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§
- Audio
Engine - The audio engine — spawns a cpal synthesis thread and accepts events.
Enums§
- Audio
Event - An audio event dispatched from game logic to the audio engine.
- Music
Vibe - Named music vibes for CHAOS RPG compatibility.