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Atoms

5,034 knowledge atoms — one concept each, the smallest teachable units. To find something specific, use search or browse by domain, level or type.

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glslViewer's `u_mouse` is in pixels, not 0..1 — normalize by `u_resolution` before use
Misconception L1 Foundations G
Goa trance parties have a definitive visual identity using fluorescent paint, psychedelic tapestries, and spiritual iconography
Fact L1 Foundations OI
Goa trance traditionally uses vocal samples referencing psychedelia, cosmic science, and spirituality rather than sung lyrics
Fact L1 Foundations OC
Goa trance uses one long steadily-building arc, not a drop, to induce collective trance
Concept L1 Foundations AO
Goa trance's signature squelchy sound is a sawtooth wave through a resonant band-pass or high-pass filter
Concept L1 Foundations OB
Golden-age hip-hop records (1986–1993) assembled dozens of samples per track in ways that are legally impossible to clear today
Concept L1 Foundations CO
Goldie elevated DnB from underground rave music to a respected art form through artistic ambition
Fact L1 Foundations O
GPU shaders run massively in parallel — individual invocations cannot communicate with or observe each other within a pass
Concept L1 Foundations G
GPUs work exclusively with triangles, lines, and points — all geometry must be decomposed into triangles before drawing
Concept L1 Foundations G
Granular synthesis builds textures from clouds of short enveloped sound grains
Concept L1 Foundations BF
Grime and dubstep shared tempo and geography but diverged on MC culture, beat density, and synth aesthetics
Concept L1 Foundations O
Grime applied the same self-reliant hustle logic as the informal economy to cultural production, achieving distribution without industry gatekeepers
Concept L1 Foundations OP
Grime artists distributed music through sell-or-return white-label vinyl at independent record shops before any digital distribution infrastructure existed
Fact L1 Foundations OP
Grime emerged from jungle/drum-and-bass by slowing the tempo to 140 BPM and creating space for MC delivery over darker bass-driven instrumentals
Concept L1 Foundations OA
Grime producers sample chiptune and video game sounds because these textures were already embedded in East London everyday life
Concept L1 Foundations BC
Grime's 8-bar loop format switches beats every eight bars, giving MCs a different rhythmic foundation each cycle
Concept L1 Foundations AO
Grime's canonical 140 BPM tempo originated partly because FL Studio's default tempo is 140 BPM
Fact L1 Foundations AN
Grime's drum texture layers a slow half-time skeleton under fast 2-step hi-hats at 140 BPM, generating tension between perceived speeds
Concept L1 Foundations AB
Grime's signature proto-sound featured staccato strings, eski bleeps, and square wave bass — hallmarks shared with video game music
Concept L1 Foundations BO
Grime's stripped-back, distorted, bass-heavy sound emerged directly from the emotional reality of gang violence and police suppression of the garage scene
Concept L1 Foundations OA
Groove (the pocket) lives in the micro-timing variations between mechanically perfect beats
Concept L1 Foundations A
Guitar feedback is a self-sustaining tone that lets rock musicians generate drones without a bow or wind
Concept L1 Foundations BO
Hand-coding world knowledge in formal rules failed, motivating machine learning from data
Principle L1 Foundations K
Happy hardcore is defined by sped-up breakbeats running alongside a four-on-the-floor kick, distinguishing it from gabber
Concept L1 Foundations OA
Hard dance is an umbrella term for fast 4/4 genres that are less harsh and often slower than hardcore
Concept L1 Foundations O
Hard NRG is a darker, faster variant of UK hard house that swaps uplifting energy for ominous aggression
Concept L1 Foundations O
Hardcore techno evolved from industrial music and EBM via Belgian new beat and acid house
Fact L1 Foundations O
Hardcore techno is defined by a 160–200 BPM tempo and a distorted, saturated kick
Concept L1 Foundations OAB
Hardcore techno's subgenres are differentiated mainly by tempo range, mood, and regional origin
Concept L1 Foundations O
Hardstyle emerged in the late 1990s from the Netherlands, Belgium and Italy, out of hard trance and hardcore
Fact L1 Foundations O
Hardstyle is defined by 140–150 BPM tempo, a distorted and pitched kick drum, and euphoric supersaw leads
Concept L1 Foundations OB
Hardstyle's tempo rose from about 140 BPM in the early 2000s to roughly 150-160 BPM in modern material
Fact L1 Foundations OA
Hardware cost and internet access are the first barrier to live coding, unevenly by region and income
Concept L1 Foundations PF
Hardware hacking reframes consumer electronics as performable instruments, with the body part of the circuit
Concept L1 Foundations E
Harmonics are the standing waves at integer multiples of a fundamental frequency
Concept L1 Foundations B
Harsh noise originated in 1980s Japan through the Japanoise scene, growing from the Kansai no wave movement
Concept L1 Foundations O
Harsh noise rejects melody, rhythm, and harmony in favor of distortion, feedback, and dense static
Concept L1 Foundations OB
Headphones expose translation and low-level faults that room-bound speakers hide
Concept L1 Foundations D
Heartless Crew moved the MC front-and-centre in UK garage, a shift the established scene resisted but which became the structural basis of Grime
Concept L1 Foundations OA
High-pass filtering non-bass tracks removes low-frequency energy that only muddies the mix
Procedure L1 Foundations D
Hip house fused four-on-the-floor house beats with hip-hop flows in the late 1980s
Concept L1 Foundations O
Hip-hop producers mine two-bar drum breaks from funk and soul records as foundational rhythmic loops
Concept L1 Foundations CA
Historic regional mixing styles (New York, LA, London, Nashville) reflect different philosophies toward compression, effects, and arrangement
Concept L1 Foundations DO
Home tape dubbing is an early form of active, compositional listening
Concept L1 Foundations CO
House (Chicago), techno (Detroit), and garage (New York) emerged in parallel as three related early-1980s US dance scenes
Fact L1 Foundations O
House music found early acceptance in Northern England because Northern Soul fans already had a culture of uptempo four-to-the-floor Black American dance music
Concept L1 Foundations O
House music synthesised Black American post-disco and European EBM/electro in a transatlantic dialogue
Concept L1 Foundations O
House music was a low-budget recreation of disco using drum machines and synthesisers instead of orchestras and live bands
Concept L1 Foundations OB
House music was invented in Chicago by Black DJs and musicians, not in London or Europe
Fact L1 Foundations O
House's characteristic sound emerged when Chicago DJs added drum machines to compensate for scarce records
Concept L1 Foundations OB
HSB describes color as hue, saturation, and brightness for intuitive, intentional variation
Concept L1 Foundations LG
Human hearing peaks in sensitivity at 3–4 kHz due to ear canal resonance
Fact L1 Foundations BD
Human trichromacy means any color sensation can be described by three numbers
Fact L1 Foundations L
Hydra buffer objects (`s0`, `o0`) are not chainable sources — they must be wrapped in `src(...)`
Fact L1 Foundations H
Hydra can use webcams, screen capture, video files, and images as source buffers alongside generated visuals
Procedure L1 Foundations HJ
Hydra feedback with `src(o0)` blows out to white if the fed-back signal is added or scaled ≥ 1
Principle L1 Foundations H
Hydra FFT bins stay at 0 until a Strudel pattern is tagged `.analyze('hydra')`
Fact L1 Foundations HJ
Hydra functions fall into five categories: source, geometry, color, blending, and modulation
Fact L1 Foundations H
Hydra has four independent output buffers (o0–o3) that render separately and can be cross-mixed
Concept L1 Foundations HJ
Hydra models analog video synthesis: each function is a box that generates or transforms a signal
Concept L1 Foundations HG