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Just a crazy idea I had. Easy to say, but no idea how difficult to implement (&perfs):
run-time sound generation: (listenable for people having the shader).
sound real-time synthesis, via the alpha channel of he bottom line of Image or a chosen Buffer channel. Up to the user to produce this line. Buffer seems better since allows floats centered around zero, just as for the Sound Buffer).
735 pixel width is sufficient to store 1/60th sec of 44100 sample rate. The extra can be used for buffering. Variant: use more than 1 line if not enough (small image / more buffering ).
But this involve downloading a buffer at 60 fps in an asynchroneous environment and real-time feed a windowed sound buffer: no idea how doable.
The text was updated successfully, but these errors were encountered:
Just a crazy idea I had. Easy to say, but no idea how difficult to implement (&perfs):
run-time sound generation: (listenable for people having the shader).
sound real-time synthesis, via the alpha channel of he bottom line of Image or a chosen Buffer channel. Up to the user to produce this line. Buffer seems better since allows floats centered around zero, just as for the Sound Buffer).
735 pixel width is sufficient to store 1/60th sec of 44100 sample rate. The extra can be used for buffering. Variant: use more than 1 line if not enough (small image / more buffering ).
But this involve downloading a buffer at 60 fps in an asynchroneous environment and real-time feed a windowed sound buffer: no idea how doable.
The text was updated successfully, but these errors were encountered: