In this tutorial, we're going to make a program which plays tones that you can use to tune a guitar. You will learn how to:
Set up a basic project in Anjuta
Create a simple GUI with Anjuta's UI designer
Use GStreamer to play sounds
You'll need the following to be able to follow this tutorial:
An installed copy of the Anjuta IDE
Basic knowledge of the Vala programming language

Before you start coding, you'll need to set up a new project in Anjuta. This will create all of the files you need to build and run the code later on. It's also useful for keeping everything together.
Start Anjuta and click File ▸ New ▸ Project to open the project wizard.
Choose Gtk+ (Simple) from the Vala tab, click Forward, and fill out your details on the next few pages. Use guitar-tuner as project name and directory.
Make sure that Configure external packages is selected. On the next page, select gstreamer-0.10 from the list to include the GStreamer library in your project.
Click Finished and the project will be created for you. Open src/guitar_tuner.vala from the Project or File tabs. You should see some code which starts with the lines:
using GLib; using Gtk;
The code loads an (empty) window from the user interface description file and shows it. More details are given below; skip this list if you understand the basics:
The two using lines import namespaces so we don't have to name them explicitly.
The constructor of the Main class creates a new window by opening a GtkBuilder file (src/guitar-tuner.ui, defined a few lines above), connecting its signals and then displaying it in a window. The GtkBuilder file contains a description of a user interface and all of its elements. You can use Anjuta's editor to design GtkBuilder user interfaces.
Connecting signals is how you define what happens when you push a button, or when some other event happens. Here, the destroy function is called (and quits the app) when you close the window.
The static main function is run by default when you start a Vala application. It calls a few functions which create the Main class, set up and then run the application. The Gtk.main function starts the GTK main loop, which runs the user interface and starts listening for events (like clicks and key presses).
This code is ready to be used, so you can compile it by clicking Build ▸ Build Project (or press Shift+F7).
Change the Configuration to Default and then press Execute to configure the build directory. You only need to do this once, for the first build.
A description of the user interface (UI) is contained in the GtkBuilder file. To edit the user interface, open src/guitar_tuner.ui. This will switch to the interface designer. The design window is in the center; widgets and widgets' properties are on the left, and the palette of available widgets is on the right.
The layout of every UI in GTK+ is organized using boxes and tables. Let's use a vertical GtkButtonBox here to assign six GtkButtons, one for each of the six guitar strings.

Select a GtkButtonBox from the Container section of the Palette on the right and put it into the window. In the Properties pane, set the number of elements to 6 (for the six strings) and the orientation to vertical.
Now, choose a GtkButton from the palette and put it into the first part of the box.
While the button is still selected, change the Label property in the Widgets tab to E. This will be the low E string.
Switch to the Signals tab (inside the Widgets tab) and look for the clicked signal of the button. You can use this to connect a signal handler that will be called when the button is clicked by the user. To do this, click on the signal and type main_on_button_clicked in the Handler column and press Return.
Repeat the above steps for the other buttons, adding the next 5 strings with the names A, D, G, B, and e.
Save the UI design (by clicking File ▸ Save) and keep it open.
In the UI designer, you made it so that all of the buttons will call the same function, on_button_clicked, when they are clicked. Actually we type main_on_button_clicked which tells the UI designer that this method is part of our Main. We need to add that function in the source file.
To do this, open guitar_tuner.vala while the user interface file is still open. Switch to the Signals tab, which you already used to set the signal name. Now take the row where you set the clicked signal and drag it into to the source file at the beginning of the class. The following code will be added to your source file:
[CCode (instance_pos=-1)]
public void on_button_clicked (Gtk.Button sender) {
}This signal handler has only one argument: the Gtk.Widget that called the function (in our case, always a Gtk.Button). The additonal [CCode (instance_pos=-1)] tells the compiler that this is a signal handler that needs special treating while linking in order to be found at runtime.
For now, we'll leave the signal handler empty while we work on writing the code to produce sounds.
GStreamer is GNOME's multimedia framework — you can use it for playing, recording, and processing video, audio, webcam streams and the like. Here, we'll be using it to produce single-frequency tones.
Conceptually, GStreamer works as follows: You create a pipeline containing several processing elements going from the source to the sink (output). The source can be an image file, a video, or a music file, for example, and the output could be a widget or the soundcard.
Between source and sink, you can apply various filters and converters to handle effects, format conversions and so on. Each element of the pipeline has properties which can be used to change its behaviour.

In this simple example we will use a tone generator source called audiotestsrc and send the output to the default system sound device, autoaudiosink. We only need to configure the frequency of the tone generator; this is accessible through the freq property of audiotestsrc.
We need to add a line to initialize GStreamer; put the following code on the line above the Gtk.init call in the main function:
Gst.init (ref argv);
Then, copy the following function into guitar_tuner.vala inside our Main class:
Gst.Element sink;
Gst.Element source;
Gst.Pipeline pipeline;
private void play_sound(double frequency)
{
pipeline = new Gst.Pipeline ("note");
source = Gst.ElementFactory.make ("audiotestsrc",
"source");
sink = Gst.ElementFactory.make ("autoaudiosink",
"output");
/* set frequency */
source.set ("freq", frequency);
pipeline.add (source);
pipeline.add (sink);
source.link (sink);
pipeline.set_state (Gst.State.PLAYING);
/* stop it after 200ms */
var time = new TimeoutSource(200);
time.set_callback(() => {
pipeline.set_state (Gst.State.PAUSED);
return false;
});
time.attach(null);
}The first five lines create source and sink GStreamer elements (Gst.Element), and a pipeline element (which will be used as a container for the other two elements). Those are class variables so they are defined outside the method. The pipeline is given the name "note"; the source is named "source" and is set to the audiotestsrc source; and the sink is named "output" and set to the autoaudiosink sink (default sound card output).
The call to source.set sets the freq property of the source element to frequency, which is passed as an argument to the play_sound function. This is just the frequency of the note in Hertz; some useful frequencies will be defined later on.
pipeline.add puts the source and sink into the pipeline. The pipeline is a Gst.Bin, which is just an element that can contain multiple other GStreamer elements. In general, you can add as many elements as you like to the pipeline by adding more calls to pipeline.add.
Next, sink.link is used to connect the elements together, so the output of source (a tone) goes into the input of sink (which is then output to the sound card). pipeline.set_state is then used to start playback, by setting the state of the pipeline to playing (Gst.State.PLAYING).
We don't want to play an annoying tone forever, so the last thing play_sound does is to add a TimeoutSource. This sets a timeout for stopping the sound; it waits for 200 milliseconds before calling a signal handler defined inline that stops and destroys the pipeline. It returns false to remove itself from the timeout, otherwise it would continue to be called every 200 ms.
We want to play the correct sound when the user clicks a button. For this, we flesh out the signal handler that we defined earlier, on_button_clicked. We could have connected every button to a different signal handler, but that would lead to a lot of code duplication. Instead, we can use the label of the button to figure out which button was clicked:
public void on_button_clicked (Gtk.Button sender) {
var label = sender.get_child () as Gtk.Label;
switch (label.get_label()) {
case "E":
play_sound (369.23);
break;
case "A":
play_sound (440);
break;
case "D":
play_sound (587.33);
break;
case "G":
play_sound (783.99);
break;
case "B":
play_sound (987.77);
break;
case "e":
play_sound (1318);
break;
default:
break;
}
}The Gtk.Button that was clicked is passed as an argument (sender) to on_button_clicked. We can get the label of that button by using get_child, and then get the text from that label using get_label.
The switch statement compares the label text to the notes that we can play, and play_sound is called with the frequency appropriate for that note. This plays the tone; we have a working guitar tuner!
All of the code should now be ready to go. Click Build ▸ Build Project to build everything again, and then Run ▸ Run to start the application.
If you haven't already done so, choose the Debug/src/guitar-tuner application in the dialog that appears. Finally, hit Run and enjoy!
If you run into problems with the tutorial, compare your code with this reference code.
To find out more about the Vala programming language you might want to check out the Vala Tutorial.
Here are some ideas for how you can extend this simple demonstration:
Have the program automatically cycle through the notes.
Make the program play recordings of real guitar strings being plucked.
To do this, you would need to set up a more complicated GStreamer pipeline which allows you to load and play back music files. You'll have to choose decoder and demuxer GStreamer elements based on the file format of your recorded sounds — MP3s use different elements to Ogg Vorbis files, for example.
You might need to connect the elements in more complicated ways too. This could involve using GStreamer concepts that we didn't cover in this tutorial, such as pads. You may also find the gst-inspect command useful.
Automatically analyze notes that the user plays.
You could connect a microphone and record sounds from it using an input source. Perhaps some form of spectrum analysis would allow you to figure out what notes are being played?
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