#audio-processing #sound #sample #wav #process #ability #engine

bae_rs

The Broad Audio Engine presents the ability to process sounds and wav files for applications like video games and DAWs

9 releases (4 breaking)

0.13.2 May 9, 2020
0.13.1 May 9, 2020
0.12.1 Mar 22, 2020
0.11.0 Mar 12, 2020
0.9.3 Feb 27, 2020

#882 in Audio

MIT and LGPL-3.0

725KB
2K SLoC

Broad Audio Engine (BAE)

Latest version Documentation License

The Broad Audio Engine presents the ability to process sounds and audio files for applications like video games and DAWs.

This engine was born out of a frustration with other audio systems for their lack of readable code that results from the large monolithic structures and architecture-specific systems they contain. I do understand why these structures and systems are the way they are, but nevertheless they are a pain to work with in most cases. With this audio engine, I intend to create an interface that is well documented and has minimal time to start writing code and calculate samples.

To get started, there is always the documentation, but additionally I recommend taking a look at the Generator, Modifier, and SimpleSound structures to get you started. In the world of BAE, sources of sound (e.g. simple sine, wav file, etc.) are called "Generators" and filters (e.g. low pass, reverb, etc.) are called "Modifiers". There's no particular reason for this naming convention other than I like them. Utilizing the Generator, Modifier, and SimpleSound you can get started with a simple system for generating your samples. In truth you could get your samples from a Generator on its own, and that functionality is allowed, but for more advanced sounds and systems you'll likely need a more complex way of representing those systems. For that purpose there is the Sound trait, giving the ability to operate many Generators and Modifiers as a single unit, as you might find with some digital synthesizers.

Dependencies

  • lazy_static: For initializing large arrays at run-time for some systems that use a wavetable.
  • petgrah: For the graph structure used by the ComplexSound struct.
  • rand: To generate white noise.
  • version-sync: Ensures that crate version numbers are correct in various locations.
  • wav: To read and write WAV files.

Future Expansion

In no particular order

  • Generators:
  • Modifiers:
  • Features:
    • Side-chain (?)
    • FFT (use FFTW?)
    • Read/write multiple audio formats (not just WAV)

License

This library is licensed under the MIT license. The loud words can be found here

Dependencies

~3MB
~44K SLoC