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SuperCollider & SuperDirt

I - Sardine architecture

A) General concept

If you have installed Sardine alongside SuperCollider and SuperDirt, you know that Sardine can boot its own SuperDirt session, etc.. If you haven't been live coding for several years, all of this might seem a little bit shady. We assume that things are working properly but we never detail the underlying infrastructure. Let's break it down:

  • Sardine is doing the patterning and the scheduling. It is your top-level control and playing library.

  • SuperCollider is the almighty audio engine.

  • SuperDirt makes it easy to talk with SuperCollider in a live-coding context. It was originally designed to work hands-in-hands with TidalCycles but of course you can hijack it which is what Sardine is doing.

Sardine is an independant piece of software. By design, it doesn't need SuperCollider to work. You can live an happy life by just sending OSC and MIDI using Sardine and never bridging with SC. However, if you do so, you will have to manage the connexion, to know how to deal with SuperCollider, etc... Sardine is not capable of emitting sound, it is more akin to a general sequencing brain that simplifies input and output communication for you during the improvisation process.

B) Limitations

Sardine is not designed to handle the digital signal processing or the reality of scheduling / generating / controlling audio signals. Python is not an efficient or particularly optimised language (although things are changing a little bit nowadays..). Sardine is already performing a lot of weird tricks to stay afloat in an almost real-time context. It is not perfect but hopefully it will evolve and reach perfect stability.

Sardine was initially conceived in a music studio on a small laptop surrounded by audio equipment waiting for instructions. The idea was to delegate the audio processing to external hardware / softwares and to fully focus on live control / live sequencing. I would love to keep it that way because there is a lof of exciting solutions to explore for sound / audio design such as Faust, SuperCollider, CSound, and the list goes on and on. You can emulate part of the signal logic with patterns but it will never be as good compared to what a DSP language can offer.

II - Talking to SuperDirt / SuperCollider

If you choose to boot SuperCollider and SuperDirt alongside Sardine in your sardine-config, everything should fall in place. You have one main Python process handling everything for you so you don't have to start things manually. If you don't, you can always start SuperCollider yourself and manage two separate applications that will happily collaborate through the network.

A) Interesting goodies

Let's assume that SuperDirt has started, and that you received the message saying that the audio engine is ready. You can now interact with the SC() object that represents your SC subprocess. Let's open up a VUMeter of our session:


All good, let's open some other windows as well.

You can open sound visualisation tools from the active SuperCollider session by running any of the commands above. Here is a short explanation of what each function do:

  • SC.meter(): open a window showing VUMeters for each and every physical sound output.
  • SC.scope(): open an oscilloscope to visualise every audio bus currently declared.
  • SC.freqscope(): open a frequency spectrum visualizer of the global audio output.

B) Sending code to SuperCollider

You can pipe code from your Sardine session to SuperCollider. Of course, this is not the best interface ever, but it can surely help to run short commands or to open an article from the SuperCollider documentation. To see SuperDirt documentation, you can type the following:


You will have to work without syntax highlighting. Copying and pasting short and useful commands is probably better if you are not an experienced SuperCollider user. There are no bindings for the SuperCollider server implemented into Sardine. Be sure that I am monitoring packages that are proposing solutions for this but I am not ready to write my own bindings for now. There is too much work to handle with Sardine itself before thinking about branching out.

If that's your thing, you can integrate small SC snippets in your patterns and sequence them with a decent enough time precision:

# Generating a sinewave oscillating at 200hz.
SC.send('a={ * 0.1}; b =;')

# Freing the synth