# Sonic Pi-brugerfladen

Sonic Pi har en meget simpel brugerflade til at kode musik. Lad os tage et kig på det.

A - Afspilning B - Styring af kodefelt C - Information og hjælp D - Kodefeltet E - Indstillinger F - Logfremviser G - Hjælpesystem H - Oscilloskop I - Cue Viewer

## A. Afspilning

Disse lyserøde knapper bruger du til at starte og stoppe lydene. Der er Kør-knappen til at køre koden i kodefeltet, Stop til at stoppe al kørende kode, Gem til at gemme koden til en ekstern fil og Optag til at lave en optagelse (en WAV-fil) af den lyd der bliver afspillet.

## B. Styring af kodefelt

Disse orange knapper giver mulighed for at ændre kodefeltet. Str. +- og Str. --knapperne giver dig mulighed for at gøre teksten større og mindre.

## C. Information og hjælp

Disse blå knapper giver adgang til information, hjælp og indstillinger. Info-knappen vil åbne informationsvinduet som giver information om selve Sonic Pi - kerne-udviklerholdet, historien, bidragsydere og fællesskabet. Hjælp-knappen viser og skjuler hjælpesystemet (G), og Indst.-knappen viser og skjuler indstillingsvinduet som giver mulighed for at styre nogle grundlæggende systemindstillinger.

## D. Kodefelt

This is the area where you’ll write your code and compose/perform music. It’s a simple text editor where you can write code, delete it, cut and paste, etc. Think of it like a very basic version of Word or Google Docs. The editor will automatically colour words based on their meaning in the code. This may seem strange at first, but you’ll soon find it very useful. For example, you’ll know something is a number because it is blue.

## E. Prefs Panel

Sonic Pi supports a number of tweakable preferences which can be accessed by toggling the prefs button in the Info and Help button set. This will toggle the visibility of the Prefs Panel which includes a number of options to be changed. Examples are forcing mono mode, inverting stereo, toggling log output verbosity and also a volume slider and audio selector on the Raspberry Pi.

## F. Log Viewer

When you run your code, information about what the program is doing will be displayed in the log viewer. By default, you’ll see a message for every sound you create with the exact time the sound was triggered. This is very useful for debugging your code and understanding what your code is doing.

## G. Help System

One of the most important parts of the Sonic Pi interface is the help system which appears at the bottom of the window. This can be toggled on and off by clicking on the blue Help button. The help system contains help and information about all aspects of Sonic Pi including this tutorial, a list of available synths, samples, examples, FX and a full list of all the functions Sonic Pi provides for coding music.

## H. Scope Viewer

The scope viewer allows you to see the sound you’re hearing. You can easily see that the saw wave looks like a saw and that the basic beep is a curvey sine wave. You can also see the difference between loud and quiet sounds by the size of the lines. There are 3 scopes to play with - the default is a combined scope for the left and right channels, there is a stereo scope which draws a separate scope for each channel. Finally there is a Lissajous curve scope which will show the phase relationship between the left and right channels and allows you to draw pretty pictures with sound (https://en.wikipedia.org/wiki/Lissajous_curve).

## I. Cue Viewer

All internal and external events (called cues in Sonic Pi) are automatically logged in the Cue Viewer. For example, if you have a MIDI controller connected and press one of its buttons, you’ll see a new cue event in the Cue Viewer telling you the name of the controller and which button you pressed. Once you’ve mastered the basics of making and producing sounds, you’ll start to want to cue sounds or whole sections of sounds based on events such as these. A cue event is just an indication that something happened. For example, every time a live loop spins round, it sends a cue event out which is logged in the Cue Viewer. Also, external events such as MIDI messages from connected MIDI equipment and OSC messages from other programs or computers are also displayed in the Cue Viewer. It is also possible to directly generate cue events using the `cue` function. Anything that appears in the Cue Viewer can be used to trigger something happening. This is covered in more detail in Sections 10 to 12 of this tutorial.