405 lines
18 KiB
HTML
405 lines
18 KiB
HTML
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---
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layout: default
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title: Lua Scripting Documentation
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---
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<p class="warning">
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This Documention is Work in Progress and far from complete. Also the documented API may be subject to change.
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</p>
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<h2>Preface</h2>
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<p>
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There are cases that a Ardour cannot reasonably cater for with core functionality by itself, either because they're session specific or user specific edge cases.
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</p><p>
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Examples for these include voice-activate (record-arm specific tracks and roll transport depending on signal levels),
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rename all regions after a specific timecode, launch an external application when a certain track is soloed, generate automation curves
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or simply provide a quick shortcut for a custom batch operation.
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</p><p>
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Cases like this call for means to extend the DAW without actually changing the DAW itself. This is here scripting comes in.
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</p><p>
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"Scripting" refers to tasks that could alternatively be executed step-by-step by a human operator.
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</p><p>
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Lua is a tiny and simple language which is easy to learn, yet allows for comprehensive solutions.
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Lua is also a glue language it allows to tie existing component in Ardour together in unprecedented ways,
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and most importantly Lua is one of the few scripting-languages which be safely used in a real-time environment.
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</p><p>
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A good introduction to Lua is the book <a href="http://www.lua.org/pil/">Programming in Lua</a>. The first edition is available online,
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but if you have the means buy a copy of the book, which not only helps to support the Lua project,
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but provides for a much nicer reading and learning experience.
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</p>
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<h2>Overview</h2>
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<p>
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The core of ardour is a real-time audio engine that runs and processes audio. One interfaces with than engine by sending it commands.
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Scripting can be used to interact with or modify active Ardour session. Just like a user uses the Editor/Mixer GUI to modify the state or parameters of the session.
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</p><p>
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Doing this programmatically requires some knowledge about the objects used internally.
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Most Ardour C++ objects and their methods are directly exposed to Lua and one can call functions or modify variables:
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</p>
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<div style="width:80%; margin:.5em auto;">
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<div style="width:45%; float:left;">
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C++<br/>
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<code class="cxx">
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session->set_transport_speed (1.0);
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</code>
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</div>
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<div style="width:45%; float:right;">
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Lua<br/>
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<code class="lua">
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Session:set_transport_speed (1.0)
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</code>
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</div>
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</div>
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<div style="clear:both;"></div>
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<p>
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You may notice that there is only a small syntactic difference, in this case.
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While C++ requires recompiling the application for every change, Lua script can be loaded, written or modified while the application is running.
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Lua also abstracts away many of the C++ complexities such as object lifetime, type conversion and null-pointer checks.
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</p><p>
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Close ties with the underlying C++ components is where the power of scripting comes from.
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A script can orchestrate interaction of lower-level components which take the bulk of the CPU time of the final program.
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</p>
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</p><p>
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At the time of writing Ardour integrates Lua 5.3.2: <a href="http://www.lua.org/manual/5.3/manual.html">Lua 5.3 reference manual</a>.
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</p>
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<h2>Integration</h2>
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<p>
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Like Control surfaces and the GUI, Lua Scripts are confined to certain aspects of the program. Ardour provides the framework and runs Lua (not the other way around).
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</p>
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<p>
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In Ardour's case Lua is available:
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</p>
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<dl>
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<dt>Editor Action Scripts</dt><dd>User initiated actions (menu, shortcuts) for batch processing</dd>
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<dt>Editor Hooks/Callbacks</dt><dd>Event triggered actions for the Editor/Mixer GUI</dd>
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<dt>Session Scripts</dt><dd>Scripts called at the start of every audio cycle (session, real-time)</dd>
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<dt>DSP Scripts</dt><dd>Audio/Midi processor - plugins with access to the Ardour session (per track/bus, real-time)</dd>
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<dt>Script Console</dt><dd>Action Script commandline</dd>
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</dl>
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<p>
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There are is also a special mode:
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</p>
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<dl>
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<dt>Commandline Tool</dt><dd>Replaces the complete Editor GUI, direct access to libardour (no GUI) from the commandline.<br/>
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<em>Be aware that the vast majority of complex functionality is provided by the Editor UI.</em></dd>
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</dl>
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<h2>Managing Scripts</h2>
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<p>
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Ardour searches for Lua scripts in the <code>scripts</code> folder in <code>$ARDOUR_DATA_PATH</code>,
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Apart from scripts included directly with Ardour, this includes</p>
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<table>
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<tr><th>GNU/Linux</th><td><code>$HOME/.config/ardour4/scripts</code></td></tr>
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<tr><th>Mac OS X</th><td><code>$HOME/Library/Preferences/Ardour4/scripts</code></td></tr>
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<tr><th>Windows</th><td><code>%localappdata%\ardour4\scripts</code></td></tr>
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</table>
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<p>Files must end with <code>.lua</code> file extension.</p>
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<p>Scripts are managed via the GUI</p>
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<dl>
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<dt>Editor Action Scripts</dt><dd>Menu → Edit → Scripted Actions → Manage</dd>
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<dt>Editor Hooks/Callbacks</dt><dd>Menu → Edit → Scripted Actions → Manage</dd>
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<dt>Session Scripts</dt><dd>Menu → Session → Scripting → Add/Remove Script</dd>
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<dt>DSP Scripts</dt><dd>Mixer-strip → context menu (right click) → New Lua Proc</dd>
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<dt>Script Console</dt><dd>Menu → Window → Scripting</dd>
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</dl>
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<h2>Script Layout</h2>
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<ul>
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<li>Every script must include an <code>ardour</code> descriptor table. Required fields are "Name" and "Type".</li>
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<li>A script must provide a <em>Factory method</em>: A function with optional instantiation parameters which returns the actual script.</li>
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<li>[optional]: list of parameters for the "factory".</li>
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<li>in case of DSP scripts, an optional list of automatable parameters and possible audio/midi port configurations, and a <code>dsp_run</code> function, more on that later.</li>
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</ul>
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<p>A minimal example script looks like:</p>
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<div>
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<pre><code class="lua">
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ardour {
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["type"] = "EditorAction",
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name = "Rewind",
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}
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function factory (unused_params)
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return function ()
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Session:goto_start() -- rewind the transport
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end
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end
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</code></pre>
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</div>
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<p>
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The common part for all scripts is the "Descriptor". It's a Lua function which returns a table (key/values) with the following keys (the keys are case-sensitive):
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</p>
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<dl>
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<dt>type [required]</dt><dd>one of "<code>DSP</code>", "<code>Session</code>", "<code>EditorHook</code>", "<code>EditorAction</code>" (the type is not case-sensitive)</dd>
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<dt>name [required]</dt><dd>Name/Title of the script</dd>
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<dt>author</dt<dd>Your Name</dd>
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<dt>license</dt<dd> The license of the script (e.g. "GPL" or "MIT")</dd>
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<dt>description</dt<dd>A longer text explaining to the user what the script does</dd>
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</dl>
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<p class="note">
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Scripts that come with Ardour (currently mostly examples) can be found in the <a href="https://github.com/Ardour/ardour/tree/master/scripts">Source Tree</a>.
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</p>
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<h3>Action Scripts</h3>
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<p>Action scripts are the simplest form. An anonymous Lua function is called whenever the action is triggered. A simple action script is shown above.</p>
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<p>There are 10 action script slots available, each of which is a standard GUI action available from the menu and hence can be bound to a keyboard shortcut</p>
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<h3>Session Scripts</h3>
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<p>Session scripts similar to Actions Scripts, except the anonymous function is called periodically every process cycle.
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The function receives a single parameter - the number of audio samples which are processed in the given cycle</p>
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<div>
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<pre><code class="lua">
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ardour {
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["type"] = "session",
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name = "Example Session Script",
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description = [[
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An Example Ardour Session Script.
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This example stops the transport after rolling for a specific time.]]
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}
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-- instantiation options, these are passed to the "factory" method below
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function sess_params ()
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return
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{
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["print"] = { title = "Debug Print (yes/no)", default = "no", optional = true },
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["time"] = { title = "Timeout (sec)", default = "90", optional = false },
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}
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end
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function factory (params)
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return function (n_samples)
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local p = params["print"] or "no"
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local timeout = params["time"] or 90
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a = a or 0
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if p ~= "no" then print (a, n_samples, Session:frame_rate (), Session:transport_rolling ()) end -- debug output (not rt safe)
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if (not Session:transport_rolling()) then
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a = 0
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return
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end
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a = a + n_samples
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if (a > timeout * Session:frame_rate()) then
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Session:request_transport_speed(0.0, true)
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end
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end
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end
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</code></pre>
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</div>
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<h3>Action Hooks</h3>
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<p>Action hook scripts must define an additional function which returns a <em>Set</em> of Signal that which trigger the callback (documenting available slots and their parameters remains to be done).</p>
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<div>
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<pre><code class="lua">
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ardour {
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["type"] = "EditorHook",
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name = "Hook Example",
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description = "Rewind On Solo Change, Write a file when regions are moved.",
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}
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function signals ()
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s = LuaSignal.Set()
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s:add (
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{
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[LuaSignal.SoloActive] = true,
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[LuaSignal.RegionPropertyChanged] = true
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}
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)
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return s
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end
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function factory (params)
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return function (signal, ref, ...)
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-- print (signal, ref, ...)
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if (signal == LuaSignal.SoloActive) then
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Session:goto_start()
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end
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if (signal == LuaSignal.RegionPropertyChanged) then
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obj,pch = ...
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file = io.open ("/tmp/test" ,"a")
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io.output (file
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io.write (string.format ("Region: '%s' pos-changed: %s, length-changed: %s\n",
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obj:name (),
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tostring (pch:containsFramePos (ARDOUR.Properties.Start)),
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tostring (pch:containsFramePos (ARDOUR.Properties.Length))
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))
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io.close (file)
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end
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end
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end
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</code></pre>
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</div>
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<h3>DSP Scripts</h3>
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<p>See the scripts folder for examples for now.</p>
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<p>Some notes for further doc:</p>
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<ul>
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<li>required function: <code>dsp_ioconfig ()</code>: return a list of possible audio I/O configurations - follows Audio Unit conventions.</li>
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<li>optional function: <code>dsp_dsp_midi_input ()</code>: return true if the plugin can receive midi input</li>
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<li>optional function: <code>dsp_params ()</code>: return a table of possible parameters (automatable)</li>
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<li>optional function: <code>dsp_init (samplerate)</code>: called when instantiation the plugin with given samplerate.</li>
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<li>optional function: <code>dsp_configure (in, out)</code>: called after instantiation with configured plugin i/o.</li>
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<li>required function: <code>dsp_run (ins, outs, n_samples)</code> OR <code>dsp_runmap (bufs, in_map, out_map, n_samples, offset)</code>: DSP process callback. The former is a convenient abstraction that passes mapped buffers (as table). The latter is a direct pass-through matching Ardour's internal <code>::connect_and_run()</code> API, which requires the caller to map and offset raw buffers.</li>
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<li>plugin parameters are handled via the global variable <code>CtrlPorts</code>.</li>
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<li>midi data is passed via the global variable <code>mididata</code> which is valid during <code>dsp_run</code> only. (dsp_runmap requires the script to pass raw data from the buffers according to in_map)</li>
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<li>The script has access to the current session via the global variable Session, but access to the session methods are limited to realtime safe functions</li>
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</ul>
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<h2>Accessing Ardour Objects</h2>
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<p>
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The top most object in Ardour is the <code>ARDOUR::Session</code>.
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Fundamentally, a Session is just a collection of other things:
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Routes (tracks, busses), Sources (Audio/Midi), Regions, Playlists, Locations, Tempo map, Undo/Redo history, Ports, Transport state & controls, etc.
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</p><p>
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Every Lua interpreter can access it via the global variable <code>Session</code>.
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</p><p>
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GUI context interpreters also have an additional object in the global environment: The Ardour <code>Editor</code>. The Editor provides access to high level functionality which is otherwise triggered via GUI interaction such as undo/redo, open/close windows, select objects, drag/move regions. It also holds the current UI state: snap-mode, zoom-range, etc.
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The Editor also provides complex operations such as "import audio" which under the hood, creates a new Track, adds a new Source Objects (for every channel) with optional resampling, creates both playlist and regions and loads the region onto the Track all the while displaying a progress information to the user.
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</p>
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<p class="note">
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Documenting the bound C++ methods and class hierarchy is somewhere on the ToDo list.
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Meanwhile <a href="https://github.com/Ardour/ardour/blob/master/libs/ardour/luabindings.cc">luabindings.cc</a> is the best we can offer.
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</p>
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<h2>Concepts</h2>
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<ul>
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<li>There are no bound constructors: Lua asks Ardour to create objects (e.g. add a new track), then receives a reference to the object to modify it.</li>
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<li>Scripts, once loaded, are saved with the Session (no reference to external files). This provides for portable Sessions.</li>
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<li>Lua Scripts are never executed directly. They provide a "factory" method which can have optional instantiation parameters, which returns a lua closure.</li>
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<li>No external lua modules/libraries can be used, scripts need to be self contained (portable across different systems (libs written in Lua can be used, and important c-libs/functions can be included with ardour if needed).</li>
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</ul>
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<p>
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Ardour is a highly multithreaded application and interaction between the different threads, particularly real-time threads, needs to to be done with care.
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This part has been abstracted away by providing separate Lua interpreters in different contexts and restricting available interaction:
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</p>
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<ul>
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<li>Editor Actions run in a single instance interpreter in the GUI thread.</li>
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<li>Editor Hooks connect to libardour signals. Every Callback uses a dedicated lua interpreter which is in the GUI thread context.</li>
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<li>All Session scripts run in a single instance in the main real-time thread (audio callback)</li>
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<li>DSP scripts have a separate instance per script and run in one of the DSP threads.</li>
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</ul>
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<p>
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The available interfaces differ between contexts. e.g. it is not possible to create new tracks or import audio from real-time context; while it is not possible to modify audio buffers from the GUI thread.
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</p>
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<h2>Current State</h2>
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Fully functional, yet still in a prototyping stage:
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<ul>
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<li>The GUI to add/configure scripts is rather minimalistic.</li>
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<li>The interfaces may change (particularly DSP, and Session script <code>run()</code>.</li>
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<li>Further planned work includes:
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<ul>
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<li>Built-in Script editor (customize/modify Scripts in-place)</li>
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<li>convenience methods (wrap more complex Ardour actions into a library). e.g set plugin parameters, write automation lists from a lua table</li>
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<li>Add some useful scripts and more examples</li>
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<li>Documentation (Ardour API), also usable for tab-exansion, syntax highlighting</li>
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</ul>
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<li>
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</ul>
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<h2>Examples</h2>
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<p>Apart from the <a href="https://github.com/Ardour/ardour/tree/master/scripts">scripts included with the source-code</a> here are a few examples without further comments...
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<h3>Editor Console Examples</h3>
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<div>
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<pre><code class="lua">
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print (Session:route_by_remote_id(1):name())
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a = Session:route_by_remote_id(1);
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print (a:name());
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print(Session:get_tracks():size())
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for i, v in ipairs(Session:unknown_processors():table()) do print(v) end
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for i, v in ipairs(Session:get_tracks():table()) do print(v:name()) end
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for t in Session:get_tracks():iter() do print(t:name()) end
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for r in Session:get_routes():iter() do print(r:name()) end
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Session:tempo_map():add_tempo(ARDOUR.Tempo(100,4), ARDOUR.BBT_TIME(4,1,0))
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Editor:set_zoom_focus(Editing.ZoomFocusRight)
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print(Editing.ZoomFocusRight);
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Editor:set_zoom_focus(1)
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files = ARDOUR.StringVector();
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files:push_back("/home/rgareus/data/coding/ltc-tools/smpte.wav")
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pos = -1
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Editor:do_import(files, Editing.ImportDistinctFiles, Editing.ImportAsTrack, ARDOUR.SrcQuality.SrcBest, pos, ARDOUR.PluginInfo())
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#or in one line:
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Editor:do_import(ARDOUR.StringVector():add({"/path/to/file.wav"}), Editing.ImportDistinctFiles, Editing.ImportAsTrack, ARDOUR.SrcQuality.SrcBest, -1, ARDOUR.PluginInfo())
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# called when a new session is loaded:
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function new_session (name) print("NEW SESSION:", name) end
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|
|
||
|
route = Session:route_by_remote_id(1)
|
||
|
processor = route:nth_plugin(0)
|
||
|
plugininsert = processor:to_insert()
|
||
|
|
||
|
plugin = plugininsert:plugin(0)
|
||
|
print (plugin:label())
|
||
|
print (plugin:parameter_count())
|
||
|
|
||
|
x = ARDOUR.ParameterDescriptor ()
|
||
|
_, t = plugin:get_parameter_descriptor(2, x) -- port #2
|
||
|
paramdesc = t[2]
|
||
|
print (paramdesc.lower)
|
||
|
|
||
|
ctrl = ARDOUR.EvoralParameter(ARDOUR.AutomationType.PluginAutomation, 0, 2)
|
||
|
ac = plugininsert:automation_control(ctrl, false)
|
||
|
print (ac:get_value ())
|
||
|
ac:set_value(1.0, PBD.GroupControlDisposition.NoGroup)
|
||
|
</code></pre>
|
||
|
</div>
|
||
|
|
||
|
<h3>Commandline Session</h3>
|
||
|
<p>The standalone tool <code>luasession</code> allows one to access an Ardour session directly from the commandline.
|
||
|
Interaction is limited by the fact that most actions in Ardour are provided by the Editor GUI.
|
||
|
</p><p>
|
||
|
<code>luasession</code> provides only two special functions <code>load_session</code> and <code>close_session</code> and exposes the <code>AudioEngine</code> instance as global variable.
|
||
|
</p>
|
||
|
|
||
|
<div>
|
||
|
<pre><code class="lua">
|
||
|
for i,_ in AudioEngine:available_backends():iter() do print (i.name) end
|
||
|
|
||
|
backend = AudioEngine:set_backend("ALSA", "", "")
|
||
|
print (AudioEngine:current_backend_name())
|
||
|
|
||
|
for i,_ in backend:enumerate_devices():iter() do print (i.name) end
|
||
|
|
||
|
backend:set_input_device_name("HDA Intel PCH")
|
||
|
backend:set_output_device_name("HDA Intel PCH")
|
||
|
|
||
|
print (backend:buffer_size())
|
||
|
print (AudioEngine:get_last_backend_error())
|
||
|
|
||
|
s = load_session ("/home/rgareus/Documents/ArdourSessions/lua2/", "lua2")
|
||
|
s:request_transport_speed (1.0)
|
||
|
print (s:transport_rolling())
|
||
|
s:goto_start()
|
||
|
close_session()
|
||
|
|
||
|
</code></pre>
|
||
|
</div>
|