Essential language for audio processing and floatbeats exports.
Compiles to compact 0-runtime WASM with linear memory.
It has implicit types, organic sugar and smooth operator.
//////////////////////////////// numbers
16, 0x10, 0b0; // int, hex or binary
16.0, .1, 1e3, 2e-3; // float
//////////////////////////////// operators
+ - * / % -- ++ // arithmetical (float)
** %% // power, unsigned mod
& | ^ ~ >> << // binary (integer)
<<< >>> // rotate left, right
&& || ! // logical
> >= < <= == != // comparisons (boolean)
?: ? // conditions
x[i] x[] // member access, length
a..b a.. ..b .. // ranges
./ ../ .../ // skip, break, return
|> _ // pipe / loop
~ ~= ~/ ~* ~~/ ~~* // clamp, normalize, lerp
//////////////////////////////// variables
foo=1, bar=2.0; // declare vars
AbC, $0, Δx, x@1, A#; // names permit alnum, unicodes, _$#@
foo != Foo, bar == bAr; // capfirst-sensitive
default=1, eval=fn, else=0; // no reserved words
true = 0b1, false = 0b0; // alias bools
inf = 1/0, nan = 0/0; // alias infinity, NaN
//////////////////////////////// units
1k = 1000; 1pi = 3.1415926; // define units
1s = 44100; 1m = 60s; // as sample indexes
10.1k, 2pi; // 10100, 6.283...
2m35s; // combinations
//////////////////////////////// statements & scopes
a, b=1, c=2; // declare vars in C style
foo(); // semi-colons are mandatory
(c = a + b; c); // group returns last statement
(a = b+1; a,b,c); // return multiple values
(a ? ./b; c); // break current scope, return b
((a ? ../; c); d); // break 2 scopes
(((a ? .../; c); d); e); // break to the root scope
//////////////////////////////// conditions
a ? b; // if a then b else 0 (question operator)
a ?: b; // if not a then b (elvis operator)
sign = a < 0 ? -1 : +1; // ternary conditional
(2+2 >= 4) ? log(1) : // multiline/switch
3 <= 1..2 ? log(2) : // else if
log(3); // else
a && b || c; // (a and b) or c
//////////////////////////////// groups
(a,b,c) = (d,e,f); // assign (a=d, b=e, c=f)
(a,b) = (b,a); // swap
(a,b,c) = d; // duplicate: (a, b, c) = (d, d, d);
(a,,b) = (c,d,e); // skip: (a=c, d, b=e);
(a,b) + (c,d); // any operator: (a+c, b+d)
(a, b, c)++; // (a++, b++, c++)
(a,b)[1] = c[2,3]; // props: (a[1]=c[2], b[1]=c[3])
a = (b,c,d); // a=b; a=c; a=d; (see loops)
//////////////////////////////// ranges
0..10; // from 1 to 9 (10 exclusive)
0.., ..10, ..; // open ranges
10..1; // reverse range
1.08..108.0; // float range
(a-1)..(a+1); // computed range
(a,b,c) = 0..3 * 2; // a=0, b=2, c=4
a ~ 0..10; a ~= 0..10; // clamp(a, 0, 10); a = clamp(a, 0, 10);
a ~/ 0..10; a ~* 0..10; // normalize(a, 0, 10); lerp(a, 0, 10);
a ~~/ 0..10; a ~~* 0..10; // smoothstep(a, 0, 10); ismoothstep(a, 0, 10);
//////////////////////////////// arrays
m = [..10]; // array of 10 elements
m = [..10 |> 2]; // filled with 2
m = [1,2,3,4]; // array of 4 elements
m = [n[..]]; // copy n
m = [1, 2..4, 5]; // mixed definition
m = [1, [2, 3, [4]]]; // nested arrays (tree)
m = [0..4 |> _ ** 2]; // list comprehension
(first, last) = (m[0], m[-1]);// get by index
(second, ..last) = m[1, 2..]; // get multiple values
length = m[]; // get length
m[0] = 1; // set value
m[2..] = (1, 2..4, n[1..3]); // set multiple values from offset 2
m[0..] = 0..4 * 2; // set from range
m[1,2] = m[2,1]; // swap
m[0..] = m[-1..0]; // reverse order
m[0..] = m[1..,0]; // rotate
min~= ..m[..], max~= m[..]..; // find min/max in array
//////////////////////////////// loops
(a, b, c) |> f(_); // for each item in a, b, c do f(item)
(i = 10..) |> ( // descend over range
i < 5 ? ./; // if item < 5 skip (continue)
i < 0 ? ../; // if item < 0 break
); //
x[..] |> f(_) |> g(_); // sequence of ops
x[..] |>= _ * 2; // overwrite source
(i = 0..w) |> ( // nest iterations
(j = 0..h) |> f(i, j); // f(x,y)
); //
(x,,y) = (a,b,c) |> _ * 2; // x = a * 2, y = c * 2;
.. |> i < 10 ? i++ : ./; // while i < 10 i++
..(i < 10) / 0 |> i++; // alternative while
//////////////////////////////// functions
double(n) = n*2; // define a function
times(m = 1, n ~ 1..) = ( // optional, clamped arg
n == 0 ? ./n; // early return
m * n // default return
); //
times(3,2); // 6
times(5); // 5 - optional argument
times(,10); // 10 - skipped argument
copy = triple; // capture function
copy(10); // also 30
dup(x) = (x,x); // return multiple values
(a,b) = dup(b); // multiple returns
//////////////////////////////// state vars
a() = ( *i=0; ++i ); // i persists value between calls
a(), a(); // 1, 2
fib() = ( //
*i=[1,0,0]; // local memory of 3 items
i[1..] = i[0..]; // shift memory
i[0] = i[1] + i[2]; // sum prev 2 items
); //
fib(), fib(), fib(); // 1, 2, 3
c() = (fib(), fib(), fib()); // state is defined by fn scope
fib(); c(); // 5; 1, 2, 3;
d(fn) = (fib(), fn()); // to get external state, pass fn as argument
d(c); // 1, 8;
//////////////////////////////// export
x, y, z // exports last statement
Gain
Provides k-rate amplification for block of samples.
gain( // define a function with block, volume arguments.
block, // block is a array argument
volume ~ 0..100 // volume is limited to 0..100 range
) = (
block[..] |>= _ * volume // multiply each sample by volume value
);
gain([0..5 * 0.1], 2); // 0, .2, .4, .6, .8, 1
gain // export gain function
Biquad Filter
A-rate (per-sample) biquad filter processor.
1pi = pi; // define pi units
1s = 44100; // define time units in samples
1k = 10000; // basic si units
lpf( // per-sample processing function
x0, // input sample value
freq = 100 ~ 1..10k, // filter frequency, float
Q = 1.0 ~ 0.001..3.0 // quality factor, float
) = (
*(x1, y1, x2, y2) = 0; // define filter state
// lpf formula
w = 2pi * freq / 1s;
sin_w, cos_w = sin(w), cos(w);
a = sin_w / (2.0 * Q);
b0, b1, b2 = (1.0 - cos_w) / 2.0, 1.0 - cos_w, b0;
a0, a1, a2 = 1.0 + a, -2.0 * cos_w, 1.0 - a;
b0, b1, b2, a1, a2 *= 1.0 / a0;
y0 = b0*x0 + b1*x1 + b2*x2 - a1*y1 - a2*y2;
x1, x2 = x0, x1; // shift state
y1, y2 = y0, y1;
y0 // return y0
);
// i = [0, .1, .3] |> lpf(i, 108, 5);
lpf // export lpf function, end program
ZZFX
Generates ZZFX's coin sound zzfx(...[,,1675,,.06,.24,1,1.82,,,837,.06])
.
1pi = pi;
1s = 44100;
1ms = 1s / 1000;
// define waveform generators
oscillator = [
saw(phase) = (1 - 4 * abs( round(phase/2pi) - phase/2pi )),
sine(phase) = sin(phase)
];
// applies adsr curve to sequence of samples
adsr(
x,
a ~ 1ms.., // prevent click
d,
(s, sv=1), // optional group-argument
r
) = (
*i = 0; // internal counter, increments after fn body
t = i / 1s;
total = a + d + s + r;
y = t >= total ? 0 : (
t < a ? t/a : // attack
t < a + d ? // decay
1-((t-a)/d)*(1-sv) : // decay falloff
t < a + d + s ? // sustain
sv : // sustain volume
(total - t)/r * sv
) * x;
i++;
y
);
// curve effect
curve(x, amt~0..10=1.82) = (sign(x) * abs(x)) ** amt;
// coin = triangle with pitch jump, produces block
coin(freq=1675, jump=freq/2, delay=0.06, shape=0) = (
*out=[..1024];
*i=0;
*phase = 0; // current phase
t = i / 1s;
// generate samples block, apply adsr/curve, write result to out
.. |> oscillator[shape](phase)
|> adsr(_, 0, 0, .06, .24)
|> curve(_, 1.82)
|> out[..] = _;
i++;
phase += (freq + (t > delay && jump)) * 2pi / 1s;
)
See all examples
Basic algorithm of compilation:
- Parse with set of instructions/precedences into lispy tree.
- Precompile - clean up, normalize, validate, unroll groups, prepare for compiler.
- Compile into wasm via code builder methods with stdlib includes.
Web Audio is unreliable - it has unpredictable pauses, glitches and so on, so audio is better handled in WASM worklet
(@stagas). Besides, audio processing in general has no cross-platform solution, various environments deal with audio differently, some don't have audio processing at all.
Ylang attempts to fill that gap, providing a common layer for audio processing. It is personal attempt of language design - what if JS had groups, ranges and had no clutter? WASM target gives max performance and compatibility - browsers, audio/worklets, web-workers, nodejs, embedded systems etc.
mono, zzfx, bytebeat, glitch, hxos, min, roland, porffor
- @stagas for initial drive & ideas
- for package name