Making Music with Shaders: Practical Additive GPU Audio Synthesis [pdf]
graffathon.fi
graffathon.fi
https://www.shadertoy.com/view/4ts3z2 which is a perfect example for ambient sound
https://www.shadertoy.com/view/ldfSW2 for an example of acid techno music
https://www.shadertoy.com/view/lsSXzD a doom "port" rendered in a single shader including music
Which is a perfect example for ambient sound [1]
For an example of acid techno music [2]
A doom "port" rendered in a single shader including music [3]
[1] https://www.shadertoy.com/view/4ts3z2
What makes a good slide deck for a presentation makes for terrible reading. Likewise, what makes for good reading makes for a terrible PowerPoint presentation.
But there are some technical issues. Older GPUs don't have full IEEE 754 floating point support, and compilers are optimised for graphics, not for audio, so you won't necessarily get the same output as you would from DSP code running on an x86.
If shader compilers included some audio-friendly tweaks and perhaps a standard audio API for co-processing, they could see a lot more use in music editing and synthesis.
So fair warning: if, like me, you already know the fundamentals of audio and synthesis (and it starts with "what's a sine" and "how does 440Hz map to a piano), but were interested in the shader part, there's not much here for you.