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Kadent

  • 23 Devlogs
  • 229 Total hours

Kadent is a DAW software with a custom language called KASL designed to create synthesizers and effects. Backed by Cranelift, KASL can be compiled very quickly and can be run inside Kadent seamlessly.

Ship #1 Pending review

Kadent

Kadent is a cross-platform DAW featuring KASL, a domain-specific audio language, and node-graph processing system.

Features

  • Create music with familiar track-based UI
  • Two track types: Note Track & Audio Track
  • Node graph for every track
  • KASL language with syntax similar to Swift
    The node graph allows you to combine multiple KASL programs to perform much more complex processing.

What Is a Node Graph?

Kadent uses node graph for track processing.

A Node is a processing unit that calculates the output. In node graph, an output of one node can be connected to an input of another node. This allows you to connect multiple inputs and outputs freely to other nodes to create sound.

Then, why did I adopt node graph? KASL programs can have multiple inputs and outputs, and their types may also vary. So placing them in order does not work because the DAW cannot know which output is connected to the specific input. That’s why Kadent uses node graph.

Characteristics of KASL

  • Utilizes Cranelift as a backend for quicker JIT compilation
  • Specialized type of variables such as input, output and state
  • Supports fixed-length arrays and structs
  • Fixed-count loop syntax for predictable execution time
  • Module system influenced by Python
  • Custom infix/prefix/postfix operators (even normal arithmetic operators are defined and provided by std)

KASL Sample Program

audio module is built-in module provided by Kadent. Note that these programs below won’t work outside the DAW.

Gain Node

import audio
import std

input in = audio.zero_sample()
input gain = 0.0
output out = audio.zero_sample()

func main() {
    out = in * [gain; audio.max_channels]
}

Mix Node

import std
import std/math/float as f
import audio

input input_1 = audio.zero_sample()
input input_2 = audio.zero_sample()
input factor = 0.0
output out = audio.zero_sample()

func main() {
    let clamped_factor = f.clamp(factor, 0.0, 1.0)
    let multiplied_input_1: audio.Sample = input_1 * [clamped_factor; audio.max_channels]
    let multiplied_input_2: audio.Sample = input_2 * [1.0 - clamped_factor; audio.max_channels]
    out = multiplied_input_1 + multiplied_input_2
}

Sawtooth Wave Synthesizer

import audio as a
import std
import std/math/float as f

input notes = a.EventSlot()
input pitch = 1.0
output out = a.zero_sample()
state allocator = a.Allocator()

let base_freq = 440.0
let volume = 0.1

func main() {
    allocator.update(notes)

    var i = 0
    loop a.max_voices {
        let voice = allocator.voices[i]
        let freq = pitch * base_freq * f.pow(2.0, (voice.pitch - 69.0) / 12.0)

        if voice.is_active {
            let t = voice.age

            let sample = saw(freq: freq, time: t)
            out = out + [sample * volume; a.max_channels]
        }
        i = i + 1
    }
}

func saw(freq f = 440.0, time t: Float) -> Float {
    return 2.0 * (t * f) % 1.0 - 1.0
}

Installation

Go to the Releases page of my GitHub repository to download the latest precompiled binary, or compile the binary yourself. Detailed installation steps are described in README.

  • 23 devlogs
  • 229h
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17h 10m 49s logged

Added License Browser

It’s been a while since my last devlog!
During this time I’ve added an Acknowledgements view where you can look at license text and other informations of the Fonts and Crates that I’ve used.
It was a bit difficult to implement because there are so many crates, but I’m satisfied with the result.

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41h 27m 13s logged

Improved code editor

I’ve implemented error highlighting in the code editor. I also added a list of errors at the bottom of the code editor, and I can jump to the position of the error by clicking the error.

TextEdit in egui does not support highlighting character by character and instead it only highlighting by each sections, so red underlined part may be bigger than the actual error range, but I guess it still looks nice.

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10h 56m 7s logged

sode

I’ve created a simple binary serialization crate called “sode” for Kadent. This guarantees that the output binary won’t change even if the struct is modified so I thought it would be better than serde or that sort of serialization library.

impl Encode for Note {
    fn encode(&self, e: &mut Encoder) -> Result<(), EncodeError> {
        e.field(0, &self.start)?;
        e.field(1, &self.duration)?;
        e.field(2, &self.pitch)?;
        e.field(3, &self.velocity)?;
        Ok(())
    }
}

impl Decode for Note {
    fn decode(d: &mut ValueDecoder) -> Result<Self, DecodeError> {
        let d = d.to_field_decoder()?;
        Ok(Note::new(
            d.field(0)?.ok_or(DecodeError::InvalidData)?,
            d.field(1)?.ok_or(DecodeError::InvalidData)?,
            d.field(2)?.ok_or(DecodeError::InvalidData)?,
            d.field(3)?.ok_or(DecodeError::InvalidData)?,
        ))
    }
}
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4h 21m 24s logged

Curve type selection

I’ve implemented a selection dropdown for three curve types: linear, step, and smooth. Next thing to do is to add a text field to adjust the curve tension

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8h 42m 10s logged

Automation

Automation is here.
I’ve implemented an automation node, which is associated with an automation track that you can add keyframes to value that changes over time.
You can even connect automation nodes to KASL Node to use the value for calculation!

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4h 53m 20s logged

Refactored codebase

It looks exactly the same as the previous devlog, but I refactored the codebase, primarily the EditorUiState. I separated many members of EditorUiState to multiple small structs for better readability

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7h 9m 51s logged

Added ruler to piano roll

I’ve added the ruler to the piano roll. This will make note placement easier and more intuitive than before.

Also I refactored the codebase a little bit, but honestly I thought the previous implementation would be better so I may be putting it back soon.

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11h 52m 17s logged

Add seconds support for region placement

I’ve added TimePosition and TimeBounds to store the position of the region. They have two modes: one stores the position in Ticks, and another one stores it in seconds. Ticks and seconds can be calculated from each other using TempoMap.

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11h 30m 28s logged

On-demamd resampling for audio tracks

Audio regions require resampling because the sample rate of the source data may differ from the required sample rate.
So far, the audio engine for Kadent has been resampling the entire audio data before playback or exporting. However, resampling audio data in advance takes a lot of CPU and increases the time it takes to prepare for playback.
This time I made it resample the audio data on demand during playback. This makes audio thread not to store the massive resampled audio data.

*sample rate: a value that indicates how many samples are in a single second
*sample: a value that represents the sound wave’s loudness at a specific moment in time

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49h 7m 14s logged

Waveform Rendering & Scroll Bar

This time, I’ve mainly implemented two features: waveform rendering and timeline scroll bar.

Waveform

I’ve added a waveform rendering logic to the timeline. I handled it by generating peak value data to render it quicker than calculating the peak value while rendering.
After all, it looks pretty nice and scales perfectly when zooming with my trackpad.

Timeline Scroll Bar

Another feature I’ve added is a timeline scroll bar. It may not look appealing, but its calculation was quite hard actually. I had to calculate the ratio of the visible area and the entire timeline to get the width of the scroll bar. I think it is lot better than egui’s builtin scroll bar, so I’m quite satisfied with the outcome!

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1h 59m 17s logged

Ability to adjust project range

I’ve implemented a feature that the user can adjust the project’s export range just by dragging the handle in the ruler.

Also the actual number is shown in the status bar while the handle is being dragged so the user can know the exact beat where is going to be exported.

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23h 45m 8s logged

Refactored the audio engine

I’ve streamlined the note processing logic in the audio engine. So far, the audio engine handled sequenced notes (notes that you can see in the editor) and the realtime MIDI notes that you can play using some MIDI controllers differently. It also lacked maintainability.

That’s why I’ve completely rebuilt the logic to unify the process. It also contributed to reduce the amount of code, and I’m happy with that.

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3h 1m 50s logged

Added Status Bar

I’ve added a new status bar, which shows some informations such as sample rate, buffer size and the selected content, at the bottom of the window.

Fixed Node Graph Rendering Bug

The node graph used to be rendered on the front of the header, but I finally fixed this by using Panel to limit the area where painter can draw the graph.

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7h 7m 57s logged

Improved menu design

I’ve improved the design of the menu by adjusting the button style. It took quite a long time because of egui’s a little bit confusing styling API.

Refactor and optimize the audio engine

I’ve refactored the audio engine by using integer ticks to manage time instead of f32 beats. By using integer ticks, it can be calculated even faster and more accurately.

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1h 11m 26s logged

Nested dropdown menu for device selection

I’ve improved a device selection feature by nesting the menu. Thanks to this, users can click a single headphones button to change the MIDI ports and output devices.
Also I added some icons for these.

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1h 12m 42s logged

Selectable audio output

I’ve added a feature to select audio output! It may seem simple but it actually needed refactoring the audio engine and it took a lot of time.

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2h 26m logged

Replacing audio stream when switching devices

I’ve implemented a logic in the audio engine, that allows the Kadent DAW to switch the output device.
It was challenging because Mixer and MPSC consumers cannot be cloned. Finally I used Arc and Mutex in order to share the context with multiple threads.

let callback_ctx = Arc::new(Mutex::new(OutputCallbackContext {
        mixer,
        command_cons,
        midi_cons,
        vu_prod,
        pending_project: pending_arc,
    }));

I used try_lock instead of normal lock, which may block the thread, as you can see in the screenshot.

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5h 39m 19s logged

KASL module system improvement

So far, KASL compiler didn’t allow us to import external programs with the same name, because the name of the namespace conflicts. Today I have added new alias feature, which can be used like this:

import foo as bar

With this syntax, you can import a program named foo.kasl and refer to it with bar.
This can also improve readability when importing a file with a long name!

Streamline compilation

I wanted to try compiling Kadent to application that can be installed using an installer, instead of a simple executable binary. I found Taskfile, which is a build tool similar to make but uses a yaml file to define workflows. I found it very useful so I adopted it and it worked very well! Currently I only have workflow for macOS compilation but I want to add Windows and Linux support soon!

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2h 40m 39s logged

Project creation dialog

I’ve implemented new project creation dialog. You can specify the name of the project and select the folder using a picker from the system.

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2h 36m 51s logged

Implemented splash screen

I’ve finally finished implementing the splash screen for Kadent. On the left side, there are two buttons for creating or opening a project. The right panel shows the recent projects.

Challenge

The biggest challenge in implementing the splash screen was to layout UI components. It was quite hard to center the logo and the buttons. I spent around 1hrs dealing with that problem.

Here’s how I solved it:

const BUTTON_WIDTH: f32 = 300.0;
const BUTTON_HEIGHT: f32 = 42.0;
const CONTENT_HEIGHT: f32 = 60.0 + 12.0 + 16.0 + 24.0 + 12.0 + BUTTON_HEIGHT * 2.0;

impl SplashUi {
    pub(super) fn splash_controls(&mut self, ui: &mut egui::Ui) -> Option<EditorTransition> {
        ui.vertical_centered(|ui| {
            // Add space to vertically center the UI parts
            ui.add_space(full_height / 2.0 - CONTENT_HEIGHT / 2.0);
            // UI Components
        })
        .inner
    }
}

Since centering both horizontally and vertically while calculating the height of the inner content is painful, I eventually hardcoded the height of the UI components in order to center the UI vertically.

Logo

I’ve also designed a logo for Kadent in the meantime. I tweaked the font called “Inter”, which is available on Google Fonts, for the logo.

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7h 22m 39s logged

Kadent — A DAW with custom language to create synths and effects

Refactored project strucure

As my codebase became bigger, it started to be a bit complicated, so I’ve refactored the codebase. New folder structure is consist of four directories in src/ directory: commands, core, storage, and ui.
commands directory contains the audio engine communication logic. It has some functions like add_note that adds a new note to the specified track and sends the updated project to the audio thread.
core directory contains KASLNode implementation and some metadata. KASLNode is a specific node that can literally execute KASL programs. Metadata is a data that are not necessarily tied to audio engine. It includes track colors, track names, region names, etc.
storage directory contains some implementation for storing and loading files. It has a logic to save and load the Kadent project file.
ui directory contains the UI implementation. Inside the ui directory, there are components, theme, and workspaces directories. components directory has some common UI parts used in various parts of the DAW. theme defines colors and size used in the UI. workspaces contains the UI implementation for the editor and the splash screen.

Splash screen

I’m currently implementing a splash screen for Kadent. It used to have just two buttons to create or open a project. I’ve just finished implementing “Recent Projects” list. (shown on the right side)

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1h 24m 30s logged

Implemented multithread track processing for the audio engine using Rayon!
I used to think implementing multithreading would be a nightmare, but I utilized Rayon which was actually very intuitive and easy to use.

The screenshot shows the exact code where the tracks are being processed in parallel.

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