Software audio synthesis environments typically consist of an audio programming language (which may be graphical) and a user environment to design/run the language in. Although many of these environments are comparable in their abilities to produce high-quality audio, their differences and specialties are what draw users to a particular platform. This article compares noteworthy audio synthesis environments, and enumerates basic issues associated with their use.
Audio synthesis environments comprise a wide and varying range of software and hardware configurations. Even different versions of the same environment can differ dramatically. Because of this broad variability, certain aspects of different systems cannot be directly compared. Moreover, some levels of comparison are either very difficult to objectively quantify, or depend purely on personal preference.
Some of the commonly considered subjective attributes for comparison include:
Usability (how difficult is it for beginners to generate some kind of meaningful output)
Learnability (how steep the learning curve is for new, average, and advancing users)
Sound "quality" (which environment produces the most subjectively appealing sound)
Creative flow (in what ways does the environment affect the creative process - e.g. guiding the user in certain directions)
These attributes can vary strongly depending on the tasks used for evaluation.
Some other common comparisons include:
Audio performance (issues such as throughput, latency, concurrency, etc.)
System performance (issues such as buggyness or stability)
Support and community (who uses the system and who provides help, advice, training and tutorials)
System capabilities (what is possible and what is not possible [regardless of effort] with the system)
Interoperability (how well does the system integrate with other systems from different vendors)
Audio software often has a slightly different "sound" when compared against others.
This page is automatically generated and may contain information that is not correct, complete, up-to-date, or relevant to your search query. The same applies to every other page on this website. Please make sure to verify the information with EPFL's official sources.
Max, also known as Max/MSP/Jitter, is a visual programming language for music and multimedia developed and maintained by San Francisco-based software company Cycling '74. Over its more than thirty-year history, it has been used by composers, performers, software designers, researchers, and artists to create recordings, performances, and installations. The Max program is modular, with most routines existing as shared libraries. An application programming interface (API) allows third-party development of new routines (named external objects).
In computing, a visual programming language (visual programming system, VPL, or, VPS) or block coding is a programming language that lets users create programs by manipulating program elements graphically rather than by specifying them textually. A VPL allows programming with visual expressions, spatial arrangements of text and graphic symbols, used either as elements of syntax or secondary notation.
The growing complexity of digital signal processing applications implemented in programmable logic and embedded processors make a compelling case the use of high-level methodologies for their design and implementation. Past research has shown that for comp ...
EPFL2015
, ,
The growing complexity of digital signal processing applications make a compelling case the use of high-level design and synthesis methodologies for the implementation on reconfigurable and embedded devices. Past research has shown that raising the level o ...
The growing complexity of digital signal processing applications make a compelling case the use of high-level design and synthesis methodologies for the implementation on programmable logic devices and embedded processors. Past research has shown that, for ...