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Show HN: An algorithmic audio landscape

ambient.garden

21–30 of 42 posts

Re: Show HN: An algorithmic audio landscape

#21
post #16

Extremely impressive and really inspiring. I'm actually working on something similar but in Unity3D. Would love to get your feedback. It's way more hand crafted and curated compared to yours but I'd like to explore generative aspects like you have. The garden sounds really organic, very similar feeling to Deep Listening by sound artist Pauline Oliveros.

Sure, my email is on my website which is in my profile. I will gladly check out other project/works-in-progress in this genre.

Re: Show HN: An algorithmic audio landscape

#22
post #12

I do not hear any music on an iphone 15. Tried Firefox and Safari.

i didn't get music with Firefox on Windows either. Will keep trying though.

Edit: Oddly, if i open and close uBlockOrigin (nothing listed as blocked) then the animation will proceed frame by frame. One frame for open, one frame for close. Dropped an issue for you on your github.

Re: Show HN: An algorithmic audio landscape

#23
I also like the impressionist art style, never saw something like that before. But it runs with very low frame rates even on a Snapdragon 8+ Gen 1, which has a fairly beefy GPU for a phone. It performs a bit better in Firefox than in Chrome on Android 14.

Re: Show HN: An algorithmic audio landscape

#24
post #23

I also like the impressionist art style, never saw something like that before. But it runs with very low frame rates even on a Snapdragon 8+ Gen 1, which has a fairly beefy GPU for a phone. It performs a bit better in Firefox than in Chrome on Android 14.

Yeah, I'm not sure beefiness is the actual problem, I tested it on a phone with a Snapdragon 855, which is supposed to be slower than yours in every respect, and it ran smoothly enough. I guess that's why real gamedevs spend a lot on device testing.

Re: Show HN: An algorithmic audio landscape

#25
What's the copyright license on the files?

That aside, changing instrument loops at timestamps is an interesting method of making music compared to "the usual" method of having an instrument play a pitch for this long, play another pitch for that long, pause for this long.

Re: Show HN: An algorithmic audio landscape

#26

What's the copyright license on the files? That aside, changing instrument loops at timestamps is an interesting method of making music compared to "the usual" method of having an instrument play a pitch for this long, play another pitch for that long, pause for this long.

It's an interesting question. The original website actually ran the music generation code straight in the browser with no samples used at all, but it was a bit CPU-intensive. You can still access that version at https://ambient.garden/edit So my first question would be, if someone records the output of that version, how does licensing work on that recording? Their browser is generating the audio.

The current main version plays the same sounds, but pre-rendered, using cross-faded loops like you're describing. I considered the audio files to be purely an optimization, so I didn't consider licensing on those. So if the code is MIT-licensed and generates the audio, what's the license on the audio? The repository doesn't contain audio files, but code that generates them. Can I add a license for those non-existing files in the repository? Unfortunately, all I have is more questions.

Re: Show HN: An algorithmic audio landscape

#27
post #24
post #23

I also like the impressionist art style, never saw something like that before. But it runs with very low frame rates even on a Snapdragon 8+ Gen 1, which has a fairly beefy GPU for a phone. It performs a bit better in Firefox than in Chrome on Android 14.

Yeah, I'm not sure beefiness is the actual problem, I tested it on a phone with a Snapdragon 855, which is supposed to be slower than yours in every respect, and it ran smoothly enough. I guess that's why real gamedevs spend a lot on device testing.

It actually performs fine if I limit the screen to 60 Hz in the Android settings. Apparently the frame rate gets lower the higher the Hz setting for the screen. On 144 Hz it basically stops. There is also some crackling noise after a while, but that might be unrelated.

Re: Show HN: An algorithmic audio landscape

#28
post #27
post #24

Earlier quoted context omitted.

Yeah, I'm not sure beefiness is the actual problem, I tested it on a phone with a Snapdragon 855, which is supposed to be slower than yours in every respect, and it ran smoothly enough. I guess that's why real gamedevs spend a lot on device testing.

It actually performs fine if I limit the screen to 60 Hz in the Android settings. Apparently the frame rate gets lower the higher the Hz setting for the screen. On 144 Hz it basically stops. There is also some crackling noise after a while, but that might be unrelated.

Thanks. I just pushed a new version that throttles the FPS to 60. If you could test again on your device that would be great :D

Re: Show HN: An algorithmic audio landscape

#29
post #19

Earlier quoted context omitted.

Is your hardware mute switch enabled?

That was the problem, thanks :) So I learned something today: apps like Spotify will play regardless of the hardware mute. But a browser clearly mutes.

Yes, the AVAudioSession.Category parameter defaults to “soloAmbient”, signifying the sound playback is non primary and nonmixable. This pauses all other audio, respects the mute switch, and pauses on lock.

For cases when the sound playback is central to the successful use of the application, the “playback” Category should be used. This allows audi to be generated even when the hardware mute is enabled and the screen is locked, and has options for mixing. This is set by apps like Spotify, Apple Music, and Safari when playing video content.

I do not know of a way in HTML to configure this, I think it’s up to Safari to interpret the context based on user intention. It is possible that if the app defaulted to mute and had a user feature that started the audio session, Safari might assign it the “playback” Category.

https://developer.apple.com/documentation/avfaudio/avaudiose...

Re: Show HN: An algorithmic audio landscape

#30
post #26

What's the copyright license on the files? That aside, changing instrument loops at timestamps is an interesting method of making music compared to "the usual" method of having an instrument play a pitch for this long, play another pitch for that long, pause for this long.

It's an interesting question. The original website actually ran the music generation code straight in the browser with no samples used at all, but it was a bit CPU-intensive. You can still access that version at https://ambient.garden/edit So my first question would be, if someone records the output of that version, how does licensing work on that recording? Their browser is generating the audio. The current main ver…

From that, I take it the code was meant to be MIT-licensed?

For example, I found the https://ambient.garden/patches/ wandering through the source code (little worried by the wall of shaders), and was wondering if the audio patch portions were useable. Probably take me quite a while to figure out what it all does. Yet looks like a good starting point for music projects.

Also, like the references to other people's work in the code base. From my own perspective, nice way to acknowledge where you found something. Plus, if someone else is curious, there's at least somewhere to look.

Also, also, kind of neat you bothered to put in quasi-secrets (although, did not sit through the entire walkthrough, so maybe you eventually take the walkthrough path through all the nodes).

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