Like Western electronic music written after 1960, for example. :)
(And electronic music is, like, basically all we have today.)
3,240 karma · joined June 14, 2019
Like Western electronic music written after 1960, for example. :)
(And electronic music is, like, basically all we have today.)
Not really. Transpilers have existed since forever.
The hard part is all the edge cases. (And LLMs don't solve this problem; they probably akshually exacerbate it.)
Much of math is just boring routine work.
Yes, this "structure" is but the weights of the glorified logistic regression that's describing an extremely simple statistical process.
99.9% of the stuff on the music distribution systems we have now is lossily compressed with perceptual coding. That introduces a shitload more artifacts than any analogue wobble.
(I wonder if people 50 years from now will have special algorithms to introduce that coveted "authentic mp3 artifact vibe of the vintage 2010's".)
Oh boy. Lmao.
a) LLMs don't think. They predict a most probable sequence of language tokens. Huge difference there.
b) Whatever LLMs do doesn't model human behavior whatsoever. LLMs are basically very fancy logistic regressors. I.e., it's a mathematical abstraction first and foremost.
(I.e., Yubikeys and other USB sticks.)
It works fine and it a no-brainer to use.
The problems start when vendors start trying to shoehorn their shitty cloud auth services into WebAuthn.
My Qwen GGUFs are still here.
Not even "native ads" embedded in LLM output can offset the difference.
It's not something that exists simply because software developers had free time to waste.
There's no point in trying to make an analogue synth that mimics the percussive nature of piano.
Synths are much closer to woodwinds.
"Polyphonic analogue synth" means several independent envelope generators and VCFs.
Doing this is pointless -- it increases your synth's costs by orders of magnitude and provides no musical benefit whatsoever except make it slightly easier for piano players with no synthesizer experience to play it.
> The growth of cheap analogue synths
Yes, but literally none of them are doing analogue polyphony. The entire idea is just massively stupid and makes no sense in the 21st century.
Like whenever someone gets caught in a compromising situation they say they "were hacked", as if saying that means anything.
Nah, there's physical limits of the needle-in-a-groove medium that prevent this.
> or release the uncompressed masters digitally.
Technically yes, but nobody is gonna do this and risk not "standing out".
> who can afford high-end equipment
The average vinyl record player nowadays costs less than $150. The market is absolutely flooded with low-end Chinese turntables.
When a modern person listens to vinyl records for the first time, the immediate reaction is "how the hell do I make this louder so it pops out more".
And the answer is that you can't, the medium just doesn't work like that.
Clearly the art isn't the driver of this market niche.
That's exactly the problem that makes digital unsuitable.
Theoretically digital can reproduce sound faithfully, but if the medium allows sound engineers to compress the hell out of music, then they will abuse the opportunity.
Vinyl is a very limited format and you can't really do any sort of "creative" audio optimization bullshit with it.
No, the reasons for this are entirely technical.
Incorrect. The reasons why vinyl specifically is still relevant (as opposed to any other "retro" audio format) are technical.
Vinyl avoids compression issues by design. (Compression both in the computer science sense and in the audio engineering sense.)
If that were true, then vinyl sales wouldn't be growing.
This is a theoretical maximum in a specific USA-centric bubble.
Consoles (and gaming in general) is just not a thing for teenagers anymore.
Gaming is gonna go the way of the electric guitar. Remember when guitar was actually cool and not just a midlife crisis marker for tired middle aged men?
Yes, like I said - lifestyle item for gen-X and millennials who have money now.
> ...and kids absolutely still play on them
The vast majority is kids playing their parents' console.
If the market wasn't being driven by parents' demand then no modern kid would be asking to buy a console. (They can play Roblox and Brawl Stars on their iPhone/iPad.)
Console gaming is like 15% of all gaming world-wide, and GTA 6 is like a single-digit slice of that 15% slice.
Nobody under 20 knows what a "console" is even for, they play games on their iPhone almost exclusively.