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