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 4,141–4,200 of 5,034 · page 70 / 84
Processing class inheritance lets subclasses extend and override their parent's behaviour
Processing communicates with hardware boards over USB serial to read sensors and send control signals
Processing parameters that work in the chorus may need automation to avoid problems in verses and breakdowns
Processing supports 3D via P3D and OPENGL renderers, specified as a third size() argument
Processing's blend() and filter() apply compositing modes and pixel filters to images
Processing's pixels[] array gives direct read-write access to every pixel of the display window
Producing music requires being genuinely inspired rather than replicating a past sound — forced genre consistency produces hollow work
Progressive house tracks follow an intro–verse–build-up–drop–breakdown–outro structure in 8-bar segments
Progressive house transitions use white noise sweeps, filter rises, pitch risers, and reverse effects to bridge sections
Providing a list of values to a Punctual shape distributes results across red, green, and blue channels
ProxySpace NodeProxies let you rewrite a running synthesis graph mid-performance with an automatic crossfade
ProxySpace turns the SuperCollider environment into a namespace of live-redefinable audio proxies
Pulsar synthesis independently controls fundamental frequency and formant frequency
Pure algorithmic generation tends toward uniformity unless counteracted by entropy variation, interactivity, or inherent structure
Pure Data is extended with community externals installed via the Deken package manager
pure() lifts a value into a pattern that emits it once per cycle
Purely tonal EQ (for subjective appeal rather than balance) can freely use boosts and analogue character
Pushing drums ahead of the beat drives energy; pulling behind relaxes the feel — set with track/channel delay
QLC+ exposes a web interface for headless remote control of the Virtual Console and Simple Desk over HTTP
QLC+ kiosk mode locks the UI to Virtual Console only, preventing editing during live operation
QLC+ maps MIDI beat clock start/stop and beat signals to special channels 530–531 for BPM-sync
QLC+ RGB Scripts are self-executing JavaScript objects implementing rgbMapStepCount and rgbMap functions
Quantization maps high-precision weights to lower-precision formats using a scaling factor to preserve dynamic range
Quantizing kick and snare hard while leaving hats loose gives metric stability with textural feel
Quarks extend SC's language with community-contributed classes; UGen plugins extend the audio server with new signal processors
Quasi-synchronous granular synthesis uses near-equal grain timing to produce amplitude modulation
Radiance is constant along a ray through empty space, making it the natural quantity for ray tracing
Radiance is the fundamental radiometric quantity for rendering because it is constant along rays in empty space
Raising an animation curve to a power of itself creates a non-linear 'stay down longer' contact simulation
Raising degradeBy over successive cycles thins a voice while preserving its timing grid
Raising per-surface occlusion to a power of the surface color simulates colorized secondary light bounces
Raising RAVE's discriminator update period fixes phase-2 instability when the discriminator is too strong
Ramping brightness down and blending toward a solid empties the canvas gracefully instead of a hard hush cut
randcat plays patterns from a list in random order; wrandcat adds probability weights to the selection
Randomisation tools require active curation — the producer remains responsible for every moment of the output
Randomising grain parameters between bounded min and max values produces animated granular textures
randrun emits a shuffled run of the integers below n, one distinct value per step
RAVE architecture configs trade reconstruction quality, GPU memory, and control modality
RAVE can be exported to ONNX format for deployment in environments that do not support TorchScript
RAVE ramps the KL regularization weight over a warmup schedule to avoid posterior collapse
RAVE trains in two sequential phases: reconstruction first, adversarial refinement second
RAVE uses Pseudo Quadrature Mirror Filters to split audio into sub-bands before encoding
RAVE v3 uses Adaptive Instance Normalization to transfer timbre from one audio stream to another
RAVE's causal convolution mode lowers latency at the cost of quality by removing future context
RAVE's discrete mode quantizes latent vectors using Residual Vector Quantization
RAVE's exported latent size is chosen by a fidelity threshold on the PCA explained-variance curve
RAVE's phase 1 length is a fixed step count, not a quality-based stopping criterion
RAVE's temporal receptive field sets the minimum audio context and chunk length it can process
RAVE's variational encoder reparametrizes latent samples using the mean and log-variance trick
Raw modular output requires EQ, limiting, and compression to be mix-ready, just as any digital production chain would
Ray differentials estimate how much of a pixel's footprint overlaps SDF geometry to produce smooth antialiased edges
Raymarching surface normals are estimated by sampling the SDF gradient at nearby points
Reacting to the crowd in real time — rather than following a pre-selected playlist — produces better dancefloor outcomes
Reading crowd composition — gender ratio, age, energy — shapes the entire arc of a DJ set
Reading crowd signals and adjusting song selection in real time is a core live DJ skill
Real-time ray tracing is limited to ~1 ray per pixel; denoising reconstructs a clean image from noisy 1-sample results
Realistic flocking simulation requires only three local rules: separation, alignment, cohesion
Rebalancing premixed loops/samples relies on editing, phase-cancellation and selective processing
Recombinant plagiarism treats finished works as raw material, starting where others stopped without hiding the sources
Recomposition discards most of an existing work then phases and loops the retained fragments into a new piece