I'm trying to make an audio software (a DAW) using Electron to create the window and c++ to play audio / generate audio / apply audio effects.
I have been searching for a simple, powerful, and cross-platform library to play and process audio, and I've found The Synthesis Toolkit
and I'm really happy with it.
Here is the code (it's from the STK demo programs):
#include "BeeThree.h"
#include "RtAudio.h"
using namespace stk;
// The TickData structure holds all the class instances and data that
// are shared by the various processing functions.
struct TickData {
Instrmnt *instrument;
StkFloat frequency;
StkFloat scaler;
long counter;
bool done;
// Default constructor.
TickData()
: instrument(0), scaler(1.0), counter(0), done( false ) {}
};
// This tick() function handles sample computation only. It will be
// called automatically when the system needs a new buffer of audio
// samples.
int tick( void *outputBuffer, void *inputBuffer, unsigned int nBufferFrames,
double streamTime, RtAudioStreamStatus status, void *userData )
{
TickData *data = (TickData *) userData;
register StkFloat *samples = (StkFloat *) outputBuffer;
for ( unsigned int i=0; i<nBufferFrames; i++ ) {
*samples++ = data->instrument->tick();
if ( ++data->counter % 2000 == 0 ) {
data->scaler += 0.025;
data->instrument->setFrequency( data->frequency * data->scaler );
}
}
if ( data->counter > 80000 )
data->done = true;
return 0;
}
int main()
{
// Set the global sample rate and rawwave path before creating class instances.
Stk::setSampleRate( 44100.0 );
Stk::setRawwavePath("./engine/rawwaves/");
TickData data;
RtAudio dac;
// Figure out how many bytes in an StkFloat and setup the RtAudio stream.
RtAudio::StreamParameters parameters;
parameters.deviceId = dac.getDefaultOutputDevice();
parameters.nChannels = 1;
RtAudioFormat format = ( sizeof(StkFloat) == 8 ) ? RTAUDIO_FLOAT64 : RTAUDIO_FLOAT32;
unsigned int bufferFrames = RT_BUFFER_SIZE;
try {
dac.openStream( ¶meters, NULL, format, (unsigned int)Stk::sampleRate(), &bufferFrames, &tick, (void *)&data );
}
catch ( RtAudioError& error ) {
error.printMessage();
goto cleanup;
}
try {
// Define and load the BeeThree instrument
data.instrument = new BeeThree();
}
catch ( StkError & ) {
goto cleanup;
}
data.frequency = 220.0;
data.instrument->noteOn( data.frequency, 0.5 );
try {
dac.startStream();
}
catch ( RtAudioError &error ) {
error.printMessage();
goto cleanup;
}
// Block waiting until callback signals done.
std::cin.get();
data.scaler = 0.025;
std::cin.get();
data.scaler = -1;
std::cin.get();
// Shut down the callback and output stream.
try {
dac.closeStream();
}
catch ( RtAudioError &error ) {
error.printMessage();
}
cleanup:
delete data.instrument;
return 0;
}
I managed to compile this simple demo program with g++, using this command:
g++ -D__LITTLE_ENDIAN__ -D__LINUX_ALSA__ ./engine/engine.cpp -o ./engine/engi -I./engine/include/ -L./engine/lib/ -lstk -lpthread -lasound -lm
But then I try to compile it into an engine.node
file with node-gyp, I get this error:
paulux@Paulux-Laptop:~/Documents/Code/FyneWav$ node-gyp build
/usr/bin/ld : can't find -lstk
collect2: error: ld returned 1 exit status
Here's my binding.gyp
file:
{
"targets": [
{
"target_name": "engine",
"sources": ["./engine/engine.cpp"],
"cflags_cc" :["-fexceptions"],
"include_dirs": [
"./engine/include/"
],
'link_settings': {
"libraries": [
"-lpthread", "-lasound" , "-lm",
"-L./engine/lib/", "-lstk"
],
},
"defines": [
"__LITTLE_ENDIAN__", "__LINUX_ALSA__"
]
}
]
}
My folders looks like this:
root
|- package-lock.json
|- package.json
|- README.md
|- binding.gyp
|- 10.1.4 (includes for v8 NodeJS addon)
|- engine
|- engine.cpp
|- include (all include files from *STK/include* archive)
|- lib
|- libstk.a (lib from the *STK/src/Release* archive)
I tried not to link stk
in the binding.gyp
file, but then I loaded the engine.node
module in electron, I got:
Uncaught Error: /home/paulux/Documents/Code/FyneWav/build/Release/engine.node:
undefined symbol: _ZN3stk3Stk17sampleRateChangedEdd
So, the question is:
How can I link stk
in node-gyp, and, if we can't, how can I make a engine.node
file using other compilers (like g++ for example) ?
Finnaly ! I've found by myself !
The answer is really dumb: in my binding.gyp
file, I just had to replace
-L./engine/include
by
-L/home/paulux/Documents/Code/fynewav/engine/include
.
I just had to change from a relative path to an absolute one...
And it took me a day to figure it out...
And I hate myself =)