audiality2
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A realtime scripted modular audio engine for video games and musical applications.
With #152 done, we could add lots of nice, handy built-in waves without increasing the engine startup time and base memory footprint. Now that we have off-line rendering via the...
Add a structured "sequence" data type? A sequence would basically be a canned list of START and SEND messages, as if sent from a voice starting and controlling subvoices. The...
Can message handlers call functions, or otherwise sneak in timing instructions (such as 'd'), which supposed to be disallowed? If so, what actually happens? Could this break the voice VM...
(See also #305.) Very simple unit that simply presents a non-zero value in a readable register when any of the audio inputs is non-silent. The implementation could just "or" all...
Envelope detector unit. The most basic implementation would track the peak level of one or more audio inputs, and present that as a readable register. A more useful implementation would...
Add a noise generator where the 'p' register controls tilts the frequency spectrum of the noise. 0 would result in white noise, 1.0 would result in violet noise (+6 dB/oct),...
Looking at #299, it might actually make sense to keep noise generator support in 'wtosc', and maybe even expand on it. The next natural step after closing #299, making noise...
As pointed out in #151, the 'noise' wave puts 'wtosc' in a special noise generator mode, where the 'phase' register has no effect. 'wtosc' instances share a state global noise...
Additive synthesis implemented using actual oscillator banks. Though less efficient for high numbers of partials, this method has one major advantage over IFFT (see #296): It has no transient response...
One or more units - or possibly even a "class" of units, with a new port type (oscillator bank controls, or similar) - implementing massively additive synthesis via IFFT, based...