry id="gloss-alsa"> +<glossterm><acronym>ALSA</acronym></glossterm> +<glossdef> +<para> +Advanced &Linux; Sound Architecture; a &Linux; sound card driver; not +currently included with the standard kernel source code. +</para> +</glossdef> +</glossentry> + +<glossentry id="gloss-arts"> +<glossterm>&arts;</glossterm> +<glossdef> +<para> +Analog Real-Time Synthesizer; the name of the multimedia +architecture/library/toolkit used by the &kde; project (note +capitalization) +</para> +</glossdef> +</glossentry> + +<glossentry id="gloss-bsd"> +<glossterm><acronym>BSD</acronym></glossterm> +<glossdef> +<para> +Berkeley Software Distribution; here refers to any of several free +&UNIX;-compatible operating systems derived from <acronym>BSD</acronym> +&UNIX;. +</para> +</glossdef> +</glossentry> + +<glossentry id="gloss-corba"> +<glossterm><acronym>CORBA</acronym></glossterm> +<glossdef> +<para> +Common Object Request Broker Architecture; a standard for implementing +object-oriented remote execution. +</para> +</glossdef> +</glossentry> + +<glossentry id="gloss-cvs"> +<glossterm><acronym>CVS</acronym></glossterm> +<glossdef> +<para> +Concurrent Versions System; a software configuration management system +used by many software projects including &kde; and &arts;. +</para> +</glossdef> +</glossentry> + +<glossentry id="glos-fft"> +<glossterm><acronym>FFT</acronym></glossterm> +<glossdef> +<para> +Fast Fourier Transform; an algorithm for converting data from the time +to frequency domain; often used in signal processing. +</para> +</glossdef> +</glossentry> + +<glossentry id="gloss-full-duplex"> +<glossterm>Full Duplex</glossterm> +<glossdef> +<para> +The ability of a sound card to simultaneously record and play audio. +</para> +</glossdef> +</glossentry> + +<glossentry id="gloss-gpl"> +<glossterm><acronym>GPL</acronym></glossterm> +<glossdef> +<para> +<acronym>GNU</acronym> General Public License; a software license +created by the Free Software Foundation defining the terms for releasing +free software. +</para> +</glossdef> +</glossentry> + +<glossentry id="gloss-gui"> +<glossterm>&GUI;</glossterm> +<glossdef> +<para> +Graphical User Interface +</para> +</glossdef> +</glossentry> + +<glossentry id="gloss-idl"> +<glossterm><acronym>IDL</acronym></glossterm> +<glossdef> +<para> +Interface Definition Language; a programming language independent format +for specifying interfaces (methods and data). +</para> +</glossdef> +</glossentry> + +<glossentry id="gloss-kde"> +<glossterm>&kde;</glossterm> +<glossdef> +<para> +K Desktop Environment; a project to develop a free graphical desktop +environment for &UNIX; compatible systems. +</para> +</glossdef> +</glossentry> + +<glossentry id="gloss-lgpl"> +<glossterm><acronym>LGPL</acronym></glossterm> +<glossdef> +<para> +<acronym>GNU</acronym> Lesser General Public License; a software license +created by the Free Software Foundation defining the terms for releasing +free software; less restrictive than the <acronym>GPL</acronym> and +often used for software libraries. +</para> +</glossdef> +</glossentry> + +<glossentry id="gloss-mcop"> +<glossterm>&MCOP;</glossterm> +<glossdef> +<para> +Multimedia COmmunication Protocol; the protocol used for communication +between &arts; software modules; similar to <acronym>CORBA</acronym> but +simpler and optimized for multimedia. +</para> +</glossdef> +</glossentry> + +<glossentry id="gloss-midi"> +<glossterm>&MIDI;</glossterm> +<glossdef> +<para> +Musical Instrument Digital Interface; a standard protocol for +communication between electronic musical instruments; often also used to +refer to a file format for storing &MIDI; commands. +</para> +</glossdef> +</glossentry> + +<glossentry id="gloss-oss"> +<glossterm><acronym>OSS</acronym></glossterm> +<glossdef> +<para> +Open Sound System; the sound drivers included with the &Linux; kernel +(sometimes called <acronym>OSS</acronym>/Free) or a commercial version +sold by 4Front Technologies. +</para> +</glossdef> +</glossentry> + +</glossary> diff --git a/doc/artsbuilder/gui.docbook b/doc/artsbuilder/gui.docbook new file mode 100644 index 00000000..d420bf8a --- /dev/null +++ b/doc/artsbuilder/gui.docbook @@ -0,0 +1,28 @@ +<!-- <?xml version="1.0" ?> +<!DOCTYPE chapter PUBLIC "-//KDE//DTD DocBook XML V4.2-Based Variant V1.1//EN" "dtd/kdex.dtd"> +To validate or process this file as a standalone document, uncomment +this prolog. Be sure to comment it out again when you are done --> + +<!-- +<chapter id="gui-elements"> +<title>&GUI; Elements</title> + +<sect1 id="gui-introduction"> +<title>Introduction</title> +<para> +</para> +</sect1> + +<sect1 id="parents"> +<title>Parents</title> +<para> +</para> +</sect1> + +<sect1 id="mixers"> +<title>Mixers</title> +<para> +</para> +</sect1> +</chapter> +--> diff --git a/doc/artsbuilder/helping.docbook b/doc/artsbuilder/helping.docbook new file mode 100644 index 00000000..72b2ff2b --- /dev/null +++ b/doc/artsbuilder/helping.docbook @@ -0,0 +1,246 @@ +<!-- <?xml version="1.0" ?> +<!DOCTYPE chapter PUBLIC "-//KDE//DTD DocBook XML V4.2-Based Variant V1.1//EN" "dtd/kdex.dtd"> +To validate or process this file as a standalone document, uncomment +this prolog. Be sure to comment it out again when you are done --> + +<chapter id="contributing"> +<title>Contributing to &arts;</title> + +<sect1 id="how-to-help"> +<title>How You Can Help</title> + +<para> +The &arts; project can use help from developers to make existing +multimedia applications &arts;-aware, write new multimedia applications, +and enhance the capabilities of &arts;. However, you don't have to be a +developer to contribute. We can also use help from testers to submit bug +reports, translators to translate the application text and documentation +into other languages, artists to design bitmaps (especially for +<application>artsbuilder</application> modules), musicians to create +sample &arts; modules, and writers to write or proofread documentation. +</para> +</sect1> + +<sect1 id="mailing-lists"> +<title>Mailing Lists</title> + +<para> +Most development discussions on &arts; take place on two mailing +lists. This is the place to discuss new feature and implementation ideas +or ask for help with problems. +</para> + +<para> +The &kde; Multimedia mailing list is for general &kde; multimedia issues +including &arts; as well as the multimedia applications like &noatun; +and &aktion;. You can subscribe from the web page at +<ulink url="http://www.kde.org/mailinglists.html"> +http://www.kde.org/mailinglists.html</ulink> or send an email with the +subject set to <userinput>subscribe +<replaceable>your-email-address</replaceable></userinput> to +<email>kde-multimedia-request@kde.org</email>. The list is also archived +at <ulink url="http://lists.kde.org"> http://lists.kde.org</ulink>. +</para> + +<para> +The &arts; mailing list is for issues specific to &arts;, including +non-&kde; use of &arts;. To subscribe, send an email containing the +message body <userinput>subscribe +<replaceable>your-email-address</replaceable></userinput> to +<email>arts-request@space.twc.de</email>. The list is archived at +<ulink url="http://space.twc.de/~stefan/arts-archive"> +http://space.twc.de/~stefan/arts-archive</ulink>. +</para> + +</sect1> + +<sect1 id="coding-standards"> +<title>Coding Standards</title> + +<para> +For getting a consistent reading through all the sources, it is +important to keep the coding style the same, all over the &arts; +source. Please, even if you just write a module, try to write/format +your source accordingly, as it will make it easier for different people +to maintain the source tree, and easier to copy pieces of from one +source to another. +</para> + +<variablelist> +<varlistentry> +<term>Naming of member functions</term> +<listitem> +<para> +&Qt;/&Java; style. That means capitalization on word breaks, and first +letter always without capitalization; no underscores. +</para> +<para>This means for instance:</para> + +<programlisting> createStructureDesc() + updateWidget(); + start(); </programlisting> + +</listitem> +</varlistentry> + +<varlistentry> +<term>Class members</term> +<listitem> +<para> +Class members are not capitalized, such as menubar or button. +</para> + +<para> +When there are accessing functions, the standard should be the &MCOP; +way, that is, when having an long member <function>foo</function>, which +shouldn't be visible directly, you create: +</para> + +<programlisting> foo(long new_value); + long foo(); </programlisting> + +<para> +functions to get and set the value. In that case, the real value of +<function>foo</function> should be stored in +<returnvalue>_foo</returnvalue>. +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term>Class names</term> +<listitem> +<para> +All classes should be wordwise capitalized, that means +<classname>ModuleView</classname>, +<classname>SynthModule</classname>. All classes that belong to the +libraries should use the &arts; namespace, like +<classname>Arts::Soundserver</classname>. +</para> +<para> +The implementations of &MCOP; classes should get called +<classname>Class_impl</classname>, such as +<classname>SoundServer_impl</classname>. +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term>Parameters</term> +<listitem> +<para> +Parameters are always uncapitalized. +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term>Local variables</term> +<listitem> +<para> +Local variables are always uncapitalized, and may have names like +<varname>i</varname>, <varname>p</varname>, <varname>x</varname>, &etc; +where appropriate. +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term>Tab width (Shift width)</term> +<listitem> +<para> +One tab is as long as 4 spaces. +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term>Spaces in expressions</term> +<listitem> +<para> +You normally don't need to use spaces in expressions. You can however use +them between operator and their operands. However, if you put a space before +an operator (i.e. +), you also need to put a space after the operator. The only +exception to this are list-like expressions (with ,), where you should only put +a space after the ",", but not before. It's okay to omit the space here, too. +</para> +<para> +The following examples demonstrate good use of spaces: +</para> +<programlisting> +{ + int a,b; + int c, d, e; + int f = 4; + + a=b=c=d+e+f; + a = b = c = d + e + f; + + if(a == 4) { + a = b = c = (d+e)/2; + } + + while(b<3) + c--; + + arts_debug("%d\n", c); +} +</programlisting> +<para> +The following examples demonstrate how <emphasis>not</emphasis> to use spaces. +For function calls, after if, while, for, switch and so on, no space is being +written. +</para> +<programlisting> +{ + // BAD: if you write a list, write spaces only after the "," + int a , b , c , d , e , f; + + // BAD: non-symmetric use of spaces for = operator + a= 5; + + // BAD: if is considered a function, and isn't followed by a space + if (a == 5) { + } + + // BAD: don't write a space after while + while (a--) + b++; + + // BAD: functions names are not followed by a space + arts_debug ("%d\n", c); + + // BAD: neither are member names + Arts::Object o = Arts::Object::null (); +} +</programlisting> +</listitem> +</varlistentry> + + +<varlistentry> +<term>Naming of source files</term> +<listitem> +<para> +Source files should have no capitalization in the name. They should have +the name of the class when they implement a single class. Their +extension is <literal role="extension">.cc</literal> if they refer to +&Qt;/&GUI; independent code, and <literal +role="extension">.cpp</literal> if they refer to &Qt;/&GUI; dependant +code. Implementation files for interfaces should be called +<filename><replaceable>foo</replaceable>_impl</filename>, if Foo was the +name of the interface. +</para> + +<para> +&IDL; files should be called in a descriptive way for the collection of +interfaces they contain, also all lower case. 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"porting.docbook"> + <!ENTITY helping SYSTEM "helping.docbook"> + <!ENTITY future SYSTEM "future.docbook"> + <!ENTITY references SYSTEM "references.docbook"> + <!ENTITY arts-faq SYSTEM "faq.docbook"> + <!ENTITY arts-glossary SYSTEM "glossary.docbook"> + <!ENTITY digitalaudio SYSTEM "digitalaudio.docbook"> + <!ENTITY midiintro SYSTEM "midiintro.docbook"> + <!ENTITY MCOP "<acronym>MCOP</acronym>"> + <!ENTITY DCOP "<acronym>DCOP</acronym>"> + <!ENTITY MIDI "<acronym>MIDI</acronym>"> + <!ENTITY mcopidl "<application>mcopidl</application>"> + <!ENTITY IDL "<acronym>IDL</acronym>"> + <!ENTITY % English "INCLUDE" > <!-- change language only here --> + <!ENTITY % addindex "IGNORE"> +]> + +<book lang="&language;"> +<bookinfo> +<title>The &arts; Handbook</title> +<authorgroup> + +<author> +<firstname>Stefan</firstname> +<surname>Westerfeld</surname> +<affiliation> +<address><email>stefan@space.twc.de</email></address> +</affiliation> +</author> + +<author> +<firstname>Jeff</firstname> +<surname>Tranter</surname> +<affiliation> +<address><email>tranter@kde.org</email></address> +</affiliation> +</author> + +<!-- TRANS:ROLES_OF_TRANSLATORS --> +</authorgroup> + +<copyright> +<year>1999-2001</year> +<holder>Stefan Westerfeld & Jeff Tranter</holder> +</copyright> +<legalnotice>&FDLNotice;</legalnotice> + +<date>2001-06-10</date> +<releaseinfo>1.00.09</releaseinfo> + +<abstract><para>This handbook describes &arts;, the Analog Real-time +Synthesizer.</para> + +</abstract> + +<keywordset> +<keyword>aRts</keyword> +<keyword>artsbuilder</keyword> +<keyword>synthesizer</keyword> +<keyword>multimedia</keyword> +<keyword>structure</keyword> +<keyword>music</keyword> +<keyword>sound</keyword> +<keyword>KDE</keyword> +</keywordset> +</bookinfo> + +<chapter id="introduction"> +<title>Introduction</title> + +<sect1 id="what-is-arts"> +<title>What is &arts;?</title> + +<para>The Analog Real-Time Synthesizer, or &arts;, is a modular system +for synthesizing sound and music on a digital computer. Using small +building blocks called modules, the user can easily build complex audio +processing tools. Modules typically provide functions such as sound +waveform generators, filters, audio effects, mixing, and playback of +digital audio in different file formats.</para> + +<para>The &artsd; sound server mixes audio from several sources in real +time, allowing multiple sound applications to transparently share access +to sound hardware.</para> + +<para>Using &MCOP;, the Multimedia Communication Protocol, multimedia +applications can be network transparent, authenticated for security, and +cross-platform using interfaces defined in a language-independent way +using &IDL;. Support is also provided for non &arts;-aware legacy +applications. As a core component of the &kde; 2 desktop environment, +&arts; provides the basis for the &kde; multimedia architecture, and +will in future support more media types including video. Like &kde;, +&arts; runs on a number of operating systems, including &Linux; and BSD +variants. It can also be used independently of &kde;.</para> + +</sect1> + +<sect1 id="using-this-manual"> +<title>Using This Manual</title> + +<para>This manual is intended to provide comprehensive documentation on +&arts; for users at different skill levels. Depending on whether you are +a casual user of multimedia applications that make use of &arts; or a +multimedia application developer, you may want to take different paths +through the manual.</para> + +<para>It is suggested that you first read the <link +linkend="installation">Downloading and Building &arts;</link> chapter if +you need to get &arts; initially installed and running. If you already +have a working system, likely bundled with your operating system +distribution, you may choose to skip this section.</para> + +<para>You should then read the sections in the <link +linkend="arts-tools">&arts; Tools</link> chapter, especially &artsd;, +artscontrol;, &artsshell;, and &artsdsp;. This will help you make the +most effective use of &arts;.</para> + +<para>If you are interested in going further with &arts;, read the +chapter on <link linkend="artsbuilder">&arts-builder;</link> and go +through the tutorial. This should give you an appreciation of the +powerful capabilities of &arts; and the provided modules that can be +used without the need to be a programmer.</para> + +<para>If you want to know more about the internals of &arts;, either to +develop multimedia applications or extend &arts; itself, read some or +all of the chapter <link linkend="arts-in-detail">&arts; in +Detail</link>. This should give you an understanding of all of the +concepts that are prerequisites to &arts; software development.</para> + +<para>If you are interested specifically in the <acronym>MIDI</acronym> +capabilities of &arts;, you should read the chapter on <link +linkend="midi">&MIDI;</link>.</para> + +<!-- TODO +<para>To learn more about the &arts; graphical elements, either as an advanced +user of artsbuilder or to create new elements, read the section on <link +linkend="gui-elements"><acronym>GUI</acronym> Elements</link>.</para> +--> + +<para>If you want to develop &arts;-aware multimedia applications, the +<link linkend="arts-apis">&arts; Application Programming +Interfaces</link> chapter covers the different <acronym>API</acronym>s +in detail.</para> + +<para>If you want to extend &arts; by creating new modules, read the +<link linkend="arts-modules">&arts; Modules</link> chapter.</para> + +<para>If you are modifying an existing application to run under &arts;, +read the chapter on <link linkend="porting">Porting Applications to +&arts;</link>.</para> + +<para>You you can find out how to help contribute to the &arts; project +in the <link linkend="contributing">Contributing to &arts;</link> +chapter, read about upcoming &arts; development in the chapter on <link +linkend="future-work">Future Work</link>, and find links to more +information in the <link linkend="references">References</link> +section.</para> + +<para>We have also rounded out the manual with some additional material, +including <link linkend="faq">answers to frequently asked +questions</link>, a <link linkend="contributors">list of +contributors</link>, the details on &arts; <link +linkend="copyright-and-licenses">copyright and licensing</link>, and +some background material on <link linkend="intro-digital-audio">digital +audio</link> and <link +linkend="midi-introduction">&MIDI;</link>. A <link +linkend="glossary">glossary</link> of terms is also included.</para> + +<note> +<para> +This manual is still very much a work in progress. You are welcome to +contribute by writing portions of it, but if you wish to do so, contact +Jeff Tranter <email>tranter@kde.org</email> or Stefan Westerfeld +<email>stefan@space.twc.de</email> first to avoid duplication of effort. +</para> +</note> + +</sect1> + +<sect1 id="history"> +<title>History</title> + +<para> +In late 1997 Stefan Westerfeld started working on a real-time, modular +system for sound synthesis. The code initially ran on a PowerPC system +running &AIX;. This first implementation was quite simple but supported +a full-featured flow system that was able to do such things as play MP3 +files and pipe audio streams through effects modules. +</para> + + +<para>The next step was to implement a &GUI; so that modules could be +manipulated graphically. Stefan had had some good experience using +&kde;, so that was chosen as the &GUI; toolkit, (knowing that it might +be necessary to do a GNOME/Gtk+ version as well) and this later led to +using &Linux; as the main development platform. Originally named +<application>ksynth</application>, the project was renamed &arts; and +the pace of development accelerated. The project at this stage was quite +complete, with a <acronym>CORBA</acronym>-based protocol, dozens of +modules, a graphical module editing tool, C and C++ +<acronym>API</acronym>s, documentation, utilities, and a mailing list +and web site with a small group of developers. The project had come a +long way after only a little more than a year of development.</para> + +<para>As the &kde; team started planning for &kde; 2.0, it became clear +that &kde; needed a more powerful infrastructure for sound and other +streaming media. It was decided to adapt &arts;, as it was a good step +in this direction with a proven architecture. Much new development +effort went into this new version of &arts;, most notably the +replacement of the <acronym>CORBA</acronym> code with an entirely new +subsystem, &MCOP;, optimized for multimedia. Version 0.4 of &arts; was +included in the &kde; 2.0 release.</para> + +<para>Work continues on &arts;, improving performance and adding new +functionality. It should be noted that even though &arts; is now a core +component of &kde;, it can be used without &kde;, and is also being used +for applications that go beyond traditional multimedia. The project has +attracted some interest from the GNOME team, opening up the possibility +that it may someday become the standard multimedia architecture for +&UNIX; desktop systems.</para> + +</sect1> + +</chapter> + +&tools; +&artsbuilder-doc; +&detail; +&arts-midi; +&gui; +&mcop-ref; +&apis; +&modules; +&porting; +&helping; +&future; +&references; +&arts-faq; + +<chapter id="copyright-and-licenses"> + +<title>&arts; Copyright and Licensing</title> + +<para>&arts; software copyright 1998-2001 Stefan Westerfeld +<email>stefan@space.twc.de</email></para> + +<para><anchor id="contributors" /> +Documentation copyright 1999-2001 +Stefan Westerfeld <email>stefan@space.twc.de</email> and +Jeff Tranter <email>tranter@kde.org</email>. +</para> +<!-- TRANS:CREDIT_FOR_TRANSLATORS --> + +&underFDL; + +<para> +All libraries that are in &arts; are licensed under the terms of the +<acronym>GNU</acronym> Lesser General Public license. The vast majority of the +&arts; code is in the libraries, including the whole of <acronym>MCOP</acronym> +and ArtsFlow. This allows the libraries to be used for non-free/non-open source +applications if desired. +</para> + +<para>There are a few programs (such as <application>artsd</application>), that +are released under the terms of the <acronym>GNU</acronym> General Public +License. As there have been different opinions on whether or not linking +<acronym>GPL</acronym> programs with &Qt; is legal, I also added an explicit +notice which allows that, in addition to the <acronym>GPL</acronym>: permission +is also granted to link this program with the &Qt; library, treating &Qt; like a +library that normally accompanies the operating system kernel, whether or not +that is in fact the case.</para> + +</chapter> + +<appendix id="installation"> +<title>Installing &arts;</title> + +<para> +In order to use &arts; you obviously need to have it installed and running on +your system. There are two approaches for doing this, which are described in the +next sections. +</para> + +<sect1 id="binary-install"> +<title>Installing a Precompiled Binary Release</title> + +<para> +The quickest and easiest way to get &arts; up and running is to install +precompiled binary packages for your system. Most recent &Linux; distributions +include &kde;, and if it is &kde; 2.0 or later it will include &arts;. If &kde; +is not included on your installation media it may be available as a download +from your operating system vendor. Alternatively it may be available from third +parties. Make sure that you use packages that are compatible with your operating +system version. +</para> + +<para> +A basic install of &kde; will include the sound server, allowing most +applications to play sound. If you want the full set of multimedia tools and +applications you will likely need to install additional optional packages. +</para> + +<para> +The disadvantage of using precompiled binaries is that they may not be the most +recent version of &arts;. This is particularly likely if they are provided on +&CD-ROM;, as the pace of development of &arts; and &kde; is such that &CD-ROM; +media cannot usually keep pace. You may also find that, if you have one of the +less common architectures or operating system distributions, precompiled binary +packages may not be available and you will need to use the second method. +</para> + +</sect1> + +<sect1 id="source-install"> +<title>Building From Source</title> + +<para> +While time consuming, the most flexible way to build &arts; is to compile it +yourself from source code. This ensures you have a version compiled optimally +for your system configuration and allows you to build the most recent version. +</para> + +<para> +You have two choices here -- you can either install the most recent stable +version included with &kde; or you can get the most recent (but possibly +unstable) version directly from the &kde; project <acronym>CVS</acronym> +repository. Most users who aren't developing for &arts; should use the stable +version. You can download it from <ulink +url="ftp://ftp.kde.org">ftp://ftp.kde.org</ulink> or one of the many mirror +sites. If you are actively developing for &arts; you probably want to use the +<acronym>CVS</acronym> version. If you want to use aRts without KDE, you can +download a standalone development snapshot from +<ulink url="http://space.twc.de/~stefan/kde/arts-snapshot-doc.html"> +http://space.twc.de/~stefan/kde/arts-snapshot-doc.html</ulink>. +</para> + +<para> +Note that if you are building from <acronym>CVS</acronym>, some components +of &arts; (&ie; the basic core components including the sound server) are found +in the <acronym>CVS</acronym> module kdelibs, while additional components (⪚ +<application>artsbuilder</application>) are included in the. This may change in +the future. You may also find a version in the kmusic module; this is the old +(pre-&kde; 2.0) version which is now obsolete. +</para> + +<para> +The requirements for building &arts; are essentially the same as for building +&kde;. The configure scripts should detect your system configuration and +indicate if any required components are missing. Make sure that you have a +working sound driver on your system (either the <acronym>OSS</acronym>/Free +driver in the kernel, <acronym>OSS</acronym> driver from 4Front +Technologies, or +<acronym>ALSA</acronym> driver with <acronym>OSS</acronym> emulation). +</para> + +<para>More information on downloading and installing &kde; (including &arts;) +can be found in the <ulink +url="http://www.kde.org/documentation/faq/index.html">&kde; +&FAQ;</ulink>.</para> + +</sect1> + +</appendix> + +&digitalaudio; +&midiintro; +&arts-glossary; + +</book> +<!-- +Local Variables: +mode: sgml +sgml-omittag:nil +sgml-shorttag:t +sgml-namecase-general:t +sgml-general-insert-case:lower +sgml-minimize-attributes:nil +sgml-always-quote-attributes:t +sgml-indent-step:0 +sgml-indent-data:nil +End: +--> diff --git a/doc/artsbuilder/mcop.docbook b/doc/artsbuilder/mcop.docbook new file mode 100644 index 00000000..86aa03b5 --- /dev/null +++ b/doc/artsbuilder/mcop.docbook @@ -0,0 +1,2274 @@ +<!-- <?xml version="1.0" ?> +<!DOCTYPE chapter PUBLIC "-//KDE//DTD DocBook XML V4.2-Based Variant V1.1//EN" "dtd/kdex.dtd"> +To validate or process this file as a standalone document, uncomment +this prolog. Be sure to comment it out again when you are done --> + +<chapter id="mcop"> +<title>&MCOP;: Object Model and Streaming</title> + +<sect1 id="mcop-overview"> + +<title>Overview</title> + +<para> +&MCOP; is the standard &arts; uses for: +</para> + +<itemizedlist> +<listitem> +<para> +Communication between objects. +</para> +</listitem> + +<listitem> +<para> +Network transparency. +</para> +</listitem> + +<listitem> +<para> +Describing object interfaces. +</para> +</listitem> + +<listitem> +<para> +Language independancy. +</para> +</listitem> +</itemizedlist> + +<para> +One major aspect of &MCOP; is the <emphasis>interface description +language</emphasis>, &IDL;, in which many of the &arts; interfaces and +<acronym>API</acronym>s are defined in a language independent way. +</para> + +<para> +To use &IDL; interfaces from C++, is compiled by the &IDL; +compiler into C++ code. When you implement an interface, you derive from +the skeleton class the &IDL; compiler has generated. When you use an +interface, you do so using a wrapper. This way, &MCOP; can use a +protocol if the object you are talking to is not local - you get network +transparency. +</para> + +<para> +This chapter is supposed to describe the basic features of the object +model that results from the use of &MCOP;, the protocol, how do use +&MCOP; in C++ (language binding), and so on. +</para> + +</sect1> + +<sect1 id="interfaces"> + +<title>Interfaces and &IDL;</title> + +<para> +Many of the services provided by &arts;, such as modules and the sound +server, are defined in terms of <acronym>interfaces</acronym>. +Interfaces are specified in a programming language independent format: +&IDL;. +</para> + +<para> +This allows many of the implementation details such as the format of +multimedia data streams, network transparency, and programming language +dependencies, to be hidden from the specification for the interface. A +tool, &mcopidl;, translates the interface +definition into a specific programming language (currently only C++ is +supported). +</para> + +<para> +The tool generates a skeleton class with all of the boilerplate code and +base functionality. You derive from that class to implement the features +you want. +</para> + +<para> +The &IDL; used by &arts; is similar to that used by +<acronym>CORBA</acronym> and <acronym>DCOM</acronym>. +</para> + +<para> +&IDL; files can contain: +</para> + +<itemizedlist> +<listitem> +<para> +C-style #include directives for other &IDL; files. +</para> +</listitem> + +<listitem> +<para> +Definitions of enumerated and struct types, as in C/C++. +</para> +</listitem> + +<listitem> +<para> +Definitions of interfaces. +</para> +</listitem> +</itemizedlist> + +<para> +In &IDL;, interfaces are defined much like a C++ class or C struct, +albeit with some restrictions. Like C++, interfaces can subclass other +interfaces using inheritance. Interface definitions can include three +things: streams, attributes, and methods. +</para> + +<sect2 id="streams"> + +<title>Streams</title> + +<para> +Streams define multimedia data, one of the most important components of +a module. Streams are defined in the following format: +</para> + +<para> +[ async ] in|out [ multi ] <replaceable>type</replaceable> stream <replaceable>name</replaceable> [ , <replaceable>name</replaceable> ] ; +</para> + +<para> +Streams have a defined direction in reference to the module, as +indicated by the required qualifiers in or out. The type argument +defines the type of data, which can be any of the types described later +for attributes (not all are currently supported). Many modules use the +stream type audio, which is an alias for float since that is the +internal data format used for audio stream. Multiple streams of the same +type can defined in the same definition uisng comma separated names. +</para> + +<para> +Streams are by default synchronous, which means they are continuous +flows of data at a constant rate, such as <acronym>PCM</acronym> +audio. The async qualifier specifies an asynchronous stream, which is +used for non-continuous data flows. The most common example of an async +stream is &MIDI; messages. +</para> + +<para> +The multi keyword, only valid for input streams, indicates that the +interface supports a variable number of inputs. This is useful for +implementing devices such as mixers that can accept any number of input +streams. +</para> + +</sect2> +<sect2 id="attributes"> + +<title>Attributes</title> + +<para> +Attributes are data associated with an instance of an interface. They +are declared like member variables in C++, and can can use any of the +primitive types boolean, byte, long, string, or float. You can also use +user-defined struct or enum types as well as variable sized sequences +using the syntax sequence<type>. Attributes can optionally be +marked readonly. +</para> + +</sect2> +<sect2 id="methods"> + +<title>Methods</title> + +<para> +As in C++, methods can be defined in interfaces. The method parameters +are restricted to the same types as attributes. The keyword oneway +indicates a method which returns immediately and is executed +asynchronously. +</para> + +</sect2> + +<sect2 id="standardinterfaces"> + +<title>Standard Interfaces</title> + +<para> +Several standard module interfaces are already defined for you in +&arts;, such as <interfacename>StereoEffect</interfacename>, and +<interfacename>SimpleSoundServer</interfacename>. +</para> + +</sect2> + +<sect2 id="example"> +<title>Example</title> + +<para> +A simple example of a module taken from &arts; is the constant delay +module, found in the file +<filename>kdemultimedia/arts/modules/artsmodules.idl</filename>. The +interface definition is listed below. +</para> + +<programlisting> +interface Synth_CDELAY : SynthModule { + attribute float time; + in audio stream invalue; + out audio stream outvalue; +}; +</programlisting> + +<para> +This modules inherits from +<interfacename>SynthModule</interfacename>. That interface, defined in +<filename>artsflow.idl</filename>, defines the standard methods +implemented in all music synthesizer modules. +</para> + +<para> +The CDELAY effect delays a stereo audio stream by the time value +specified as a floating point parameter. The interface definition has an +attribute of type float to store the delay value. It defines two input +audio streams and two output audio streams (typical of stereo +effects). No methods are required other than those it inherits. +</para> + +</sect2> + +</sect1> + +<sect1 id="more-about-streams"> +<title>More About Streams</title> + +<para> +This section covers some additional topics related to streams. +</para> + +<sect2 id="stream-types"> +<title>Stream Types</title> + +<para> +There are various requirements for how a module can do streaming. To +illustrate this, consider these examples: +</para> + +<itemizedlist> +<listitem> +<para> +Scaling a signal by a factor of two. +</para> +</listitem> + +<listitem> +<para> +Performing sample frequency conversion. +</para> +</listitem> + +<listitem> +<para> +Decompressing a run-length encoded signal. +</para> +</listitem> + +<listitem> +<para> +Reading &MIDI; events from <filename +class="devicefile">/dev/midi00</filename> and inserting them into a +stream. +</para> +</listitem> +</itemizedlist> + +<para> +The first case is the simplest: upon receiving 200 samples of input the +module produces 200 samples of output. It only produces output when it +gets input. +</para> + +<para> +The second case produces different numbers of output samples when given +200 input samples. It depends what conversion is performed, but the +number is known in advance. +</para> + +<para> +The third case is even worse. From the outset you cannot even guess how +much data 200 input bytes will generate (probably a lot more than 200 +bytes, but...). +</para> + +<para> +The last case is a module which becomes active by itself, and sometimes +produces data. +</para> + +<para> +In &arts;s-0.3.4, only streams of the first type were handled, and most +things worked nicely. This is probably what you need most when writing +modules that process audio. The problem with the other, more complex +types of streaming, is that they are hard to program, and that you don't +need the features most of the time. That is why we do this with two +different stream types: synchronous and asynchronous. +</para> + +<para> +Synchronous streams have these characteristics: +</para> + +<itemizedlist> +<listitem> +<para> +Modules must be able to calculate data of any length, given enough +input. +</para> +</listitem> + +<listitem> +<para> +All streams have the same sampling rate. +</para> +</listitem> + +<listitem> +<para> +The <function>calculateBlock()</function> function will be called when +enough data is available, and the module can rely on the pointers +pointing to data. +</para> +</listitem> + +<listitem> +<para> +There is no allocation and deallocation to be done. +</para> +</listitem> +</itemizedlist> + +<para> +Asynchronous streams, on the other hand, have this behavior: +</para> + +<itemizedlist> +<listitem> +<para> +Modules may produce data sometimes, or with varying sampling rate, or +only if they have input from some filed descriptor. They are not bound by +the rule <quote>must be able to satisfy requests of any size</quote>. +</para> +</listitem> + +<listitem> +<para> +Asynchronous streams of a module may have entirely different sampling +rates. +</para> +</listitem> + +<listitem> +<para> +Outgoing streams: there are explicit functions to allocate packets, to +send packets - and an optional polling mechanism that will tell you when +you should create some more data. +</para> +</listitem> + +<listitem> +<para> +Incoming streams: you get a call when you receive a new packet - you +have to say when you are through with processing all data of that +packet, which must not happen at once (you can say that anytime later, +and if everybody has processed a packet, it will be freed/reused) +</para> +</listitem> +</itemizedlist> + +<para> +When you declare streams, you use the keyword <quote>async</quote> to +indicate you want to make an asynchronous stream. So, for instance, +assume you want to convert an asynchronous stream of bytes into a +synchronous stream of samples. Your interface could look like this: +</para> + +<programlisting> +interface ByteStreamToAudio : SynthModule { + async in byte stream indata; // the asynchronous input sample stream + + out audio stream left,right; // the synchronous output sample streams +}; +</programlisting> + +</sect2> + +<sect2 id="async-streams"> +<title>Using Asynchronous Streams</title> + +<para> +Suppose you decided to write a module to produce sound +asynchronously. Its interface could look like this: +</para> + +<programlisting> +interface SomeModule : SynthModule +{ + async out byte stream outdata; +}; +</programlisting> + +<para> +How do you send the data? The first method is called <quote>push +delivery</quote>. With asynchronous streams you send the data as +packets. That means you send individual packets with bytes as in the +above example. The actual process is: allocate a packet, fill it, send +it. +</para> + +<para> +Here it is in terms of code. First we allocate a packet: +</para> + +<programlisting> +DataPacket<mcopbyte> *packet = outdata.allocPacket(100); +</programlisting> + +<para> +The we fill it: +</para> + +<programlisting> +// cast so that fgets is happy that it has a (char *) pointer +char *data = (char *)packet->contents; + +// as you can see, you can shrink the packet size after allocation +// if you like +if(fgets(data,100,stdin)) + packet->size = strlen(data); +else + packet->size = 0; +</programlisting> + +<para> +Now we send it: +</para> + +<programlisting> +packet->send(); +</programlisting> + +<para> +This is quite simple, but if we want to send packets exactly as fast as +the receiver can process them, we need another approach, the <quote>pull +delivery</quote> method. You ask to send packets as fast as the receiver +is ready to process them. You start with a certain amount of packets you +send. As the receiver processes one packet after another, you start +refilling them with fresh data, and send them again. +</para> + +<para> +You start that by calling setPull. For example: +</para> + +<programlisting> +outdata.setPull(8, 1024); +</programlisting> + +<para> +This means that you want to send packets over outdata. You want to start +sending 8 packets at once, and as the receiver processes some of them, +you want to refill them. +</para> + +<para> +Then, you need to implement a method which fills the packets, which could +look like this: +</para> + +<programlisting> +void request_outdata(DataPacket<mcopbyte> *packet) +{ + packet->size = 1024; // shouldn't be more than 1024 + for(int i = 0;i < 1024; i++) + packet->contents[i] = (mcopbyte)'A'; + packet->send(); +} +</programlisting> + +<para> +Thats it. When you don't have any data any more, you can start sending +packets with zero size, which will stop the pulling. +</para> + +<para> +Note that it is essential to give the method the exact name +<methodname>request_<replaceable>streamname</replaceable></methodname>. +</para> + +<para> +We just discussed sending data. Receiving data is much much +simpler. Suppose you have a simple ToLower filter, which simply converts +all letters in lowercase: +</para> + +<programlisting> +interface ToLower { + async in byte stream indata; + async out byte stream outdata; +}; +</programlisting> + +<para> +This is really simple to implement; here is the whole implementation: +</para> + +<programlisting> +class ToLower_impl : public ToLower_skel { +public: + void process_indata(DataPacket<mcopbyte> *inpacket) + { + DataPacket<mcopbyte> *outpacket = outdata.allocPacket(inpacket->size); + + // convert to lowercase letters + char *instring = (char *)inpacket->contents; + char *outstring = (char *)outpacket->contents; + + for(int i=0;i<inpacket->size;i++) + outstring[i] = tolower(instring[i]); + + inpacket->processed(); + outpacket->send(); + } +}; + +REGISTER_IMPLEMENTATION(ToLower_impl); +</programlisting> + +<para> +Again, it is essential to name the method +<methodname>process_<replaceable>streamname</replaceable></methodname>. +</para> + +<para> +As you see, for each arriving packet you get a call for a function (the +<function>process_indata</function> call in our case). You need to call +the <methodname>processed()</methodname> method of a packet to indicate +you have processed it. +</para> + +<para> +Here is an implementation tip: if processing takes longer (&ie; if you +need to wait for soundcard output or something like that), don't call +processed immediately, but store the whole data packet and call +processed only as soon as you really processed that packet. That way, +senders have a chance to know how long it really takes to do your work. +</para> + +<para> +As synchronization isn't so nice with asynchronous streams, you should +use synchronous streams wherever possible, and asynchronous streams only +when necessary. +</para> + +</sect2> + +<sect2 id="default-streams"> +<title>Default Streams</title> + +<para> +Suppose you have 2 objects, for example an AudioProducer and an +AudioConsumer. The AudioProducer has an output stream and AudioConsumer +has an input one. Each time you want to connect them, you will use those +2 streams. The first use of defaulting is to enable you to make the +connection without specifying the ports in that case. +</para> + +<para> +Now suppose the teo objects above can handle stereo, and each have a +<quote>left</quote> and <quote>right</quote> port. You'd still like to +connect them as easily as before. But how can the connecting system +know which output port to connect to which input port? It has no way to +correctly map the streams. Defaulting is then used to specify several +streams, with an order. Thus, when you connect an object with 2 default +output streams to another one with 2 default input streams, you don't +have to specify the ports, and the mapping will be done correctly. +</para> + +<para> +Of course, this is not limited to stereo. Any number of streams can be +made default if needed, and the connect function will check that the +number of defaults for 2 object match (in the required direction) if you +don't specify the ports to use. +</para> + +<para> +The syntax is as follows: in the &IDL;, you can use the default keyword +in the stream declaration, or on a single line. For example: +</para> + +<programlisting> +interface TwoToOneMixer { + default in audio stream input1, input2; + out audio stream output; +}; +</programlisting> + +<para> +In this example, the object will expect its two input ports to be +connected by default. The order is the one specified on the default +line, so an object like this one: +</para> + +<programlisting> +interface DualNoiseGenerator { + out audio stream bzzt, couic; + default couic, bzzt; +}; +</programlisting> + +<para> +Will make connections from <quote>couic</quote> to +<quote>input1</quote>, and <quote>bzzt</quote> to <quote>input2</quote> +automatically. Note that since there is only one output for the mixer, +it will be made default in this case (see below). The syntax used in the +noise generator is useful to declare a different order than the +declaration, or selecting only a few ports as default. The directions of +the ports on this line will be looked up by &mcopidl;, so don't specify +them. You can even mix input and output ports in such a line, only the +order is important. +</para> + +<para> +There are some rules that are followed when using inheritance: +</para> + +<itemizedlist> +<listitem> +<para> +If a default list is specified in the &IDL;, then use +it. Parent ports can be put in this list as well, whether they were +default in the parent or not. +</para> +</listitem> + +<listitem> +<para> +Otherwise, inherit parent's defaults. Ordering is parent1 default1, +parent1 default2..., parent2 default1... If there is a common ancestor +using 2 parent branches, a <quote>virtual public</quote>-like merging is +done at that default's first occurrence in the list. +</para> +</listitem> + +<listitem> +<para> +If there is still no default and a single stream in a +direction, use it as default for that direction. +</para> +</listitem> +</itemizedlist> + +</sect2> + +</sect1> +<sect1 id="attribute-change-notify"> +<title>Attribute change notifications</title> + +<!-- TODO: This should be embedded better into the context - I mean: the + context should be written ;-). --> + +<para> +Attribute change notifications are a way to know when an attribute +changed. They are a bit comparable with &Qt;'s or Gtk's signals and +slots. For instance, if you have a &GUI; element, a slider, which +configures a number between 0 and 100, you will usually have an object +that does something with that number (for instance, it might be +controlling the volume of some audio signal). So you would like that +whenever the slider is moved, the object which scales the volume gets +notified. A connection between a sender and a receiver. +</para> + +<para> +&MCOP; deals with that by being able to providing notifications when +attributes change. Whatever is declared as <quote>attribute</quote> in +the &IDL;, can emit such change notifications, and should do so, +whenever it is modified. Whatever is declared as +<quote>attribute</quote> can also receive such change notifications. So +for instance if you had two &IDL; interfaces, like these: +</para> + +<programlisting> + interface Slider { + attribute long min,max; + attribute long position; + }; + interface VolumeControl : Arts::StereoEffect { + attribute long volume; // 0..100 + }; +</programlisting> + +<para> +You can connect them using change notifications. It works using the +normal flowsystem connect operation. In this case, the C++ code to +connect two objects would look like this: +</para> + +<programlisting> +#include <connect.h> +using namespace Arts; +[...] +connect(slider,"position_changed",volumeControl,"volume"); +</programlisting> + +<para> +As you see, each attribute offers two different streams, one for sending +the change notifications, called +<function><replaceable>attributename</replaceable>_changed</function>, + +<!-- TODO - how do I markup code that is an example - you wouldn't write + attributename in the source, but the name of some attribute + + LW: I'm guessing + here, because I know how to markup QT code, but your stuff is different. + Hopefully this will give you inspiration, and we can work out later the fine + tuning if I have it wrong. The line above in the code sample, if it were qt + stuff, I would mark up this way (linebreaks for clarity of markup only, yes I + know it's incorrect!): + + <function>connect(<classname>slider</classname>, + <function><replaceable>position</replaceable>_changed</function>, + <classname>volumeControl</classname>, + <function>volume</function>);</function> + + You can use <function><replaceable>attributename</function> and even + <function><replaceable>attributename</replaceable>_changed</function>. + + If I have the above totally wrong (which is entirely possible!) Some other + elements you might find handy: + + <varname>, <type>, <returnvalue>, <constant>, <methodname> + There's also a markup guide at http://madmax.atconnex.net/kde/ that might + help, although unfortunately the programming section is still incomplete. --> + + and one for receiving change notifications, called +<function>attributename</function>. +</para> + +<para> +It is important to know that change notifications and asynchronous +streams are compatible. They are also network transparent. So you can +connect a change notification of a float attribute of a &GUI; widget has +to an asynchronous stream of a synthesis module running on another +computer. This of course also implies that change notifications are +<emphasis>not synchronous</emphasis>, this means, that after you have +sent the change notification, it may take some time until it really gets +received. +</para> + +<sect2 id="sending-change-notifications"> + +<title>Sending change notifications</title> + +<para> +When implementing objects that have attributes, you need to send change +notifications whereever an attribute changes. The code for doing this +looks like this: +</para> + +<programlisting> + void KPoti_impl::value(float newValue) + { + if(newValue != _value) + { + _value = newValue; + value_changed(newValue); // <- send change notification + } + } +</programlisting> + +<para> +It is strongly recommended to use code like this for all objects you +implement, so that change notifications can be used by other people. You +should however void sending notifications too often, so if you are doing +signal processing, it is probably the best if you keep track when you +sent your last notification, so that you don't send one with every +sample you process. +</para> + +</sect2> + +<sect2 id="change-notifications-apps"> +<title>Applications for change notifications</title> + +<para> +It will be especially useful to use change notifications in conjunction +with scopes (things that visualize audio data for instance), gui +elements, control widgets, and monitoring. Code using this is in +<filename class="directory">kdelibs/arts/tests</filename>, and in the +experimental artsgui implementation, which you can find under <filename +class="directory">kdemultimedia/arts/gui</filename>. +</para> + +<!-- TODO: can I markup links into the source code - if yes, how? --> + +<!-- LW: Linking into the source is problematic - we can't assume people are +reading this on a machine with the sources available, or that they aren't +reading it from a website. We're working on it! --> + +</sect2> +</sect1> + +<sect1 id="the-mcoprc-file"> + +<title>The <literal role="extension">.mcoprc</literal> file</title> + +<para> +The <literal role="extension">.mcoprc</literal> file (in each user's +home folder) can be used to configure &MCOP; in some ways. Currently, +the following is possible: +</para> + +<variablelist> + +<varlistentry> +<term>GlobalComm</term> +<listitem> +<para> +The name of an interface to be used for global communication. Global +communication is used to find other objects and obtain the secret +cookie. Multiple &MCOP; clients/servers that should be able to talk to +each other need to have a GlobalComm object which is able to share +information between them. Currently, the possible values are +<quote>Arts::TmpGlobalComm</quote> to communicate via <filename +class="directory">/tmp/mcop-<replaceable>username</replaceable></filename> +folder (which will only work on the local computer) and +<quote>Arts::X11GlobalComm</quote> to communicate via the root window +properties on the X11 server. +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term>TraderPath</term> + +<listitem> +<para> +Specifies where to look for trader information. You can list more than +one folder here, and separate them with commas, like +</para> +</listitem> + +</varlistentry> + +<varlistentry> +<term>ExtensionPath</term> + +<listitem> +<para> +Specifies from which folders extensions (in the form of shared +libraries) are loaded. Multiple values can be specified comma separated. +</para> +</listitem> + +</varlistentry> +</variablelist> + +<para> +An example which uses all of the above is: +</para> + +<programlisting> +# $HOME/.mcoprc file +GlobalComm=Arts::X11GlobalComm + +# if you are a developer, it might be handy to add a folder in your home +# to the trader/extension path to be able to add components without +# installing them +TraderPath="/opt/kde2/lib/mcop","/home/joe/mcopdevel/mcop" +ExtensionPath="/opt/kde2/lib","/home/joe/mcopdevel/lib" +</programlisting> + +</sect1> + +<sect1 id="mcop-for-corba-users"> +<title>&MCOP; for <acronym>CORBA</acronym> Users</title> + +<para> +If you have used <acronym>CORBA</acronym> before, you will see that +&MCOP; is much the same thing. In fact, &arts; prior to version 0.4 used +<acronym>CORBA</acronym>. +</para> + +<para> +The basic idea of <acronym>CORBA</acronym> is the same: you implement +objects (components). By using the &MCOP; features, your objects are not +only available as normal classes from the same process (via standard C++ +techniques) - they also are available to remote servers +transparently. For this to work, the first thing you need to do is to +specify the interface of your objects in an &IDL; file - just like +<acronym>CORBA</acronym> &IDL;. There are only a few differences. +</para> + +<sect2 id="corba-missing"> +<title><acronym>CORBA</acronym> Features That Are Missing In +&MCOP;</title> + +<para> +In &MCOP; there are no <quote>in</quote> and <quote>out</quote> +parameters on method invocations. Parameters are always incoming, the +return code is always outgoing, which means that the interface: +</para> + +<programlisting> +// CORBA idl +interface Account { + void deposit( in long amount ); + void withdraw( in long amount ); + long balance(); +}; +</programlisting> + +<para> +is written as +</para> + +<programlisting> +// MCOP idl +interface Account { + void deposit( long amount ); + void withdraw( long amount ); + long balance(); +}; +</programlisting> + +<para> +in &MCOP;. +</para> + +<para> +There is no exception support. &MCOP; doesn't have exceptions - it uses +something else for error handling. +</para> + +<para> +There are no union types and no typedefs. I don't know if that is a real +weakness, something one would desperately need to survive. +</para> + +<para> +There is no support for passing interfaces or object references +</para> + +</sect2> + +<sect2 id="corba-different"> +<title><acronym>CORBA</acronym> Features That Are Different In +&MCOP;</title> + +<para> +You declare sequences as +<quote>sequence<replaceable>type</replaceable></quote> in &MCOP;. There +is no need for a typedef. For example, instead of: +</para> + +<programlisting> +// CORBA idl +struct Line { + long x1,y1,x2,y2; +}; +typedef sequence<Line> LineSeq; +interface Plotter { + void draw(in LineSeq lines); +}; +</programlisting> + +<para> +you would write +</para> + +<programlisting> +// MCOP idl +struct Line { + long x1,y1,x2,y2; +}; +interface Plotter { + void draw(sequence<Line> lines); +}; +</programlisting> + +</sect2> + +<sect2 id="no-in-corba"> +<title>&MCOP; Features That Are Not In <acronym>CORBA</acronym></title> + +<para> +You can declare streams, which will then be evaluated by the &arts; +framework. Streams are declared in a similar manner to attributes. For +example: +</para> + +<programlisting> +// MCOP idl +interface Synth_ADD : SynthModule { + in audio stream signal1,signal2; + out audio stream outvalue; +}; +</programlisting> + +<para> +This says that your object will accept two incoming synchronous audio +streams called signal1 and signal2. Synchronous means that these are +streams that deliver x samples per second (or other time), so that the +scheduler will guarantee to always provide you a balanced amount of +input data (⪚ 200 samples of signal1 are there and 200 samples +signal2 are there). You guarantee that if your object is called with +those 200 samples signal1 + signal2, it is able to produce exactly 200 +samples to outvalue. +</para> + +</sect2> + +<sect2 id="mcop-binding"> +<title>The &MCOP; C++ Language Binding</title> + +<para> +This differs from <acronym>CORBA</acronym> mostly: +</para> + +<itemizedlist> +<listitem> +<para> +Strings use the C++ <acronym>STL</acronym> <classname>string</classname> +class. When stored in sequences, they are stored <quote>plain</quote>, +that means they are considered to be a primitive type. Thus, they need +copying. +</para> +</listitem> + +<listitem> +<para> +longs are plain long's (expected to be 32 bit). +</para> +</listitem> + +<listitem> +<para> +Sequences use the C++ <acronym>STL</acronym> +<classname>vector</classname> class. +</para> +</listitem> + +<listitem> +<para> +Structures are all derived from the &MCOP; class +<classname>Type</classname>, and generated by the &MCOP; &IDL; +compiler. When stored in sequences, they are not stored +<quote>plain</quote> , but as pointers, as otherwise, too much copying +would occur. +</para> +</listitem> +</itemizedlist> +</sect2> + +<sect2 id="implementing-objects"> +<title>Implementing &MCOP; Objects</title> + +<para> +After having them passed through the &IDL; compiler, you need to derive +from the <classname>_skel</classname> class. For instance, consider you +have defined your interface like this: +</para> + +<programlisting> +// MCOP idl: hello.idl +interface Hello { + void hello(string s); + string concat(string s1, string s2); + long sum2(long a, long b); +}; +</programlisting> + +<para> +You pass that through the &IDL; compiler by calling +<userinput><command>mcopidl</command> +<parameter>hello.idl</parameter></userinput>, which will in turn generate +<filename>hello.cc</filename> and <filename>hello.h</filename>. To +implement it, you need to define a C++-class that inherits the skeleton: +</para> + +<programlisting> +// C++ header file - include hello.h somewhere +class Hello_impl : virtual public Hello_skel { +public: + void hello(const string& s); + string concat(const string& s1, const string& s2); + long sum2(long a, long b); +}; +</programlisting> + +<para> +Finally, you need to implement the methods as normal C++ +</para> + +<programlisting> +// C++ implementation file + +// as you see string's are passed as const string references +void Hello_impl::hello(const string& s) +{ + printf("Hello '%s'!\n",s.c_str()); +} + +// when they are a returncode they are passed as "normal" strings +string Hello_impl::concat(const string& s1, const string& s2) +{ + return s1+s2; +} + +long Hello_impl::sum2(long a, long b) +{ + return a+b; +} +</programlisting> + +<para> +Once you do that, you have an object which can communicate using &MCOP;. +Just create one (using the normal C++ facilities to create an object): +</para> + +<programlisting> + Hello_impl server; +</programlisting> + +<para> +And as soon as you give somebody the reference +</para> + +<programlisting> + string reference = server._toString(); + printf("%s\n",reference.c_str()); +</programlisting> + +<para> +and go to the &MCOP; idle loop +</para> + +<programlisting> +Dispatcher::the()->run(); +</programlisting> + +<para> +People can access the thing using +</para> + +<programlisting> +// this code can run anywhere - not necessarily in the same process +// (it may also run on a different computer/architecture) + + Hello *h = Hello::_fromString([the object reference printed above]); +</programlisting> + +<para> +and invoke methods: +</para> + +<programlisting> + if(h) + h->hello("test"); + else + printf("Access failed?\n"); +</programlisting> + +</sect2> +</sect1> + +<sect1 id="mcop-security"> +<title>&MCOP; Security Considerations</title> + +<para> +Since &MCOP; servers will listen on a <acronym>TCP</acronym> port, +potentially everybody (if you are on the Internet) may try to connect +&MCOP; services. Thus, it is important to authenticate clients. &MCOP; +uses the md5-auth protocol. +</para> + +<para> +The md5-auth protocol does the following to ensure that only selected +(trusted) clients may connect to a server: +</para> + +<itemizedlist> +<listitem> +<para> +It assumes you can give every client a secret cookie. +</para> +</listitem> + +<listitem> +<para> +Every time a client connects, it verifies that this client knows that +secret cookie, without actually transferring it (not even in a form that +somebody listening to the network traffic could find it out). +</para> +</listitem> + +</itemizedlist> + +<para> +To give each client the secret cookie, &MCOP; will (normally) put it in +the <filename class="directory">mcop</filename> folder (under +<filename +class="directory">/tmp/mcop-<envar>USER</envar>/secret-cookie</filename>). Of +course, you can copy it to other computers. However, if you do so, use a +secure transfer mechanism, such as <command>scp</command> (from +<application>ssh</application>). +</para> + +<para> +The authentication of clients uses the following steps: +</para> + +<procedure> +<step> +<para> +[SERVER] generate a new (random) cookie R +</para> +</step> + +<step> +<para> +[SERVER] send it to the client +</para> +</step> + +<step> +<para> +[CLIENT] read the "secret cookie" S from a file +</para> +</step> + +<step> +<para> +[CLIENT] mangle the cookies R and S to a mangled cookie M using the MD5 +algorithm +</para> +</step> + +<step> +<para> +[CLIENT] send M to the server +</para> +</step> + +<step> +<para> +[SERVER] verify that mangling R and S gives just the +same thing as the cookie M received from the client. If yes, +authentication is successful. +</para> +</step> + +</procedure> + +<para> +This algorithm should be secure, given that +</para> + +<orderedlist> +<listitem> +<para> +The secret cookies and random cookies are <quote>random enough</quote> + and +</para> +</listitem> + +<listitem> +<para> +The MD5 hashing algorithm doesn't allow to find out the +<quote>original text</quote>, that is the secret cookie S and the random +cookie R (which is known, anyway), from the mangled cookie M. +</para> +</listitem> +</orderedlist> + +<para> +The &MCOP; protocol will start every new connection with an +authentication process. Basically, it looks like this: +</para> + +<procedure> + +<step> +<para> +Server sends a ServerHello message, which describes +the known authentication protocols. +</para> +</step> + +<step> +<para> +Client sends a ClientHello message, which includes authentication info. +</para> +</step> + +<step> +<para> +Server sends an AuthAccept message. +</para> +</step> +</procedure> + +<para> +To see that the security actually works, we should look at how messages +are processed on unauthenticated connections: +</para> + +<itemizedlist> +<listitem> +<para> +Before the authentication succeeds, the server will not receive other +messages from the connection. Instead, if the server for instance +expects a <quote>ClientHello</quote> message, and gets an mcopInvocation +message, it will drop the connection. +</para> +</listitem> + +<listitem> +<para> +If the client doesn't send a valid &MCOP; message at all (no &MCOP; +magic in the message header) in the authentication phase, but something +else, the connection is dropped. +</para> +</listitem> + +<listitem> +<para> +If the client tries to send a very very large message (> 4096 bytes +in the authentication phase, the message size is truncated to 0 bytes, +which will cause that it isn't accepted for authentication) This is to +prevent unauthenticated clients from sending ⪚ 100 megabytes of +message, which would be received and could cause the server to run out +of memory. +</para> +</listitem> + +<listitem> +<para> +If the client sends a corrupt ClientHello message (one, for which +demarshalling fails), the connection is dropped. +</para> +</listitem> + +<listitem> +<para> +If the client send nothing at all, then a timeout should occur (to be +implemented). +</para> +</listitem> +</itemizedlist> + +</sect1> + +<sect1 id="mcop-protocol"> +<title>&MCOP; Protocol Specification</title> + +<sect2 id="mcop-protocol-intro"> +<title>Introduction</title> + +<para> +It has conceptual similarities to <acronym>CORBA</acronym>, but it is +intended to extend it in all ways that are required for real time +multimedia operations. +</para> + +<para> +It provides a multimedia object model, which can be used for both: +communication between components in one address space (one process), and +between components that are in different threads, processes or on +different hosts. +</para> + +<para> +All in all, it will be designed for extremely high performance (so +everything shall be optimized to be blazingly fast), suitable for very +communicative multimedia applications. For instance streaming videos +around is one of the applications of &MCOP;, where most +<acronym>CORBA</acronym> implementations would go down to their knees. +</para> + +<para> +The interface definitions can handle the following natively: +</para> + +<itemizedlist> +<listitem> +<para> +Continuous streams of data (such as audio data). +</para> +</listitem> + +<listitem> +<para> +Event streams of data (such as &MIDI; events). +</para> +</listitem> + +<listitem> +<para> +Real reference counting. +</para> +</listitem> +</itemizedlist> + +<para> +and the most important <acronym>CORBA</acronym> gimmicks, like +</para> + +<itemizedlist> +<listitem> +<para> +Synchronous method invocations. +</para> +</listitem> + +<listitem> +<para> +Asynchronous method invocations. +</para> +</listitem> + +<listitem> +<para> +Constructing user defined data types. +</para> +</listitem> + +<listitem> +<para> +Multiple inheritance. +</para> +</listitem> + +<listitem> +<para> +Passing object references. +</para> +</listitem> +</itemizedlist> + +</sect2> + +<sect2 id="mcop-protocol-marshalling"> +<title>The &MCOP; Message Marshalling</title> + +<para> +Design goals/ideas: +</para> + +<itemizedlist> + +<listitem> +<para> +Marshalling should be easy to implement. +</para> +</listitem> + +<listitem> +<para> +Demarshalling requires the receiver to know what type he wants to +demarshall. +</para> +</listitem> + +<listitem> +<para> +The receiver is expected to use every information - so skipping is only +in the protocol to a degree that: +</para> + +<itemizedlist> +<listitem> +<para> +If you know you are going to receive a block of bytes, you don't need to +look at each byte for an end marker. +</para> +</listitem> + +<listitem> +<para> +If you know you are going to receive a string, you don't need to read it +until the zero byte to find out it's length while demarshalling, however, +</para> +</listitem> + +<listitem> +<para> +If you know you are going to receive a sequence of strings, you need to +look at the length of each of them to find the end of the sequence, as +strings have variable length. But if you use the strings for something +useful, you'll need to do that anyway, so this is no loss. +</para> +</listitem> +</itemizedlist> + +</listitem> + +<listitem> +<para> +As little overhead as possible. +</para> +</listitem> +</itemizedlist> + +<!-- TODO: Make this a table --> + +<para> +Marshalling of the different types is show in the table below: +</para> + +<informaltable> +<tgroup cols="3"> +<thead> +<row> +<entry>Type</entry> +<entry>Marshalling Process</entry> +<entry>Result</entry> +</row> +</thead> + +<tbody> +<row> +<entry><type>void</type></entry> +<entry><type>void</type> types are marshalled by omitting them, so +nothing is written to the stream for them.</entry> +<entry></entry> +</row> + +<row> +<entry><type>long</type></entry> +<entry>is marshalled as four bytes, the most significant byte first, +so the number 10001025 (which is 0x989a81) would be marshalled +as:</entry> +<entry><literal>0x00 0x98 0x9a 0x81</literal></entry> +</row> + +<row> +<entry><type>enums</type></entry> +<entry><para>are marshalled like <type>long</type>s</para></entry> +<entry></entry> +</row> + +<row> +<entry><type>byte</type></entry> +<entry><para>is marshalled as a single byte, so the byte 0x42 would be +marshalled as:</para></entry> +<entry><literal>0x42</literal></entry> +</row> + +<row> +<entry><type>string</type></entry> +<entry><para>is marshalled as a <type>long</type>, containing the length +of the following string, and then the sequence of characters strings +must end with one zero byte (which is included in the length +counting).</para> +<important> +<para>include the trailing 0 byte in length counting!</para> +</important> +<para><quote>hello</quote> would be marshalled as:</para></entry> +<entry><literal>0x00 0x00 0x00 0x06 0x68 0x65 0x6c 0x6c 0x6f 0x00</literal></entry> +</row> + +<row> +<entry><type>boolean</type></entry> +<entry><para>is marshalled as a byte, containing 0 if +<returnvalue>false</returnvalue> or 1 if +<returnvalue>true</returnvalue>, so the boolean value +<returnvalue>true</returnvalue> is marshalled as:</para></entry> +<entry><literal>0x01</literal></entry> +</row> + +<row> +<entry><type>float</type></entry> +<entry><para>is marshalled after the four byte IEEE754 representation - +detailed docs how IEEE works are here: <ulink +url="http://twister.ou.edu/workshop.docs/common-tools/numerical_comp_guide/ncg_math.doc.html">http://twister.ou.edu/workshop.docs/common-tools/numerical_comp_guide/ncg_math.doc.html</ulink> +and here: <ulink +url="http://java.sun.com/docs/books/vmspec/2nd-edition/html/Overview.doc.html">http://java.sun.com/docs/books/vmspec/2nd-edition/html/Overview.doc.html</ulink>. +So, the value 2.15 would be marshalled as:</para></entry> +<entry><literal>0x9a 0x99 0x09 0x40</literal></entry> +</row> + +<row> +<entry><type>struct</type></entry> +<entry><para>A structure is marshalled by marshalling it's +contents. There are no additional prefixes or suffixes required, so the +structure +</para> +<programlisting> +struct test { + string name; // which is "hello" + long value; // which is 10001025 (0x989a81) +}; +</programlisting> +<para>would be marshalled as</para></entry> +<entry> +<literallayout> +0x00 0x00 0x00 0x06 0x68 0x65 0x6c 0x6c +0x6f 0x00 0x00 0x98 0x9a 0x81 +</literallayout></entry> +</row> + +<row> +<entry><type>sequence</type></entry> +<entry><para>a sequence is marshalled by listing the number of elements +that follow, and then marshalling the elements one by one.</para> +<para>So a sequence of 3 longs a, with a[0] = 0x12345678, a[1] = 0x01 +and a[2] = 0x42 would be marshalled as:</para></entry> +<entry> +<literallayout> +0x00 0x00 0x00 0x03 0x12 0x34 0x56 0x78 +0x00 0x00 0x00 0x01 0x00 0x00 0x00 0x42 +</literallayout> +</entry> +</row> +</tbody> +</tgroup> +</informaltable> + +<para> +If you need to refer to a type, all primitive types are referred by the +names given above. Structures and enums get own names (like +Header). Sequences are referred as *<replaceable>normal +type</replaceable>, so that a sequence of longs is <quote>*long</quote> +and a sequence of Header struct's is <quote>*Header</quote>. +</para> + +</sect2> + +<sect2 id="mcop-protocol-messages"> +<title>Messages</title> + +<para> +The &MCOP; message header format is defined as defined by this +structure: +</para> + +<programlisting> +struct Header { + long magic; // the value 0x4d434f50, which is marshalled as MCOP + long messageLength; + long messageType; +}; +</programlisting> + +<para> +The possible messageTypes are currently +</para> + +<programlisting> + mcopServerHello = 1 + mcopClientHello = 2 + mcopAuthAccept = 3 + mcopInvocation = 4 + mcopReturn = 5 + mcopOnewayInvocation = 6 +</programlisting> + +<para> +A few notes about the &MCOP; messaging: +</para> + + +<itemizedlist> +<listitem> +<para> +Every message starts with a Header. +</para> +</listitem> + +<listitem> +<para> +Some messages types should be dropped by the server, as long as the +authentication is not complete. +</para> +</listitem> + +<listitem> +<para> +After receiving the header, the protocol (connection) handling can +receive the message completely, without looking at the contents. +</para> +</listitem> +</itemizedlist> + +<para> +The messageLength in the header is of course in some cases redundant, +which means that this approach is not minimal regarding the number of +bytes. +</para> + +<para> +However, it leads to an easy (and fast) implementation of non-blocking +messaging processing. With the help of the header, the messages can be +received by protocol handling classes in the background (non-blocking), +if there are many connections to the server, all of them can be served +parallel. You don't need to look at the message content, to receive the +message (and to determine when you are done), just at the header, so the +code for that is pretty easy. +</para> + +<para> +Once a message is there, it can be demarshalled and processed in one +single pass, without caring about cases where not all data may have been +received (because the messageLength guarantees that everything is +there). +</para> + +</sect2> + +<sect2 id="mcop-protocol-invocations"> +<title>Invocations</title> + +<para> +To call a remote method, you need to send the following structure in the +body of an &MCOP; message with the messageType = 1 (mcopInvocation): +</para> + +<programlisting> +struct Invocation { + long objectID; + long methodID; + long requestID; +}; +</programlisting> + +<para> +after that, you send the parameters as structure, ⪚ if you invoke the +method string concat(string s1, string s2), you send a structure like +</para> + +<programlisting> +struct InvocationBody { + string s1; + string s2; +}; +</programlisting> + + +<para> +if the method was declared to be oneway - that means asynchronous +without return code - then that was it. Otherwise, you'll receive as +answer the message with messageType = 2 (mcopReturn) +</para> + +<programlisting> +struct ReturnCode { + long requestID; + <resulttype> result; +}; +</programlisting> + + +<para> +where <resulttype> is the type of the result. As void types are +omitted in marshalling, you can also only write the requestID if you +return from a void method. +</para> + +<para> +So our string concat(string s1, string s2) would lead to a returncode +like +</para> + +<programlisting> +struct ReturnCode { + long requestID; + string result; +}; +</programlisting> + +</sect2> + +<sect2 id="mcop-protocol-inspecting"> +<title>Inspecting Interfaces</title> + +<para> +To do invocations, you need to know the methods an object supports. To +do so, the methodID 0, 1, 2 and 3 are hardwired to certain +functionalities. That is +</para> + +<programlisting> +long _lookupMethod(MethodDef methodDef); // methodID always 0 +string _interfaceName(); // methodID always 1 +InterfaceDef _queryInterface(string name); // methodID always 2 +TypeDef _queryType(string name); // methodID always 3 +</programlisting> + +<para> +to read that, you of course need also +</para> + +<programlisting> +struct MethodDef { + string methodName; + string type; + long flags; // set to 0 for now (will be required for streaming) + sequence<ParamDef> signature; +}; + +struct ParamDef { + string name; + long typeCode; +}; +</programlisting> + +<para> +the parameters field contains type components which specify the types of +the parameters. The type of the returncode is specified in the +MethodDef's type field. +</para> + +<para> +Strictly speaking, only the methods +<methodname>_lookupMethod()</methodname> and +<methodname>_interfaceName()</methodname> differ from object to object, +while the <methodname>_queryInterface()</methodname> and +<methodname>_queryType()</methodname> are always the same. +</para> + +<para> +What are those methodIDs? If you do an &MCOP; invocation, you are +expected to pass a number for the method you are calling. The reason for +that is, that numbers can be processed much faster than strings when +executing an &MCOP; request. +</para> + +<para> +So how do you get those numbers? If you know the signature of the +method, that is a MethodDef that describes the method, (which contains +name, type, parameter names, parameter types and such), you can pass +that to _lookupMethod of the object where you wish to call a method. As +_lookupMethod is hardwired to methodID 0, you should encounter no +problems doing so. +</para> + +<para> +On the other hand, if you don't know the method signature, you can find +which methods are supported by using _interfaceName, _queryInterface and +_queryType. +</para> +</sect2> + +<sect2 id="mcop-protocol-typedefs"> +<title>Type Definitions</title> + +<para> +User defined datatypes are described using the +<structname>TypeDef</structname> structure: +</para> + +<programlisting> +struct TypeComponent { + string type; + string name; +}; + +struct TypeDef { + string name; + + sequence<TypeComponent> contents; +}; +</programlisting> + +</sect2> +</sect1> + +<sect1 id="why-not-dcop"> +<title>Why &arts; Doesn't Use &DCOP;</title> + +<para> +Since &kde; dropped <acronym>CORBA</acronym> completely, and is using +&DCOP; everywhere instead, naturally the question arises why &arts; +isn't doing so. After all, &DCOP; support is in +<classname>KApplication</classname>, is well-maintained, supposed to +integrate greatly with libICE, and whatever else. +</para> + +<para> +Since there will be (potentially) a lot of people asking whether having +&MCOP; besides &DCOP; is really necessary, here is the answer. Please +don't get me wrong, I am not trying to say <quote>&DCOP; is +bad</quote>. I am just trying to say <quote>&DCOP; isn't the right +solution for &arts;</quote> (while it is a nice solution for other +things). +</para> + +<para> +First, you need to understand what exactly &DCOP; was written +for. Created in two days during the &kde;-TWO meeting, it was intended +to be as simple as possible, a really <quote>lightweight</quote> +communication protocol. Especially the implementation left away +everything that could involve complexity, for instance a full blown +concept how data types shall be marshalled. +</para> + +<para> +Even although &DCOP; doesn't care about certain things (like: how do I +send a string in a network-transparent manner?) - this needs to be +done. So, everything that &DCOP; doesn't do, is left to &Qt; in the +&kde; apps that use &DCOP; today. This is mostly type management (using +the &Qt; serialization operator). +</para> + +<para> +So &DCOP; is a minimal protocol which perfectly enables &kde; +applications to send simple messages like <quote>open a window pointing +to http://www.kde.org</quote> or <quote>your configuration data has +changed</quote>. However, inside &arts; the focus lies on other things. +</para> + +<para> +The idea is, that little plugins in &arts; will talk involving such data +structures as <quote>midi events</quote> and <quote>songposition +pointers</quote> and <quote>flow graphs</quote>. +</para> + +<para> +These are complex data types, which must be sent between different +objects, and be passed as streams, or parameters. &MCOP; supplies a type +concept, to define complex data types out of simpler ones (similar to +structs or arrays in C++). &DCOP; doesn't care about types at all, so +this problem would be left to the programmer - like: writing C++ classes +for the types, and make sure they can serialize properly (for instance: +support the &Qt; streaming operator). +</para> + +<para> +But that way, they would be inaccessible to everything but direct C++ +coding. Specifically, you could not design a scripting language, that +would know all types plugins may ever expose, as they are not self +describing. +</para> + +<para> +Much the same argument is valid for interfaces as well. &DCOP; objects +don't expose their relationships, inheritance hierarchies, etc. - if you +were to write an object browser which shows you <quote>what attributes +has this object got</quote>, you'd fail. +</para> + + +<para> +While Matthias told me that you have a special function +<quote>functions</quote> on each object that tells you about the methods +that an object supports, this leaves out things like attributes +(properties), streams and inheritance relations. +</para> + +<para> +This seriously breaks applications like &arts-builder;. But remember: +&DCOP; was not so much intended to be an object model (as &Qt; already +has one with <application>moc</application> and similar), nor to be +something like <acronym>CORBA</acronym>, but to supply inter-application +communication. +</para> + +<para> +Why &MCOP; even exists is: it should work fine with streams between +objects. &arts; makes heavily use of small plugins, which interconnect +themselves with streams. The <acronym>CORBA</acronym> version of &arts; +had to introduce a very annoying split between <quote>the SynthModule +objects</quote>, which were the internal work modules that did do the +streaming, and <quote>the <acronym>CORBA</acronym> interface</quote>, +which was something external. +</para> + +<para> +Much code cared about making interaction between <quote>the SynthModule +objects</quote> and <quote>the <acronym>CORBA</acronym> +interface</quote> look natural, but it didn't, because +<acronym>CORBA</acronym> knew nothing at all about streams. &MCOP; +does. Look at the code (something like +<filename>simplesoundserver_impl.cc</filename>). Way better! Streams +can be declared in the interface of modules, and implemented in a +natural looking way. +</para> + +<para> +One can't deny it. One of the reasons why I wrote &MCOP; was speed. Here +are some arguments why &MCOP; will definitely be faster than &DCOP; +(even without giving figures). +</para> + + +<para> +An invocation in &MCOP; will have a six-<quote>long</quote>-header. That +is: +</para> + +<itemizedlist> +<listitem><para>magic <quote>MCOP</quote></para></listitem> +<listitem><para>message type (invocation)</para></listitem> +<listitem><para>size of the request in bytes</para></listitem> +<listitem><para>request ID</para></listitem> +<listitem><para>target object ID</para></listitem> +<listitem><para>target method ID</para></listitem> +</itemizedlist> + +<para> +After that, the parameters follow. Note that the demarshalling of this +is extremely fast. You can use table lookups to find the object and the +method demarshalling function, which means that complexity is O(1) [ it +will take the same amount of time, no matter how many objects are alive, +or how many functions are there ]. +</para> + +<para> +Comparing this to &DCOP;, you'll see, that there are at least +</para> + +<itemizedlist> +<listitem><para>a string for the target object - something like +<quote>myCalculator</quote></para></listitem> +<listitem><para>a string like <quote>addNumber(int,int)</quote> to +specify the method</para></listitem> +<listitem><para>several more protocol info added by libICE, and other +DCOP specifics I don't know</para></listitem> +</itemizedlist> + +<para> +These are much more painful to demarshall, as you'll need to parse the +string, search for the function, &etc;. +</para> + +<para> +In &DCOP;, all requests are running through a server +(<application>DCOPServer</application>). That means, the process of a +synchronous invocation looks like this: +</para> + +<itemizedlist> +<listitem> +<para> +Client process sends invocation. +</para> +</listitem> + +<listitem> +<para> +<application>DCOPserver</application> (man-in-the-middle) receives +invocation and looks where it needs to go, and sends it to the +<quote>real</quote> server. +</para> +</listitem> + +<listitem> +<para> +Server process receives invocation, performs request and sends result. +</para> +</listitem> + +<listitem> +<para> +<application>DCOPserver</application> (man-in-the-middle) receives +result and ... sends it to the client. +</para> +</listitem> + +<listitem> +<para> +Client decodes reply. +</para> +</listitem> +</itemizedlist> + +<para> +In &MCOP;, the same invocation looks like this: +</para> + +<itemizedlist> +<listitem> +<para> +Client process sends invocation. +</para> +</listitem> + +<listitem> +<para> +Server process receives invocation, performs request and sends result. +</para> +</listitem> + +<listitem> +<para> +Client decodes reply. +</para> +</listitem> +</itemizedlist> + +<para> +Say both were implemented correctly, &MCOP;s peer-to-peer strategy +should be faster by a factor of two, than &DCOP;s man-in-the-middle +strategy. Note however that there were of course reasons to choose the +&DCOP; strategy, which is namely: if you have 20 applications running, +and each app is talking to each app, you need 20 connections in &DCOP;, +and 200 with &MCOP;. However in the multimedia case, this is not +supposed to be the usual setting. +</para> + +<para> +I tried to compare &MCOP; and &DCOP;, doing an invocation like adding +two numbers. I modified testdcop to achieve this. However, the test may +not have been precise on the &DCOP; side. I invoked the method in the +same process that did the call for &DCOP;, and I didn't know how to get +rid of one debugging message, so I used output redirection. +</para> + +<para> +The test only used one object and one function, expect &DCOP;s results +to decrease with more objects and functions, while &MCOP;s results +should stay the same. Also, the <application>dcopserver</application> +process wasn't connected to other applications, it might be that if many +applications are connected, the routing performance decreases. +</para> + +<para> +The result I got was that while &DCOP; got slightly more than 2000 +invocations per second, &MCOP; got slightly more than 8000 invocations +per second. That makes a factor of 4. I know that &MCOP; isn't tuned to +the maximum possible, yet. (Comparison: <acronym>CORBA</acronym>, as +implemented with mico, does something between 1000 and 1500 invocations +per second). +</para> + +<para> +If you want <quote>harder</quote> data, consider writing some small +benchmark app for &DCOP; and send it to me. +</para> + +<para> +<acronym>CORBA</acronym> had the nice feature that you could use objects +you implemented once, as <quote>separate server process</quote>, or as +<quote>library</quote>. You could use the same code to do so, and +<acronym>CORBA</acronym> would transparently decide what to do. With +&DCOP;, that is not really intended, and as far as I know not really +possible. +</para> + +<para> +&MCOP; on the other hand should support that from the beginning. So you +can run an effect inside &artsd;. But if you are a wave editor, you can +choose to run the same effect inside your process space as well. +</para> + +<para> +While &DCOP; is mostly a way to communicate between apps, &MCOP; is also +a way to communicate inside apps. Especially for multimedia streaming, +this is important (as you can run multiple &MCOP; objects parallely, to +solve a multimedia task in your application). +</para> + +<para> +Although &MCOP; does not currently do so, the possibilities are open to +implement quality of service features. Something like <quote>that &MIDI; event +is really really important, compared to this invocation</quote>. Or something +like <quote>needs to be there in time</quote>. +</para> + +<para> +On the other hand, stream transfer can be integrated in the &MCOP; +protocol nicely, and combined with <acronym>QoS</acronym> stuff. Given +that the protocol may be changed, &MCOP; stream transfer should not +really get slower than conventional <acronym>TCP</acronym> streaming, +but: it will be easier and more consistent to use. +</para> + +<para> +There is no need to base a middleware for multimedia on &Qt;. Deciding +so, and using all that nice &Qt;-streaming and stuff, will easily lead +to the middleware becoming a &Qt;-only (or rather &kde;-only) thing. I +mean: as soon as I'll see the GNOMEs using &DCOP;, too, or something like +that, I am certainly proven wrong. +</para> + +<para> +While I do know that &DCOP; basically doesn't know about the data types +it sends, so that you could use &DCOP; without using &Qt;, look at how +it is used in daily &kde; usage: people send types like +<classname>QString</classname>, <classname>QRect</classname>, +<classname>QPixmap</classname>, <classname>QCString</classname>, ..., +around. These use &Qt;-serialization. So if somebody choose to support +&DCOP; in a GNOME program, he would either have to claim to use +<classname>QString</classname>,... types (although he doesn't do so), +and emulate the way &Qt; does the streaming, or he would send other +string, pixmap and rect types around, and thus not be interoperable. +</para> + +<para> +Well, whatever. &arts; was always intended to work with or without +&kde;, with or without &Qt;, with or without X11, and maybe even with or +without &Linux; (and I have even no problems with people who port it to +a popular non-free operating systems). +</para> + +<para> +It is my position that non-&GUI;-components should be written +non-&GUI;-dependant, to make sharing those among wider amounts of +developers (and users) possible. +</para> + +<para> +I see that using two <acronym>IPC</acronym> protocols may cause +inconveniences. Even more, if they are both non-standard. However, for +the reasons given above, switching to &DCOP; is no option. If there is +significant interest to find a way to unite the two, okay, we can +try. We could even try to make &MCOP; speak <acronym>IIOP</acronym>, +then we'd have a <acronym>CORBA</acronym> <acronym>ORB</acronym> ;). +</para> + +<para> +I talked with Matthias Ettrich a bit about the future of the two +protocols, and we found lots of ways how things could go on. For +instance, &MCOP; could handle the message communication in &DCOP;, thus +bringing the protocols a bit closer together. +</para> + +<para> +So some possible solutions would be: +</para> + +<itemizedlist> +<listitem> +<para> +Write an &MCOP; - &DCOP; gateway (which should be possible, and would +make interoperation possible) - note: there is an experimental +prototype, if you like to work on that. +</para> +</listitem> + +<listitem> +<para> +Integrate everything &DCOP; users expect into &MCOP;, and try to only do +&MCOP; - one could add an <quote>man-in-the-middle-option</quote> to +&MCOP;, too ;) +</para> +</listitem> + +<listitem> +<para> +Base &DCOP; on &MCOP; instead of libICE, and slowly start integrating +things closer together. +</para> +</listitem> +</itemizedlist> + +<para> +However, it may not be the worst possibility to use each protocol for +everything it was intended for (there are some big differences in the +design goals), and don't try to merge them into one. +</para> + +</sect1> +</chapter> diff --git a/doc/artsbuilder/midi.docbook b/doc/artsbuilder/midi.docbook new file mode 100644 index 00000000..611b457c --- /dev/null +++ b/doc/artsbuilder/midi.docbook @@ -0,0 +1,474 @@ +<!-- <?xml version="1.0" ?> +<!DOCTYPE chapter PUBLIC "-//KDE//DTD DocBook XML V4.2-Based Variant V1.1//EN" "dtd/kdex.dtd"> +To validate or process this file as a standalone document, uncomment +this prolog. Be sure to comment it out again when you are done --> + +<chapter id="midi"> +<title>&MIDI;</title> + +<sect1 id="midi-overview"> +<title>Overview</title> + +<!-- what-to-say-here: aRts has three roles + * moving midi events around between applications + * abstracting the hardware + * synthesizer --> + +<para> +The &MIDI; support in &arts; can do a number of things. First of all, it +allows <emphasis>communication</emphasis> between different pieces of +software that produce or consume &MIDI; events. If you for instance have +a sequencer and a sampler that are both &arts; aware, &arts; can send +the &MIDI; events from the sequencer to the sampler. +</para> + +<para> +On the other hand, &arts; can also help applications to +<emphasis>interact with the hardware</emphasis>. If a piece of software +(for instance the sampler) works together with &arts;, it will be able +to receive the &MIDI; events from an external &MIDI; keyboard as well. +</para> + +<para> +Finally, &arts; makes a great <emphasis>modular +synthesizer</emphasis>. It is designed to do exactly this. So you can +build instruments out of small modules using artsbuilder, and then use +these instruments to compose or play music. Synthesis does not +necessarily mean pure synthesis, there are modules you can use to play +samples. So &arts; can be a sampler, synthesizer, and so on, and being +fully modular, it is very easy to extend, very easy to experiment with, +powerful and flexible. +</para> +</sect1> + +<sect1 id="midi-manager"> +<title>The &MIDI; Manager</title> +<!-- what-to-say-here: + * how to use artscontrol - view midimanager + * what does autorestore do? (not yet implemented - so not yet documented) --> + +<para> +The central component in &arts; that keeps track which applications are +connected and how midi events should be passed between them is the midi +manager. To see or influence what it does, start artscontrol. Then, +choose <menuchoice><guilabel>View</guilabel><guilabel>View Midi +Manager</guilabel> </menuchoice> from the menu. +</para> + +<para> +On the left side, you will see <guilabel>Midi Inputs</guilabel>. There, +all objects that produce &MIDI; events, such as an external &MIDI; port +which sends data from a connected &MIDI; keyboard, a sequencer which +plays a song and so on will be listed. On the right side, you will see +<guilabel>Midi Outputs</guilabel>. There, all things that consume &MIDI; +events, such as a simulated sampler (as software), or the external +&MIDI; port where your hardware sampler outside your computer is +connected will be listed. New applications, such as sequencers and so on +will register themselves, so the list will be changing over time. +</para> + +<para> +You can connect inputs and outputs if you mark the input on the left +side and the output on the right side, and choose +<guilabel>Connect</guilabel> with the button +below. <guilabel>Disconnect</guilabel> works the same. You will see what +is connected as small lines between the inputs and outputs, in the +middle of the window. Note that you can connect one sender to more than +one receiver (and the other way round). +</para> + +<para> +Programs (like the Brahms sequencer) will add themselves when they start +and be removed from the list when they are terminated. But you can also +add new things in the <guilabel>Add</guilabel> menu: +</para> + +<variablelist> +<varlistentry> +<term><guimenuitem>System Midi Port (OSS)</guimenuitem></term> +<listitem> +<para> +This will create a new &arts; object that talks to an external midi +port. +</para> + +<para> +As external midi ports can do both, send and receive data, choosing this +option will add a midi input and a midi output. Under &Linux;, you +should either have an <acronym>OSS</acronym> (or +<acronym>OSS</acronym>/Free, the thing that comes with your &Linux; +kernel) or an <acronym>ALSA</acronym> driver for your soundcard +installed, to make it work. It will ask for the name of the +device. Usually, this is <filename +class="devicefile">/dev/midi</filename> or <filename +class="devicefile">/dev/midi00</filename>. +</para> + +<para> +However, if you have more than one &MIDI; device or a &MIDI; loopback +driver installed, there might be more choices. To see information about +your midi ports, start the &kcontrolcenter;, and choose +<menuchoice><guilabel>Information</guilabel> +<guilabel>Sound</guilabel></menuchoice>. +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><guimenuitem>aRts Synthesis Midi Output</guimenuitem></term> +<listitem> +<para> +This will add a new &MIDI; output with an &arts; synthesis +instrument. If you choose the menu item, a dialog will pop up, and allow +you to choose an instrument. You can create new instruments using +artsbuilder. All <literal role="extension">.arts</literal> files with a +name that starts with <filename>instrument_</filename> will appear here. +</para> +</listitem> +</varlistentry> +</variablelist> + +</sect1> + +<sect1 id="brahms"> +<title>Using &arts; & Brahms</title> + +<para> +Actually, getting started is quite easy. You need a &kde; 2.1-aware +version of &brahms;, which can be found in the <literal>kmusic</literal> +<acronym>CVS</acronym> module. There is also information on how to get +&brahms; on the <ulink url="http://www.arts-project.org/">aRts +Homepage</ulink> in the Download section. +</para> + +<para> +When you start it, it will show up in the &MIDI; manager. If you want to +do synthesis, simply add a synthesis &MIDI; instrument via +<menuchoice><guilabel>Add</guilabel><guilabel>aRts Synthesis Midi +Output</guilabel></menuchoice>. +</para> + +<para> +Choose an instrument (for instance <guilabel>organ2</guilabel>). Connect +them using the <guilabel>Connect</guilabel> button. Finally, you can +start composing in &brahms;, and the output will be synthesized with +&arts;. +</para> + +<para> +It is usually a good idea to have the &artscontrol; window open, and see +that the volume is not too loud (quality gets bad when the bars hit the +upper limit). Now you can start working on a new &arts; demosong, and if +you are done, you can get it published on aRts-project.org ;-). +</para> + +<!-- TODO: how to do more than one instrument in Brahms (hm, not implemented + yet, not documented yet), how to use samples, mapping and so on. These + things need to be implemented, too. --> + +</sect1> + +<sect1 id="midisend"> +<title>midisend</title> + +<para> +<command>midisend</command> is a small application that will allow you +to send &MIDI; events from +the shell. It will register as client like all other applications. The most +simple way to use it is to do + +<screen><prompt>%</prompt> <userinput><command>midisend</command> <option>-f</option> <parameter><replaceable>/dev/midi00</replaceable></parameter></userinput> </screen> + +which will achieve about the same as adding a system &MIDI; port in +&artscontrol;. (Not quite, because <command>midisend</command> only sends events). The difference is that it is +easy for instance to start <command>midisend</command> on different computers (and like that, +use network transparency). +</para> + +<para> +It is also possible to make <command>midisend</command> send data from +<filename class="devicefile">stdin</filename>, which you can use to pipe +data from non-&arts;-aware applications to &arts;, like this: + +<screen><prompt>%</prompt> <userinput><command><replaceable>applicationwhichproducesmidieventsonstdout</replaceable></command> | <command>midisend</command> <option>-f</option> <option><replaceable>-</replaceable></option></userinput></screen> +<!-- TODO: document all options --> +</para> + +</sect1> + +<sect1 id="midi-creating-instruments"> +<title>Creating Instruments</title> + +<para> +The way &arts; does midi synthesis is this: you have a structures which +has some input ports, where it gets the frequency, velocity (volume) and +a parameter which indicates whether the note is still pressed. The +structure should now synthesize exactly that note with that volume, and +react on the pressed parameter (where pressed = 1 means the user still +holds down that key and pressed = 0 means the user has released that +key). +</para> + +<para> +When &MIDI; events arrive, &arts; will create new structures for the +notes as needed, give them the parameters, and clean them up once they +are done. +</para> + +<para> +To create and use such a structure, you should do the following: +</para> + +<itemizedlist> +<listitem> +<para> +To get started, the most convenient way is to open +<filename>template_Instrument.arts</filename> in &arts-builder;. +</para> + +<para> +This can be achieved by using +<menuchoice><guimenu>File</guimenu><guimenuitem>Open +Example...</guimenuitem></menuchoice> and choosing +<guimenuitem>template_Instrument</guimenuitem> in the file +selector. This will give you an empty structure with the required +parameters, which you only need to <quote>fill out</quote>. +</para> +</listitem> + +<listitem> +<para> +To process the pressed parameter, it is convenient to use +Synth_ENVELOPE_ADSR, or, in case of playing some drum wav, +just play it anyway, and ignore the pressed parameter. +</para> +</listitem> + +<listitem> +<para> +The structure should indicate when it is no longer needed on the +<quote>done</quote> output. If done is <returnvalue>1</returnvalue>, +&arts; assumes that it can delete the structure. Conveniently, the ADSR +envelope provides a parameter when it is done, so you just need to +connect this to the done output of the structure. +</para> +</listitem> + +<listitem> +<para> +You should rename your structure to some name starting with +<filename>instrument_</filename>, like +<filename>instrument_piano.arts</filename> - you should save the file +under the same name, in your <filename +class="directory">$<envar>HOME</envar>/arts/structures</filename> +folder (which is where artsbuilder wants to save files normally). +</para> +</listitem> + +<listitem> +<para> +Finally, once you saved it, you will be able to use it with &artscontrol; +in the &MIDI; manager <!-- todo link to midimanager -->.</para> +</listitem> + +<listitem> +<para> +Oh, and of course your structure should play the audio data it generates +to the left and right output of the structure, which will then be played +via audio manager (you can see that in &artscontrol;), so that you +finally can hear it (or postprocess it with effects). +</para> +</listitem> +</itemizedlist> + +<para> +A good way to learn how to do instruments is to open an existing +instrument via <menuchoice><guilabel>File</guilabel><guilabel>Open +Example</guilabel> </menuchoice> and see how it works ;) +</para> +</sect1> + +<sect1 id="mapped-instruments"> +<title>Mapped Instruments</title> + +<para> +Mapped instruments are instruments, that behave differently depending on +the pitch, the program, the channel or the velocity. You could for +instance build a piano of 5 octaves, using one sample for each octave +(pitchshifting it accordingly). That sounds a whole lot better than only +using one sample. +</para> + +<para> +You could also build a drum map, that plays one specific drum sample per +key. +</para> + +<para> +Finally, it is very useful if you put quite some different sounds into +one mapped instrument on different programs. That way, you can use your +sequencer, external keyboard or other &MIDI; source to switch between +the sounds without having to tweak &arts; as you work. +</para> + +<para> +A good example for this is the instrument <filename>arts_all</filename>, +which just puts together all instruments that come with &arts; in one +map. That way, you just need to setup once in &artscontrol; to use this +<quote>instrument</quote>, and then, you can compose a whole song in a +sequencer without ever bothering about &arts;. Need another sound? +Simply change the program in the sequencer, and &arts; will give you +another sound. +</para> + +<para> +Creating such maps is pretty straightforward. You just need to create a +textfile, and write rules which look like this: +</para> + +<programlisting> +ON <replaceable>[ conditions ...]</replaceable> DO structure=<replaceable>somestructure</replaceable>.arts +</programlisting> + +<para> +The conditions could be one or more than one of the following: +</para> + +<variablelist> + +<varlistentry> +<term><option>pitch</option></term> + +<listitem> +<para> +The pitch that is being played. You would use this if you want to split +your instrument depending on the pitch. In our initial examples, a piano +which uses different samples for different octaves would use this as +condition. You can specify a single pitch, like +<userinput><option>pitch</option>=<parameter>62</parameter></userinput> +or a range of pitches, like +<userinput><option>pitch</option>=<parameter>60</parameter>-<parameter>72</parameter></userinput>. +The possible pitches are between <parameter>0</parameter> and +<parameter>127</parameter>. +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><option>program</option></term> +<listitem> +<para> +The program that is active on the channel that the note is being sent +on. Usually, sequencers let you choose the <quote>instrument</quote> via +the program setting. Single programs or ranges are allowed, that is +<userinput><option>program</option>=<parameter>3</parameter></userinput> +or +<userinput><option>program</option>=<parameter>3</parameter>-<parameter>6</parameter></userinput>. +The possible programs are between <parameter>0</parameter> and +<parameter>127</parameter>. +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><option>channel</option></term> +<listitem> +<para> +The channel that that the note is being sent on. Single channels or +ranges are allowed, that is +<userinput><option>channel</option>=<parameter>0</parameter></userinput> +or +<userinput><option>channel</option>=<parameter>0</parameter>-<parameter>8</parameter></userinput>. +The possible channels are between <parameter>0</parameter> and +<parameter>15</parameter>. +</para> +</listitem> + +</varlistentry> +<varlistentry> +<term><option>velocity</option></term> +<listitem> +<para> +The velocity (volume) that that the note has. Single velocities (who +would use that?) or ranges are allowed, that is +<userinput><option>velocity</option>=<parameter>127</parameter></userinput> +or +<userinput><option>velocity</option>=<parameter>64</parameter>-<parameter>127</parameter></userinput>. +The possible velocities are between <parameter>0</parameter> and +<parameter>127</parameter>. +</para> +</listitem> +</varlistentry> +</variablelist> + +<para> +A complete example for a map would be (this is taken from the current +<filename>instrument_arts_all.arts-map</filename>): +</para> + +<programlisting> +ON program=0 DO structure=instrument_tri.arts +ON program=1 DO structure=instrument_organ2.arts +ON program=2 DO structure=instrument_slide1.arts +ON program=3 DO structure=instrument_square.arts +ON program=4 DO structure=instrument_neworgan.arts +ON program=5 DO structure=instrument_nokind.arts +ON program=6 DO structure=instrument_full_square.arts +ON program=7 DO structure=instrument_simple_sin.arts +ON program=8 DO structure=instrument_simple_square.arts +ON program=9 DO structure=instrument_simple_tri.arts +ON program=10 DO structure=instrument_slide.arts +ON program=11 pitch=60 DO structure=instrument_deepdrum.arts +ON program=11 pitch=61 DO structure=instrument_chirpdrum.arts +</programlisting> + +<para> +As you see, the structure is chosen depending on the program. On +program 11, you see a <quote>drum map</quote> (with two entries), which +would play a <quote>deepdrum</quote> on C-5 (pitch=60), and a +<quote>chirpdrum</quote> on C#5 (pitch=61). +</para> + +<para> +To make map files automatically appear in &artscontrol; as choice for +the instrument, they have to be called +<filename>instrument_<replaceable>something</replaceable>.arts-map</filename> +and reside either in your Home Folder, under <filename +class="directory">$<envar>HOME</envar>/arts/structures</filename>, or in the +&kde; folder under <filename +class="directory">$<envar>KDEDIR</envar>/usr/local/kde/share/apps/artsbuilder/examples</filename>. Structures +that are used by the map can either be given with an absolute path, or +relative to the folder the map file resides in. +</para> + +<para> +Extending the arts_all map or even making a complete general &MIDI; map +for &arts; is a good idea for making &arts; easier to use +out-of-the-box. Please consider contributing interesting instruments +you make, so that they can be included in further version of &arts;. +</para> +</sect1> + +<!-- TODO: Maybe helpful + * using an external keyboard + * loopback midi device + +<sect1 id="quick-start"> +<title>Quick Start</title> +<para> +</para> +</sect1> +<sect1 id="internal-details"> +<title>More Internal Details</title> +<para> +</para> +</sect1> + +<sect1 id="other-considerations"> +<title>Other Considerations</title> +<para> +</para> +</sect1> +--> + +</chapter> diff --git a/doc/artsbuilder/midiintro.docbook b/doc/artsbuilder/midiintro.docbook new file mode 100644 index 00000000..18d6fc93 --- /dev/null +++ b/doc/artsbuilder/midiintro.docbook @@ -0,0 +1,14 @@ +<!-- <?xml version="1.0" ?> +<!DOCTYPE appendix PUBLIC "-//KDE//DTD DocBook XML V4.2-Based Variant V1.1//EN" "dtd/kdex.dtd"> +To validate or process this file as a standalone document, uncomment +this prolog. Be sure to comment it out again when you are done --> + +<appendix id="midi-introduction"> + +<title>Introduction to <acronym>MIDI</acronym></title> + +<para> +Not yet written +</para> + +</appendix> diff --git a/doc/artsbuilder/modules.docbook b/doc/artsbuilder/modules.docbook new file mode 100644 index 00000000..d0da50d8 --- /dev/null +++ b/doc/artsbuilder/modules.docbook @@ -0,0 +1,1336 @@ +<!-- <?xml version="1.0" ?> +<!DOCTYPE chapter PUBLIC "-//KDE//DTD DocBook XML V4.2-Based Variant V1.1//EN" "dtd/kdex.dtd"> +To validate or process this file as a standalone document, uncomment +this prolog. Be sure to comment it out again when you are done --> + +<chapter id="arts-modules"> +<title>&arts; modules</title> + + <sect1 id="modules-introduction"> +<title>Introduction</title> + +<para> +This chapter describes all of the standard &arts; modules. One of the +most powerful features of &arts;, modules can be connected together into +structures to implement new functions such as effects and instruments. +</para> + +<para> +Modules are broken down into two categories. Synthesis modules are used +for implementing the <quote>plumbing</quote> that manipulates multimedia +data streams to implement new effects, instruments, mixers, and +applications. Visual modules allow you to provide a graphical user +interface to control the sound structures that are built up with the +synthesis modules. +</para> + +</sect1> + +<sect1 id="synth-modules-reference"> +<title>Synthesis Modules Reference</title> +<para> +</para> + +<sect2 id="mcat-synth-arithmetic-mixing"> +<title>Arithmetic + Mixing</title> + +<para> +</para> + +<sect3 id="mref-synth-add-sect"> +<title>Synth_ADD</title> +<anchor id="mref-synth-add" /> + +<mediaobject> +<imageobject> +<imagedata fileref="images/Synth_ADD.png" format="PNG"/></imageobject> +<textobject><phrase>Synth_ADD</phrase></textobject> +</mediaobject> + +<para> +This adds two signals. +</para> + +</sect3> + +<sect3 id="mref-synth-mul-sect"> +<title>Synth_MUL</title> +<anchor id="mref-synth-mul"/> + +<mediaobject> +<imageobject> +<imagedata fileref="images/Synth_MUL.png" format="PNG"/></imageobject> +<textobject><phrase>Synth_MUL</phrase></textobject> +</mediaobject> + +<para> +This multiplies a signal by a factor. You can use this to scale signals +down (0 < factor < 1) or up (factor > 1) or invert signals +(factor < 0). Note that the factor may be a signal and don't has to +be constant (⪚ envelope or real signal). +</para> + +</sect3> + +<sect3 id="mref-synth-div-sect"> +<title>Synth_DIV</title> +<anchor id="mref-synth-div"/> + +<mediaobject> +<imageobject> +<imagedata fileref="images/Synth_DIV.png" format="PNG"/></imageobject> +<textobject><phrase>Synth_DIV</phrase></textobject> +</mediaobject> + +<para> +This divides a signal by a factor. You can use this to do divide one signal +by another one. Or set invalue1 to 1 and you will get the +reciprocal of the invalue2 as outvalue. Take care that invalue2 never +reaches 0 or you will get problems with divisions by zero. +</para> + +</sect3> + +<sect3 id="mref-synth-multi-add-sect"> +<title>Synth_MULTI_ADD</title> +<anchor id="mref-synth-multi-add" /> + +<mediaobject> +<imageobject> +<imagedata fileref="images/Synth_MULTI_ADD.png" + format="PNG"/></imageobject> +<textobject><phrase>Synth_MULTI_ADD</phrase></textobject> +</mediaobject> + +<para> +This adds an arbitrary number of signals. If you need to sum up the +waveforms produces by four different oscillators, you for instance can +connect all their outputs to one Synth_MULTI_ADD +module. This is more efficient than using three Synth_ADD +modules. +</para> + +</sect3> + +<sect3 id="mref-synth-xfade-sect"> +<title>Synth_XFADE</title> +<anchor id="mref-synth-xfade" /> + +<mediaobject> +<imageobject><imagedata fileref="images/Synth_XFADE.png" format="PNG"/> +</imageobject> +<textobject><phrase>Synth_XFADE</phrase></textobject> +</mediaobject> + +<para> +This crossfades two signals. If the percentage input is -1, only the +left signal is heard, if it is 1, only the right signal is heard. When +it is 0, both signals a heard with the same volume. +</para> + +<para> +This allows you to ensure that your signal stays in a well defined +range. If you had two signals that were between -1 and 1 before +crossfading, they will be in the same range after crossfading. +</para> +</sect3> + +<sect3 id="mref-synth-autopanner-sect"> +<title>Synth_AUTOPANNER</title> +<anchor id="mref-synth-autopanner" /> + +<para> +The opposite of a crossfader. This takes a mono signal and splits it +into a stereo signal: It is used to automatically pan the input signal +between the left and the right output. This makes mixes more lively. A +standard application would be a guitar or lead sound. +</para> + +<para> +Connect a <acronym>LFO</acronym>, a sine or saw wave for example to +inlfo. and select a frequency between 0.1 and 5Hz for a traditional +effect or even more for Special <acronym>FX</acronym>. +</para> + +</sect3> + +</sect2> + +<sect2 id="mcat-synth-busses"> +<title>Busses</title> + +<sect3 id="mref-synth-bus-uplink-sect"> +<title>Synth_BUS_UPLINK</title> +<anchor id="mref-synth-bus-uplink" /> + +<mediaobject> +<imageobject><imagedata fileref="images/Synth_BUS_UPLINK.png" + format="PNG"/> +</imageobject> +<textobject><phrase>Synth_BUS_UPLINK</phrase></textobject> +</mediaobject> + +<para> +An uplink to a bus. Give signals to left and right, and the name of the +bus where the data should go on the <quote>bus</quote> port. The +combined signal from all uplinks with this name will appear on every +downlink on that <quote>bus</quote>. +</para> +</sect3> + +<sect3 id="mref-synth-bus-downlink-sect"> +<title>Synth_BUS_DOWNLINK</title> +<anchor id="mref-synth-bus-downlink" /> + +<mediaobject> +<imageobject> +<imagedata fileref="images/Synth_BUS_DOWNLINK.png" + format="PNG"/></imageobject> +<textobject><phrase>Synth_BUS_DOWNLINK</phrase></textobject> +</mediaobject> + +<para> +Gets (the sum of) all data that is put to a certain bus (with the name +you specify at the <quote>bus</quote> port). +</para> +</sect3> + +</sect2> + +<!-- TODO AFTER KDE2.1: move freeverb into delays, and rename category to + Delays & reverbs --> + +<sect2 id="mcat-synth-delays"> +<title>Delays</title> + +<para> +</para> + +<sect3 id="mref-synth-delay-sect"> +<title>Synth_DELAY</title> +<anchor id="mref-synth-delay" /> + +<mediaobject> +<imageobject><imagedata fileref="images/Synth_DELAY.png" + format="PNG"/></imageobject></mediaobject> + +<para> +This delays the input signal for an amount of time. The time +specification must be between 0 and maxdelay for a delay between 0 and +maxdelay seconds. +</para> + +<para> +This kind of delay <emphasis>may not be used</emphasis> in feedback +structures. This is because it's a variable delay. You can modify it's +length while it is running, and even set it down to zero. But since in a +feedback structure the own output is needed to calculate the next +samples, a delay whose value could drop to zero during synthesis could +lead to a stall situation. +</para> + +<para> +Use CDELAYs in that setup, perhaps combine a small constant delay (of +0.001 seconds) with a flexible delay. +</para> + +<para> +You can also combine a CDELAY and a DELAY to achieve a variable length +delay with a minimum value in a feedback loop. Just make sure that you +have a CDELAY involved. +</para> + +</sect3> + +<sect3 id="mref-synth-cdelay-sect"> +<title>Synth_CDELAY</title> +<anchor id="mref-synth-cdelay" /> + +<mediaobject> +<imageobject><imagedata fileref="images/Synth_CDELAY.png" +format="PNG"/></imageobject> +<textobject><phrase>Synth_CDELAY</phrase></textobject> +</mediaobject> + +<para> +This delays the input signal for an amount of time. The time +specification must be greater than 0 for a delay of 0 seconds or more. +The delay is constant during the calculation, that means it +can't be modified. +</para> + +<para> +This saves computing time as no interpolation is done, and is useful for +recursive structures. See description above (Synth_DELAY). +</para> + +</sect3> + +</sect2> + +<sect2 id="mcat-synth-envelopes"> +<title>Envelopes</title> + +<para> +</para> + +<sect3 id="mref-synth-envelope-adsr-sect"> +<title>Synth_ENVELOPE_ADSR</title> +<anchor id="mref-synth-envelope-adsr" /> + +<mediaobject> +<imageobject><imagedata fileref="images/Synth_ENVELOPE_ADSR.png" + format="PNG"/></imageobject> +<textobject><phrase>Synth_ENVELOPE_ADSR</phrase></textobject> +</mediaobject> + +<para> +This is a classic <acronym>ADSR</acronym> envelope which means you +specify: +</para> + +<variablelist> +<varlistentry> +<term>active</term> +<listitem> +<para> +Whether the note is being pressed right now by the user. +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term>invalue</term> +<listitem> +<para> +The input signal. +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term>attack</term> +<listitem> +<para> +The time that should pass between the user presses the note and the signal +reaching it's maximum amplitude (in seconds). +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term>decay</term> +<listitem> +<para> +The time that should pass between the the signal reaching it's maximum +amplitude and the signal going back to some constant level (in seconds). +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term>sustain</term> +<listitem> +<para> +The constant level the signal is held at afterwards, until the user +releases the note. +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term>release</term> +<listitem> +<para> +The time that should pass after the user has released the note until the +signal is scaled down to zero (in seconds). +</para> +</listitem> +</varlistentry> +</variablelist> + +<para> +You'll get the scaled signal at outvalue. If the <acronym>ASDR</acronym> +envelope is finished, it will set done to 1. You can use this to provide +the <quote>done</quote> output of an instrument (which will make the +instrument structure be deleted by the &MIDI; router object once the +release phase is over). +</para> + +</sect3> + +<sect3 id="mref-synth-pscale-sect"> +<title>Synth_PSCALE</title> +<anchor id="mref-synth-pscale" /> + +<mediaobject> +<imageobject><imagedata fileref="images/Synth_PSCALE.png" +format="PNG"/></imageobject> +<textobject><phrase>Synth_PSCALE</phrase></textobject> +</mediaobject> + +<para> +The Synth_PSCALE module will scale the audio stream that is +directed through it from a volume 0 (silent) to 1 (original loudness) +back to 0 (silent). According to the position (get the position from +Synth_SEQUENCE). The position where the peak should occur can be +given as pos. +</para> + +<para> +Example: Setting top to 0.1 means that after 10% of the note has +been played, the volume has reached its maximum, and starts decaying +afterwards. +</para> +</sect3> + +</sect2> + +<sect2 id="mcat-synth-effects"> +<title>Effects</title> + +<sect3 id="mref-synth-freeverb-sect"> +<title>Synth_FREEVERB</title> +<anchor id="mref-synth-freeverb" /> + +<mediaobject> +<imageobject><imagedata fileref="images/Synth_FREEVERB.png" +format="PNG"/></imageobject> +<textobject><phrase>Synth_FREEVERB</phrase></textobject> +</mediaobject> + +<para> +This is a reverb effect. In the current implementation, it is thought to +pass a stereo signal through the reverb, and it will -add- it's reverb +effect to the signal. +</para> + +<note> +<para> +This means that it can be used inside an StereoEffectStack as well. +</para> +</note> + +<para> +The input signal should be connected to (inleft, inright), the output +signal will be (outleft, outright). +</para> + +<para> +The parameters which you can configure are: +</para> + +<variablelist> +<varlistentry> +<term>roomsize</term> +<listitem> +<para> +The size of the room which the reverb simulates (range: 0..1, where 1 is +the largest possible room). +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term>damp</term> +<listitem> +<para> +This specifies a filter which will make the simulated room absorb high +frequencies (range 0..1, where 1 means absorb high frequencies quite +aggressive). +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term>wet</term> +<listitem> +<para> +The amount of reverb-signal (that is, the amount of the signal that +should be modified by the filters, resulting in a <quote>wet</quote>, +that is <quote>reverb sound</quote>. +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term>dry</term> +<listitem> +<para> +The amount of pure signal passed through, resulting in an echo (or +combined delay) rather than reverb effect (range: 0..1). +</para> +<!-- TODO: do some measurements to show that this documentation -is- correct, +I am not sure if it is echo, or really pure (non-delayed), or multiple delay +or whatever --> +</listitem> +</varlistentry> + +<varlistentry> +<term>width</term> +<listitem> +<para> +The amount of stereo-magic the reverb algorithm adds to the reverb +effect, making the reverb sound wider in the stereo panorama (range: +0..1). +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term>mode</term> +<listitem> +<para> +[ TODO: I think if mode is 1, the reverb holds the current image of the +sound, whereas 0 is normal operation ] +</para> +</listitem> +</varlistentry> +</variablelist> + +</sect3> + +<sect3 id="mref-synth-tremolo-sect"> +<title>Synth_TREMOLO</title> +<anchor id="mref-synth-tremolo" /> + +<mediaobject><imageobject><imagedata fileref="images/Synth_TREMOLO.png" +format="PNG" /></imageobject> +<textobject><phrase>Synth_TREMOLO</phrase></textobject> +</mediaobject> + +<para> +The tremolo module modulates the amplitude according to a +<acronym>LFO</acronym>-Wave. Traditionally you would use a sine wave +but why limit yourself? What you get is a very intense effect that cuts +through most arrangements because of its high dynamic range. The +tremolo effect is still one of guitarists favorite effects although +it's not as popular as in the 1960's. +</para> + +<para> +[ TODO: currently this is implemented as invalue + abs(inlfo) - maybe it +would make more sense to implement it as invalue * (1+inlfo*depth), +where depth would be a parameter between 0..1 - decide this after &kde;2.1 +; if you have a comment, send a mail to the &arts; list ;). ] +</para> + +</sect3> +<sect3 id="mref-synth-fx-cflanger-sect"> +<title>Synth_FX_CFLANGER</title> +<anchor id="mref-synth-fx-cflanger" /> + +<mediaobject><imageobject><imagedata +fileref="images/Synth_FX_CFLANGER.png" format="PNG" /></imageobject> +<textobject><phrase>Synth_FX_CFLANGER</phrase></textobject> +</mediaobject> + +<para> +A flanger is a time-varying delay effect. To make development of complex +flanger effects simpler, this module is provided, which contains the +core of a one-channel flanger. +</para> + +<para>It has the following ports:</para> + +<variablelist> +<varlistentry> +<term>invalue</term> +<listitem> +<para> +The signal which you want to process. +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term>lfo</term> +<listitem> +<para> +Preferably a sine wave which modulates the delay time inside the +flanger (-1 .. 1). +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term>mintime</term> +<listitem> +<para> +The minimum value for the delay inside the flanger in milliseconds. +Suggested values: try something like 1 ms. Please use values < 1000 +ms. +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term>maxtime</term> +<listitem> +<para> +The minimum value for the delay inside the flanger in milliseconds. +Suggested values: try something like 5 ms. Please use values < 1000 +ms. +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term>outvalue</term> +<listitem> +<para> +The output signal. It is important that you mix that with the +original (unflanged) signal to get the desired effect. +</para> +</listitem> +</varlistentry> +</variablelist> + +<tip> +<para> +You can use this as a basis for a chorus effect. +</para> +</tip> + +</sect3> + +</sect2> + +<sect2 id="mcat-synth-filters"> +<title>Filters</title> + +<sect3 id="mref-synth-pitch-shift-sect"> +<title>Synth_PITCH_SHIFT</title> +<anchor id="mref-synth-pitch-shift" /> + +<mediaobject><imageobject><imagedata +fileref="images/Synth_PITCH_SHIFT.png" format="PNG"/></imageobject> +<textobject><phrase>Synth_PITCH_SHIFT</phrase></textobject> +</mediaobject> + +<para> +This pitch shifting effect changes the frequency of the input signal +without affecting the speed. An application for this is for instance +changing the pitch of your voice while you record (and replay) it in +realtime. +</para> + +<para> +The <emphasis>speed</emphasis> parameter is the relative speed with +which the signal will be replayed. So a speed of two would make it sound +twice as high (&ie; an input frequency of 440 Hz would result in an +output frequency of 880 Hz). +</para> + +<para> +The <emphasis>frequency</emphasis> parameter is used internally to +switch between different grains of the signal. It is tunable, and +depending on your choice, the pitch shifting will sound more or less +realistic for your use case. A good value to start with is something +like 5 or 10. +</para> + +</sect3> + +<sect3 id="mref-synth-shelve-cutoff-sect"> +<title>Synth_SHELVE_CUTOFF</title> +<anchor id="mref-synth-shelve-cutoff" /> + +<mediaobject><imageobject><imagedata +fileref="images/Synth_SHELVE_CUTOFF.png" format="PNG"/></imageobject> +<textobject><phrase>Synth_SHELVE_CUTOFF</phrase></textobject> +</mediaobject> + +<para> +Filters out all frequencies over the cutoff frequency. +</para> + +</sect3> + +<sect3 id="mref-synth-brickwall-limiter-sect"> +<title>Synth_BRICKWALL_LIMITER</title> +<anchor id="mref-synth-brickwall-limiter" /> + +<mediaobject><imageobject><imagedata +fileref="images/Synth_BRICKWALL_LIMITER.png" + format="PNG"/></imageobject> +<textobject><phrase>Synth_BRICKWALL_LIMITER</phrase></textobject> +</mediaobject> + +<para> +This modules clips a signal to make it fit into the range of [-1;1]. It +doesn't do anything to prevent the distortion that happens when clipping +loud signals. You can use this as effect (for instance to create a +slightly clipped sine wave). However, it's probably a good idea to run +the signal through a lowpass filter afterwards if you do so, to make it +sound less aggressive. +</para> +</sect3> + +<sect3 id="mref-synth-std-equalizer-sect"> +<title>Synth_STD_EQUALIZER</title> +<anchor id="mref-synth-std-equalizer" /> + +<mediaobject><imageobject><imagedata +fileref="images/Synth_STD_EQUALIZER.png" format="PNG" /></imageobject> +<textobject><phrase>Synth_STD_EQUALIZER</phrase></textobject> +</mediaobject> + +<para> +This is a nice parametric equalizer building block. It's parameters are: +</para> + +<variablelist> +<varlistentry> +<term>invalue, outvalue</term> +<listitem> +<para> +The signal that gets filtered by the equalizer. +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term>low</term> +<listitem> +<para> +How low frequencies should be changed. The value is in dB, while 0 means +don't change low frequencies, -6 would mean take them out by 6dB, and +6 +mean boost them by 6dB. +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term>mid</term> +<listitem> +<para> +How middle frequencies should be changed by the equalizer in dB (see +low). +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term>high</term> +<listitem> +<para> +How high frequencies should be changed by the equalizer in dB (see low). +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term>frequency</term> +<listitem> +<para> +This is the center frequency of the equalizer in Hz, the mid frequencies +are around that spectrum, the low and high frequencies below and above. +Note that the frequency may not be higher than half the sampling rate, +usually that is 22050 Hz, and not lower than 1 Hz. +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term>q</term> +<listitem> +<para> +This influences how broad the mid spectrum is. It must be be a positive +number > 0. A value of one is reasonable, higher values of q mean a +narrower spectrum of middle frequencies. Lower values than one mean a +broader spectrum. +</para> +</listitem> +</varlistentry> +</variablelist> + +</sect3> + +<sect3 id="mref-synth-rc-sect"> +<title>Synth_RC</title> +<anchor id="mref-synth-rc" /> + +<mediaobject><imageobject><imagedata fileref="images/Synth_RC.png" +format="PNG"/></imageobject> +<textobject><phrase>Synth_RC</phrase></textobject> +</mediaobject> + +<para> +A damped resonator filter filtering all frequencies around some peak +value. There is no useful way of specifying middle frequency (that +won't be cut), since the input are two strange constants f and b. The +code is very old, from the first days of the synthesizer, and will +probably replaced by a new filter which will have a frequency and a +resonance value as parameters. +</para> + +<para> +Try something like b=5, f=5 or b=10, f=10 or b=15, f=15 though. +</para> + +</sect3> + +<sect3 id="mref-synth-moog-vcf-sect"> +<title>Synth_MOOG_VCF</title> +<anchor id="mref-synth-moog-vcf" /> + +<mediaobject><imageobject><imagedata fileref="images/Synth_MOOG_VCF.png" +format="PNG" /></imageobject> +<textobject><phrase>Synth_MOOG_VCF</phrase></textobject> +</mediaobject> + +<para> +Filters out all frequencies over the cutoff frequency (it's a 24db 4pole +filter, which filters -24db per octave above the cutoff frequency), but +offers an additional parameter for tuning the filter resonance, while 0 +means no resonance and 4 means self oscillation. +</para> + +</sect3> + +</sect2> + +<sect2 id="mcat-synth-midi-sequencing"> +<title>Midi + Sequencing</title> + +<sect3 id="mref-synth-midi-test-sect"> +<title>Synth_MIDI_TEST</title> +<anchor id="mref-synth-midi-test" /> + +<mediaobject><imageobject><imagedata fileref="images/Synth_MIDI_TEST.png" +format="PNG" /></imageobject> +<textobject><phrase>Synth_MIDI_TEST</phrase></textobject> +</mediaobject> + +<para> +This modules loads an instrument structure from a file, and registers +itself as midi output with the &arts; &MIDI; manager. Notes sent to this +output will result in instrument voices being created. +</para> + +<note> +<para> +You can setup something like this more convenient in &artscontrol; than +manually in &arts-builder;. +</para> +</note> + +</sect3> + +<sect3 id="mref-synth-sequence-sect"> +<title>Synth_SEQUENCE</title> +<anchor id="mref-synth-sequence" /> + +<mediaobject><imageobject><imagedata fileref="images/Synth_SEQUENCE.png" +format="PNG" /></imageobject></mediaobject> + +<para> +Will play a sequence of notes over and over again. The notes are given +in tracker notation, and are separated by semicolons. An example is +<literal>A-3;C-4;E-4;C-4;</literal>. The speed is given as seconds per +note, so if you want to get 120 bpm, you will probably specify 0.5 +seconds/note, as 60 seconds/0.5 seconds per note=120 bpm. +</para> + +<para> +You can give each note an length relative to the speed by using a colon +after the note and then then +length. <literal>A-3:2;C-4:0.5;D-4:0.5;E-4;</literal> demonstrates +this. As you see, midi composing programs tend to offer more comfort ;) +</para> + +<para> +The Synth_SEQUENCE gives additional information about the +position of the note it is playing right now, while 0 means just started +and 1 means finished. This information you can use with +Synth_PSCALE (see below). +</para> +</sect3> + +<sect3 id="mref-synth-sequence-freq-sect"> +<title>Synth_SEQUENCE_FREQ</title> +<anchor id="mref-synth-sequence-freq" /> + +<mediaobject><imageobject><imagedata fileref="images/Synth_SEQUENCE_FREQ.png" +format="PNG" /></imageobject></mediaobject> + +<para> +This module works just like Synth_SEQUENCE with the only difference that +you don't write notenames but frequencies. +</para> + +</sect3> + +</sect2> + +<sect2 id="mcat-synth-samples"> +<title>Samples</title> + +<sect3 id="mref-synth-play-wav-sect"> +<title>Synth_PLAY_WAV</title> +<anchor id="mref-synth-play-wav" /> + +<mediaobject> +<imageobject><imagedata fileref="images/Synth_PLAY_WAV.png" +format="PNG"/></imageobject> +<textobject><phrase>Synth_PLAY_WAV</phrase></textobject> +</mediaobject> + +<para> +This will play a <literal role="extension">wav</literal> file. It will +only be present if you have libaudiofile on your computer. The wave file +will start as soon as the module gets created. +</para> + +<para> +It will stop as soon as it's over, then finished will be set to 1. The +speed parameter can be used to replay the file faster or slower, where +1.0 is the normal (recorded) speed. +</para> +<!-- TODO: KDE2.2: check that this really works together in instruments with +the done parameter things ;) --> +</sect3> + +</sect2> + +<sect2 id="mcat-synth-soundio"> +<title>Sound IO</title> + +<sect3 id="mref-synth-play-sect"> +<title>Synth_PLAY</title> +<anchor id="mref-synth-play" /> + +<mediaobject> +<imageobject><imagedata fileref="images/Synth_PLAY.png" +format="PNG"/></imageobject> +<textobject><phrase>Synth_PLAY</phrase></textobject> +</mediaobject> + +<important> +<para> +You will normally not need this module, unless you are writing +standalone applications. Inside &artsd;, there normally is already a +Synth_PLAY module, and creating another one will not work. +</para> +</important> + +<para> +The Synth_PLAY-module will output your audio signal to the +soundcard. The left and right channels should contain the +<emphasis>normalized</emphasis> input for the channels. If your input +is not between -1 and 1, you get clipping. +</para> + +<para> +As already mentioned, there may only be one Synth_PLAY module +used, as this one directly accesses your soundcard. Use busses if you +want to mix more than one audio stream together before playing. Use the +Synth_AMAN_PLAY module to get something like an output +inside &artsd;. +</para> + +<para> +Note that Synth_PLAY also does the timing of the whole +structure. This means: no Synth_PLAY = no source for timing = no +sound. So you absolutely need (exactly) one Synth_PLAY object. +</para> + +</sect3> + +<sect3 id="mref-synth-record-sect"> +<title>Synth_RECORD</title> +<anchor id="mref-synth-record" /> + +<mediaobject><imageobject><imagedata fileref="images/Synth_RECORD.png" +format="PNG"/></imageobject> +<textobject><phrase>Synth_RECORD</phrase></textobject> +</mediaobject> + +<important> +<para>You will normally not need this module, unless you are writing +standalone applications. Inside artsd, there normally is already a +Synth_RECORD module, and creating another one will not work. +</para> +</important> + +<para> +The Synth_RECORD-module will record a signal from the soundcard. +The left and right channels will contain the input for the channels +(between -1 and 1). +</para> + +<para> +As already mentioned, there may only be one Synth_RECORD module +used, as this one directly accesses your soundcard. Use busses if you +want to use the recorded audio stream in more than one place. Use the +Synth_AMAN_RECORD module to get something like an input +inside artsd. For this to work, &artsd; must run <emphasis>with full +duplex enabled </emphasis>. +</para> +</sect3> + +<sect3 id="mref-synth-aman-play-sect"> +<title>Synth_AMAN_PLAY</title> +<anchor id="mref-synth-aman-play" /> + +<mediaobject><imageobject><imagedata fileref="images/Synth_AMAN_PLAY.png" +format="PNG"/></imageobject> +<textobject><phrase>Synth_AMAN_PLAY</phrase></textobject> +</mediaobject> + +<para> +The Synth_AMAN_PLAY-module will output your audio signal. +It is nice (but not necessary) if you output a normalized signal +(between -1 and 1). +</para> + +<para> +This module will use the audio manager to assign where the signal will +be played. The audio manager can be controlled through &artscontrol;. To +make it more intuitive to use, it is good to give the signal you play a +name. This can be achieved through setting +<emphasis>title</emphasis>. Another feature of the audio manager is to +be able to remember where you played a signal the last time. To do so it +needs to be able to distinguish signals. That is why you should assign +something unique to <emphasis>autoRestoreID</emphasis>, too. +</para> +</sect3> + +<sect3 id="mref-synth-aman-record-sect"> +<title>Synth_AMAN_RECORD</title> +<anchor id="mref-synth-aman-record" /> + +<mediaobject><imageobject><imagedata +fileref="images/Synth_AMAN_RECORD.png" format="PNG"/></imageobject> +<textobject><phrase>Synth_AMAN_RECORD</phrase></textobject> +</mediaobject> + +<para> +The Synth_AMAN_RECORD-module will record an audio signal +from an external source (&ie;. line in/microphone) within &artsd;. The +output will be a normalized signal (between -1 and 1). +</para> + +<para> +This module will use the audio manager to assign where the signal will +be played. The audio manager can be controlled through artscontrol. To +make it more intuitive to use, it is good to give the signal you record +a name. This can be achieved through setting +<emphasis>title</emphasis>. Another feature of the audio manager is to +be able to remember where you recorded a signal the last time. To do so +it needs to be able to distinguish signals. That is why you should +assign something unique to <emphasis>autoRestoreID</emphasis>, too. +</para> +</sect3> + +<sect3 id="mref-synth-capture-sect"> +<title>Synth_CAPTURE</title> +<anchor id="mref-synth-capture" /> + +<mediaobject><imageobject><imagedata fileref="images/Synth_CAPTURE.png" +format="PNG" /></imageobject> +<textobject><phrase>Synth_CAPTURE</phrase></textobject> +</mediaobject> + +<para> +The Synth_CAPTURE-module will write an audio signal to a wave +file on your hard disc. The file will always be called +<filename>/tmp/mcop-<replaceable>usename</replaceable>/capture.wav</filename> +</para> +</sect3> + +</sect2> + +<sect2 id="mcat-synth-tests"> +<title>Tests</title> + +<sect3 id="mref-synth-nil-sect"> +<title>Synth_NIL</title> +<anchor id="mref-synth-nil" /> + +<mediaobject><imageobject><imagedata fileref="images/Synth_NIL.png" +format="PNG" /></imageobject> +<textobject><phrase>Synth_NIL</phrase></textobject> +</mediaobject> + +<para> +This just does nothing. It is only useful for test situations. +</para> + +</sect3> + +<sect3 id="mref-synth-debug-sect"> +<title>Synth_DEBUG</title> +<anchor id="mref-synth-debug" /> + +<mediaobject><imageobject><imagedata fileref="images/Synth_DEBUG.png" +format="PNG" /></imageobject> +<textobject><phrase>Synth_DEBUG</phrase></textobject> +</mediaobject> + +<para> +You can use this for debugging. It will print out the value of the +signal at invalue in regular intervals (ca. 1 second), combined with the +comment you have specified. That way you can find out if some signals +stay in certain ranges, or if they are there at all. +</para> +</sect3> + +<sect3 id="mref-synth-midi-debug-sect"> +<title>Synth_MIDI_DEBUG</title> +<anchor id="mref-synth-midi-debug" /> + +<mediaobject><imageobject><imagedata fileref="images/Synth_MIDI_DEBUG.png" +format="PNG" /></imageobject> +<textobject><phrase>Synth_MIDI_DEBUG</phrase></textobject> +</mediaobject> + +<para> +You can use this to debug how your &MIDI; events are actually arriving +in &arts;. +</para> + +<para> +When a MIDI_DEBUG is running &artsserver; will print out a lines +like: +</para> + +<screen><computeroutput>201 100753.837585 on 0 42 127</computeroutput></screen> + +<screen><computeroutput>202 101323.128355 off 0 42</computeroutput></screen> + +<para> +While the first line would be telling you that 100753ms (that is 100 +seconds) after the MIDI_DEBUG started, a &MIDI; on event arrived +on channel 0. This midi on event had the velocity (volume) of 127, the +loudest possible. The next line shows the midi release event. [ TODO: +this does not work currently, make it work, and do it via &MIDI; manager +]. +</para> +</sect3> + +<sect3 id="mref-synth-data-sect"> +<title>Synth_DATA</title> +<anchor id="mref-synth-data" /> + +<mediaobject><imageobject><imagedata fileref="images/Synth_DATA.png" +format="PNG" /></imageobject> +<textobject><phrase>Synth_DATA</phrase></textobject> +</mediaobject> + +<para> +This creates a signal with a constant number. +</para> +<!-- TODO: this doesn't really belong in test, does it? --> +</sect3> +</sect2> + +<sect2 id="mcat-synth-osc-mod"> +<title>Oscillation & Modulation</title> + +<sect3 id="mref-synth-frequency-sect"> +<title>Synth_FREQUENCY</title> +<anchor id="mref-synth-frequency" /> + +<mediaobject><imageobject><imagedata fileref="images/Synth_FREQUENCY.png" +format="PNG" /></imageobject> +<textobject><phrase>Synth_FREQUENCY</phrase></textobject> +</mediaobject> + +<para> +All oscillators in &arts; don't require a frequency as input, but a +position in the wave. The position should be between 0 and 1, which maps +for a standard Synth_WAVE_SIN object to the range +0..2*pi. To generate oscillating values from a frequency, a +Synth_FREQUENCY modules is used. +</para> +</sect3> + +<sect3 id="mref-synth-fm-source-sect"> +<title>Synth_FM_SOURCE</title> +<anchor id="mref-synth-fm-source" /> + +<mediaobject><imageobject><imagedata fileref="images/Synth_FM_SOURCE.png" +format="PNG" /></imageobject> +<textobject><phrase>Synth_FM_SOURCE</phrase></textobject> +</mediaobject> + +<para> +This is used for frequency modulation. Put your frequency to the +frequency input and put another signal on the modulator input. Then set +modlevel to something, say 0.3. The frequency will be modulated with +modulator then. Just try it. Works nice when you put a feedback in +there, that means take a combination of the delayed output signal from +the Synth_FM_SOURCE (you need to put it to some oscillator +as it only takes the role of Synth_FREQUENCY) and some other +signal to get good results. +</para> + +<para> +Works nicely in combination with Synth_WAVE_SIN +oscillators. +</para> +</sect3> + +</sect2> + +<sect2 id="mcat-synth-waveforms"> +<title>Wave Forms</title> + +<sect3 id="mref-synth-wave-sin-sect"> +<title>Synth_WAVE_SIN</title> +<anchor id="mref-synth-wave-sin" /> + +<mediaobject><imageobject><imagedata fileref="images/Synth_WAVE_SIN.png" +format="PNG" /></imageobject> +<textobject><phrase>Synth_WAVE_SIN</phrase></textobject> +</mediaobject> + +<para> +Sinus oscillator. Put a pos signal from Synth_FREQUENCY or +Synth_FM_SOURCE at the input. And get a sinus wave as +output. The pos signal specifies the position in the wave, the range +0..1 is mapped to 0..2*pi internally. +</para> + +</sect3> + +<sect3 id="mref-synth-wave-tri-sect"> +<title>Synth_WAVE_TRI</title> +<anchor id="mref-synth-wave-tri" /> + +<mediaobject><imageobject><imagedata fileref="images/Synth_WAVE_TRI.png" +format="PNG" /></imageobject> +<textobject><phrase>Synth_WAVE_TRI</phrase></textobject> +</mediaobject> + +<para> +Triangle oscillator. Put a pos signal from Synth_FREQUENCY or +Synth_FM_SOURCE at the input. And get a triangle wave as +output. The pos signal specifies the position in the wave, the range +0..1 is mapped to 0..2*pi internally. Be careful. The input signal +<emphasis>must</emphasis> be in the range 0..1 for the output signal to +produce good results. +</para> +</sect3> + +<sect3 id="mref-synth-noise-sect"> +<title>Synth_NOISE</title> +<anchor id="mref-synth-noise" /> + +<mediaobject><imageobject><imagedata fileref="images/Synth_NOISE.png" +format="PNG" /></imageobject> +<textobject><phrase>Synth_NOISE</phrase></textobject> +</mediaobject> + +<para> +Noise generator. This generates a random signal between -1 and 1. +</para> + +</sect3> + +<sect3 id="mref-synth-wave-square-sect"> +<title>Synth_WAVE_SQUARE</title> +<anchor id="mref-synth-wave-square" /> + +<mediaobject><imageobject><imagedata +fileref="images/Synth_WAVE_SQUARE.png" format="PNG" /></imageobject> +<textobject><phrase>Synth_WAVE_SQUARE</phrase></textobject> +</mediaobject> + +<para> +Square oscillator. Put a pos signal from Synth_FREQUENCY or +Synth_FM_SOURCE at the input. And get a square wave as +output. The pos signal specifies the position in the wave, the range +0..1 is mapped to 0..2*pi internally. Be careful. The input signal +<emphasis>must</emphasis> be in the range 0..1 for the output signal to +produce good results. +</para> +</sect3> + +<sect3 id="mref-synth-wave-softsaw-sect"> +<title>Synth_WAVE_SOFTSAW</title> +<anchor id="mref-synth-wave-softsaw" /> + +<mediaobject><imageobject><imagedata +fileref="images/Synth_WAVE_SOFTSAW.png" format="PNG" /></imageobject> +<textobject><phrase>Synth_WAVE_SOFTSAW</phrase></textobject> +</mediaobject> + +<para> +Softened saw wave, similar in look like the Synth_WAVE_TRI +oscillator. Put a pos signal from Synth_FREQUENCY or +Synth_FM_SOURCE at the input. You'll get a softened saw +wave as output. The pos signal specifies the position in the wave, the +range 0..1 is mapped to 0..2*pi internally. Be careful. The input signal +<emphasis>must</emphasis> be in the range 0..1 for the output signal to +produce good results. +</para> +</sect3> + +<sect3 id="mref-synth-wave-pulse-sect"> +<title>Synth_WAVE_PULSE</title> +<anchor id="mref-synth-wave-pulse" /> + +<mediaobject><imageobject><imagedata fileref="images/Synth_WAVE_PULSE.png" +format="PNG" /></imageobject> +<textobject><phrase>Synth_WAVE_PULSE</phrase></textobject> +</mediaobject> + +<para> +Pulse oscillator - this module is similar in spirit like the rectangular +oscillator (Synth_WAVE_RECT), but it provides a configurable up/down +ratio, through the <emphasis>dutycycle</emphasis> parameter. Put a pos +signal from Synth_FREQUENCY or Synth_FM_SOURCE at +the input. Get a pulse wave as output. The pos signal specifies the +position in the wave, the range 0..1 is mapped to 0..2*pi internally. Be +careful. The input signal <emphasis>must</emphasis> be in the range 0..1 +for the output signal to produce good results. +</para> +</sect3> +</sect2> +<sect2 id="mcat-synth-misc"> +<title>Miscellaneous</title> + +<sect3 id="mref-synth-compressor-sect"> +<title>Synth_COMPRESSOR</title> +<anchor id="mref-synth-compressor" /> + +<mediaobject> +<imageobject><imagedata fileref="images/Synth_COMPRESSOR.png" + format="PNG"/></imageobject></mediaobject> + +<para> +This module reduces the dynamic range of the signal. For example +compressors are useful in compensating for the wide variations in +loudness of somebody talking into a microphone. +</para> + +<para> +As soon as the input level exceeds a certain level (the threshold) +the signal gets compressed. It simply multiplies everything above +the threshold with the ratio, which should be a number between 0 and +1. Finally the whole signal is multiplied by the output factor. +</para> + +<para> +The attack and release arguments delay the start and end of the +compression. Use this if you, for example, still want to hear the +loud beginning of a basedrum. The argument is in milliseconds and an +attack or release of 0ms is possible but may result in a slight noise. +</para> + +</sect3> +</sect2> +</sect1> + +<sect1 id="visual-modules-reference"> +<title>Visual Modules Reference</title> + +<para> +TODO when visual modules are more "finished". +</para> +</sect1> + +</chapter> diff --git a/doc/artsbuilder/porting.docbook b/doc/artsbuilder/porting.docbook new file mode 100644 index 00000000..f039904e --- /dev/null +++ b/doc/artsbuilder/porting.docbook @@ -0,0 +1,64 @@ +<!-- <?xml version="1.0" ?> +<!DOCTYPE chapter PUBLIC "-//KDE//DTD DocBook XML V4.2-Based Variant V1.1//EN" "dtd/kdex.dtd"> +To validate or process this file as a standalone document, uncomment +this prolog. Be sure to comment it out again when you are done --> + +<chapter id="porting"> +<title>Porting Applications to &arts;</title> + +<sect1 id="using-artsdsp"> +<title>Using &artsdsp;</title> + +<para> +The &artsdsp; utility, <link linkend="artsdsp">described +previously</link>, allows most legacy sound applications that talk to +the audio devices directly, to work properly under &arts;. Applications +written to use the Enlightenment Sound Daemon +(<application>esd</application>) will also work in most cases by running +<application>esd</application> under &artsdsp;. +</para> + +<para> +This makes a good short term solution to porting existing applications +to &kde;. However, it does not allow the application to directly take +advantage of all of the power of &arts;, such as using modules and +multimedia streams other than digital audio. If the application goes +beyond simple playing of sound files, it usually makes sense to add +native support for &arts; to the application. +</para> + +<para> +Using &arts; also means that application does not have to do as much +work -- it can leverage the functions in &arts; to handle issues like +codecs for different media formats and control of the sound hardware. +</para> + +</sect1> + +<sect1 id="adding-native-arts-support"> +<title>Adding Native &arts; support</title> + +<para> +When using &arts;, you have a number of different <link +linkend="arts-apis"><acronym>API</acronym>s</link> to choose from. The +decision of which to use depends on a number of factors, including what +type of streaming media is used (sound, &MIDI;, &CD; audio, &etc;), the +<acronym>API</acronym> features required, and whether it is written in +C++. In most cases the choice should be relatively obvious based on the +required features. +</para> + +<para> +For cross-platform portability, applications that need to run on +environments other than &kde; cannot rely on &arts; being present. Using +the plug-ins paradigm is a good way to support different multimedia +environments. Making the plug-in <acronym>API</acronym> open and +documented (especially for closed source applications) also has the +advantage of allowing someone other than the application developer to +implement an &arts; plug-in. +</para> + +</sect1> + +</chapter> + diff --git a/doc/artsbuilder/references.docbook b/doc/artsbuilder/references.docbook new file mode 100644 index 00000000..4978f723 --- /dev/null +++ b/doc/artsbuilder/references.docbook @@ -0,0 +1,56 @@ +<!-- <?xml version="1.0" ?> +<!DOCTYPE chapter PUBLIC "-//KDE//DTD DocBook XML V4.2-Based Variant V1.1//EN" "dtd/kdex.dtd"> +To validate or process this file as a standalone document, uncomment +this prolog. Be sure to comment it out again when you are done --> + +<chapter id="references"> +<title>References</title> + +<variablelist> + +<varlistentry> +<term><ulink +url="http://multimedia.kde.org">http://multimedia.kde.org</ulink></term> +<listitem> +<para> +This is the primary web site for &kde;-related multimedia information. +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><ulink +url="http://www.arts-project.org">http://www.arts-project.org</ulink></term> +<listitem> +<para> +This is the home page for the &arts; project. +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term>&kde; 2.0 Development</term> +<listitem> +<para> +Chapter 14 of this published book covers multimedia, including +&arts;. It is available in print or on-line with annotations at <ulink +url="http://www.andamooka.org/">http://www.andamooka.org</ulink>. +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term> +<ulink +url="http://sound.condorow.net">http://sound.condorow.net</ulink></term> +<listitem> +<para> +This site has a comprehensive listing of sound and &MIDI; applications +for &Linux;. +</para> +</listitem> +</varlistentry> + +</variablelist> + +</chapter> diff --git a/doc/artsbuilder/tools.docbook b/doc/artsbuilder/tools.docbook new file mode 100644 index 00000000..417951df --- /dev/null +++ b/doc/artsbuilder/tools.docbook @@ -0,0 +1,735 @@ +<!-- +<?xml version="1.0" ?> +<!DOCTYPE chapter PUBLIC "-//KDE//DTD DocBook XML V4.2-Based Variant V1.1//EN" "dtd/kdex.dtd"> + +To validate or process this file as a standalone document, uncomment +this prolog. Be sure to comment it out again when you are done --> + +<chapter id="arts-tools"> +<title>&arts; Tools</title> + +<para> +Included with &arts; is a number of utilities for controlling and +configuring its behavior. You need to have some familiarity with most of +these tools in order to use &arts; effectively. This section describes +each of the utilities and their command options. +</para> + +<sect1 id="kde-control-center"> +<title>&kcontrol;</title> + +<para> +When running &arts; under &kde;, the &kcontrolcenter; provides a group +of control panel settings under the <guilabel>Sound</guilabel> +category. Some of these settings are used by &arts;. You can also +associate sounds with various window manager and &kde; events using the +<menuchoice><guilabel>Look & Feel</guilabel><guilabel>System +Notifications</guilabel></menuchoice> panel. See the &kcontrol; manual +for information on using the panel settings. +</para> + +</sect1> + +<sect1 id="artsd"> +<title>&artsd;</title> + +<para> +Access to the sound hardware resources is controlled by &artsd;, the +&arts; daemon. This allows different applications to simultaneously send +requests to the server, where they can be mixed together and +played. Without a centralized sound server a single application using a +sound device would prevent other applications from using it. +</para> + +<para> +To use &arts; there should be one and only one copy of &artsd; +running. It is typically run when &kde; starts up if it is enabled in +the &kcontrol; <guilabel>Sound Server</guilabel> panel. +</para> + +<para>The program accepts the following arguments:</para> + +<!-- LW: FIX THIS --> + +<cmdsynopsis> +<command>artsd</command> +<group choice="opt"> +<option>-n</option> +<option>-p</option> +<option>-N</option> +<option>-W <replaceable>n</replaceable></option> + +</group> +<group choice="opt"> +<option>-a <replaceable>audiomethod</replaceable></option> +<option>-r <replaceable>sampling rate</replaceable></option> +<option>-b <replaceable>bits</replaceable></option> +<option>-d</option> +<option>-D <replaceable>devicename</replaceable></option> +<option>-F <replaceable>fragments</replaceable></option> +<option>-S <replaceable>size</replaceable></option> +<option>-s <replaceable>seconds</replaceable></option> +<option>-m <replaceable>appName</replaceable></option> +</group> +<group choice="opt"> +<option>-h</option> +<option>-A</option> +<option>-v</option> +<option>-l <replaceable>level</replaceable></option> +</group> +</cmdsynopsis> + +<variablelist><varlistentry> +<term><option>-r <replaceable>sampling rate</replaceable></option></term> +<listitem> +<para>Set sampling rate to use.</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><option>-h</option></term> +<listitem> +<para>Display command usage.</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><option>-n</option></term> +<listitem> +<para>Enable network transparency.</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><option>-p <replaceable>port</replaceable></option> +</term> +<listitem> +<para>Set <acronym>TCP</acronym> port to use (implies +<option>-n</option>).</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><option>-u</option></term> +<listitem> +<para>Public, no authentication (dangerous).</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><option>-d</option></term> +<listitem> +<para>Enable full duplex operation.</para> +</listitem> +</varlistentry> +<varlistentry> +<term><option>-D <replaceable>device name</replaceable></option></term> +<listitem> +<para>Specify audio device (usually <filename>/dev/dsp</filename>).</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><option>-F <replaceable>fragments</replaceable></option></term> +<listitem> +<para>Set number of fragments.</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><option>-S <replaceable>size</replaceable></option></term> +<listitem> +<para>Set fragment size, in bytes.</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><option>-s <replaceable>seconds</replaceable></option></term> +<listitem> +<para>Set server auto-suspend time, in seconds. A value of zero +disables auto-suspend.</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><option>-m <replaceable>appName</replaceable></option></term> +<listitem> +<para>Specify the name of an application to be used to display error, +warning, and informational messages. If you are running KDE you can +use the <application>artsmessage</application> utility for this.</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><option>-N</option></term> +<listitem> +<para> +Increase the size of network buffers to a value suitable for running over +a 10 mbps LAN. This is equivalent to using the -w 5 option (see below). +</para> +</listitem> +</varlistentry> +<varlistentry> +<term><option>-w <replaceable>n</replaceable></option></term> +<listitem> +<para> +When running <application>artsd</application> over a network connection +to another host you typically want to use a larger buffer size to +avoid dropouts. ARts provides applications with a suggested minimum +buffer size. Without this option the default size is based on the +fragment size * fragment count. Using this option you can increase +the size from the default by a factor of <replaceable>n</replaceable>. +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><option>-l <replaceable>level</replaceable></option></term> +<listitem> +<para>Set information level - 3 (quiet), 2 (warnings), 1 (info), 0 +(debug).</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><option>-v</option></term> +<listitem> +<para>Display version level.</para> +</listitem> +</varlistentry> + +</variablelist> + +<para> +In most cases simply running &artsd; will suffice. +</para> +</sect1> + +<sect1 id="artswrapper"> +<title>&artswrapper;</title> + +<para> +To provide good real-time response, &artsd; is usually run as a +real-time process (on platforms where real-time priorities are +supported). This requires <systemitem class="username">root</systemitem> +permissions, so to minimize the security implications, &artsd; can be +started using the small wrapper program &artswrapper; which simply sets +real-time priority (running as <systemitem +class="username">root</systemitem>) and then executes &artsd; as a +non-<systemitem class="username">root</systemitem> user. +</para> + +<para>If you make artswrapper SUID <systemitem +class="username">root</systemitem>, it will likely improve the quality +of your audio playback by reducing gaps in the music. However, it +also increases the risk that a bug in the code or a malicious user can +crash or otherwise harm your machine. In addition, on multi-user +machines, prioritizing high-quality audio may result in deteriorated +performance for the users who are trying to make +<quote>productive</quote> use of the machine.</para> + +</sect1> + +<sect1 id="artsshell"> +<title>&artsshell;</title> + +<para> +The &artsshell; command is intended as a utility to perform +miscellaneous functions related to the sound server. It is expected that +the utility will be extended with new commands in the future (see the +comments in the source code for some ideas). +</para> + +<para> +The command accepts the following format: +</para> + +<!-- LW: FIX THIS --> + +<cmdsynopsis> +<command>artsshell</command> +<group> +<arg>suspend</arg><arg>status</arg> +<arg>terminate</arg> +<arg>autosuspend <replaceable>secs</replaceable></arg> +<arg>networkbuffers <replaceable>n</replaceable></arg> +<arg>volume [<replaceable>volume</replaceable>]</arg> +<arg>stereoeffect <replaceable>options</replaceable></arg> +</group> +<group> +<option>-h</option> +<option>-q</option> +</group> +</cmdsynopsis> + +<para>artsshell [options] <replaceable>command</replaceable> [<replaceable>command-options</replaceable>] </para> + +<para> +The following options are supported: +</para> + +<variablelist> + +<varlistentry> +<term><option>-q</option></term> +<listitem> +<para>Suppress all output.</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><option>-h</option></term> +<listitem> +<para>Display command usage.</para> +</listitem> +</varlistentry> + +</variablelist> + +<para>The following commands are supported:</para> + +<variablelist> + +<varlistentry> +<term><option>suspend</option></term> +<listitem> +<para> +Suspend the sound server. +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><option>status</option></term> +<listitem> +<para>Display sound server status information.</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><option>terminate</option></term> +<listitem> +<para> +Terminate the sound server. This may confuse and/or crash any +applications that are currently using it. +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><option>autosuspend</option> <parameter>seconds</parameter></term> +<listitem> +<para> +Set the autosuspend time to the specified number of seconds. The sound +server will suspend itself if idle for that period of time. A value of +zero disables auto-suspend. +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><option>networkbuffers</option> <parameter>n</parameter></term> +<listitem> +<para> +Set the size of the network buffers to be a factor of +<parameter>n</parameter> times the default size. +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><option>volume</option> [<replaceable>volume</replaceable>]</term> +<listitem> +<para> +Sets volume scaling for sound server audio output. The +<replaceable>volume</replaceable> argument is a floating point +value. With no argument the current volume is displayed. +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><option>stereoeffect list</option></term> +<listitem> +<para>List all of the available stereo effect modules.</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><option>stereoeffect insert [top|bottom]</option> <replaceable>name</replaceable></term> +<listitem> +<para>Insert a stereo effect into the stereo effect stack. Returns +an identifier that can be used for later removing it. It can be +installed at the top or the bottom (the default).</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><option>stereoeffect remove</option> <replaceable>id</replaceable></term> +<listitem> +<para>Removes the stereo effect with identifier +<replaceable>id</replaceable> from the effects stack.</para> +</listitem> +</varlistentry> + +</variablelist> + +</sect1> + +<sect1 id="artsplay"> +<title><application>artsplay</application></title> + +<para>The <application>artsplay</application> command is a simple utility to +play a sound file. It accepts a single argument corresponding to the name of a +sound file which is sent to the sound server to be played. The sound +file can be any common sound file type such as <literal +role="extension">wav</literal> or <literal +role="extension">au</literal>. This utility is good for testing that the +sound server is working. By running two commands in parallel or in rapid +succession you can demonstrate how the sound servers mixes more than one +sound source.</para> + +</sect1> + +<sect1 id="artsdsp"> +<title><application>artsdsp</application></title> + +<para> +The sound server only supports applications that are &arts;-aware. Many +legacy applications want to access the sound device directly. The +&artsdsp; command provides an interim solution that +allows most of these applications to run unchanged. +</para> + +<para> +When an application is run under &artsdsp; all accesses to the <filename +class="devicefile">/dev/dsp</filename> audio device are intercepted and +mapped into &arts; <acronym>API</acronym> calls. While the device +emulation is not perfect, most applications work this way, albeit with +some degradation in performance and latency. +</para> + +<para>The &artsdsp; command follows the format: +</para> + +<!-- LW: FIX THIS --> +<para> +artsdsp [<replaceable>options</replaceable>] <replaceable>application arguments</replaceable> +</para> + +<para> +The following options are recognized: +</para> + +<variablelist> + +<varlistentry> +<term><option>-h</option>, <option>--help</option></term> +<listitem> +<para>Show brief help.</para> +</listitem> +</varlistentry> +<varlistentry> +<term><option>-n</option> <option>--name</option> = <replaceable>name</replaceable></term> +<listitem> +<para>Use <replaceable>name</replaceable> to identify player to <command>artsd</command>.</para> + +</listitem> +</varlistentry> + +<varlistentry> +<term><option>-m</option> <option>--mmap</option></term> +<listitem> +<para>Emulate memory mapping (⪚ for <application>Quake</application>).</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><option>-v</option> <option>--verbose</option></term> +<listitem> +<para>Show parameters.</para> +</listitem> +</varlistentry> + +</variablelist> + +<para> +A typical invocation is: +</para> + +<para> +<userinput><command>artsdsp</command> <option>-v</option> <option>-m</option> <parameter>realplay <replaceable>song.mp3</replaceable></parameter></userinput> +</para> + +<para> +Some applications work better with the <option>--mmap</option> +option. Not all features of the sound device are fully emulated, but +most applications should work. If you find one that does not, submit a +detailed bug report and the developers may be able to fix it. Again, +remember this is an interim solution and something of an ugly hack; the +best solution is to add native &arts; support to the applications. If +your favorite sound application does not have &arts; support, ask the +developer to provide it. +</para> + +</sect1> + +<sect1 id="artscat"> +<title><application>artscat</application></title> + +<para> +This is a simple utility to send raw audio data to the sound server. +You need to specify the data format (sampling rate, sample size, and +number of channels). This is probably not a utility that you will use +often, but it can be handy for testing purposes. The command syntax is: +</para> + +<!-- LW: FIX THIS --> + +<para> +artscat [ <replaceable>options</replaceable> ] [ <replaceable>filename</replaceable> ] +</para> + +<para> +If no file name is specified, it reads standard input. The following +options are supported: +</para> + +<variablelist> +<varlistentry> +<term><option>-r</option> <parameter>sampling +rate</parameter></term> +<listitem> +<para> +Set the sampling rate to use. +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><option>-b</option> <parameter>bits</parameter></term> +<listitem> +<para> +Set sample size to use (8 or 16). +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><option>-c</option> <parameter>channels</parameter></term> +<listitem> +<para> +Set number of channels (1 or 2). +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><option>-h</option></term> +<listitem> +<para> +Display command usage and exit. +</para> +</listitem> +</varlistentry> + +</variablelist> +</sect1> + +<sect1 id="artscontrol"> +<title>&artscontrol;</title> + +<para> +This is a graphical utility for performing a number of tasks related to +the sound server. The default window displays two volume level +indicators and a slider to control overall output volume. From the +<guimenu>View</guimenu> menu you can select other functions: +</para> + +<variablelist> + +<varlistentry> +<term><guimenuitem>FFT Scope</guimenuitem></term> +<listitem> +<para> +Opens a window which shows a real-time spectrum analyzer style display. +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><guimenuitem>Audio Manager</guimenuitem></term> +<listitem> +<para> +Displays active sound sources and allows you to connect them to any of +the available busses. +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><guimenuitem>aRts Status</guimenuitem></term> +<listitem> +<para> +Shows if the sound server is running and if scheduling is +real-time. Indicates when server will autosuspend and allows you to +suspend it immediately. +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><guimenuitem>Midi Manager</guimenuitem></term> +<listitem> +<para> +Shows active &MIDI; inputs and outputs and allows you to make connections +[TODO: Does this work yet? Need more detail]. +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><guimenuitem>FreeVerb</guimenuitem></term> +<listitem> +<para> +Connects a FreeVerb reverb effect to the stack of &arts; output effects +and allows you to control the effect parameters graphically. +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><guimenuitem>Leds-like volume display</guimenuitem></term> +<listitem> +<para> +Changes the volume indicators in the main window to use a colored +<acronym>LED</acronym> display format instead of progress bars. +</para> +</listitem> +</varlistentry> + +</variablelist> + +</sect1> + +<sect1 id="artsc-config"> +<title><application>artsc-config</application></title> + +<para> +This is a utility to assist developers using the &arts; C +<acronym>API</acronym>. It outputs the appropriate compiler and linker +options needed when compiling and linking code with &arts;. It is +intended to be used within make files to assist in portability. The +command accepts three options: +</para> + +<variablelist> +<varlistentry> +<term><option>--cflags</option></term> +<listitem> +<para> +Displays the compiler flags needed when compiling with the &arts; C +<acronym>API</acronym>. +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><option>--libs</option></term> +<listitem> +<para> +Displays the linker flags needed when linking with the &arts; C +<acronym>API</acronym>. +</para> +</listitem> +</varlistentry> +<varlistentry> +<term><acronym>--version</acronym></term> +<listitem> +<para> +Displays the version of the <command>artsc-config</command> command. +</para> +</listitem> +</varlistentry> +</variablelist> + +<para>Typical output from the command is shown below:</para> + +<screen width="40"> +<prompt>%</prompt> <userinput><command>artsc-config</command> <option>--cflags</option></userinput> +<computeroutput>-I/usr/local/kde2/include/artsc</computeroutput> +<prompt>%</prompt> <userinput><command>artsc-config</command> <option>--libs</option></userinput> +<computeroutput>-L/usr/local/kde2/lib -ldl -lartsc -DPIC -fPIC -lpthread</computeroutput> +<prompt>%</prompt> <userinput><command>artsc-config</command> <option>--version</option></userinput> +<computeroutput>0.9.5</computeroutput> +</screen> + +<para> +You could use this utility in a make file using a rule such as: +</para> + +<programlisting> +artsc: artsc.c + gcc `artsc-config --cflags` -o artsc artsc.c `artsc-config --libs` +</programlisting> + +</sect1> + +<sect1 id="mcopidl"> +<title>&mcopidl;</title> + +<para> +The &mcopidl; command is the &IDL; file compiler for &MCOP;, the +Multimedia Communication Protocol used by &arts;. Interfaces in &arts; +are defined in &IDL;, a language independent Interface Definition +Language. The &mcopidl; utility accepts an &IDL; file as input and +generates C++ header and source files for a class implementing the +interface. The command accepts the following syntax: +</para> + +<!-- LW: FIX THIS --> + +<para>mcopidl [ <replaceable>options</replaceable> ] <replaceable>filename</replaceable> +</para> + +<para>The valid options are:</para> +<variablelist> +<varlistentry> +<term><option>-I</option> <parameter>directory</parameter></term> +<listitem> +<para> +Search in <parameter>directory</parameter> for includes. +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><option>-e</option> <parameter>name</parameter></term> +<listitem> +<para> +Exclude a struct, interface, or enum type <parameter>name</parameter> +from code generation. +</para> +</listitem> +</varlistentry> + +<varlistentry> +<term><option>-t</option></term> +<listitem> +<para> +Also create <literal role="extension">.mcoptype</literal>/<literal +role="extension">.mcopclass</literal> files containing type information +for the &IDL; file. +</para> +</listitem> +</varlistentry> +</variablelist> + +<para> +More information about &MCOP; and &IDL; is covered in the section <link +linkend="interfaces">Interfaces and &IDL;</link>. +</para> + +</sect1> + +</chapter> |