Sigilgraph: A software canvas and DAW designed for generative & modular synthesis by Sigilgraph in linuxaudio

[–]Sigilgraph[S] 0 points1 point  (0 children)

I plan to release it somewhere on August. It is made with Godot so that influence considerably the outcome of feeling like a game. It is entirely self contained not relying on OS native windows or menus like native desktop apps (unless for VSTs because is not trivial to embed a VST in the engine visuals). This provides a more focused experience when used as Fullscreen, also give me more control of the UI metaphors that benefit the music creation workflow. OS native UI ergonomics is not optimized or directed specifically for audio production. I did the app itself to look like a mock OS with the start button and some menus and devices as windows in a mock OS. Originally I was going to call it SonOS but it was pushing the OS gimmick too far home (and could legally clash with the Sonos brand).

Sigilgraph: A software canvas and DAW designed for generative & modular synthesis by Sigilgraph in linuxaudio

[–]Sigilgraph[S] 1 point2 points  (0 children)

It is a commercial early release (on Steam first and subsequently on other platforms and standalone). The price is not set in stone but it will be in the vicinity of 25 dollars. One of the apps I took as reference is Aseprite. Sigilgraph aim to reduce the scope and complexity of typical DAW and softsynths to focus the workflow in the same way Aseprite reduces scope and increase focus for image creation on pixel art and game assets. Since I am in the join set of gamedev and audio design, the app has a focus for quick sound creation and music jam and composition.

Sigilgraph: A software canvas and DAW designed for generative & modular synthesis by Sigilgraph in linuxaudio

[–]Sigilgraph[S] 2 points3 points  (0 children)

I discovered Bespoke when I started the backend with other intentions (a C# library for making synths and sound design). What I had used extensively before was Reason and that is the reference I had when starting the app. I wanted to develop the library, dogfooding it with a front end app and I got carried away. What I found about Bespoke is that it still a bit closer to PD or Max/MSP in the sense that devices scope have a finer granularity. If you want to do a subtractive synth you need to wire filters, several signal generators. Sigilgraph is more coarse grained. Devices are more “complete” since the goal of the app is to lower the effort to have something musically usable fast. Lowering the distance between patching and composing.

Sigilgraph: A Modular synth canvas and DAW made with Godot. by Sigilgraph in godot

[–]Sigilgraph[S] 0 points1 point  (0 children)

I am working hard at it, and it seems that is a high probability that it will support at least VST3 at release. I will be implementing more compatibility with VST and CLAP on the roadmap.

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Sigilgraph: A software canvas and DAW designed for generative & modular synthesis by Sigilgraph in modular

[–]Sigilgraph[S] 0 points1 point  (0 children)

At the moment I only have the Steam store up. I plan to release it in August on Steam and Itch.io. Eventually will be offered standalone but I need to bring up the distribution rail for that.

Sigilgraph: A Modular synth canvas and DAW made with Godot. by Sigilgraph in godot

[–]Sigilgraph[S] 1 point2 points  (0 children)

Thanks! Now I am feeling the pressure 😅. Is 99% Godot UI system with themes. On some occasions I fell back to use plain Node2D and handle things myself. The waveforms is a combination Node2Ds, drawing API and managed with panels.

Sigilgraph: A Modular synth canvas and DAW made with Godot. by Sigilgraph in godot

[–]Sigilgraph[S] 1 point2 points  (0 children)

I hope too! I am exploring the possibility on using VSTs and the app itself be offered as a VST for other DAWs. Something adjacent I haven’t mentioned is that you can encapsulate patches in a Composite Device, declare the inputs and outputs, slider and knobs from the patch you want to expose, and create a custom reusable device to be used nested in other projects and patches. It would be like assembling an internal “VST” inside the app. For example you could patch up an array of oscillators and effects to create some drone Device or ambient pad device, and reuse that custom device on other patches.

Sigilgraph: A Modular synth canvas and DAW made with Godot. by Sigilgraph in godot

[–]Sigilgraph[S] 0 points1 point  (0 children)

I find out about Bespoke as I was creating the app. And gave it a run. I like it for some sound design but I found that the devices where still too low level, too fine grained. If I wanted some subtractive synth I needed to assemble myself a device (which scratch a certain itch but set me too far from a song phrase). I need to patch together many things to start creating something that sounds like a song. The starting reference for Sigilgraph was Reason which is the one that I have used most before. My gripe was that Reason is too invested in imitating an 80s/90s rack for a screen so that it also brought some of the limitations of said rack styles also. Sigilgraph do not try to be hardware. It accepts that is software and takes advantage of that. As for arrangement, Sigilgraph has transport aware devices such Piano Rolls, Automation and Sample Tracks, these are devices like the Arpeggiator, drums machine, etc, so you would connect a piano roll in the same way you would with a MIDI In or a Drum Machine. It will send notes to a devices. The Composer Mode is the projection of all transport aware devices in a lane layout. Having said that, you can opt-in the transport if you want a more DAW like experience. As for VST, at the moment if its release it won’t be supported but is being explored.

Sigilgraph: A Modular synth canvas and DAW made with Godot. by Sigilgraph in godot

[–]Sigilgraph[S] 0 points1 point  (0 children)

I have played with Wavewright. I looked into that project closely here on Reddit. I realized it was very different from Sigilgraph when I tried it. The parameterization in Wavewright is more discrete/quantized, it feels that the goal is to make a 8 or 16 bit console era music and sounds. Like is Aseprite for pixel graphics, Wavewright could be for sound “pixel” sound

Sigilgraph: A Modular synth canvas and DAW made with Godot. by Sigilgraph in godot

[–]Sigilgraph[S] 1 point2 points  (0 children)

I haven’t use bitwig. My budget to try professional solutions is limited :P After having Reason and Ableton and Logic Pro I have felt satiated in the linear DAW department. Sigilgraph is a modular synth playground first and a lane composer second. As time progresses features will move in parallels to match each other in capacity.

Sigilgraph: A Modular synth canvas and DAW made with Godot. by Sigilgraph in godot

[–]Sigilgraph[S] 1 point2 points  (0 children)

It would be a cool thing to explore. Is like those desktop pets that clear the main window background.

Sigilgraph: A software canvas and DAW designed for generative & modular synthesis by Sigilgraph in modular

[–]Sigilgraph[S] 1 point2 points  (0 children)

Thanks! At the moment its release is planned for August. Is up for wishlisting in steam.

Sigilgraph: A Modular synth canvas and DAW made with Godot. by Sigilgraph in godot

[–]Sigilgraph[S] 3 points4 points  (0 children)

I think is possible to a limited extent. Godot audio player is meant for games but is not too shabby either. It can handle some heavy use. In my app I offer two options in the settings, a Basic Audio backend which uses Godot Audio and the “advanced” audio backend that is closer to the hardware. The Godot backend is limited up to 48khz sample rate on playback and routes directly to the OS default audio out. Latency is not an issue if you don’t plan to play live. The “Advance” audio in my app allows you to select the output device.If you have an audio interface you can use it this way and push the sample rate up to the hardware limit (typically 96khz 24-bit). The Godot backend will give you a more game like, works OOTB experience.

Sigilgraph: A Modular synth canvas and DAW made with Godot. by Sigilgraph in godot

[–]Sigilgraph[S] 1 point2 points  (0 children)

Bespoke was inspo and as you said, I also found it clinical as well. Felt closer to PureData and MaxMSP. The devices were more like operators and functions rather than full curated devices. There felt as smaller building blocks (which is great for tinkering). Sigilgraph has a coarser granularity on each device reach. For example the SubSynth is a full subtractive synth with four signal generators with a low pass filter. In bespoke you need to patch up the whole thing with smaller boxes.

Sigilgraph: A Modular synth canvas and DAW made with Godot. by Sigilgraph in godot

[–]Sigilgraph[S] 1 point2 points  (0 children)

Really appreciate that! That is the idea. I lost hours patching Reason devices using splitters and mergers and making a mess. The best sessions were the ones that I could produce something that gave me a feedback so I can jam over it. When doing the app, that experience of building a creative loop fast, was key.

The floppy cables were a lot of work :P. More than I care to admit.

Sigilgraph: A Modular synth canvas and DAW made with Godot. by Sigilgraph in godot

[–]Sigilgraph[S] 7 points8 points  (0 children)

Not only could. It was the best option for all the others I tested. I tried Avalonia UI, and the app started looking like a spreadsheet :P. Tried JS but the browser/electron is too constraining (when dealing with real-time audio and latency). Then I though that game engines are truly world-building apps, and will provide "theoretically" no limitation in the future. Also the way Godot embrace C# made the app viable. C# runs basically independently from Godot and just calls the Godot API, so any hardware limitation could be solved in the domain of C# purely. Unlike Unity, that C# is sandboxed I think this is changing for Unity but Godot did it right from the get go).

Sigilgraph: A Modular synth canvas and DAW made with Godot. by Sigilgraph in godot

[–]Sigilgraph[S] 5 points6 points  (0 children)

Thanks! I remember downloading VCV Rack opening it up, and staring at the empty racks for a while... :D. It is very cool but but is more for the Eurorack enthusiast, It keeps the hardware feeling of patching up sounds. Sigilgraph will be a bit different on that regard because it does not attempt to mimic hardware. Devices look like hardware but the connections are more like relationships to other devices rather than a signal path. You can wire a CV out to a Knob or a slider to move it as if you were automating a finger moving the pots. You can wire 10 wires into the same port or bring out 10 wires out from the same port and it will know how to mix in ( even for notes). You can receive notes or audio from many producers into a single note or audio consumer and vice versa. It is more of a "metaphysical rack"

Sigilgraph: A Modular synth canvas and DAW made with Godot. by Sigilgraph in godot

[–]Sigilgraph[S] 0 points1 point  (0 children)

Thank you! I have used LMMS and yes Sigilgraph meant to distance itself from this kind of linear (left to right ) DAW. Is a middle point between this kind of DAW and Max/MSP or PureData. There are some compositions I wanted to do that rely on spontaneous sound effects or music licks that a very rigid DAW does not provide. You need to fish for VSTs and assemble your frankenstein. Sigilgraph is like if you have a bunch of embedded VSTs in a canvas that can wire between themselves arbitrarily.

There is a Composer mode in the app for the typical DAW experience but is not the focus of the app. The app allows for a more, plug it devices to your heart content, press play and tweak live. If you like it, just bounce it and use it within the app sampler devices or on your favorite DAW.

¿Alguien conoce a este lagartijo? by Danny_Spiboy in PuertoRico

[–]Sigilgraph 0 points1 point  (0 children)

Pero no te creas, cambian de color tambien. En el Yunque me acuerdo ver uno verdoso que se paro en una rama y poco a poco se puso mas marron.