Here’s a detailed explanation of the parts in a Mozzi sketch. We’ll start by generating audio to produce a plain sine wave, then add control to the sketch to change the sine wave’s frequency and produce vibrato.

Bare bones example: playing a sine wave

Let’s make a minimal Mozzi sketch step by step. The sketch plays a sine wave at a specified frequency. No great feat, and you can find lots of other Arduino sketches doing it without Mozzi, but it gives the gist of how a Mozzi sketch works. You don’t need much experience with Arduino or programming.

First #include <MozziGuts.h>. You always need this, as well as headers for any Mozzi classes, modules or tables used in the sketch. This time we’ll have an oscillator and a wavetable for the oscillator to play:

#include <MozziGuts.h> // this makes everything work
#include <Oscil.h>  // a template for an oscillator
#include <tables/sin2048_int8.h>  // a wavetable holding a sine wave

Next, instantiate the oscillator, using the Oscil class just included. Here is the structure and the parameters used to declare an Oscil.

Oscil <table_size, update_rate> name(table_data);

The oscillator needs to be instantiated using literal numeric values as template parameters (inside the < > brackets). This allows the compiler to do some calculations at compile time instead of slowing down execution by repeating the same operations over and over while the program runs.

The table used by an Oscil needs to be a power of two, typically at least 256 cells and preferably longer for lower aliasing noise. This Oscil will be operating as an audio generator, so the update rate will be AUDIO_RATE. The table_data is an array which you can find the name of in the table file included at the top of the sketch. If you look in Mozzi/tables/sin2048_int8.h, you’ll find SIN2048_DATA.

So, an audio sine tone oscillator for our sketch is created like this:

Oscil <2048, AUDIO_RATE> aSin(SIN2048_DATA);

The CONTROL_RATE has a default value of 64, but you can change it if you want control updates to happen more frequently. Like the audio rate, it must be a literal number and power of two to allow Mozzi to optimise internal calculations for run-time speed.

#define CONTROL_RATE 128

Now to the program functions. In Arduino’s setup() routine goes:

startMozzi(CONTROL_RATE);

This sets up one timer to call updateControl() at the rate chosen and another timer which works behind the scenes to send audio samples to the output pin at the fixed rate of 16384 Hz.

The oscillator frequency can be set in a range of ways, but we’ll use an integer:

aSin.setFreq(440);

Now Arduino’s setup() function looks like this:

void setup(){
	startMozzi(CONTROL_RATE);
	aSin.setFreq(440);
}

The next parts of the sketch are updateControl() and updateAudio(), which are both required. In this example the frequency has already been set and the oscillator just needs to be run in updateAudio(), using the Oscil’s next() method which returns a signed 8 bit value from the oscillator’s wavetable. The int return value of updateAudio() must be in the range -244 to 243 in Mozzi’s default STANDARD audio mode.

void updateControl(){
	// no controls being changed
}

int updateAudio(){
	return aSin.next();
}

Finally, audioHook() goes in Arduino’s loop().

void loop(){
	audioHook();
}

This is where the sound actually gets synthesised, running as fast as possible to fill the output buffer which gets steadily emptied at Mozzi’s audio rate. For this reason, it’s usually best to avoid placing any other code in loop().

It’s important to design a sketch with efficiency in mind in terms of what can be processed in updateAudio(), updateControl() and setup(). Keep updateAudio() lean, put slow changing values in updateControl(), and pre-calculate as much as possible in setup(). Control values which directly modify audio synthesis can be efficiently interpolated with a Line object in updateAudio() if necessary.

Here’s the whole sketch:

#include <MozziGuts.h>
#include <Oscil.h>
#include <tables/sin2048_int8.h>

#define CONTROL_RATE 128
Oscil <2048, AUDIO_RATE> aSin(SIN2048_DATA);

void setup(){
	aSin.setFreq(440);
	startMozzi(CONTROL_RATE);
}

void updateControl(){
}

int updateAudio(){
	return aSin.next();
}

void loop(){
	audioHook();
}

Adding a control signal: vibrato

Vibrato can be added to the sketch by periodically changing the frequency of the audio wave with a low frequency oscillator. The new oscillator can use the same wave table but this time it’s set up to update at control rate. The naming convention of using a prefix of k for control and a for audio rate units is a personal mnemonic, influenced by Csound.

Oscil <2048, CONTROL_RATE> kVib(SIN2048_DATA);

This time the frequency can be set with a floating point value:

kVib.setFreq(6.5f);

Now, using variables for depth and centre frequency, the vibrato oscillator can modulate the frequency of the audio oscillator in updateControl(). kVib.next() returns a signed byte between -128 to 127 from the wave table, so depth has to be set proportionately.

void updateControl(){
	float vibrato = depth * kVib.next();
	aSin.setFreq(centre_freq+vibrato);
}

Here’s the modified sketch complete with vibrato:

#include <MozziGuts.h>
#include <Oscil.h>
#include <tables/sin2048_int8.h>

#define CONTROL_RATE 128
Oscil <2048, AUDIO_RATE> aSin(SIN2048_DATA);
Oscil <2048, CONTROL_RATE> kVib(SIN2048_DATA);

float centre_freq = 440.0;
float depth = 0.25;

void setup(){
	kVib.setFreq(6.5f);
	startMozzi(CONTROL_RATE);
}

void updateControl(){
	float vibrato = depth * kVib.next();
	aSin.setFreq(centre_freq+vibrato);
}

int updateAudio(){
	return aSin.next();
}

void loop(){
	audioHook();
}

While this example uses floating point numbers, it is best to avoid their use for intensive audio code which needs to run fast, especially in updateAudio(). When the speed of integer maths is required along with fractional precision, it is better to use fixed point fractional arithmetic. Mozzi’s fixmath module has number types and conversion functions which assist in keeping track of precision through complex calculations.