google / google/codeworld

Sound

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#47 コメント 19 件 リアクション 1 件 担当者 0 名 GitHub で見る
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主要言語
Haskell
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フォーク
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説明

We could support programmatic generation of sound by using a function Number -> Number (time to amplitude sample). The sampling frequency would need to be FAR higher than the animation frequency, so we'd batch it and use a buffer.

Problems:
- The [JavaScript audio API](https://developer.mozilla.org/en-US/docs/Web/API/Web_Audio_API) doesn't work with Internet Explorer (possibly other browsers).
- Performance would be a challenge, and we need to make sure this can be done efficiently to avoid stuttering, even on slow computers.
- It's not clear how to merge this into games. The obvious way would be

audibleInteractionOf(initial, step, event, draw, sound)

But this ties the audio sample rate to the frame rate, which is bad. Another way would be to maintain a different World type for sound, but this is too complicated. Definitely could use some thought.
- We'd need a reasonable kind of abstraction that doesn't involve new ADTs with complicated behaviors. Working directly with wave forms might be an educational experience for a bit, but it shouldn't be unreasonably hard to just choose a timbre and play a melody.

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調査の方向性

Start by reviewing the proposed Number -> Number waveform model, the audibleInteractionOf(initial, step, event, draw, sound) idea, and the linked JavaScript audio API documentation. The work is done when the project has an agreed abstraction for independent audio sampling, efficient buffering, browser support, and integration with games without stuttering.

索引モデルが issue の本文から書いたものです。

評価

技術スタック
haskell, javascript
領域
audio-video-rtc
issue の種類
機能追加
難易度
5/5
見積もり時間
1週間以上
活発さ
停滞
明瞭さ
説明が足りない
初心者へのやさしさ
18/100

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