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fundsp #33
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Ok(Self { _stream: stream, custom_organ_hz, _frontend_net: frontend_net }) | ||
} | ||
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fn build_dsp_graph(custom_organ_hz: &Shared<f64>) -> (Net64, Net64Backend) { |
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Maybe it's just lack of experience with sound synthesis, but I'm a bit lost as to what this function does (especially since it uses that strange DSL reusing the shift operators and whatnot) so a couple comments would go a long way here.
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LGTM. This library looks a bit alien to me, but if it's the best out there let's use it.
I'm still playing around with this, but I have a basic proof-of-concept for generating sound and modifying it via atomic variables.
Next step will probably be to re-add the sound samples we had previously with the jukebox.
For playing multiple sound effects (in a potentially spammy manner), we could probably draw some inspiration from how video games do it: https://www.reddit.com/r/gamedev/comments/dq4k3q/how_do_you_handle_a_bunch_of_sound_effects/f60hlly/