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A realtime scripted modular audio engine for video games and musical applications.

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Any non-trivial instrument or sound effect tends to have a number of "tuning coefficients" that are used for tweaking. If it's desired to make these available for run-time tweaking, we...

feature

Currently, object properties are addressed using a single enumeration of integer names, covering the properties of all object types. We're sticking with the single enumeration/integer name idea, but we need...

enhancement

Implement a chorus effect! (A bank of modulated delays.)

unit

Autowiring is just a simple hack to avoid coding explicit wiring into every single program, even when it's just a matter of a simple chain or a straight bank of...

feature

We need mechanisms for handling reverb tails and the like! Detached voices terminate when all their subvoices have finished, ignoring tails of the local units, which is obviously not very...

feature

6 dB/octave state variable filters are very low cost, and still quite useful for tweaking the timbre a bit - like a very cheap EQ. It should have per-band gain...

unit

The structure of the fbdelay unit is a bit handicapped. Most importantly, it needs proper wet/dry balance control, because as it is, you can't really control the feedback amount without...

enhancement
feature
unit

Sometimes, it would be useful to modulate the lb/bp/hp gain controls of filter12 - but we can't really do that currently, as those registers do not support ramping, so there...

enhancement
question
unit

There's powf(), sin() and division going on in filter12 when changing the cutoff frequency. That's not very fast - and if we're going to run this on non-FPU hardware, it's...

enhancement
unit

http://libsound.io/ ĺibsoundio seems more lightweight and to the point for a pure audio engine - but does it support dlopen()ing API libs? If not, that will have to be added...

question
feature