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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 4,261–4,320 of 5,034 · page 72 / 84

Separating image generation and display into different OS processes prevents Python's GIL from throttling GPU throughput
Concept L3 Craft K
Separating treemap layout calculation from rendering makes the algorithm reusable across any graphics library
Principle L3 Craft H
ServerBoot and ServerTree callbacks ensure SynthDefs and resources load in the correct order after server boot
Concept L3 Craft F
Setting a DX7 operator to 1 Hz creates a sub-audio carrier that produces cyclic amplitude beating
Concept L3 Craft B
Setting filter resonance at the edge of self-oscillation creates a dynamically expressive patch
Concept L3 Craft B
Sgubhu, a gqom variant, differentiates itself from standard gqom by using a consistent four-on-the-floor kick
Fact L3 Craft AO
Shadertoy fragment shaders run in three.js on a fullscreen quad by mapping iTime and iResolution uniforms into the render loop
Procedure L3 Craft HG
Shaper applies a waveshaping transfer function stored in a wavetable buffer to an audio signal
Concept L3 Craft B
Short looped fragments of any audio reveal implied rhythms through pattern-finding perception
Concept L3 Craft AF
Sidechain compression keyed to the kick creates progressive house's signature pumping bassline effect
Procedure L3 Craft OD
Sidechain-ducking mid-range instruments under the vocal clears space when the vocal is present
Procedure L3 Craft D
Sidechaining the reverb send to the lead ducks the reverb during melody notes, keeping clarity while preserving space in pauses
Procedure L3 Craft BD
Sidechaining voices to the kick ducks them on each hit, producing techno's pumping groove
Concept L3 Craft ED
Signal.sineFill creates additive synthesis wavetables by specifying partials as an amplitude array
Procedure L3 Craft B
Silence and noise are compositional materials as fundamental as pitched sounds
Concept L3 Craft AB
Silence and restraint in a well-grooved set are active arrangement choices, not absence of ideas
Principle L3 Craft FM
Simple FM extends into a family of richer techniques via feedback, multiple operators, and modulated parameters
Concept L3 Craft B
Simultaneous contrast can be neutralized by adding the missing complementary explicitly, or by introducing light-dark contrast between the hues
Procedure L3 Craft LGH
Simultaneously triggering an instrument with loops of different lengths creates a self-evolving composite pattern
Concept L3 Craft AF
Single-encoder interfaces trade immediacy for preset recall accuracy by eliminating pot-position mismatch
Principle L3 Craft EN
Six FM operators let a voice split its spectrum into three independently-enveloped bands
Concept L3 Craft B
Sketching many parts broadly before refining any one of them preserves fragile idea-generation momentum
Principle L3 Craft A
Sky specular is computed by reflecting the view ray and checking if the reflection hits the sky
Concept L3 Craft G
Sleep music is an ultra-long, low-arousal ambient form built to accompany a full night's rest
Concept L3 Craft AO
Slight pitch offset between two identical synth voices creates beating and perceptual thickness
Concept L3 Craft FB
Slow coding is a live coding variant where extended periods of silence or stasis are made compositionally meaningful through visible anticipation
Concept L3 Craft FA
Smooth voice leading keeps each chord voice moving by the smallest interval possible between successive chords
Principle L3 Craft A
Soft saturation limits a too-hot signal more musically than hard clipping and leaves it recoverable downstream
Principle L3 Craft BE
Software emulation of hardware instruments adds representational layers that distance the user from the original circuitry
Concept L3 Craft OB
Solid drawing treats forms as three-dimensional objects with volume and weight
Principle L3 Craft LH
Some quality checks are permanently not-possible on this rig because the 4-bin FFT cannot supply the required feature
Fact L3 Craft FMJ
Song mode arranges patterns into a linear sequence with per-row tempo and mute settings
Concept L3 Craft E
Sonic Pi _slide: opts cause synth parameters to glide smoothly between values over time
Procedure L3 Craft F
Sonic Pi auto-inserts incoming MIDI events into Time State, enabling sync and get on them
Procedure L3 Craft F
Sonic Pi filters sample packs by substring, regex, or symbol before selecting by index
Procedure L3 Craft F
Sonic Pi listens on port 4560 for OSC messages and routes them into Time State automatically
Procedure L3 Craft F
Sonic Pi sends MIDI messages in sync with music via midi, midi_note_on, and related functions
Procedure L3 Craft F
Sonic Pi's :tb303 synth emulates the Roland TB-303 with a dedicated cutoff envelope and resonance
Concept L3 Craft FB
Sonic Pi's randomness is deterministic so a 'random' pattern you like can be reproduced and performed
Principle L3 Craft FN
Sonic Pi's Time State (get/set) provides deterministic shared state across live_loops
Concept L3 Craft F
Sonic Pi's Time State paths support OSC-style wildcard pattern matching for sync and get
Concept L3 Craft F
Sonification maps non-audio data to sound parameters to convey information through the ear in SuperCollider
Concept L3 Craft FJ
Sound design can be guided by felt, tactile, and emotional qualities alongside technical parameters
Concept L3 Craft BM
Sound motion is organized as simple, complex, and compound processes that evolve spectrum, space, or both
Concept L3 Craft BF
SOURCE presets are XML files where PRESET > SOUND > SOUND_SAMPLE hierarchy mirrors the sampler's class structure
Fact L3 Craft NC
Source presets store media state separately from VPT presets, so mapping and content recall independently
Concept L3 Craft I
SOURCE separates audio engine, sensor I/O, and API communication into three independent processes connected by OSC/WebSockets
Concept L3 Craft NC
Sparse, particle-based audio produces more event-legible visualisations than dense continuous music
Principle L3 Craft BH
Speech reinforcement needs 70–80 dBA; music reinforcement requires 85–100 dBA with 10–20 dB headroom
Fact L3 Craft NM
Speeding up a loop to resample it then returning to the original tempo adds authentic grit
Procedure L3 Craft CN
Spherical UV coordinates map latitude/longitude angles to texture image coordinates for sphere texturing
Procedure L3 Craft G
Splitting a bass into high and low bands and sending only the highs to a delay keeps the low end clean while adding space
Procedure L3 Craft ED
Splitting incoming audio into named bands lets a VJ hook each band to a different visual parameter
Procedure L3 Craft JI
Splitting one bass MIDI into high, mid, and sub layers produces a fuller, more controllable low end
Procedure L3 Craft BD
Splitting RAVE encode and decode in nn~ lets performers process individual latent dimensions live
Procedure L3 Craft KM
Spotify cannot lift a quiet master to -14 LUFS if True Peak headroom is insufficient
Concept L3 Craft D
Spotify normalizes albums as a unit but normalizes individual tracks when shuffled or in playlists
Concept L3 Craft D
Spotify normalizes all tracks to -14 dB LUFS at playback using the ITU 1770 standard
Fact L3 Craft D
Spotify's True Peak ceiling for masters is -1 dBTP, tightening to -2 dBTP for masters hotter than -14 LUFS
Procedure L3 Craft D
SPREAD shapes the random-voltage probability distribution from a constant, through bell and uniform, to bimodal gates
Concept L3 Craft E