X-Git-Url: http://shamusworld.gotdns.org/cgi-bin/gitweb.cgi?a=blobdiff_plain;f=include%2Flua-scripting.html;h=af39f6c37fc93d11428ce820548739c6b7dd6237;hb=a61fbacdfcb7a76fe425fada61f49fc85751e47a;hp=439b61ad606c31f904f71b991535d8572479d23d;hpb=2098e011e638b5c86c56e68df7757975fc4d728f;p=ardour-manual diff --git a/include/lua-scripting.html b/include/lua-scripting.html index 439b61a..af39f6c 100644 --- a/include/lua-scripting.html +++ b/include/lua-scripting.html @@ -3,9 +3,391 @@ Starting with version 4.7.213, Ardour supports Lua scripts.

+

-Lua Integration is Work in Progress and far from complete. +This Documentation is Work in Progress and far from complete. Also the documented API may be subject to change. +

+ +

Preface

+

+There are cases that Ardour cannot reasonably cater to with core functionality alone, either because they're session specific +or user specific edge cases. +

+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. +

+Cases like this call for means to extend the DAW without actually changing the DAW itself. This is where scripting comes in. +

+"Scripting" refers to tasks that could alternatively be executed step-by-step by a human operator. +

+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. +

+A good introduction to Lua is the book Programming in Lua. 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. +

+ +

Overview

+

+The core of Ardour is a real-time audio engine that runs and processes audio. One interfaces with an engine by sending it +commands. Scripting can be used to interact with or modify the active Ardour session, just like a user uses the Editor/Mixer +GUI to modify the state or parameters of the session. +

+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: +

+ +
+
+ C++
+ + session->set_transport_speed (1.0); + +
+
+ Lua
+ + Session:set_transport_speed (1.0) + +
+
+
+ +

+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. +

+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. +

+

+At the time of writing Ardour integrates Lua 5.3.5: Lua 5.3 reference +manual. +

+ +

Integration

+

+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). +

+

+In Ardour's case Lua is available: +

+ + + + + + + +
Editor Action ScriptsUser initiated actions (menu, shortcuts) for batch processing
Editor Hooks/CallbacksEvent triggered actions for the Editor/Mixer GUI
Session ScriptsScripts called at the start of every audio cycle (session, real-time)
DSP ScriptsAudio/Midi processor - plugins with access to the Ardour session (per track/bus, real-time)
Script ConsoleAction Script commandline
+ +

+There are is also a special mode: +

+ + +
Commandline ToolReplaces the complete Editor GUI, direct access to libardour (no GUI) from the + commandline.
+ Be aware that the vast majority of complex functionality is provided by the Editor UI.
+ +

Managing Scripts

+ +

+Ardour searches for Lua scripts in the scripts folder in $ARDOUR_DATA_PATH, +Apart from scripts included directly with Ardour, this includes

+ + + + +
GNU/Linux$HOME/.config/ardour6/scripts
Mac OS X$HOME/Library/Preferences/Ardour6/scripts
Windows%localappdata%\ardour6\scripts
+ +

Files must end with .lua file extension.

+ +

Scripts are managed via the GUI

+ + + + + + +
Editor Action ScriptsMenu → Edit → Scripted Actions → Manage
Editor Hooks/CallbacksMenu → Edit → Scripted Actions → Manage
Session ScriptsMenu → Session → Scripting → Add/Remove Script
DSP ScriptsMixer-strip → context menu (right click) → New Lua Proc
Script ConsoleMenu → Window → Scripting
+ +

Script Layout

+ + + +

A minimal example script looks like:

+
+

+	ardour {
+	  ["type"]    = "EditorAction",
+	  name        = "Rewind",
+	}
+
+	function factory (unused_params)
+	  return function ()
+	   Session:goto_start()  -- rewind the transport
+	  end
+	end
+
+
+ +

+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): +

+ + + + + + +
type [required]one of "DSP", "Session", "EditorHook", + "EditorAction" (the type is not case-sensitive)
name [required]Name/Title of the script
authorYour Name
licenseThe license of the script (e.g. "GPL" or "MIT")
descriptionA longer text explaining to the user what the script does
+ +

+Scripts that come with Ardour (currently mostly examples) can be found in the +Source Tree. +

+ +

Action Scripts

+

Action scripts are the simplest form. An anonymous Lua function is called whenever the action is triggered. A simple action +script is shown above.

+

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.

+ +

Session Scripts

+

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

+
+

+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, ARDOUR.TransportRequestSource.TRS_UI)
+    end
+  end
+end
+
+
+ +

Action Hooks

+

Action hook scripts must define an additional function which returns a Set of Signal that which trigger the +callback (documenting available slots and their parameters remains to be done).

+
+

+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
+
+
+ +

DSP Scripts

+

See the scripts folder for examples for now.

+

Some notes for further doc:

+ + +

Accessing Ardour Objects

+

+The top most object in Ardour is the ARDOUR::Session. +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 and controls, etc. +

+Every Lua interpreter can access it via the global variable Session. +

+GUI context interpreters also have an additional object in the global environment: The Ardour Editor. 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. +

+ +

+Documenting the bound C++ methods and class hierarchy is somewhere on the ToDo list. +Meanwhile luabindings.cc is the best we +can offer. +

+ +

Concepts

+ +

+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:

+ +

+The available interfaces differ between contexts. For example, 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. +

+ +

Current State

+Fully functional, yet still in a prototyping stage: + + + +-

Examples

+-

Please see the example scripts included with the source-code. +All the files that start with a leading underscore are not inlcluded with releases, but are intended as example snippets.

+ +

Commandline Session

+

The standalone tool luasession allows one to access an Ardour session directly from the commandline. +It can also be used as #! interpreter for scripted sessions. +Interaction is limited by the fact that most actions in Ardour are provided by the Editor GUI. +

+luasession provides only two special functions load_session and close_session and +exposes the AudioEngine instance as global variable. +

+ +
+

+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_device_name("HDA Intel PCH")
+backend:set_buffer_size(1024)
+
+print (backend:buffer_size())
+print (AudioEngine:get_last_backend_error())
+
+s = load_session ("/home/rgareus/Documents/ArdourSessions/lua2/", "lua2")
+
+assert (s)
+
+s:request_transport_speed (1.0, true, ARDOUR.TransportRequestSource.TRS_UI)
+print (s:transport_rolling())
+
+s:goto_start()
+
+ARDOUR.LuaAPI.usleep (10 * 1000000) -- 10 seconds
+
+close_session()
 
-{% children %}
+
+