181 karma · joined January 22, 2017
https://susam.net/fxyt.html#XN128dXN128dpYN128dYN128dpsN4096...
smaller with dup :
https://susam.net/fxyt.html#XN128dDpYN128dDpsN4096lN255pC
circles pattern : https://susam.net/fxyt.html#XDpYDpsN8qN3riN255pC
PS: fun tool !
For free there is also Virtual ANS and https://www.fsynth.com on the more experimental side (conversion is done raw using additive synthesis, phase information is lost so sound quality is affected)
To stay in topic i have synthesized some nature sounds (birds, waters) myself using this synthesizer and a simple two oscillators FM setup with massive pitch modulations for each oscillators, you can hear it on :
https://youtu.be/25o4Ru8kbpE?t=1111
And FM squeaking doors : https://youtu.be/25o4Ru8kbpE?t=1404
So my guess is that some FM with pitch modulation and many oscillators may be the way to go.
Percussion can be synthesized with convincing results through resonant models (simple resonant filters with initial noise), this is called modal synthesis, you can find filters parameters for some real instruments here : http://www.csounds.com/manual/html/MiscModalFreq.html
However a single core memset (still RPI 3B) for this case is fast : 235 FPS
The point is to render graphics content in a consistent way across multiple CPU cores but still remain lightweight enough to be used with your own implementation, this might change but that was the initial goal.
The library initial focus was just to get multiple cores to work for graphics task...
Thank you!
I have done my own take at this since some times but vanilla only https://github.com/grz0zrg/wui where any of the dialog widget can be detached off the main window keeping the same content & state. A feature i never saw in any web apps but saw often on desktop apps, nice to see that some peoples think of this sort of thing with cleaner approach!
The synthesizer is available here : https://www.fsynth.com
Livecoded visuals/sounds is something i have been doing with a livecoding tool that i develop where a graphical canvas is actually both, the audio spectrum and the visuals, all driven by a single GLSL fragment shader : https://www.fsynth.com
There is also a live logarithmic scale spectrum of the output :) and many other fixes.