Audiality 2

Navigation

Home
Sounds
Documentation
Licensing
Site best viewed with any reasonably standards compliant browser.

Overview

Audiality 2 is a realtime audio and music engine, primarily intended for video games. While it supports traditional sample playback as well as additive, subtractive and granular synthesis, the distinctive feature is subsample accurate realtime scripting.

Examples

Official Audiality 2 (1.9.x) jingle:

More examples here.

Design

Audiality 2 generates sound and music using a tree graph of voices, driven by user defined programs running on a virtual machine. Voices are modular, allowing custom combinations of oscillators, filters and other units.

Each voice is controlled by a program (user defined script code) that can be given initial arguments, and receive messages for realtime control. A program can (recursively) spawn other programs on subvoices, and control these by sending messages.

Timing is subsample accurate, and durations can be specified in milliseconds, or in terms of user defined musical ticks.

The name Audiality...

...has been around for a long time, and the last few years the sound engine of Kobo Deluxe has been known by this name.

Now, as the former Audiality is no longer maintained, and the new sound engine in development for Kobo II has much more potential, it has been decided to yet again recycle the name.

Download

Audiality 2 on GitHub:
Source Audiality 2 on GitHub
Get Audiality 2:
Source Audiality 2 1.9.0 source code (zlib)

Requirements

Audiality 2 should be reasonably easy to build on any platform with a C compiler. The demo program needs SDL. Audiality can use SDL or JACK for audio output, but that can also be handled by the host application.

Links

Related:
SoundCloud
Kobo II Development Blog

Development:
Simple DirectMedia Layer
JACK