Many self-timed audio voices and many self-timed visual agents are the same concurrent-agents structure expressed in two domains
Imperative-audio engines realize polymeter, polyrhythm, and counter-melody as many independent, self-timed voices running concurrently on their own clocks (voice-concurrency). A visual particle system or flocking sketch is the same structure on the visual side: many independent per-element agents, each carrying its own state and update rule, advected together into one image (particle-system). Both are the ‘many concurrent, self-timed agents’ pattern — a genuine cross-domain analogy, though a weaker one than the feedback or envelope/physics twins because the coupling is structural rather than parametric. In the current rig it is off-rig (P5LIVE is not wired to Strudel’s analyser); it is recorded as a concept-id cross-reference, not a rig coupling.
Examples
ChucK spawning many spork ~ voice() shreds ≙ P5LIVE running an array of boids, each a p5.Vector agent with its own steering rule — both are independent agents interleaved into one output stream (audio mix / rendered frame).
Assessment
Explain the structural analogy between audio voice-concurrency and visual particle-system. Why is this a weaker AV bridge than the feedback-loop / feedback-trail analogy, and why can it not be realized as a coupling in the current Strudel+Hydra rig?