Awesome
Skoar and Skoarcery
Skoar is a high-level language for coding music.
It runs on SuperCollider, a free and fantastic audio programming environment.
Skoarcery is a set of tools to define, test, and build the Skoar language.
Example
<? Zelda Theme - inspired by piano arrangement by Shinobu Amayake ?>
130 => )
.alice @default => @instrument [##### ] => @amp
.bob @default => @instrument [##### ] => @amp
.bass @sawpulse => @instrument [### ] => @amp o~~~~
.hats @hats => @instrument [## ] => @amp
.snare @snare => @instrument [## ] => @amp
.kick @kick => @instrument [### ] => @amp
{! bass_end<x> !! !x ) ) ) ] ] !}
{! bass_climb !! | _e ]] _a# ]] c# ] e ]] a# ]] ~o c# ] e ) } | f ) o~ _f ]] ]] ] ) } | !}
{! bassline_a !!
<a#, g#, f#, c#, b, a#, c>.{: .) ]] ]] ] ) ) :}
!bass_end<f>
!}
{! bassline_b !!
<a#, g#, f#, f>.{: ) ]] ]] ] ) ) :}
!bass_climb !bass_climb
<b, a#, c >.{: ) ]] ]] ] ) ) :} !bass_end<f>
!}
{! intro !!
.hats {: }}} :: 4 times :}
.snare {: }}} :: 4 times :}
.kick {: }}} :: 4 times :}
.alice | _a# )) o/. ]] ]] ]] ] | ]. _g# ]] _a# ) o/. ]] ]] ]] ] |
.bob | _d )) o/. ]] ]] ]] ] | _c ]. ]] ) o/. ]] ]] ]] ] |
.bass | a# ) ]] ]] ] ) ]] ]] ] | g# ) ]] ]] ] ) ]] ]] ] |
.alice | ]. _g# ]] _a# ) o/. ]] ]] ]] ] | ] _f ]] ]] ] ]] ]] ] ]] ]] ] ] |
.bob | _c# ]. ]] ) o/. ]] ]] ]] ] | ] o~ _a ]] ]] ] ]] ]] ] ]] ]] ] ] |
.bass | f# ) ]] ]] ] ) ]] ]] ] | f ) ) ) g ] a ] |
!}
{! melody_a !!
.bass !bassline_a
.hats {: }}} :: 7 times :} | ] ] ] ] ] ] ] ] |
.snare {: }}} :: 8 times :}
.kick {: }}} :: 8 times :}
.alice | _a# ) _f )__ o/. _a# ]] ]] c ]] d ]] d# ]] |
.bob | _d ) ]] ]] _c ] _d ]. ]] ]] _d# ]] _f ]] _g ]] |
.alice | f )) o/ ] f ] f# ]] g# ]] |
.bob | _g# ]. _a# ]] ]] c ]] d ]] d# ]] f ) _g# ] _a# ]] c ]] |
.alice | a# )) o/ a# ] ] g# ]] f# ]] |
.bob | c# ]. _f# ]] ]] _g# ]] _a# ]] c ]] c# ]. ]] ] c ]] _a# ]] |
.alice | g# ]. f# ]] f )) ) |
.bob | c# ]. _g# ]] ]] ]] _f# ] _g# ]. ]] ]] _f# ]] _g# ] |
.alice | d# ] ]] f ]] f# )) f ] d# ] |
.bob | _f# ] ]] _f ]] _f# ] ]] _g# ]] _a# ) _g# ] _f# ] |
.alice | c# ] ]] d# ]] f )) d# ] c# ] |
.bob | _f ] ]] _d# ]] _f ] ]] _f# ]] _g# ) _f# ] _d# ] |
.alice | c ] ]] d ]] e )) g ) |
.bob | _e ] ]] _d ]] _e ] ]] _g ] ]] _a ]] ]] _a# ] c ] |
.alice | f ] _f ]] ]] ] ]] ]] ] ]] ]] ] ] |
.bob | _a ] o~ _a ]] ]] ] ]] ]] ] ]] ]] ] ] ~o |
!}
{! melody_b !!
.bass !bassline_b
.hats {: ] ] ] ] ] ] ] ]] ]] :: 12 times :}
.kick {: ) } ) } :: 12 times :}
.snare {: } ) } ) :: 11 times :} | ] ]] ]] ] ]] ]] ] ] |
.alice | _a# ) _f ) o/. _a# ]] ]] c ]] d ]] d# ]] |
.bob | _d ) ]] ]] _c ] _d ]. ]] ]] _d# ]] _f ]] _g ]] |
.alice | f )) o/ ] f ] f# ]] g# ]] |
.bob | _g# ]. _a# ]] ]] c ]] d ]] d# ]] f ) _g# ] _a# ]] c ]] |
.alice | a# )). ~o c# ) | c ) o~ a )) f ) | f# )). a# ) | a ) f )) ) |
.bob | c# )). e ) | d# ) c )) _a ) | _b )). c# ) | c ) _a )) ) |
.alice | f# )). a# ) | a ) f )) d ) | d# )). f# ) | f ) c# )) _a# ) |
.bob | _b )). c# ) | c ) _a )) ) | _f# )). _b ) | _a# ) _f )) _c# ) |
.alice | c ] ]] d ]] e )) g ) |
.bob | _e ] ]] _d ]] _e ] ]] _f ]] _g ] ]] _a ]] _a# ] c ] |
.alice | f ] _f ]] ]] ] ]] ]] ] ]] ]] ] ] |
.bob | _a ] o~ _a ]] ]] ] ]] ]] ] ]] ]] ] ] ~o |
!}
{! fill !!
.alice | f ] _f ]] ]] ] ]] ]] ] ]] ]] ] ] |
.bob | _a ] o~ _a ]] ]] ] ]] ]] ] ]] ]] ] ] ~o |
.snare | ] ]] ]] ] ]] ]] ] ]] ]] ] ] |
.hats | ] ] ] ] ] ] ] ] |
.kick | ) } ) ) |
.bass !bass_end<f>
!}
!intro
!melody_a
!fill
!melody_b
!fill
More examples: examples.md
See also: listen to dungeontimes
And also: listen to brand new shoes
Skoar
Skoar is a language for coding music, combining a grand-staff-like notation with a flexible programming notation.
beats and rests
__beats_______________ __rests_______________
))) - whole }}} - whole
)) - half }} - quarter
) - quarter } - quarter
] - eighth o/ - eighth
]] - sixteenth oo/ - sixteenth
]]] - thirty secondth ooo/ - thirthy secondth
fancy beats - dotted, staccato, ties
). - dotted quarter
]]. - dotted sixteenth
o/. - dotted eighth rest
.) - staccato quarter
.]]. - staccato and dotted sixteenth
)__ - quarter with a tie (ties to the next beat)
)__. - dotted quarter with a tie
noats
We call them noats, not notes, you see, notes are already things; nor are these noats the nearly named noads, which are also totally things..
<? use # or b after the noat to sharp or flat it. Or use scale degree numbers. ?>
c ) d ) eb ) f ]] ]] g ] ] g# )
<? you get two octaves to work with, prepend _ for the lower octave. ?>
<_c, _d, _e, _f, _g, _a, _b, c, d, e, f, g, a, b>.choose ]]
key
{! foo !! <0,1,2,3,4,5,6,7>.{: ]] :} !}
Am => @key !foo
Fb => @key !foo
<E, @dorian> => @key !foo
<F, @minorPentatonic> => @key !foo
transpose
Just set @tranpose.
-3 => @transpose
tempo
Sort of like a metronome marker, set the bpm to a beat length:
80 => ) <? 80 quarter notes per minute ?>
80 => ] <? 80 eighth notes per minute ?>
choards
A Am A#m Asus2 Adim etc..
Or we can use lists of noats:
<_a,c,e> ) <_a,c#,e> ) <0,2,4> ))
changing the octave
<? up one octave ?> <? down one ?>
~o o~
8va 8vb
ottava alta ottava bassa
<? up two ?> <? down two ?>
~~o o~~
15ma 15mb
alla quindicesima
dynamics
We have to use the full word forte
, f
is a noat.
fff ffforte ppp pppiano piano mp mf ff pp p
or, use a hash level, and set @amp
:
.strings [### ] => @amp
.piano [#### ] => @amp
.bass [#### ] => @amp
Hash levels can be any length:
[ ] is 0
[#] is 1
[## ] is 0.66ish
repeats
Colons:
|: _a ]]] c ]]] e ]]] :| g ]]] ooo/ ]]] :|
Segnos and Codas: (Codas currently not implemented)
| _a ) c ) e ) | ,segno` ) ]] ]] e ]] | f D.S. al fine ) ) ) fine
| ,segno` c ]] e ]] (+) ]] ]] D.S. al Coda '.......' (+) | a) c) e) } |
Infinite repeats:
<? from the top ?>
| _a] c] e] | D.C. <? also accept Da Capo ?>
<? from the segno ?>
| _a] c] e] o/ | ,segno` _f] f] _f] o/ Dal Segno |
variables
We can set and get values from a dictionary local to the voice. Anything set here will be copied into the resulting event every beat; which we can use to configure the voice.
<? names of things start with @ ?>
@smooth => @instrument
<0,3,5> => @detune
<? to lookup the values, we use ! in place of @.... more on ! below.. ?>
a# => @foo
!foo )
loops
This is a simple loop:
{: ]] oo/ ]] ]] :: 8 times :}
You can send a loop to an array as a message to implement a foreach loop:
<_a, _c, c, _e, e, _a>.{: ] ]] ]] :}
If you also put a boolean condition, it will keep foreaching while the condition is true.
<_a, _c, c, _e, e, _a>.{: ] ]] ]] :: !groovy == 5 :}
conditionals
An if example:
{? !x == !y ?? ]]] ?}
An if with else example:
{? !x == !y ?? ]]] ?? ooo/ ?}
Acceptable boolean operators:
== != >= <= and or xor
At the moment, don't use <
or >
Skoarpions
The Skoarpion is like a function, but more like a subroutine, plus a magical fairy with a very short term memory.
{! name<args> !!
body
...
!}
Let's make a skoarpion:
{! drumsBasic<x> !! 4/4
.h {: ] ] ] ] ] ] ] ] :: !x times :}
.s {: } ) } ) :: !x times :}
.k {: )) )) :: !x times :}
!}
If drumsBasic
is called by the .h
voice, then {: ] ] ] ] ] ] ] ] :: !x times :}
is executed;
.s
voice: {: } ) } ) :: !x times :}
, .k
etc..
If any lines are not voiced (like that 4/4
), they will be run by every voice.
Skoarpions normally have scope, but they can be inlined with .inline
, which can be convenient:
{! alice !! ~o mp
<c#, e, _a, g#> => @favorites
<0,5,7> => @detune
@acid => @instrument
!}
{! bob<x> !! o~~ forte
@bass => @instrument
!x => @favorites
!}
<? here's an anonymous skoarpion ?>
{! <x> !! <0, 4, !x> => @detune !} => @charlie
.a !alice.inline
.b !bob<<a,e>>.inline
.c !charlie<<5,7,9>.choose>.inline
...
Skoarpions don't return values. But, every value leaves an impression on the magical fairy, and so it can be said that in a way, skoarpions "return" things. But, that's not what really going on.
{! foo<x,y> !! !x + !y !}
!foo<2,3> => @x <? x is now 5 ?>
Wait, magical fairy?
The Magical Fairy
"Any sufficiently defined magic, is indistinguishable from technology."
There is a magical fairy, who is following along the skoar when it is performed.
Whenever the fairy encounters any kind of value, it leaves a short term impression on her.
Whenever you do 5 => @x
, the fairy's last impression (here, 5
) is saved to @x.
The fairy can be directly referenced with $
.
If you need to save the impression, whatever it is at the moment, you can do $ => @x
Complex expressions are handled by the fairy via arcane magic.
Values and operators will be operated on in the order they appear. SuperCollider users are familiar with this concept.
5 + 2 * 3 => @x <? x is now 21, certainly not 10 ?>
<0, $+1, $+2> => @x <? x is now <0,1,3> ?>
Math
0 + 2 == 2
<0> + 2 == <0, 2>
<_a, c> + e == <_a, c, e>
0 * 2 == 0
2 * 2 == 4
increments and decrements:
2 => @x <? x is now 2 ?>
2 +> @x <? x is now 4 ?>
1 -> @x <? x is now 3 ?>
2 *> @x <? x is now 6 ?>
Randomness
.rand
for numbers, .choose
for lists.
<? save into @food, a random number between zero and five ?>
5.rand => @food
<? choose a random note ?>
<c,d,e,f,g,a,b>.choose
These are messages passed down to supercollider.
You say .rand
because in SC, Integer
has a .rand
method, Array
has .choose
Cats
We don't have nil
in Skoar. We do, however, have cats.
=^.^= <? a cat ?>
Cats eat variables. If you need to unset a variable, use a cat.
'foo' => @x <? x is now 'foo' ?>
=^.^= => @x <? x is gone ?>
If you make a list of cats, they will stay.
< =^.^=, =^.^= > <? a list of cats. In supercollider, this will be [nil, nil] ?>
If you declare a skoarpion to take arguments, but don't supply them, cats will be supplied.
{! foo<x> !! !x + 2 } !foo => @y <? a cat eats y (because a cat + 2 is a cat) ?>
If you try to use a variable that doesn't exist, you will find a cat.
<? if x doesn't exist, set it to 3 ?>
{? !x == =^.^= ?? 3 => @x ?}
If you call a SuperCollider function, and it returns nil
, you will have a cat.
Cthulhu
You can wake Cthulhu, crashing the skoar:
^^(;,;)^^
Cthulhu can also make assertions:
^^(;!octave == 5;)^^
If the octave isn't 5, Cthulhu will be so upset that he'll wake up and crash your skoar.
Cats definitely wake Cthulhu.
^^(;=^.^=;)^^
Recap of various skoar blocks
<? comment ?>
{: loop_part :: condition :}
{? condition ?? if_part ?? else_part ?}
{? condition ??
.voice_1 if_part ?? else_part
.voice_2 if_part ?? else_part
...
.voice_n if_part ?? else_part
?}
{! skoarpion_name<args> !! skoarpion_body !}
{! skoarpion_name !! skoarpion_body !}
{! <args> !! skoarpion_body !}
{! skoarpion_name<args> !!
.voice_1 skoarpion_body
.voice_2 skoarpion_body
...
.voice_n skoarpion_body
!}
^^(; cthulhu_condition ;)^^
< list_item_1, list_item_2, ... >
Install
First, clone this git repo to, for example ~/GitHub/Skoarcery
Get the very latest SuperCollider 3.7
Point SuperCollider at the ~/GitHub/Skoarcery/SuperCollider/Skoar
folder: In SuperCollider's interpreter options (edit->preferences->interpreter), include the folder ~/GitHub/Skoarcery
and
restart the interpreter.
Try the examples in examples. Dungeontimes is the simplest.
If you are seeing failures about UnitTest not found, be sure you have pointed SC at ~/GitHub/Skoarcery/SuperCollider/Skoar
rather than ~/GitHub/Skoarcery
.
Skoarcery
Skoarcery is the set of tools and tests that builds skoar compilers.
The lexical and syntactic analysers, lex.sc
and rdpp.sc
(ditto .py
) are built with Skoarcery.
They are built and written to .../SuperCollider/Skoar
.
Currently the built code is checked in, you don't need to get Skoarcery working unless you want to work on the language.
terminals.py
-
Tokens by convention are UpperCamelCase.
-
Tokens are defined with regexes that have to work with both SuperCollider and Python. All we do is recognise, no capture groups.
-
Tokens are typically converted to Skoarpuscles in the top section of decorating.sc
nonterminals.py
-
Defines an LL(1) grammar suitable for building recursive decent predictive parsers for skoar.
-
Nonterminals by convention are like_this
-
+ before a nonterminal indicates this is an intermediate step that can be skipped in the constructed parse tree, it will not create a new skoarnode, instead appending its noads to its parent's children list.
-
Semantics defined in the second half of decorating.sc
Misc Skoarcery
- langoids.py - Terminal, Nonterminal, Production objects,
- dragonsets.py - FIRST and FOLLOW sets, from the Dragon Book.
- emissions.py - Implements Python and SuperCollider coding.
- underskoar.py - Templates for lexer code
laboaratoary
- These are our unit tests.
- Test the grammar for LL(1), test that it compiles in sclang, test skoars, etc..
factoary
-
These are written as unit tests, they build our lexers and parsers. Done this way because we generate some information, test it, build on it, test that ...
-
The important one at the moment is Build_Sc.py, it will run tests, build files, run more tests, etc.. it builds Skoar. This one builds Skoar.
-
Code_Lexer_Py.py, Code_Lexer_Sc.py - Build lex.py, lex.sc
-
Code_Parser_Py.py, Code_Parser_Sc.py - Build rdpp.py, rdpp.sc
Skoar Code
The Generated Code
-
lex.sc - Lexical analyser, defines classes for each token, extending SkoarToke.
- in Skoar, we call them Tokes, in Skoarcery, they are Terminals, or tokens.
-
rdpp.sc - Recursive descent predictive parser. Builds the parse tree.
The Hand Coded Code - Mostly The Runtime
- skoar.sc - The skoar object you get from compiling your skoar. From here you get a pattern object and play it.
- apparatus.sc - The parse tree code. Noads, searching, iteration, etc.
- decorating.sc - Second stage, decorate the parse tree.
- koar.sc - Each voice is performed on a koar by a minstrel.
- minstrel.sc - Minstrels are agents who read and perform their own voice of a skoar piece.
- skoarpions.sc - Implements the Skoarpion, our general purpose control-flow construct.
- beaty.sc - The code for beats and rests.
- pitchy.sc - The code for pitchy stuff. Noats, choards, etc.
- toker.sc - Toker for the parser.
- skoarpuscles.sc - Skoarpuscles, the thingy things are all skoarpuscles.