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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.

Showing 2,161–2,220 of 5,034 · page 37 / 84

Hard Light and Overlay are commuted versions of the same formula: Hard Light treats the blend layer as Overlay treats the base layer
Concept L2 First instrument IGH
Hard NRG blends offbeat bass patterns from Hi-NRG over darker anthemic trance beats
Concept L2 First instrument OA
Hard sync resets a slave oscillator's phase every master cycle, locking its pitch and generating bright harmonics
Concept L2 First instrument BE
Hard-coding the kick/bass/backbeat while making ornaments probabilistic gives a pattern both stability and life
Principle L2 First instrument AF
Hardstyle melodies prioritize uplift through major scales and simplicity through minimal notes
Principle L2 First instrument AB
Hardstyle's 'reverse bass' is a distorted offbeat bass that alternates with the kick in call-and-response
Concept L2 First instrument BO
Hardstyle's defining kick has a pitched, distorted long tail produced through EQ, distortion, and layering
Concept L2 First instrument BO
Hardstyle's production techniques spread outward into big room house, frenchcore and happy hardcore
Fact L2 First instrument OB
Hardware modules like Stoicheia make Euclidean rhythm distribution tangible and patchable as a form of live coding
Concept L2 First instrument EF
Harmonic dictation trains the ear to identify a chord progression and notate its outer voices
Concept L2 First instrument A
Harmonic synthesizers must zero out partials above the Nyquist frequency to prevent aliasing
Principle L2 First instrument KB
Harmonious dyads, triads, tetrads, and hexads can be constructed by inscribing geometric figures in the 12-hue color circle
Concept L2 First instrument LGH
Harsh noise emerged in the early 1980s from the Japanoise scene and European power electronics
Fact L2 First instrument O
Harsh noise wall (HNW) sustains a single monolithic block of distorted static with no development
Concept L2 First instrument OB
Hearing Ron Hardy in Chicago gave May a goal: make music worth playing, not music that sounds like anything
Fact L2 First instrument OM
Hegarty argues noise music only becomes a genre proper with 1990s Japanese noise
Principle L2 First instrument O
Hi-hats on every offbeat define the garage rhythmic framework
Fact L2 First instrument A
High tech soul names Detroit techno's core identity: Black electronic music with soul
Fact L2 First instrument OB
High-density mineral-fiber bass traps placed at room boundaries absorb low-frequency room modes
Concept L2 First instrument D
High-pass filtering below ~40 Hz removes inaudible subsonic content that makes bass sound flabby
Procedure L2 First instrument BD
High-passing the reverb return clears low-frequency mud without losing the blend or spatial effect
Procedure L2 First instrument D
Hip-hop head-nod comes from heavy swing (30–50%) plus a slightly late, laid-back snare
Principle L2 First instrument A
Hip-hop lo-fi texture comes from vinyl crackle, tape saturation, and bitcrushing — not from reverb wash
Concept L2 First instrument BA
Hip-hop places the kick before or after beat 1 of bar 2 instead of on it
Concept L2 First instrument AC
Honour the rough mix as intent but bring your own craft rather than copying it
Principle L2 First instrument D
Hood created acid-style lines using a Roland Juno 106 rather than a TB-303, demonstrating tool-agnosticism
Principle L2 First instrument BO
House drum tracks layer a sampled loop with individual synthesized drum hits to combine groove and punch
Procedure L2 First instrument BC
House drumming centers on a four-on-the-floor kick inherited from disco
Concept L2 First instrument A
House is the most harmonic four-on-the-floor genre, with 7th/9th chord-stabs as its hook
Concept L2 First instrument AF
HTP (Highest Takes Precedence) sends the highest channel value when multiple sources compete
Concept L2 First instrument I
Hue/Saturation/Color/Luminosity blend modes swap perceptual dimensions between layers rather than mixing channel values
Concept L2 First instrument IGH
Human skin conducts electricity and can serve as a variable resistor inside a circuit
Concept L2 First instrument E
Humanization randomizes timing and velocity, distinct from swing's systematic long-short pattern
Concept L2 First instrument A
Humanizing MIDI drums means subtle off-grid timing and narrow velocity variation — controlled imperfection, not randomness
Procedure L2 First instrument AC
Hydra accepts a function in place of any numeric parameter, evaluated every frame
Concept L2 First instrument H
Hydra blend operations are per-pixel arithmetic on R, G, B values, not layer compositing
Concept L2 First instrument HG
Hydra can embed multiple sources inline in one chain instead of routing each to a separate output
Concept L2 First instrument H
Hydra can use another browser tab or window as a live video source, then process it like any signal
Concept L2 First instrument H
Hydra color transforms multiply, shift, or key the RGBA channels of a texture
Concept L2 First instrument H
Hydra geometry transforms reposition, scale, or tile a texture without changing its colors
Concept L2 First instrument H
Hydra is a browser-based live coding environment for visual synthesis, enabling collaborative networked visual performance
Fact L2 First instrument FHJ
Hydra models WebRTC browser streams as patchable modules, enabling live routing of video between remote peers
Concept L2 First instrument HJ
Hydra processes a webcam by initialising it into s0 and using it inside src()
Procedure L2 First instrument H
Hydra reads only the browser's default microphone input, not desktop audio; DAW output requires virtual audio routing
Fact L2 First instrument JH
Hydra shares sketches as links that reopen the editable code, building a traceable remix lineage
Concept L2 First instrument HP
Hydra sources inside Estuary are chained with dot-notation and sent to outputs with .out()
Procedure L2 First instrument H
Hydra visuals are built by chaining functions, and the order of the chain changes the output
Procedure L2 First instrument H
Hydra's `a` object exposes real-time FFT bins so any parameter can be driven by an audio frequency band
Procedure L2 First instrument HJ
Hydra's a.fft array holds per-bin amplitude values produced by FFT analysis of the microphone input
Concept L2 First instrument JH
Hydra's a.onBeat() callback fires whenever a.vol crosses a configurable threshold
Concept L2 First instrument JH
Hydra's a.setSmooth sets smoothing for all bands globally — to smooth one target differently, write a per-value lerp in the thunk
Fact L2 First instrument HJ
Hydra's blend family composites two sources by arithmetic on their pixel colors
Concept L2 First instrument HJ
Hydra's modulate() uses one texture's red/green channels as coordinate offsets to warp another
Concept L2 First instrument HG
Hydra's six built-in source functions each generate a distinct base texture type
Concept L2 First instrument H
Hydra's speed global scales the global time variable that drives parameter animation
Fact L2 First instrument H
Hypercompression flat-lines the waveform to chase loudness, destroying dynamics irreversibly
Concept L2 First instrument D
I/O vector size in Max/MSP sets the tradeoff between audio latency and CPU efficiency
Concept L2 First instrument JB
Immediate-mode 2D canvas redraws the whole frame each tick from explicit vector calls while retaining program state between frames
Concept L2 First instrument LH
Immediate-mode canvas treats text as a first-class visual element and can convert glyph outlines to point clouds
Concept L2 First instrument LH
Impulses fuse into a continuous tone at about 20 impulses per second
Principle L2 First instrument B