413 lines
18 KiB
HTML
413 lines
18 KiB
HTML
---
|
|
layout: default
|
|
title: Scripting Documentation
|
|
---
|
|
|
|
<p class="warning">
|
|
This Documentation is Work in Progress and far from complete. Also the documented API may be subject to change.
|
|
</p>
|
|
|
|
<h2>Preface</h2>
|
|
<p>
|
|
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.
|
|
</p><p>
|
|
Examples for these include voice-activate (record-arm specific tracks and roll transport depending on signal levels),
|
|
rename all regions after a specific timecode, launch an external application when a certain track is soloed, generate automation curves
|
|
or simply provide a quick shortcut for a custom batch operation.
|
|
</p><p>
|
|
Cases like this call for means to extend the DAW without actually changing the DAW itself. This is where scripting comes in.
|
|
</p><p>
|
|
"Scripting" refers to tasks that could alternatively be executed step-by-step by a human operator.
|
|
</p><p>
|
|
Lua is a tiny and simple language which is easy to learn, yet allows for comprehensive solutions.
|
|
Lua is also a glue language it allows to tie existing component in Ardour together in unprecedented ways,
|
|
and most importantly Lua is one of the few scripting-languages which can be safely used in a real-time environment.
|
|
</p><p>
|
|
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,
|
|
but if you have the means buy a copy of the book, it not only helps to support the Lua project,
|
|
but provides for a much nicer reading and learning experience.
|
|
</p>
|
|
|
|
<h2>Overview</h2>
|
|
<p>
|
|
The core of ardour is a real-time audio engine that runs and processes audio. One interfaces with than engine by sending it commands.
|
|
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.
|
|
</p><p>
|
|
Doing this programmatically requires some knowledge about the objects used internally.
|
|
Most Ardour C++ objects and their methods are directly exposed to Lua and one can call functions or modify variables:
|
|
</p>
|
|
|
|
<div style="width:80%; margin:.5em auto;">
|
|
<div style="width:45%; float:left;">
|
|
C++<br/>
|
|
<code class="cxx">
|
|
session->set_transport_speed (1.0);
|
|
</code>
|
|
</div>
|
|
<div style="width:45%; float:right;">
|
|
Lua<br/>
|
|
<code class="lua">
|
|
Session:set_transport_speed (1.0)
|
|
</code>
|
|
</div>
|
|
</div>
|
|
<div style="clear:both;"></div>
|
|
|
|
<p>
|
|
You may notice that there is only a small syntactic difference, in this case.
|
|
While C++ requires recompiling the application for every change, Lua script can be loaded, written or modified while the application is running.
|
|
Lua also abstracts away many of the C++ complexities such as object lifetime, type conversion and null-pointer checks.
|
|
</p><p>
|
|
Close ties with the underlying C++ components is where the power of scripting comes from.
|
|
A script can orchestrate interaction of lower-level components which take the bulk of the CPU time of the final program.
|
|
</p>
|
|
</p><p>
|
|
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>.
|
|
</p>
|
|
|
|
<h2>Integration</h2>
|
|
<p>
|
|
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).
|
|
</p>
|
|
<p>
|
|
In Ardour's case Lua is available:
|
|
</p>
|
|
|
|
<dl>
|
|
<dt>Editor Action Scripts</dt><dd>User initiated actions (menu, shortcuts) for batch processing</dd>
|
|
<dt>Editor Hooks/Callbacks</dt><dd>Event triggered actions for the Editor/Mixer GUI</dd>
|
|
<dt>Session Scripts</dt><dd>Scripts called at the start of every audio cycle (session, real-time)</dd>
|
|
<dt>DSP Scripts</dt><dd>Audio/Midi processor - plugins with access to the Ardour session (per track/bus, real-time)</dd>
|
|
<dt>Script Console</dt><dd>Action Script commandline</dd>
|
|
</dl>
|
|
|
|
<p>
|
|
There are is also a special mode:
|
|
</p>
|
|
<dl>
|
|
<dt>Commandline Tool</dt><dd>Replaces the complete Editor GUI, direct access to libardour (no GUI) from the commandline.<br/>
|
|
<em>Be aware that the vast majority of complex functionality is provided by the Editor UI.</em></dd>
|
|
</dl>
|
|
|
|
<h2>Managing Scripts</h2>
|
|
|
|
<p>
|
|
Ardour searches for Lua scripts in the <code>scripts</code> folder in <code>$ARDOUR_DATA_PATH</code>,
|
|
Apart from scripts included directly with Ardour, this includes</p>
|
|
<table>
|
|
<tr><th>GNU/Linux</th><td><code>$HOME/.config/ardour5/scripts</code></td></tr>
|
|
<tr><th>Mac OS X</th><td><code>$HOME/Library/Preferences/Ardour5/scripts</code></td></tr>
|
|
<tr><th>Windows</th><td><code>%localappdata%\ardour5\scripts</code></td></tr>
|
|
</table>
|
|
|
|
<p>Files must end with <code>.lua</code> file extension.</p>
|
|
|
|
<p>Scripts are managed via the GUI</p>
|
|
<dl>
|
|
<dt>Editor Action Scripts</dt><dd>Menu → Edit → Scripted Actions → Manage</dd>
|
|
<dt>Editor Hooks/Callbacks</dt><dd>Menu → Edit → Scripted Actions → Manage</dd>
|
|
<dt>Session Scripts</dt><dd>Menu → Session → Scripting → Add/Remove Script</dd>
|
|
<dt>DSP Scripts</dt><dd>Mixer-strip → context menu (right click) → New Lua Proc</dd>
|
|
<dt>Script Console</dt><dd>Menu → Window → Scripting</dd>
|
|
</dl>
|
|
|
|
<h2>Script Layout</h2>
|
|
<ul>
|
|
<li>Every script must include an <code>ardour</code> descriptor table. Required fields are "Name" and "Type".</li>
|
|
<li>A script must provide a <em>Factory method</em>: A function with optional instantiation parameters which returns the actual script.</li>
|
|
<li>[optional]: list of parameters for the "factory".</li>
|
|
<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>
|
|
</ul>
|
|
|
|
|
|
<p>A minimal example script looks like:</p>
|
|
<div>
|
|
<pre><code class="lua">
|
|
ardour {
|
|
["type"] = "EditorAction",
|
|
name = "Rewind",
|
|
}
|
|
|
|
function factory (unused_params)
|
|
return function ()
|
|
Session:goto_start() -- rewind the transport
|
|
end
|
|
end
|
|
</code></pre>
|
|
</div>
|
|
|
|
<p>
|
|
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):
|
|
</p>
|
|
<dl>
|
|
<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>
|
|
<dt>name [required]</dt><dd>Name/Title of the script</dd>
|
|
<dt>author</dt><dd>Your Name</dd>
|
|
<dt>license</dt><dd>The license of the script (e.g. "GPL" or "MIT")</dd>
|
|
<dt>description</dt><dd>A longer text explaining to the user what the script does</dd>
|
|
</dl>
|
|
|
|
<p class="note">
|
|
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>.
|
|
</p>
|
|
|
|
<h3>Action Scripts</h3>
|
|
<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>
|
|
<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>
|
|
|
|
<h3>Session Scripts</h3>
|
|
<p>Session scripts similar to Actions Scripts, except the anonymous function is called periodically every process cycle.
|
|
The function receives a single parameter - the number of audio samples which are processed in the given cycle</p>
|
|
<div>
|
|
<pre><code class="lua">
|
|
ardour {
|
|
["type"] = "session",
|
|
name = "Example Session Script",
|
|
description = [[
|
|
An Example Ardour Session Script.
|
|
This example stops the transport after rolling for a specific time.]]
|
|
}
|
|
|
|
|
|
-- instantiation options, these are passed to the "factory" method below
|
|
function sess_params ()
|
|
return
|
|
{
|
|
["print"] = { title = "Debug Print (yes/no)", default = "no", optional = true },
|
|
["time"] = { title = "Timeout (sec)", default = "90", optional = false },
|
|
}
|
|
end
|
|
|
|
function factory (params)
|
|
return function (n_samples)
|
|
local p = params["print"] or "no"
|
|
local timeout = params["time"] or 90
|
|
a = a or 0
|
|
if p ~= "no" then print (a, n_samples, Session:frame_rate (), Session:transport_rolling ()) end -- debug output (not rt safe)
|
|
if (not Session:transport_rolling()) then
|
|
a = 0
|
|
return
|
|
end
|
|
a = a + n_samples
|
|
if (a > timeout * Session:frame_rate()) then
|
|
Session:request_transport_speed(0.0, true)
|
|
end
|
|
end
|
|
end
|
|
</code></pre>
|
|
</div>
|
|
|
|
<h3>Action Hooks</h3>
|
|
<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>
|
|
<div>
|
|
<pre><code class="lua">
|
|
ardour {
|
|
["type"] = "EditorHook",
|
|
name = "Hook Example",
|
|
description = "Rewind On Solo Change, Write a file when regions are moved.",
|
|
}
|
|
|
|
function signals ()
|
|
s = LuaSignal.Set()
|
|
s:add (
|
|
{
|
|
[LuaSignal.SoloActive] = true,
|
|
[LuaSignal.RegionPropertyChanged] = true
|
|
}
|
|
)
|
|
return s
|
|
end
|
|
|
|
function factory (params)
|
|
return function (signal, ref, ...)
|
|
-- print (signal, ref, ...)
|
|
|
|
if (signal == LuaSignal.SoloActive) then
|
|
Session:goto_start()
|
|
end
|
|
|
|
if (signal == LuaSignal.RegionPropertyChanged) then
|
|
obj,pch = ...
|
|
file = io.open ("/tmp/test" ,"a")
|
|
io.output (file
|
|
io.write (string.format ("Region: '%s' pos-changed: %s, length-changed: %s\n",
|
|
obj:name (),
|
|
tostring (pch:containsFramePos (ARDOUR.Properties.Start)),
|
|
tostring (pch:containsFramePos (ARDOUR.Properties.Length))
|
|
))
|
|
io.close (file)
|
|
end
|
|
end
|
|
end
|
|
</code></pre>
|
|
</div>
|
|
|
|
<h3>DSP Scripts</h3>
|
|
<p>See the scripts folder for examples for now.</p>
|
|
<p>Some notes for further doc:</p>
|
|
<ul>
|
|
<li>required function: <code>dsp_ioconfig ()</code>: return a list of possible audio I/O configurations - follows Audio Unit conventions.</li>
|
|
<li>optional function: <code>dsp_dsp_midi_input ()</code>: return true if the plugin can receive midi input</li>
|
|
<li>optional function: <code>dsp_params ()</code>: return a table of possible parameters (automatable)</li>
|
|
<li>optional function: <code>dsp_init (samplerate)</code>: called when instantiation the plugin with given samplerate.</li>
|
|
<li>optional function: <code>dsp_configure (in, out)</code>: called after instantiation with configured plugin i/o.</li>
|
|
<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>
|
|
<li>plugin parameters are handled via the global variable <code>CtrlPorts</code>.</li>
|
|
<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>
|
|
<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>
|
|
</ul>
|
|
|
|
<h2>Accessing Ardour Objects</h2>
|
|
<p>
|
|
The top most object in Ardour is the <code>ARDOUR::Session</code>.
|
|
Fundamentally, a Session is just a collection of other things:
|
|
Routes (tracks, busses), Sources (Audio/Midi), Regions, Playlists, Locations, Tempo map, Undo/Redo history, Ports, Transport state & controls, etc.
|
|
</p><p>
|
|
Every Lua interpreter can access it via the global variable <code>Session</code>.
|
|
</p><p>
|
|
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.
|
|
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.
|
|
</p>
|
|
|
|
<p class="note">
|
|
Documenting the bound C++ methods and class hierarchy is somewhere on the ToDo list.
|
|
Meanwhile <a href="https://github.com/Ardour/ardour/blob/master/libs/ardour/luabindings.cc">luabindings.cc</a> is the best we can offer.
|
|
</p>
|
|
|
|
<h2>Concepts</h2>
|
|
<ul>
|
|
<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>
|
|
<li>Scripts, once loaded, are saved with the Session (no reference to external files). This provides for portable Sessions.</li>
|
|
<li>Lua Scripts are never executed directly. They provide a "factory" method which can have optional instantiation parameters, which returns a lua closure.</li>
|
|
<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>
|
|
</ul>
|
|
<p>
|
|
Ardour is a highly multithreaded application and interaction between the different threads, particularly real-time threads, needs to to be done with care.
|
|
This part has been abstracted away by providing separate Lua interpreters in different contexts and restricting available interaction:
|
|
</p>
|
|
<ul>
|
|
<li>Editor Actions run in a single instance interpreter in the GUI thread.</li>
|
|
<li>Editor Hooks connect to libardour signals. Every Callback uses a dedicated lua interpreter which is in the GUI thread context.</li>
|
|
<li>All Session scripts run in a single instance in the main real-time thread (audio callback)</li>
|
|
<li>DSP scripts have a separate instance per script and run in one of the DSP threads.</li>
|
|
</ul>
|
|
<p>
|
|
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.
|
|
</p>
|
|
|
|
<h2>Current State</h2>
|
|
Fully functional, yet still in a prototyping stage:
|
|
|
|
<ul>
|
|
<li>The GUI to add/configure scripts is rather minimalistic.</li>
|
|
<li>The interfaces may change (particularly DSP, and Session script <code>run()</code>.</li>
|
|
<li>Further planned work includes:
|
|
<ul>
|
|
<li>Built-in Script editor (customize/modify Scripts in-place)</li>
|
|
<li>convenience methods (wrap more complex Ardour actions into a library). e.g set plugin parameters, write automation lists from a lua table</li>
|
|
<li>Add some useful scripts and more examples</li>
|
|
<li>Documentation (Ardour API), also usable for tab-exansion, syntax highlighting</li>
|
|
<li>bindings for GUI Widgets (plugin UIs, message boxes, etc)</li>
|
|
</ul>
|
|
<li>
|
|
</ul>
|
|
|
|
|
|
<h2>Examples</h2>
|
|
<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...
|
|
|
|
<h3>Editor Console Examples</h3>
|
|
<div>
|
|
<pre><code class="lua">
|
|
print (Session:route_by_remote_id(1):name())
|
|
|
|
a = Session:route_by_remote_id(1);
|
|
print (a:name());
|
|
|
|
print(Session:get_tracks():size())
|
|
|
|
for i, v in ipairs(Session:unknown_processors():table()) do print(v) end
|
|
for i, v in ipairs(Session:get_tracks():table()) do print(v:name()) end
|
|
|
|
for t in Session:get_tracks():iter() do print(t:name()) end
|
|
for r in Session:get_routes():iter() do print(r:name()) end
|
|
|
|
|
|
Session:tempo_map():add_tempo(ARDOUR.Tempo(100,4), Timecode.BBT_TIME(4,1,0))
|
|
|
|
|
|
Editor:set_zoom_focus(Editing.ZoomFocusRight)
|
|
print(Editing.ZoomFocusRight);
|
|
Editor:set_zoom_focus(1)
|
|
|
|
|
|
files = C.StringVector();
|
|
files:push_back("/home/rgareus/data/coding/ltc-tools/smpte.wav")
|
|
pos = -1
|
|
Editor:do_import(files, Editing.ImportDistinctFiles, Editing.ImportAsTrack, ARDOUR.SrcQuality.SrcBest, pos, ARDOUR.PluginInfo())
|
|
|
|
#or in one line:
|
|
Editor:do_import(C.StringVector():add({"/path/to/file.wav"}), Editing.ImportDistinctFiles, Editing.ImportAsTrack, ARDOUR.SrcQuality.SrcBest, -1, ARDOUR.PluginInfo())
|
|
|
|
# called when a new session is loaded:
|
|
function new_session (name) print("NEW SESSION:", name) end
|
|
|
|
|
|
# read/set/describe a plugin parameter
|
|
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 = Evoral.Parameter(ARDOUR.AutomationType.PluginAutomation, 0, 2)
|
|
ac = plugininsert:automation_control(ctrl, false)
|
|
print (ac:get_value ())
|
|
ac:set_value(1.0, PBD.GroupControlDisposition.NoGroup)
|
|
|
|
# the same using a convenience wrapper:
|
|
route = Session:route_by_remote_id(1)
|
|
proc = t:nth_plugin (i)
|
|
ARDOUR.LuaAPI.set_processor_param (proc, 2, 1.0)
|
|
|
|
</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>
|