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Module audio

Module audio 

Source
Expand description

Mathematical audio — the same functions that drive visuals also drive sound.

A MathAudioSource maps a MathFunction’s output to audio frequency and amplitude. The visual and auditory are the same computation viewed through different senses.

Modules§

effects
Audio effects and processing: gain, dynamics, EQ, reverb, delay, modulation, distortion, pitch, and effect chain management.
graph
Audio Processing Graph for Proof Engine.
math_source
Math-driven audio sources — the same MathFunctions that drive glyphs also drive sound.
mixer
Spatial audio mixer — buses, ducking, reverb send, stereo panning, distance attenuation.
music_engine
Procedural music engine — generates MathAudioSources in real time.
output
cpal audio output — device enumeration, stream creation, math-driven synthesis.
spatial
Spatial audio — position-based stereo panning, distance attenuation, and per-room reverb.
synth
DSP synthesis — oscillators, biquad filters, LFOs, FM synthesis, and effects chain.
synthesis
Audio synthesis: oscillators, envelopes, LFOs, filters, mod-matrix, voices, polyphony, arpeggiator, step sequencer, drum machine, and synth patches.

Structs§

AudioEngine
The audio engine — spawns a cpal synthesis thread and accepts events.

Enums§

AudioEvent
An audio event dispatched from game logic to the audio engine.
MusicVibe
Named music vibes for CHAOS RPG compatibility.