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CSOUND

Csound: CsoundInPd

CSOUND IN PD

INSTALLING 

You can embed Csound in PD via the external csound6~,1  which has been written by Victor Lazzarini. This external is part of the Csound distribution.

On Ubuntu Linux, you can install the csound6~ via the Synaptic package manager. Just look for "csound6~" or "pd-csound", check "install", and your system will install the library at the appropriate location. If you build Csound from sources, you should also be able to get the csound6~ via the cmake option BUILD_PD_CLASS:BOOL=ON. It will appear as csound6~.pd_linux and should be copied to /usr/lib/pd/extra, so that PD can find it. If not, add it to PD's search path (File->Path...).

On Mac OSX, you find the csound6~ external in the following path:
/Library/Frameworks/CsoundLib64.framework/Versions/6.0/Resources/PD/csound6~.pd_darwin
The help file is
/Library/Frameworks/CsoundLib64.framework/Versions/6.0/Resources/PD/csound6~-help.pd

Put these files in a folder which is in PD's search path. For PD-extended, it's by default ~/Library/Pd. But you can put it anywhere. Just make sure that the location is specified in PD's Preferences > Path... menu.

On Windows, while installing Csound, open up the "Front ends" component in the Installer box and make sure the item "csound6~" is checked:

 

After having finished the installation, you will find csound6~.dll in the csound/bin folder. Copy this file into the pd/extra folder, or in any other location in PD's search path. Due to the dependencies in Csound 6, you may find that it works better to add the Csound/bin directory to the search paths in Pd's Preferences window.

When you have installed the "csound6~" extension on any platform, and included the file in PD's search path if necessary, you should be able to call the csound6~ object in PD. Just open a PD window, put a new object, and type in "csound6~":

pd2 

CONTROL DATA

You can send control data from PD to your Csound instrument via the keyword "control" in a message box. In your Csound code, you must receive the data via invalue or chnget. This is a simple example:

EXAMPLE 09A01_pdcs_control_in.csd

<CsoundSynthesizer>
<CsOptions>
</CsOptions>
<CsInstruments>
;Example by Joachim Heintz

sr = 44100
nchnls = 2
0dbfs = 1
ksmps = 8

giSine    ftgen     0, 0, 2^10, 10, 1

instr 1
kFreq     invalue   "freq"
kAmp      invalue   "amp"
aSin      oscili    kAmp, kFreq, giSine
          outs      aSin, aSin
endin

</CsInstruments>
<CsScore>
i 1 0 10000
</CsScore>
</CsoundSynthesizer>

Save this file under the name "control.csd". Save a PD window in the same folder and create the following patch:

pd3.png 

Note that for invalue channels, you first must register these channels by a "set" message.

As you see, the first two outlets of the csound6~ object are the signal outlets for the audio channels 1 and 2. The third outlet is an outlet for control data (not used here, see below). The rightmost outlet sends a bang when the score has been finished.

LIVE INPUT

Audio streams from PD can be received in Csound via the inch opcode. As many input channels there are, as many audio inlets are created in the csound6~ object. The following CSD uses two audio inputs:

EXAMPLE 09A02_pdcs_live_in.csd 

<CsoundSynthesizer>
<CsOptions>
</CsOptions>
<CsInstruments>
;Example by Joachim Heintz
sr = 44100
0dbfs = 1
ksmps = 8
nchnls = 2

instr 1
aL        inch      1
aR        inch      2
kcfL      randomi   100, 1000, 1; center frequency
kcfR      randomi   100, 1000, 1; for band pass filter
aFiltL    butterbp  aL, kcfL, kcfL/10
aoutL     balance   aFiltL, aL
aFiltR    butterbp  aR, kcfR, kcfR/10
aoutR     balance   aFiltR, aR
          outch     1, aoutL
          outch     2, aoutR
endin

</CsInstruments>
<CsScore>
i 1 0 10000
</CsScore>
</CsoundSynthesizer>

The corresponding PD patch is extremely simple:

pd4.png 

MIDI

The csound6~ object receives MIDI data via the keyword "midi". Csound is able to trigger instrument instances in receiving a "note on" message, and turning them off in receiving a "note off" message (or a note-on message with velocity=0). So this is a very simple way to build a synthesizer with arbitrary polyphonic output:

pd5.png

This is the corresponding midi.csd. It must contain the options -+rtmidi=null -M0 in the <CsOptions> tag. It's an FM synth which changes the modulation index according to the verlocity: the more you press a key, the higher the index, and the more partials you get. The ratio is calculated randomly between two limits which can be adjusted.

EXAMPLE 09A03_pdcs_midi.csd 

<CsOptions>
-+rtmidi=null -M0
</CsOptions>
<CsoundSynthesizer>
<CsInstruments>
;Example by Joachim Heintz
sr      =  44100
ksmps   =  8
nchnls  =  2
0dbfs = 1

giSine    ftgen     0, 0, 2^10, 10, 1

instr 1
iFreq     cpsmidi   ;gets frequency of a pressed key
iAmp      ampmidi   8;gets amplitude and scales 0-8
iRatio    random    .9, 1.1; ratio randomly between 0.9 and 1.1
aTone     foscili   .1, iFreq, 1, iRatio/5, iAmp+1, giSine; fm
aEnv      linenr    aTone, 0, .01, .01; avoiding clicks at the end of a note
          outs      aEnv, aEnv
endin

</CsInstruments>
<CsScore>
f 0 36000; play for 10 hours
e
</CsScore>
</CsoundSynthesizer>

SCORE EVENTS

Score events can be sent from PD to Csound by a message with the keyword event. You can send any kind of score events, like instrument calls or function table statements. The following example triggers Csound's instrument 1 whenever you press the message box on the top. Different sounds can be selected by sending f events (building/replacing a function table) to Csound.

pd6.png

EXAMPLE 09A04_pdcs_events.csd

<CsoundSynthesizer>
<CsOptions>
</CsOptions>
<CsInstruments>
;Example by Joachim Heintz
sr = 44100
ksmps = 8
nchnls = 2
0dbfs = 1

          seed      0; each time different seed
giSine    ftgen     1, 0, 2^10, 10, 1; function table 1

instr 1
iDur      random    0.5, 3
p3        =         iDur
iFreq1    random    400, 1200
iFreq2    random    400, 1200
idB       random    -18, -6
kFreq     linseg    iFreq1, iDur, iFreq2
kEnv      transeg   ampdb(idB), p3, -10, 0
aTone     oscili    kEnv, kFreq, 1
          outs      aTone, aTone
endin

</CsInstruments>
<CsScore>
f 0 36000; play for 10 hours
e
</CsScore>
</CsoundSynthesizer>

CONTROL OUTPUT

If you want Csound to give any sort of control data to PD, you can use the opcodes outvalue or chnset. You will receive this data at the second outlet from the right of the csound6~ object. The data are sent as a list with two elements. The name of the control channel is the first element, and the value is the second element. You can get the values by a route object or by a send/receive chain. This is a simple example:

pd7.png 

EXAMPLE 09A05_pdcs_control_out.csd 

<CsoundSynthesizer>
<CsOptions>
</CsOptions>
<CsInstruments>
;Example by Joachim Heintz

sr = 44100
nchnls = 2
0dbfs = 1
ksmps = 8

instr 1
ktim      times
kphas     phasor    1
          outvalue  "time", ktim
          outvalue  "phas", kphas*127
endin

</CsInstruments>
<CsScore>
i 1 0 30
</CsScore>
</CsoundSynthesizer> 

SEND/RECEIVE BUFFERS FROM PD TO CSOUND AND BACK

A PD array can be sent directly to Csound, and a Csound function table to PD. The message tabset [tabset array-name ftable-number] copies a PD array into a Csound function table. The message tabget [tabget array-name ftable-number] copies a Csound function table into a PD array. The example below should explain everything. Just choose another soundfile instead of "stimme.wav".

 

EXAMPLE 06A06_pdcs_tabset_tabget.csd

<CsoundSynthesizer>
<CsOptions>
-odac
</CsOptions>
<CsInstruments>
sr = 44100
ksmps = 8
nchnls = 1
0dbfs = 1

giCopy ftgen 1, 0, -88200, 2, 0 ;"empty" table
giFox  ftgen 2, 0, 0, 1, "fox.wav", 0, 0, 1

  opcode BufPlay1, a, ipop
ifn, ispeed, iskip, ivol xin
icps      =         ispeed / (ftlen(ifn) / sr)
iphs      =         iskip / (ftlen(ifn) / sr)
asig      poscil3   ivol, icps, ifn, iphs
          xout      asig
  endop

  instr 1
itable    =         p4
aout      BufPlay1  itable
          out       aout
  endin

</CsInstruments>
<CsScore>
f 0 99999
</CsScore>
</CsoundSynthesizer>
;example by joachim heintz

SETTINGS

Make sure that the Csound vector size given by the ksmps value, is not larger than the internal PD vector size. It should be a power of 2. I'd recommend to start with ksmps=8. If there are performance problems, try to increase this value to 16, 32, or 64.

The csound6~ object runs by default if you turn on audio in PD. You can stop it by sending a "run 0" message, and start it again with a "run 1" message.

You can recompile the .csd file of a csound6~ object by sending a "reset" message.

By default, you see all the messages of Csound in the PD window. If you don't want to see them, send a "message 0" message. "message 1" prints the output again.

If you want to open a new .csd file in the csound6~ object, send the message "open", followed by the path of the .csd file you want to load.

A "rewind" message rewinds the score without recompilation. The message "offset", followed by a number, offsets the score playback by an amount of seconds.


  1. This is the new name for Csound 6. In Csound 5 the name was csoundapi~. The different names make it possible to have both versions installed. Wherever in this chapter "csoundapi~" is used, it should work the same way as "csound6~" for Csound 6. ^

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