Learning track
For developers and builders
Understand the musical ideas and the signal processing underneath, then build and ship your own effects, instruments and model-powered tools. Each guide pairs the concept with sound first; the maths and code are there when you want them.
Stage 1
Musical foundations
How sound becomes numbers, and how music becomes data a program can work with.
- 01SoundWhat a sound wave is, and why pitch and loudness are stranger than they lookComing soon
- 02Digital audioSample rate, bit depth and what happens when sound becomes numbersComing soon
- 03Pitch and intervalsThe distance between two notes, and why some distances feel stableComing soon
- 04Music as dataDistributions, transitions and what a model keeps or throws awayComing soon
Stage 2
How effects really work
Hear the behaviour first, then see the system behind it.
- 05Signals and systemsLinearity, memory and why EQ and distortion behave so differentlyComing soon
- 06EQShaping tone with bands, shelves and filtersComing soon
- 07CompressionHow a compressor turns loud parts down, and why that can sound biggerEarly draft
- 08Distortion and saturationWhy drive adds harmonics, why it can sound harsh on high notes, and how to fix itComing soon
Stage 3
Build your own
From a musical promise to an effect, instrument or MIDI tool that behaves in real time.
- 09Anatomy of a Maru moduleDeclaration, ports, parameters, processor and faceComing soon
- 10Build an effectFrom a musical promise to a working processorComing soon
- 11Build an instrumentVoices, notes, envelopes and stuck-note safetyComing soon
- 12Build a MIDI toolEvent timing, routing and deterministic randomnessComing soon
- 13Realtime and numerical safetyDenormals, allocation, smoothing and block boundariesComing soon
- 14Testing sound and behaviourSilence, clipping, DC, extreme settings and listeningComing soon
Stage 4
Models and shipping
Put audio models to work in your app, and ship to browsers and plugin hosts.