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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 2,761–2,820 of 5,034 · page 47 / 84

Sample locks switch which sample plays on a specific sequencer step
Concept L2 First instrument EC
Sampled breaks are made musical by pitching/time-stretching and re-ordering their component hits
Procedure L2 First instrument CA
Samplers can map multiple sounds to MIDI notes in contiguous (melodic) or interleaved (drum-pad) layouts
Concept L2 First instrument CN
Sampling an image's pixels and sorting the resulting colours by hue, saturation, or brightness extracts its palette
Procedure L2 First instrument H
Sampling from a digital ROM synthesizer may be illegal because the ROM samples themselves are copyrighted
Concept L2 First instrument CB
Sampling is wavetable synthesis with the stored period extended to a full recorded note rather than one cycle
Concept L2 First instrument BC
Sardine Players (Pa–PZ) are the core scheduling unit: each holds a looping pattern that runs against the global clock
Concept L2 First instrument F
Sardine turns Python into a time-aware live coding instrument by making function evaluation immediate and hot-reloadable
Concept L2 First instrument F
Sardine's live coding relies on a REPL: evaluate-and-update any code while the scheduler keeps running
Procedure L2 First instrument F
saveFrame() exports sequential still images that can be assembled into video
Procedure L2 First instrument H
SC server executes synth nodes top-to-bottom in the Node Tree; source synths must precede effect synths or no audio flows
Concept L2 First instrument FBN
Scale identification by ear trains naming a scale from its characteristic sound without analysing its intervals
Concept L2 First instrument A
scale() interprets n() numbers as degrees within a named musical scale
Concept L2 First instrument FA
SDF boolean subtraction uses max(distance, -cutter) to carve one shape out of another
Concept L2 First instrument G
SDF union, intersection, and subtraction combine primitive shapes into complex ones
Concept L2 First instrument G
SDFs and immediate-mode drawing are two distinct shape paradigms: field-based vs path-based
Concept L2 First instrument LGH
Section-level visual intensity must be edited to match the music arrangement because no section signal crosses the AV bridge
Principle L2 First instrument JH
Semi-transparent marks accumulate in visual density where shapes overlap most
Principle L2 First instrument H
Sending set to a Group broadcasts the message to all contained Synths simultaneously
Concept L2 First instrument BF
Sending several parts to one reverb return places them in a single shared acoustic space
Concept L2 First instrument DO
Sensory dissonance is the roughness caused by beating partials within the critical band
Concept L2 First instrument AB
Separating s (sample folder) and n (index) in Tidal enables independent patterning of name and index
Procedure L2 First instrument F
Session View enables nonlinear clip-based performance by launching clips in any order
Concept L2 First instrument NF
Set the kick as the loudest reference and build every level relative to it, leaving master headroom, before reaching for EQ/compression
Procedure L2 First instrument DAF
Set up vocal compression by dialing threshold to even out words, starting near 4:1
Procedure L2 First instrument D
Setting a loop on a track's outro buys time to find and cue the next track
Procedure L2 First instrument M
Setting an arpeggiator's gate low turns held notes into a short-gated step-sequenced bassline
Procedure L2 First instrument BF
Setting doneAction:2 in an envelope automatically frees a Synth when the envelope finishes
Principle L2 First instrument FB
Setting LFO rise and fall curvature in cycle mode selects the output waveform shape
Concept L2 First instrument E
Setting makeup gain inside the compressor allows bypass toggling without a volume jump
Principle L2 First instrument D
Setting the loudest track to peak at -12 to -18 dBFS leaves the 20 dB of headroom needed for safe plug-in operation and mix bus summing
Procedure L2 First instrument D
Seventh chords add a 7th above the triad root; major sevenths (maj7) have 11 semitones, minor sevenths (7) have 10
Fact L2 First instrument A
Shadertoy and Three.js trace their origins directly to demoscene real-time graphics practice
Fact L2 First instrument OGH
Shadow rays use the same raymarching loop from the shading point toward the light to determine occlusion
Concept L2 First instrument G
Shaping envelope curvature (exponential / linear / logarithmic) changes the feel and function of a rise or fall stage
Concept L2 First instrument EB
Sharing mutable variables across Sonic Pi threads causes non-deterministic race conditions
Misconception L2 First instrument F
Shelving EQ affects all frequencies above (or below) a hinge point; peaking EQ affects a band around a center frequency
Concept L2 First instrument DN
Shelving EQ after FM distortion restores high-end lost from the tube amp and overdrive
Procedure L2 First instrument BD
Short decay/release and low sustain on a percussion sample give the abrupt 'clipped' snap of grime beats
Procedure L2 First instrument B
Short hi-hat envelope decays keep a busy drum pattern from becoming cluttered
Principle L2 First instrument AD
Short reverb or early-reflection ambience adds space while keeping a sound upfront
Procedure L2 First instrument D
Shorter grain duration produces wider spectral bandwidth
Principle L2 First instrument B
Showing concrete runtime values alongside abstract code eliminates the need to mentally simulate execution
Principle L2 First instrument FH
Shuffle is triplet-based (66.7% ratio) while swing is any timing offset that creates groove (52–70%)
Concept L2 First instrument A
Shuffle rhythm replaces straight eighth pairs with the first and third of a triplet, creating a swinging feel
Concept L2 First instrument AF
Sidechain compression from the kick is non-optional in dub techno — it lets the kick punch through dense ambient texture
Principle L2 First instrument D
Sidechain ducking routes a control signal to a dynamics processor to carve space for a competing track
Principle L2 First instrument D
Sidechain EQ makes a compressor respond only to sibilant frequencies
Procedure L2 First instrument D
Sidechain-pump has two roles: functional masking-avoidance between kick and bass, and aesthetic pump as a genre signature
Concept L2 First instrument DAF
Sidechaining a sustained sound to a muted kick creates rhythmic pumping without an audible drum
Concept L2 First instrument DF
Sidechaining synths to the kick and snare creates the pumping that lets drums cut through
Procedure L2 First instrument D
Sidechaining the bass to the kick ducks the bass on each kick hit, carving low-end space the two would otherwise mask
Procedure L2 First instrument DB
sin() and cos() convert angles to unit-circle coordinates, enabling circular motion and oscillation
Concept L2 First instrument H
Six oscillators from one 74C14 chip can be mixed with resistors to prevent shorts and create dense textures
Procedure L2 First instrument E
Six principles govern effective reverb and delay use: space, size, distance, timing, conspicuousness, and smoothness
Concept L2 First instrument D
Size reverb is deliberately audible and implies an instrument was recorded in a larger space than it actually was
Concept L2 First instrument D
Size-restricted intros (64K and 4K) force procedural generation over raw data storage
Concept L2 First instrument OHG
Slightly off-grid drum timing creates human groove that fully quantized patterns lack
Principle L2 First instrument AF
slow and fast scale a Tidal pattern's time by a factor, changing its speed without altering its structure
Procedure L2 First instrument F
Slow in and slow out — more frames near key poses and fewer in the middle — creates natural easing
Concept L2 First instrument LH