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revision 2872 by schoenebeck, Sun Apr 10 18:42:55 2016 UTC revision 3191 by schoenebeck, Fri May 19 15:19:37 2017 UTC
# Line 11  Line 11 
11        your own instrument scripts in short time. It concentrates on describing        your own instrument scripts in short time. It concentrates on describing
12        the script language. If you rather want to learn how to modify and        the script language. If you rather want to learn how to modify and
13        attach scripts to your sounds, then please refer to the gigedit manual for        attach scripts to your sounds, then please refer to the gigedit manual for
14        <a href="gigedit_scripts.html">how to manage instrument scripts with gigedit</a>.        <a href="gigedit_scripts.html">how to manage instrument scripts with gigedit</a>
15          for Gigasampler/GigaStudio format sounds, or refer to the SFZ opcode
16          <code lang="sfz">script</code> for attaching NKSP scripts with
17          SFZ format sounds.
18      </p>      </p>
19    
20      <h3>At a Glance</h3>      <h3>At a Glance</h3>
21      <p>      <p>
22        <img src="nksp_file.png" style="height:111px; margin-right:12px;">        <img src="nksp_file.png" style="height:111px; margin-right:12px;">
23        NKSP stands for "is <b>N</b>ot <b>KSP</b>", which denotes its distinction        NKSP stands for "is <b>N</b>ot <b>KSP</b>", which denotes its distinction
24        to an existing proprieatary language called <i>KSP</i>.        to an existing proprietary language called <i>KSP</i>.
25        NSKP is a script language specifically designed to write real-time capable        NSKP is a script language specifically designed to write real-time capable
26        software extensions to LinuxSampler's sampler engines that can be bundled        software extensions to LinuxSampler's sampler engines that can be bundled
27        individually with sounds by sound designers themselves.        individually with sounds by sound designers themselves.
# Line 251  end on Line 254  end on
254      <p>      <p>
255        The left hand side's <code>??variable-name??</code> is an arbitrary name        The left hand side's <code>??variable-name??</code> is an arbitrary name
256        you can chose for your variable. That name might consist of English        you can chose for your variable. That name might consist of English
257        letters A to Z (lower and upper case) and the underscore character "<code>_</code>".        letters A to Z (lower and upper case), digits (<code>0</code> to <code>9</code>),
258          and the underscore character "<code>_</code>".
259        Variable names must be unique. So you can neither declare several variables        Variable names must be unique. So you can neither declare several variables
260        with the same name, nor can you use a name for your variable that is        with the same name, nor can you use a name for your variable that is
261        already been reserved by <i>built-in variables</i>.        already been reserved by <i>built-in variables</i>.
# Line 768  on note Line 772  on note
772        @postfix := "nd"        @postfix := "nd"
773      case 3      case 3
774        @postfix := "rd"        @postfix := "rd"
775    end if    end select
776    
777    message("This is the " & $numberOfNotes & @postfix & " note triggered so far.")    message("This is the " & $numberOfNotes & @postfix & " note triggered so far.")
778  end on  end on
# Line 809  on note Line 813  on note
813      case 3      case 3
814        message("Third note was triggered!") { Will never be printed ! }        message("Third note was triggered!") { Will never be printed ! }
815        exit        exit
816    end if    end select
817    
818    message("Wow, already the " & $numberOfNotes & "th note triggered.")    message("Wow, already the " & $numberOfNotes & "th note triggered.")
819  end on  end on
# Line 848  on note Line 852  on note
852      case 1 to 99      case 1 to 99
853        message("Less than 100 notes triggered so far")        message("Less than 100 notes triggered so far")
854        exit        exit
855    end if    end select
856    
857    message("Wow, already the " & $numberOfNotes & "th note triggered.")    message("Wow, already the " & $numberOfNotes & "th note triggered.")
858  end on  end on
# Line 928  end on Line 932  end on
932        loop is thus left at that point and the text message was printed        loop is thus left at that point and the text message was printed
933        three times in total.        three times in total.
934      </p>      </p>
935    
936        <h3>User Functions</h3>
937        <p>
938          We already came across various built-in functions, which you may call
939          by your scripts to perform certain tasks or behavior which is already
940          provided for you by the sampler. NKSP also allows you to write your
941          own functions, which you then may call from various places of your
942          script.
943        <p>  
944        </p>
945          When working on larger scripts, you
946          may notice that you easily get to the point where you may have to
947          duplicate portions of your script code, since there are certain things
948          that you may have to do again and again in different parts of your script.
949          Software developers usually try to avoid such code duplications to
950          keep the overall amount of code as small as possible, since the
951          overall amount of code would bloat quickly and would
952          make the software very hard to maintain. One way for you to avoid such
953          script code duplications with NKSP is to write so called <i>User Functions</s>.
954        </p>
955        <p>
956          Let's assume you wanted to create a simple stuttering effect. You may do so
957          like in the following example.
958        </p>
959        <code>
960    on note
961      while (1)
962        wait(200000)
963        if (not (event_status($EVENT_ID) .and. $EVENT_STATUS_NOTE_QUEUE))
964          exit()
965        end if
966        change_vol($EVENT_ID, -20000)  { Reduce volume by 20 dB. }
967        wait(200000)
968        if (not (event_status($EVENT_ID) .and. $EVENT_STATUS_NOTE_QUEUE))
969          exit()
970        end if
971        change_vol($EVENT_ID, 0)  { Increase volume to 0 dB. }
972      end while
973    end on
974        </code>
975        <p>
976          This script will run an endless loop for each note being triggered.
977          Every <code lang="none">200ms</code> it will turn the volume alternatingly down and
978          up to create the audible stuttering effect. After each <code lang="nksp">wait()</code>
979          call it calls <code>event_status($EVENT_ID)</code> to check whether
980          this note is still alive, and as soon as the note died, it will stop
981          execution of the script instance by calling <code>exit()</code>. The latter
982          is important in this example, because otherwise the script execution instances would
983          continue to run in this endless loop forever, even after the respectives
984          notes are gone. Which would let your CPU usage to increase with every new note
985          and would never decrease again.
986          This behavior of the sampler is not a bug, it is intended, since there may
987          also be cases where you want to do certain things by script even after the
988          respective notes are dead and gone. However as you can see, that script is
989          using the same portions of script code twice. To avoid that, you could also
990          write the same script with a user function like this:
991        </p>
992        <code>
993    function pauseMyScript
994      wait(200000)
995      if (not (event_status($EVENT_ID) .and. $EVENT_STATUS_NOTE_QUEUE))
996        exit()
997      end if
998    end function
999            
1000    on note
1001      while (1)
1002        call pauseMyScript
1003        change_vol($EVENT_ID, -20000)  { Reduce volume by 20 dB. }
1004        call pauseMyScript
1005        change_vol($EVENT_ID, 0)  { Increase volume back to 0 dB. }
1006      end while
1007    end on
1008        </code>
1009        <p>
1010          The script became in this simple example only slightly smaller, but it also
1011          became easier to read and behaves identically to the previous solution.
1012          And in practice, with a more complex script, you can
1013          reduce the overall amount of script code a lot this way. You can choose any
1014          name for your own user functions, as long as the name is not already
1015          reserved by a built-in function. Note that for calling a user function,
1016          you must always precede the actual user function name with the
1017          <code>call</code> keyword. Likewise you may however not use the
1018          <code>call</code> keyword for calling any built-in function. So that
1019          substantially differs calling built-in functions from calling user functions.
1020        </p>
1021    
1022      <h2>Operators</h2>      <h2>Operators</h2>
1023      <p>      <p>
1024        A programming language provides so called <i>operators</i> to perform        A programming language provides so called <i>operators</i> to perform
# Line 958  end on Line 1048  end on
1048      <h3>Boolean Operators</h3>      <h3>Boolean Operators</h3>
1049      <p>      <p>
1050        To perform logical transformations of <i>boolean</i> data, you may use the        To perform logical transformations of <i>boolean</i> data, you may use the
1051        following boolean operators:        following logical operators:
1052      </p>      </p>
1053      <code>      <code>
1054  on init  on init
# Line 971  on init Line 1061  on init
1061  end on  end on
1062      </code>      </code>
1063      <p>      <p>
1064        Remember that with boolean operations, all integer values other than <code>0</code>        Keep in mind that with logical operators shown above,
1065          all integer values other than <code>0</code>
1066        are interpreted as boolean <i>true</i> while an integer value of        are interpreted as boolean <i>true</i> while an integer value of
1067        precisely <code>0</code> is interpreted of being boolean <i>false</i>.        precisely <code>0</code> is interpreted of being boolean <i>false</i>.
1068      </p>      </p>
1069        <p>
1070          So the logical operators shown above always look at numbers at a whole.
1071          Sometimes however you might rather need to process numbers bit by bit. For
1072          that purpose the following bitwise operators exist.
1073        </p>
1074        <code>
1075    on init
1076      message("1 .and. 1 is " & 1 .and. 1)  { bitwise "and" }
1077      message("1 .and. 0 is " & 1 .and. 0)  { bitwise "and" }
1078      message("1 .or. 1 is " & 1 .or. 1)    { bitwise "or" }
1079      message("1 .or. 0 is " & 1 .or. 0)    { bitwise "or" }
1080      message(".not. 1 is " & .not. 1)      { bitwise "not" }
1081      message(".not. 0 is " & .not. 0)      { bitwise "not" }
1082    end on
1083        </code>
1084        <p>
1085          Bitwise operators work essentially like logical operators, with the
1086          difference that bitwise operators compare each bit independently.
1087          So a bitwise <code>.and.</code> operator for instance takes the 1st bit
1088          of the left hand's side value, the 1st bit of the right hand's side value,
1089          compares the two bits logically and then stores that result as 1st bit of
1090          the final result value, then it takes the 2nd bit of the left hand's side value
1091          and the 2nd bit of the right hand's side value, compares those two bits logically
1092          and then stores that result as 2nd bit of the final result value, and so on.
1093        </p>
1094    
1095            
1096      <h3>Comparison Operators</h3>      <h3>Comparison Operators</h3>
1097      <p>      <p>

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