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Source files: 9 | Classes: 100 | Methods: 27 | Enums: 7


GTOS.Audio ​

AudioCoreAtomics ​

static class

Core atomic calculations for low-level audio processing.
This is the foundation layer - pure audio primitives:
- Audio buffers (samples, channels, sample rate)
- Audio I/O (read/write streams)
- Basic DSP (FFT, filters, convolution)
- Audio format conversion
NO music theory, NO MIDI, NO instruments here.
Those belong in Music subdomain.
MIL-SPEC: Zero allocation after initialization, deterministic, thread-safe.

Source: AudioCoreAtomics.cs

Constants and Fields ​

CalculationFailure ​

const int

CalculationFailureFloat ​

const float

SAMPLE_RATE_16000 ​

const int

SAMPLE_RATE_192000 ​

const int

SAMPLE_RATE_22050 ​

const int

SAMPLE_RATE_44100 ​

const int

SAMPLE_RATE_48000 ​

const int

SAMPLE_RATE_8000 ​

const int

SAMPLE_RATE_88200 ​

const int

SAMPLE_RATE_96000 ​

const int

Methods ​

CreateAudioBuffer ​

GTAudioBuffer CreateAudioBuffer ( int frameCount, int channelCount, int sampleRate )

Create empty audio buffer

AudioExportResult ​

struct

Audio file export result

Source: AudioCoreAtomics.cs

Constants and Fields ​

EncodedData ​

byte[]

EncodedDataSize ​

int

ErrorCode ​

int

Format ​

AudioFileFormat

Success ​

int

AudioImportResult ​

struct

Audio file import result

Source: AudioCoreAtomics.cs

Constants and Fields ​

Buffer ​

GTAudioBuffer

ErrorCode ​

int

OriginalFormat ​

AudioFileFormat

Success ​

int

WarningFlags ​

int

ComplexNumber ​

struct

Complex number for FFT (frequency domain)

Source: AudioCoreAtomics.cs

Constants and Fields ​

Imaginary ​

float

Real ​

float

FilterCoefficients ​

struct

Filter coefficients (biquad filter)

Source: AudioCoreAtomics.cs

Constants and Fields ​

CutoffFrequency ​

float

Gain ​

float

Type ​

FilterType

FilterState ​

struct

Filter state (for IIR filters)

Source: AudioCoreAtomics.cs

GTAudioBuffer ​

struct

Raw audio buffer - the fundamental audio data structure (Ground Truth Audio).
Pure samples in memory, ready for processing or GPU upload.

Source: AudioCoreAtomics.cs

Constants and Fields ​

BufferId ​

int

ChannelCount ​

int

DurationSamples ​

long

DurationSeconds ​

float

Format ​

AudioSampleFormat

Layout ​

AudioChannelLayout

OriginalFormat ​

int

GTFFTResult ​

struct

FFT result (frequency spectrum) - Ground Truth Audio

Source: AudioCoreAtomics.cs

Constants and Fields ​

BinCount ​

int

FFTSize ​

int

FrequencyBins ​

ComplexNumber[]

Magnitudes ​

float[]

Phases ​

float[]

Window ​

GTWindowFunction

GTOS.Audio.AudioProcessing ​

AdditiveSynthParams ​

struct

Additive synthesis parameters

Source: AudioProcessingCoreAtomics.cs

Constants and Fields ​

FundamentalFrequency ​

float

HarmonicAmplitudes ​

float[]

HarmonicCount ​

int

HarmonicFrequencies ​

float[]

HarmonicPhases ​

float[]

AdvancedSynthesisPattern ​

static class

Advanced synthesis network - research-grade synthesis algorithms

Source: AudioProcessingNetworks.cs

Methods ​

CreateAdvancedSynthesis ​

ExecutionNetwork CreateAdvancedSynthesis ( )

AudioProcessingCoreAtomics ​

static class

Core atomic calculations for experimental audio processing and scientific audio study.
This subdomain provides:
- Cymatics (sound wave → particle visualization)
- Advanced synthesis (additive, FM, granular, physical modeling)
- Spectral manipulation
- Psychoacoustics
- Audio experimentation tools
Think: Research lab for audio, not production studio.
Studio stuff (DAW, effects, MIDI) belongs in Music subdomain.
MIL-SPEC: Zero allocation after initialization, deterministic, thread-safe.

Source: AudioProcessingCoreAtomics.cs

Enumerations ​

SynthesisAlgorithm ​

Synthesis algorithms

Values: Additive, Subtractive, FM, AM, Granular, Wavetable, PhysicalModeling, VectorSynthesis, InvalidParameter

Constants and Fields ​

CalculationFailure ​

const int

CalculationFailureFloat ​

const float

AudioProcessingNetworks ​

static class

Execution networks for Audio Processing subdomain.
Orchestrates atomic audio processing calculations into complex workflows.

Source: AudioProcessingNetworks.cs

Enumerations ​

AudioProcessingNodeId ​

Node identifiers for Audio Processing calculations.

Values: Cymatics_GenerateTone, Cymatics_CalculateFFT, Cymatics_CalculateParticleMotion, Cymatics_RenderPattern, Cymatics_AnalyzeResonance, Cymatics_ExportVisualization, Synthesis_Additive, Synthesis_FM, Synthesis_Granular, Synthesis_PhysicalModeling, Synthesis_Wavetable, Synthesis_SpectralMorph, Spectral_FFT, Spectral_Freeze, Spectral_Morph, Spectral_Shift, Spectral_Blur, Spectral_Sharpen, Spectral_Gate, Effects_Reverb, Effects_Delay, Effects_Chorus, Effects_Flanger, Effects_Phaser, Effects_Distortion, Effects_Compression, Effects_Limiter, Effects_EQ, Effects_Filter, Effects_RingModulator ...+36 more

AudioProcessingNetworkValidation ​

static class

Source: AudioProcessingNetworks.cs

Methods ​

ValidateCymaticsVisualization ​

ValidationResult ValidateCymaticsVisualization ( )

CymaticsParameters ​

struct

Cymatics parameters - convert audio to particle motion

Source: AudioProcessingCoreAtomics.cs

Constants and Fields ​

BoundsMax ​

Vector3

BoundsMin ​

Vector3

Damping ​

float

ForceMultiplier ​

float

FrequencyBinEnd ​

int

FrequencyBinStart ​

int

Mode ​

CymaticsVisualizationMode

ParticleCount ​

float

ParticleMass ​

float

CymaticsResult ​

struct

Cymatics result - ready for particle system rendering

Source: AudioProcessingCoreAtomics.cs

Constants and Fields ​

Amplitude ​

float

Frequency ​

float

ParticleAmplitudes ​

float[]

ParticleCount ​

int

ParticlePositions ​

Vector3[]

ParticleVelocities ​

Vector3[]

CymaticsVisualizationPattern ​

static class

Cymatics visualization network - converts audio to particle patterns

Source: AudioProcessingNetworks.cs

Methods ​

CreateCymaticsVisualization ​

ExecutionNetwork CreateCymaticsVisualization ( )

FMSynthParams ​

struct

FM synthesis parameters

Source: AudioProcessingCoreAtomics.cs

Constants and Fields ​

CarrierFrequency ​

float

ModulationIndex ​

float

ModulatorAmplitude ​

float

ModulatorFrequency ​

float

GranularSynthParams ​

struct

Granular synthesis parameters

Source: AudioProcessingCoreAtomics.cs

Constants and Fields ​

GrainEnvelope ​

GTWindowFunction

GrainPitch ​

float

GrainSize ​

float

GrainSpacing ​

float

SourceBuffer ​

GTAudioBuffer

Oscillator ​

struct

Oscillator state

Source: AudioProcessingCoreAtomics.cs

Constants and Fields ​

Amplitude ​

float

Frequency ​

float

PhaseIncrement ​

float

Waveform ​

WaveformType

PhysicalModelingParams ​

struct

Physical modeling parameters (Karplus-Strong algorithm)

Source: AudioProcessingCoreAtomics.cs

Constants and Fields ​

DampingFactor ​

float

PluckForce ​

float

PluckPosition ​

float

StringLength ​

float

StringTension ​

float

PWMParameters ​

struct

PWM (Pulse Width Modulation) parameters
Time-varying duty cycle for rich, analog synth sounds
Classic use: Roland Juno-106, Sequential Prophet-5, Moog synths

Source: AudioProcessingCoreAtomics.cs

PWMPresets ​

static class

Create classic PWM presets

Source: AudioProcessingCoreAtomics.cs

Methods ​

ClassicStrings ​

PWMParameters ClassicStrings ( )

GTOS.Audio.Core ​

AudioCastlingProtection ​

struct

CASTLING Audio Protection - Protect audio signal from distortion/clipping.
DANGER (49): Harsh transients, clipping, excessive amplitude.
FEAR (30): Defensive perimeter, envelope detection.
E-MOTION (91): Energy mobilization, redistribute energy.
CASTLING (183): KING (fundamental) protected, ROOK (envelope) fortified.
RESULT: Rigidity, definition, no distortion, preserved tone quality.

Source: AudioSDFCoreAtomics.cs

Constants and Fields ​

CurrentDangerLevel ​

double

DangerThreshold ​

double

EmotionResponse ​

double

IsActive ​

bool

KingProtection ​

double

RookFortification ​

double

AudioSDFCoreAtomics ​

static class

Audio SDF Core Atomics - Phoneme lattice rendering and processing
All methods are static, zero-allocation, deterministic

Source: AudioSDFCoreAtomics.cs

Methods ​

CalculateFrameEnergy ​

float CalculateFrameEnergy ( float[] frame )

Calculate energy (RMS) of audio frame

CalculateJesusAmplitude_dBSPL ​

float CalculateJesusAmplitude_dBSPL ( float amplitude, PhonemeSignature signature )

Calculate JESUS amplitude scaling (sound pressure level reference)
PHYSICS: 74 dB SPL is reference for normal speech
Converts amplitude (0.0-1.0) to dB SPL relative to JESUS reference

CalculateMaryFormantResponse ​

float CalculateMaryFormantResponse ( float frequency_Hz, PhonemeSignature signature )

Calculate MARY formant resonance (vocal tract cavity modes)
PHYSICS: Human vocal tract has resonant peaks at 57×N Hz (MARY=57 base)
F1 ≈ 570 Hz (57×10), F2 ≈ 1140 Hz (57×20), F3 ≈ 1995 Hz (57×35)
RETURNS: Formant amplitude multiplier (0.0-1.0)

CalculatePulseSampleAtTime_QFactorEnhanced ​

float CalculatePulseSampleAtTime_QFactorEnhanced ( PhonemeLatticePulse pulse, PhonemeSignature signature, float currentTime_seconds )

Calculate waveform sample with Q-factor enhanced decay
PHYSICS: Q-factor determines resonance sharpness (high Q = pure tone, low Q = damped)
UNLOCK: Q=17 base, vowels Q=51 (3×17), consonants Q=8.5 (17/2)

CalculateQueenModulation ​

float CalculateQueenModulation ( float currentTime_seconds, PhonemeSignature signature, float modulationDepth )

Apply QUEEN modulation (vibrato/tremolo dynamic expression)
PHYSICS: Natural vibrato rate ≈ 5-7 Hz = 62/10 Hz (QUEEN=62 base)
RETURNS: Modulation factor (0.9-1.1 for subtle vibrato)

ComputeDCT ​

float[] ComputeDCT ( float[] input, int numCoefficients )

Compute Discrete Cosine Transform (Type-II)
Used to decorrelate Mel filterbank energies into cepstral coefficients

ComputeFFT ​

float[] ComputeFFT ( float[] signal )

Compute FFT magnitude spectrum
SIMPLIFIED: Uses real-valued FFT approximation for speed
RETURNS: Magnitude spectrum (power at each frequency bin)

ComputeMelFilterbank ​

float[] ComputeMelFilterbank ( float[] audioFrame, int sampleRate, int numBands )

Compute Mel-scale filterbank energies (no cepstral transform)
ALGORITHM: FFT → Apply triangular Mel filters → Sum energy per band
RETURNS: Array of 'numBands' Mel energies
PHYSICS: Preserves sharp spectral peaks (better for harmonic instruments)

ComputeMFCC ​

float[] ComputeMFCC ( float[] audioFrame, int sampleRate, int numCoefficients )

Compute MFCC coefficients for single audio frame
ALGORITHM: FFT → Mel Filterbank → Log → DCT
RETURNS: Array of 'numCoefficients' MFCCs (typically 13)
PHYSICS: Mel scale warps frequency to match human auditory perception

CreateInstrumentWithQFactor ​

InstrumentSignature CreateInstrumentWithQFactor ( int id, string name, int chordMask, float qFactor, float[] harmonicRatios )

Create pre-tuned instrument signature with Q-factor
UNLOCK TUNED: Bell Q=1020 (17×60), Flute Q=170 (17×10), Violin Q=85 (17×5), etc.

EncodePCMToSDFAudio_Hybrid ​

SDFAudioClip EncodePCMToSDFAudio_Hybrid ( float[] pcmBuffer, int sampleRate, int channelCount, PhonemeSignature[] phonemeLibrary, float mfcc_weight, float spectral_weight, float mel_weight )

Hybrid encoder - Multiple analysis methods combined
MODES: MFCC + Spectral + Mel Filterbank, weighted blend
USE CASE: Complex audio (orchestras, bioacoustics, environmental recordings)
PHYSICS: Triple-path analysis captures phonetic, harmonic, and perceptual features
PARAMETERS:
mfcc_weight: 0.0-1.0 (phonetic content emphasis)
spectral_weight: 0.0-1.0 (harmonic structure emphasis)
mel_weight: 0.0-1.0 (perceptual balance emphasis)
Weights are normalized internally

EncodePCMToSDFAudio_MelFilterbank ​

SDFAudioClip EncodePCMToSDFAudio_MelFilterbank ( float[] pcmBuffer, int sampleRate, int channelCount )

Encode PCM audio using pure Mel-scale filterbank (no cepstral transform)
ALGORITHM: FFT → Mel Filterbank → Energy per band → Chord Mapping
USE CASE: Instruments with strong harmonic structure (strings, brass, woodwinds)
PHYSICS: Mel scale provides perceptual frequency warping without cepstral smoothing
ADVANTAGE: Preserves sharp spectral peaks (better for instruments with overtones)

EncodePCMToSDFAudio_MFCC ​

SDFAudioClip EncodePCMToSDFAudio_MFCC ( float[] pcmBuffer, int sampleRate, int channelCount, PhonemeSignature[] phonemeLibrary, float blend_ratio = 0.0f )

Encode PCM audio to SDF format using MFCC phoneme extraction
ALGORITHM: MFCC → Phoneme Matching → Lattice Pulse Creation
USE CASE: Speech, vocals, dialogue
PHYSICS: Mel-scale warping matches human auditory perception and lattice resonances
PARAMETER blend_ratio: 0.0-1.0, how much to blend with spectral method (0.0=pure MFCC, 1.0=pure spectral)

EncodePCMToSDFAudio_Spectral ​

SDFAudioClip EncodePCMToSDFAudio_Spectral ( float[] pcmBuffer, int sampleRate, int channelCount, PhonemeSignature[] phonemeLibrary, float blend_ratio = 0.0f )

Encode PCM audio to SDF format using direct spectral decomposition
ALGORITHM: FFT → Chord Resonance Mapping → Lattice Pulse Creation
USE CASE: Music, instruments, non-speech audio, experimental sounds
PHYSICS: Direct mapping of frequency spectrum to tetrahedral chord geometry
PARAMETER blend_ratio: 0.0-1.0, how much to blend with MFCC method (0.0=pure spectral, 1.0=pure MFCC)

ExtractPitch ​

float ExtractPitch ( float[] frame, int sampleRate )

Extract fundamental frequency (pitch) from audio frame using autocorrelation
RETURNS: Frequency in Hz, or 0.0 if no clear pitch detected

HzToMel ​

float HzToMel ( float hz )

Convert frequency in Hz to Mel scale
FORMULA: mel = 2595 * log10(1 + hz/700)

MelToHz ​

float MelToHz ( float mel )

Convert Mel scale to frequency in Hz
FORMULA: hz = 700 * (10^(mel/2595) - 1)

CylindricalPhoneme ​

struct

CYLINDRICAL PHONEME CHAIN
For speech/audio visualization (matches audio player UI expectations)
Each phoneme = One cylinder:
- Length ∝ Duration (t_switch)
- Radius ∝ Spectral bandwidth
- CG at geometric center (37!)
- Axial mode: Time evolution (forward/backward)
- Radial mode: Formants (F1, F2, F3)
- Azimuthal mode: Polarization, chirality
Coupling: Adjacent cylinders overlap at end caps (vesica piscis)
Perfect Fifth carrier active in overlap zone!

Source: AudioSDFCoreAtomics.cs

Constants and Fields ​

CenterPosition ​

GTVector3

ChromaticColor ​

GTColor

PhonemeID ​

int

StartTime_sec ​

double

Timing ​

IntrinsicTimeSignature

DielectricPulse ​

struct

Dielectric Pulse - An energy impulse fired through the lattice to excite phonemes.
DIELECTRIC: Non-conductive medium that stores energy in electric field.
PULSE: Short-duration energy burst that travels along specific pathway.
PHONEME EXCITATION: Fire pulse down specific edge sequence to create phoneme.
SEQUENCE: Path through lattice defines which edges vibrate in what order.
TIMING: Precise timing of edge excitation creates specific phoneme signature.

Source: AudioSDFCoreAtomics.cs

Constants and Fields ​

CurrentTime ​

double

Direction ​

GTVector3

Duration ​

double

Frequency ​

double

SourceNodeIndex ​

int

DielectricPulseEngine ​

static class

DIELECTRIC PULSE ENGINE
Fires energy pulses through tetrahedral lattice to excite phonemes.
MECHANISM: Pulse travels along pathway, exciting edges in sequence.
RESONANCE: Each excited edge causes 4 volumes to resonate.
CASCADE: 1 edge → 4 volumes → 20 edges → 80 volumes (exponential).
CONVOLUTION: Pulse convolved with lattice impulse response = output waveform.

Source: AudioSDFCoreAtomics.cs

HelicalPropagation ​

struct

Source: AudioSDFCoreAtomics.cs

Constants and Fields ​

CurrentVolumeIndex ​

int

DistanceAlongHelix_m ​

double

HelixPitch_m ​

double

InstrumentSignature ​

struct

Instrument Signature - Reference pattern for musical instruments
Defines chord excitation pattern for specific instruments
Q-FACTOR ENHANCED: Each instrument has characteristic resonance quality

Source: AudioSDFCoreAtomics.cs

Constants and Fields ​

AttackTime_seconds ​

float

ChordMask ​

int

DecayTime_seconds ​

float

DefaultFrameDrag ​

float

InstrumentID ​

int

InstrumentName ​

string

QFactor ​

float

ReleaseTime_seconds ​

float

SustainLevel ​

float

IntrinsicTimeSignature ​

struct

INTRINSIC TIME SIGNATURE
KEY INSIGHT (Randy, Oct 27, 2025):
> "The time signature is built from the phoneme
> characteristics itself according to calculations
> you did above in this discussion."
NO EXTERNAL CLOCK NEEDED!
Phoneme duration determined by:
- Q-factor (resonance strength)
- Fundamental frequency (f₀)
- Handoff threshold (A_threshold)
DECAY TIME CONSTANT:
τ = Q / (2π × f₀)
PHONEME DURATION:
Duration = k × τ (typically k = 2 to 5)
TRANSMUTATION TIMING (when to switch to next phoneme):
A_n(t_switch) = A_threshold
Solving: t_switch = -τ × ln(A_threshold)
EXAMPLES:
- High Energy (50%): t_switch = 0.69τ (fast, excited)
- Normal (30%): t_switch = 1.20τ (balanced)
- Sedate (10%): t_switch = 2.30τ (slow, deliberate)
SELF-CLOCKING SYSTEM:
- Phonemes know their own duration
- Transitions happen naturally at threshold
- No metronome, no external timing
- EMERGENT, SELF-ORGANIZING!

Source: AudioSDFCoreAtomics.cs

Constants and Fields ​

Frequency_Hz ​

double

QFactor ​

double

NodeResponse ​

struct

NODE INTERACTION: DAMPING vs RESONANCE
When radial wave reaches node, TWO OUTCOMES:
OUTCOME 1 - DAMPING (Q < 10):
- Frequency mismatch (f_edge ≠ f_node)
- Node absorbs energy
- Converts to heat (lattice friction)
- Amplitude decays exponentially: A(t) = A₀ × e^(-γt)
- TRANSIENT PHONEME (plosives, fricatives)
OUTCOME 2 - RESONANCE (Q > 100):
- Frequency match (f_edge ≈ f_node)
- Node amplifies energy
- Constructive interference
- Amplitude grows: A(t) = A₀ × (1 + Q×sin(ωt))
- SUSTAINED PHONEME (vowels, nasals)
Q-FACTOR FORMULA:
Q = ω₀/(2γ) = (Energy stored)/(Energy dissipated per cycle)
THIS EXPLAINS PHONEME CLASSIFICATION:
- Vowels: Q=20-35 (sustained, clear)
- Nasals: Q=90-120 (very sustained, resonant)
- Plosives: Q=1-5 (brief, explosive)
- Fricatives: Q=3-15 (noisy, moderate duration)

Source: AudioSDFCoreAtomics.cs

Constants and Fields ​

IsResonant ​

bool

NaturalFrequency_Hz ​

double

PerfectFifthCarrier ​

struct

PERFECT FIFTH CARRIER MECHANISM
Adaptive carrier wave that smooths phoneme transitions.
KEY INSIGHT (Randy, Oct 27, 2025):
> "Perfect fifth carrier of whatever the resonance tuning was
> of the previous Phoneme structure and transmutes into the
> next structures harmonic when the time signature advances."
NOT FIXED FREQUENCY - DYNAMICALLY ADAPTS:
1. Tunes to PREVIOUS phoneme's resonance (f_carrier = 1.5 × f_res,prev)
2. Transmutes into NEXT phoneme's harmonic during overlap
3. Time signature advances → Carrier shifts frequency
4. Smooth metamorphosis between phonemes!
WHY 3:2 RATIO (PERFECT FIFTH)?
- Simplest ratio after octave (2:1)
- Maximum consonance (minimal beating)
- Generates subharmonic (0.5f) for long-distance propagation
- Used in metal "power chords" for maximum energy transfer
- /a/ phoneme naturally has F2/F1 = 3:2 (biological power chord!)
COMPARISON WITH OTHER RATIOS:
- Octave (2:1): No new information (harmonic redundancy)
- Major Third (5:4): Slower, more complex
- Golden Ratio (φ:1): Never phase-locks (wobbles forever, good for storage)
- Tritone (√2:1): Dissonant, unstable
- PERFECT FIFTH (3:2): OPTIMAL for energy transfer! ✅

Source: AudioSDFCoreAtomics.cs

Constants and Fields ​

ElapsedTime_sec ​

double

Frequency_Hz ​

double

Phase_radians ​

double

SourcePhonemeFreq_Hz ​

double

TargetPhonemeFreq_Hz ​

double

TransitionTime_sec ​

double

PhiLockPhonemes ​

static class

PHI-LOCK PHONEME IDENTIFICATION
Six phonemes with perfect harmonic ratios or ultra-high Q-factors.
These are the FUNDAMENTAL BUILDING BLOCKS of all speech.
TIER 1 - PERFECT HARMONIC RATIOS:
- /ə/ (schwa): F2/F1 = 3.0 EXACTLY (Octave + Perfect Fifth)
- /a/ (father): F2/F1 = 3/2 = 1.5 (Perfect Fifth, POWER CHORD)
- /i/ (see): F2/F1 = 9.0 (women), 8.5 (others) (Triple octave)
TIER 2 - ULTRA-HIGH Q-FACTOR:
- /m/ (magnetism): Q ≈ 100, decay τ ≈ 64 ms
- /n/ (next/net): Q ≈ 100, decay τ ≈ 53 ms
- /ŋ/ (sing): Q ≈ 100, decay τ ≈ 53 ms
SPECIAL CARRIERS:
- /s/ (sine): 4×19=76=MAGNETISM, broadband carrier
- /h/ (each): 8=Octave, universal carrier
All other phonemes are COMBINATIONS or TRANSITIONS between these eight.

Source: AudioSDFCoreAtomics.cs

Constants and Fields ​

HOT_H ​

const int

SEE_S ​

const int

PhonemeChainBuilder ​

static class

COMPLETE PHONEME CHAIN BUILDER
Builds word from phoneme sequence with:
- Cylindrical geometry
- Perfect Fifth carriers between cylinders
- Intrinsic timing (self-clocking)
- Adaptive handoff (energy threshold)
ONE-SHOT GENERATION of complete acoustic structure!

Source: AudioSDFCoreAtomics.cs

PhonemeChordCorrespondence ​

struct

PHONEME-TO-CHORD CORRESPONDENCE TABLE
Maps each IPA phoneme to its lattice excitation pattern.
STRUCTURE: PhonemeID, Class, PrimaryEdge, SecondaryEdges[], NodeImpulse, VolumeResonance, ChromaticColor.
MECHANISM: Defines which edges vibrate, which nodes fire, which volumes resonate for each phoneme.
UNLOCK: This table encodes the UNIVERSAL PHONETIC KERNEL.

Source: AudioSDFCoreAtomics.cs

Constants and Fields ​

ChromaticColor ​

GTColor

Chromatic color encoding for visualization.

Class ​

PhonemeClass

Functional class (Vowel, Plosive, Fricative, etc.).

ExampleWord ​

string

Example word using this phoneme.

FlowBalance ​

double

Forward/backward flow balance (-1.0 = full backward, 0.0 = bidirectional, +1.0 = full forward).

FundamentalFrequency ​

double

Fundamental frequency (Hz) for sustained phonemes.

IPASymbol ​

string

IPA phoneme symbol (e.g., "a", "i", "p", "k").

NodeImpulseIndices ​

int[]

Node impulse indices (for plosives and stops).

PrimaryEdgeIndex ​

int

Primary edge index (0-11 for Merkaba, 0-5 for single tetrahedron).

QFactor ​

double

Q-factor (resonance sharpness) for this phoneme.

SecondaryEdgeIndices ​

int[]

Secondary edges (for complex phonemes with multiple edge excitations).

UNLOCKAlphaValue ​

int

UNLOCK alpha value for this phoneme's symbol.

VolumeResonanceIndices ​

int[]

Volume resonance indices (for nasals and liquids).

PhonemeFieldPattern ​

struct

Phoneme Field Pattern - Tetrahedral lattice excitation pattern for a single phoneme.
FIELD ENCODING: Phoneme stored as spatial pattern of edge/volume excitations.
TOPOLOGY: Pattern is topological (shape-based), not coordinate-dependent.
INVARIANCE: Same phoneme = same field pattern, regardless of speaker/language.
108 IPA PHONEMES: Universal phonetic kernel maps to 108 distinct field patterns.
RECOGNITION: Match incoming speech field pattern to library of 108 patterns.
SYNTHESIS: Fire dielectric pulse sequence to recreate phoneme from field pattern.

Source: AudioSDFCoreAtomics.cs

Constants and Fields ​

ChromaticColor ​

GTColor

Duration ​

double

ExcitedEdgeIndices ​

int[]

ResonantVolumeIndices ​

int[]

PhonemeLatticePulse ​

struct

Phoneme Lattice Pulse - Single excitation event in the tetrahedral lattice
Represents one phoneme firing through the lattice at a specific time

Source: AudioSDFCoreAtomics.cs

Constants and Fields ​

ChordIntensity1 ​

float

ChordIntensity2 ​

float

ChordIntensity3 ​

float

ChordIntensity4 ​

float

ChordIntensity5 ​

float

ForwardFlowRatio ​

float

Frequency_Hz ​

float

Timestamp_seconds ​

float

PhonemeLibrary ​

static class

Phoneme Library - Complete reference database for 108 IPA phonemes
Maps each phoneme to its tetrahedral lattice excitation pattern
PHYSICS: Each phoneme is a specific chord resonance in the lattice
UNLOCK: 108 pathways through the dual tetrahedron (Merkaba)

Source: AudioSDFCoreAtomics.cs

PhonemeSignature ​

struct

Phoneme Library Entry - Reference signature for one IPA phoneme
Defines how this phoneme excites the tetrahedral lattice
Q-FACTOR ENHANCED: Uses UNLOCK resonance constants for natural sound

Source: AudioSDFCoreAtomics.cs

Constants and Fields ​

BaseFrequency_Hz ​

float

ChordRatio0 ​

float

ChordRatio1 ​

float

ChordRatio2 ​

float

ChordRatio3 ​

float

ChordRatio4 ​

float

ChordRatio5 ​

float

DefaultChordMask ​

int

DefaultFrameDrag ​

float

ForwardFlowDefault ​

float

IPASymbol ​

string

PhonemeID ​

int

RadialPropagation ​

struct

Source: AudioSDFCoreAtomics.cs

Constants and Fields ​

DistanceFromCG_m ​

double

Frequency_Hz ​

double

StandingWavePhase_rad ​

double

SDFAudioClip ​

struct

SDF Audio Clip - Complete audio recording stored as phoneme lattice pulses
This is the revolutionary audio format - stores sound as mathematical functions
SUPPORTS MULTITRACK: All tracks stored in ONE file with zero overhead

Source: AudioSDFCoreAtomics.cs

Constants and Fields ​

ChannelCount ​

int

Duration_seconds ​

float

GlobalEnvelopeCount ​

int

GlobalFrameDrag ​

float

MasterVolume ​

float

TrackCount ​

int

SDFAudioEnvelope ​

struct

SDF Audio Envelope - Mathematical curve for amplitude/frequency modulation
Uses control points for cubic interpolation (mathematically smooth)

Source: AudioSDFCoreAtomics.cs

Constants and Fields ​

ControlPoint1 ​

float

ControlPoint2 ​

float

EndTime_seconds ​

float

EndValue ​

float

StartTime_seconds ​

float

StartValue ​

float

Type ​

EnvelopeType

SDFAudioTrack ​

struct

SDF Audio Track - Single track in a multitrack session
Each track is completely independent and can be rendered/edited separately

Source: AudioSDFCoreAtomics.cs

Constants and Fields ​

EnvelopeCount ​

int

Envelopes ​

SDFAudioEnvelope[]

InstrumentID ​

int

IsMuted ​

bool

IsSolo ​

bool

PulseCount ​

int

Pulses ​

PhonemeLatticePulse[]

TrackColor ​

GTColor

TrackID ​

int

TrackName ​

string

TetrahedralChordPhonemeCorrespondence ​

static class

TETRAHEDRAL CHORD-TO-PHONEME MAPPING SYSTEM
Establishes fundamental correspondences between lattice geometry and phonetic structure.
GEOMETRY: 6 edges per tetrahedron, 12 edges per dual tetrahedron (Merkaba).
HARMONICS: Perfect fifth (3:2) primary resonance, φ-lock (1.618) coherence.
PHONETICS: 108 IPA phonemes mapped to 108 unique lattice pathways.
FUNCTIONAL STRUCTURES: Vowels = sustained edge resonance, Consonants = transient node impulse.

Source: AudioSDFCoreAtomics.cs

Enumerations ​

MerkabaEdge ​

DUAL TETRAHEDRAL (MERKABA) EDGE ASSIGNMENTS (12 primary chords)
The dual tetrahedron has 12 edges total, corresponding to 12 chromatic tones.
MECHANISM: 6 edges from upper tetrahedron + 6 edges from lower tetrahedron = 12-tone system.
HARMONICS: Chromatic scale with perfect fifth intervals encoded.
CORRESPONDENCE: 12 edges × 9 orientations per edge = 108 total pathways = 108 IPA phonemes.

Values: Upper_Edge0, Upper_Edge1, Upper_Edge2, Upper_Edge3, Upper_Edge4, Upper_Edge5, Lower_Edge0, Lower_Edge1, Lower_Edge2, Lower_Edge3, Lower_Edge4, Lower_Edge5

PhonemeClass ​

PHONEME FUNCTIONAL CLASSES
IPA phonemes grouped by articulatory mechanism and lattice correspondence.
VOWELS: Sustained edge vibration (standing waves on edges).
PLOSIVES: Node impulse (sharp energy release at vertex).
FRICATIVES: Edge turbulence (noisy edge excitation).
NASALS: Volume resonance (energy trapped in tetrahedral volume).
LIQUIDS: Edge-to-edge flow (smooth transition between edges).
GLIDES: Diphthongs (continuous edge transition, moving standing wave).

Values: Vowel, Plosive, Fricative, Nasal, Liquid, Glide, Silence

TetrahedralEdge ​

SINGLE TETRAHEDRAL EDGE ASSIGNMENTS (6 primary chords)
Each edge of a single tetrahedron corresponds to a fundamental vowel or sustained phoneme.
MECHANISM: Sustained edge vibration = vowel formant structure.
HARMONICS: Each edge tuned to perfect fifth intervals.
UNLOCK: Vowels (AEIOU) = 51, combined with consonants (NRG = 39) = 90 = EMPEROR.

Values: Edge0_A_Father, Edge1_E_Bed, Edge2_I_See, Edge3_O_Go, Edge4_U_You, Edge5_Schwa_About

TetrahedralEdge ​

struct

Tetrahedral Edge - A single edge (string) in the phonetic lattice.
Each edge is a TETHERED STRING connecting two nodes (vertices).
TETHER = 76 = PENTACLE: String tethered at both ends (2 T's = 2×20 = 40).
TENSION: Like guitar string, tension creates potential energy, determines frequency.
TOPOLOGY: Each edge is SHARED by 4 tetrahedral volumes (in close-packed lattice).
VIBRATION: When plucked (phoneme excitation), edge vibrates, causing 4 volumes to resonate.
COUPLING: Edge vibration couples to volumes, volumes couple to other edges, exponential propagation.

Source: AudioSDFCoreAtomics.cs

Constants and Fields ​

ConnectedVolumeIndices ​

int[]

CurrentFrequency ​

double

Length ​

double

LinearMassDensity ​

double

VolumeCouplingCoefficients ​

double[]

TetrahedralLatticeAudioCore ​

struct

Tetrahedral Lattice Audio Core - Complete phonetic lattice system for audio.
LATTICE: 3D network of nodes, edges, and resonant volumes.
PHONEMES: 108 IPA phonemes map to field excitation patterns.
SPEECH: Sequence of phoneme patterns = speech.
RECOGNITION: Match field patterns to identify phonemes.
SYNTHESIS: Fire dielectric pulses to generate phonemes.
REVERB: Natural reverb from volumetric resonance convolution.
WARMTH: Tube-amp-like warmth from nonlinear coupling.
CASTLING: Protection from distortion/clipping.

Source: AudioSDFCoreAtomics.cs

Constants and Fields ​

CastlingProtection ​

AudioCastlingProtection

CurrentTime ​

double

Nodes ​

TetrahedralNode[]

PhonemeLibrary ​

PhonemeFieldPattern[]

SampleRate ​

int

TimeStep ​

double

Volumes ​

TetrahedralResonantCavity[]

TetrahedralLatticeBuilder ​

static class

TETRAHEDRAL LATTICE BUILDER
Constructs close-packed tetrahedral lattice for phonetic audio.
GEOMETRY: Close-packed tetrahedra (isotropic tetrahedral honeycomb).
TOPOLOGY: Each edge shared by 4 volumes, each node connects to 12 edges.
SCALE: Edge length determines frequency range (smaller = higher frequencies).
MATERIAL: Air (default), tissue, bone - determines speed of sound, density.

Source: AudioSDFCoreAtomics.cs

TetrahedralNode ​

struct

Tetrahedral Node - A single vertex in the phonetic lattice.
NODE = T (20) = REST = Integration point, tether anchor, coordinate location.
Each node is where multiple edges (strings) meet, creating a coupling point.
TOPOLOGY: In close-packed tetrahedral lattice, each node connects to 12 edges.
FUNCTION: Nodes are TETHER POINTS (T) where strings are anchored (fixed boundary).

Source: AudioSDFCoreAtomics.cs

Constants and Fields ​

ConnectedEdgeIndices ​

int[]

ConnectedVolumeIndices ​

int[]

Position ​

GTVector3

TetrahedralResonantCavity ​

struct

Tetrahedral Resonant Cavity - A single tetrahedron in the phonetic lattice.
Each cavity is a resonant volume that responds to edge vibrations.
RESONANCE: Volume resonates when edges (strings) vibrate, creating standing waves.
Q-FACTOR TUNING: High Q = sharp resonance (vowels), low Q = broad resonance (consonants).
PHYSICS: Actual acoustic volume with material properties (air, tissue, bone).
EACH CAVITY shares 6 edges with neighboring cavities, creating coupled resonator network.

Source: AudioSDFCoreAtomics.cs

Constants and Fields ​

EdgeIndices ​

int[]

NeighborVolumeIndices ​

int[]

ResonantFrequency ​

double

SurfaceArea ​

double

Vertex1 ​

GTVector3

Vertex2 ​

GTVector3

Vertex3 ​

GTVector3

Volume ​

double

UniversalAcousticParameters ​

struct

COMPLETE PARAMETER SET
Controls for "one shot sentiment analysis and generation
of speech and every other acoustic structure in the universe"
INTRINSIC (per phoneme):
- f₀: Fundamental frequency
- Q: Quality factor (resonance)
- A₀: Initial amplitude
- Type: Vowel/Plosive/Nasal/Fricative
GLOBAL (affect all phonemes):
- s: Speed factor (tempo, 0.5 to 2.0)
- m: Musicality factor (Q boost, 0.5 to 2.0)
- k: Lattice rigidity (transmission medium, 0.5 to 10.0)
- A_threshold: Handoff threshold (energy level, 0.05 to 0.8)
- Style: Normal/Whisper/Shout/Fry/Robot
DERIVED (calculated):
- τ: Decay time constant = Q/(2πf₀)
- t_switch: Transmutation time = -τ×ln(A_threshold)
- Duration: Phoneme length = t_switch
- f_carrier: Perfect Fifth = 1.5 × f₀
- v_wave: Wave velocity = c × √k
LATTICE RIGIDITY = TRANSMISSION MEDIUM:
- k=0.5: Soft (underwater, muffled)
- k=1.0: Normal (air at 20°C)
- k=2.0: Stiff (helium, high-pitched)
- k=10.0: Very stiff (metal lattice)
HANDOFF THRESHOLD = ENERGY LEVEL:
- 50%: High energy (fast, excited, blurred)
- 30%: Normal (balanced, clear)
- 10%: Sedate (slow, deliberate, precise)

Source: AudioSDFCoreAtomics.cs

Constants and Fields ​

HighEnergy ​

static UniversalAcousticParameters

Normal ​

static UniversalAcousticParameters

Sedate ​

static UniversalAcousticParameters

Shout ​

static UniversalAcousticParameters

Style ​

AcousticStyle

VocalFry ​

static UniversalAcousticParameters

Whisper ​

static UniversalAcousticParameters

VolumetricResonanceConvolution ​

struct

Volumetric Resonance Convolution - Result of dielectric pulse exciting lattice.
CONVOLUTION: Pulse (input) convolved with lattice impulse response (output).
RESONANCE: Volumes resonate when edges vibrate, creating standing waves.
FALLOFF: Energy decreases with distance (typically r^-2 geometric falloff).
CASCADE: First-order (4 volumes) → second-order (80 volumes) → exponential propagation.
INTERFERENCE: Constructive + destructive patterns create standing wave nodes (memory).

Source: AudioSDFCoreAtomics.cs

Constants and Fields ​

AmplitudeResponse ​

double[]

CouplingCoefficients ​

double[]

PropagationTime ​

double

SourceEdgeIndex ​

int

TotalEnergy ​

double

GTOS.Audio.LatticePhoneme ​

ADSREnvelope ​

struct

Source: LatticePhonemeDatabase.cs

Constants and Fields ​

AttackMs ​

float

DecayMs ​

float

ReleaseMs ​

float

SustainLevel ​

float

ConsonantMapping ​

struct

Source: LatticePhonemeDatabase.cs

Constants and Fields ​

AttackMs ​

double

DecayMs ​

double

FlowDirection ​

FlowDirection

IPA ​

string

Mode ​

TetherMode

NodePosition ​

GTDVector3?

QFactor ​

double

Tether ​

LatticeTether?

Type ​

ConsonantType

Voiced ​

bool

Volume ​

LatticeVolume?

LatticePhonemeDatabase ​

static class

Source: LatticePhonemeDatabase.cs

Constants and Fields ​

CapacitorPlateZ ​

readonly double

EquatorialRadius ​

readonly double

F_Labiodental ​

readonly ConsonantMapping

H_Glottal ​

readonly ConsonantMapping

L_Lateral ​

readonly ConsonantMapping

M_Bilabial ​

readonly ConsonantMapping

N_Alveolar ​

readonly ConsonantMapping

NodeRadiativeRadius ​

readonly double

R_Rhotic ​

readonly ConsonantMapping

S_Alveolar ​

readonly ConsonantMapping

SH_Postalveolar ​

readonly ConsonantMapping

SphereRadius ​

readonly double

TetherLengthEquatorialCrossing ​

readonly double

TetherLengthEquatorialEdge ​

readonly double

TetherLengthPolarToEquatorial ​

readonly double

TH_Voiced ​

readonly ConsonantMapping

TH_Voiceless ​

readonly ConsonantMapping

V_Voiced ​

readonly ConsonantMapping

W_Labial ​

readonly ConsonantMapping

Y_Palatal ​

readonly ConsonantMapping

Z_Voiced ​

readonly ConsonantMapping

LatticeTether ​

struct

Source: LatticePhonemeDatabase.cs

Constants and Fields ​

BaseFrequencyHz ​

double

DestPhoneme ​

char

DestVertex ​

GTDVector3

ForwardEnvelope ​

ADSREnvelope

ForwardIPA ​

string

LengthUnits ​

double

QFactor ​

double

ReverseEnvelope ​

ADSREnvelope

ReverseIPA ​

string

SourcePhoneme ​

char

SourceVertex ​

GTDVector3

Type ​

TetherType

WFieldCoupling ​

double

LatticeVertex ​

struct

Source: LatticePhonemeDatabase.cs

Constants and Fields ​

BaseFrequencyHz ​

double

EnergeticFunction ​

string

IPA ​

string

PhonemeGlyph ​

char

Position ​

GTDVector3

RadiativeRadiusUnits ​

double

Type ​

VertexType

UNLOCKValue ​

int

VowelEnvelope ​

ADSREnvelope

LatticeVolume ​

struct

Source: LatticePhonemeDatabase.cs

Constants and Fields ​

FundamentalFrequencyHz ​

double

PrimaryPhoneme ​

string

QFactor ​

double

Type ​

VolumeType

Vertices ​

GTDVector3[]

VolumeUnits3 ​

double

PhonemeDefinition ​

struct

Source: LatticePhonemeDatabase.cs

Constants and Fields ​

BaseFrequencyHz ​

double

Category ​

PhonemeCategory

EnergeticFunction ​

string

Envelope ​

ADSREnvelope

ExcitedEdgeIndices ​

int[]

ExcitedFaceIndices ​

int[]

ExcitedNodes ​

GTDVector3[]

ExcitedVolumeIndices ​

int[]

IPA ​

string

Name ​

string

PhonemeID ​

int

PhysicsDescription ​

string

QFactor ​

double

UNLOCKValue ​

int

Voicing ​

VoicingMode

GTOS.Audio.Music ​

BeatboxToDrumsPattern ​

static class

Beatbox to Drums network - converts vocal percussion to drum patterns

Source: MusicNetworks.cs

Methods ​

CreateBeatboxToDrums ​

ExecutionNetwork CreateBeatboxToDrums ( )

BezierSpline ​

struct

Bezier spline control points (cubic Bezier)

Source: MusicCoreAtomics.cs

Constants and Fields ​

P0 ​

Vector3

P1 ​

Vector3

P2 ​

Vector3

P3 ​

Vector3

Chord ​

struct

Chord definition

Source: MusicCoreAtomics.cs

Constants and Fields ​

NoteCount ​

int

NoteNumbers ​

int[]

RootNote ​

Note

Type ​

ChordType

CircularKeyboardParams ​

struct

Circular keyboard parameters

Source: MusicCoreAtomics.cs

Constants and Fields ​

IsExpanded ​

bool

ShowRim ​

bool

DrumKit ​

struct

Drum kit definition

Source: MusicCoreAtomics.cs

Constants and Fields ​

DrumKitId ​

int

SampleCount ​

int

Velocities ​

float[]

Methods ​

GetReferencePitchFrequency ​

float GetReferencePitchFrequency ( ReferencePitch pitch )

Get reference pitch frequency (A4 in Hz)

EffectVisualizationDisplay ​

struct

Effect visualization display

Source: MusicCoreAtomics.cs

Constants and Fields ​

EffectCount ​

int

Effects ​

TrackEffect[]

SampleCount ​

int

Samples ​

EffectVisualizationSample[]

ShowInputOutput ​

bool

TimelineEnd ​

float

TimelineStart ​

float

EffectVisualizationSample ​

struct

Effect visualization sample (show effect impact over time)

Source: MusicCoreAtomics.cs

Constants and Fields ​

InputLevel ​

float

OutputLevel ​

float

Instrument ​

struct

Virtual instrument definition

Source: MusicCoreAtomics.cs

Constants and Fields ​

InstrumentId ​

int

InstrumentNameId ​

int

ParameterCount ​

int

PresetId ​

int

Type ​

InstrumentType

InstrumentWidget ​

struct

Center instrument widget (shows instrument info)

Source: MusicCoreAtomics.cs

Constants and Fields ​

InstrumentId ​

int

InstrumentType ​

string

IsActive ​

bool

MIDIChannel ​

int

Name ​

string

NetworkId ​

int

NetworkName ​

string

PatchName ​

string

Volume ​

float

Interval ​

struct

Musical interval

Source: MusicCoreAtomics.cs

Constants and Fields ​

Name ​

int

Semitones ​

int

KeyboardKey ​

struct

Individual key state and appearance

Source: MusicCoreAtomics.cs

Constants and Fields ​

Color ​

KeyColor

IsPressed ​

bool

Label ​

string

Note ​

Note

Shape ​

KeyShape

KeyboardMesh ​

struct

Complete keyboard mesh (multiple octaves)

Source: MusicCoreAtomics.cs

Constants and Fields ​

AdditionalKeyCount ​

int

CombinedMesh ​

QuadMesh

OctaveCount ​

int

Octaves ​

OctaveMesh[]

Position ​

Vector3

KeyboardPresets ​

static class

Create standard keyboard presets

Source: MusicCoreAtomics.cs

Methods ​

ConcertGrandPiano ​

VirtualKeyboard ConcertGrandPiano ( Vector2 position )

KeyLabel ​

struct

Key label on rim (octave-note-instrument info)

Source: MusicCoreAtomics.cs

Constants and Fields ​

FontSize ​

float

MIDINote ​

int

NoteName ​

string

Octave ​

string

Position ​

Vector2

KeyPressLine ​

struct

Line from widget to key (visualizes note press)

Source: MusicCoreAtomics.cs

Constants and Fields ​

CreationTime ​

float

End ​

Vector2

InstrumentId ​

int

IsActive ​

bool

LineId ​

int

MIDINote ​

int

Start ​

Vector2

LinearKeyboardParams ​

struct

Linear keyboard parameters

Source: MusicCoreAtomics.cs

MIDIControlChangeMessage ​

struct

MIDI control change message

Source: MusicCoreAtomics.cs

Constants and Fields ​

Channel ​

int

TimestampTicks ​

long

Value ​

int

MIDINoteMessage ​

struct

MIDI note message

Source: MusicCoreAtomics.cs

Constants and Fields ​

Channel ​

int

TimestampTicks ​

long

Type ​

MIDIMessageType

MIDISequence ​

struct

Complete MIDI sequence

Source: MusicCoreAtomics.cs

Constants and Fields ​

SequenceId ​

int

TicksPerQuarterNote ​

int

TrackCount ​

int

Tracks ​

MIDITrack[]

MIDITrack ​

struct

MIDI track (sequence of MIDI messages)

Source: MusicCoreAtomics.cs

Constants and Fields ​

CCMessageCount ​

int

CCMessages ​

MIDIControlChangeMessage[]

InstrumentId ​

int

MIDIChannel ​

int

NoteMessageCount ​

int

NoteMessages ​

MIDINoteMessage[]

TrackId ​

int

TrackNameId ​

int

MultiTrackEditor ​

struct

Multi-track music editor

Source: MusicCoreAtomics.cs

Constants and Fields ​

ScrollPosition ​

Vector2

SelectedTrackId ​

int

Timeline ​

Timeline

TrackCount ​

int

TrackHeaderWidth ​

float

MusicCoreAtomics ​

static class

Core atomic calculations for music: MIDI, instruments, sequencing, composition.
This is the DAW/studio layer:
- MIDI (notes, CC, instruments, channels)
- Music theory (scales, chords, harmony)
- Musical instruments (synths, samplers, drums)
- Sequencing and composition
- Studio effects (reverb, compression, EQ, delay)
Think: Ableton, Logic, Pro Tools functionality.
Scientific audio belongs in AudioProcessing subdomain.
Low-level DSP belongs in Audio core domain.
MIL-SPEC: Zero allocation after initialization, deterministic, thread-safe.

Source: MusicCoreAtomics.cs

Enumerations ​

MIDIMessageType ​

MIDI message types

Values: NoteOff, NoteOn, PolyphonicAftertouch, ControlChange, ProgramChange, ChannelAftertouch, PitchBend, SystemExclusive, InvalidParameter

Constants and Fields ​

CalculationFailure ​

const int

CalculationFailureFloat ​

const float

MIDI_CONTROL_CHANGE ​

const int

MIDI_NOTE_OFF ​

const int

MIDI_NOTE_ON ​

const int

MIDI_PITCH_BEND ​

const int

MIDI_PROGRAM_CHANGE ​

const int

MusicNetworks ​

static class

Execution networks for Music subdomain.
Orchestrates MIDI, music theory, and audio recognition into intelligent music workflows.

Source: MusicNetworks.cs

Enumerations ​

MusicNodeId ​

Node identifiers for Music calculations.

Values: Voice_DetectPitch, Voice_DetectOnsets, Voice_DetectOffsets, Voice_CalculateLoudness, Voice_ClassifyInstrument, Voice_QuantizeMIDI, Voice_ApplySwing, Voice_CreateMIDINotes, Beatbox_DetectTransients, Beatbox_ClassifyPercussive, Beatbox_MapToDrumKit, Beatbox_QuantizeTiming, Beatbox_CreateDrumPattern, Harmonic_DetectKey, Harmonic_DetectChords, Harmonic_AnalyzeProgression, Harmonic_DetectModulation, Harmonic_GenerateRomanNumerals, Generation_CreateChordProgression, Generation_CreateMelody, Generation_CreateBassLine, Generation_CreateDrumBeat, Generation_ArrangeParts, MIDI_Quantize, MIDI_ApplySwing, MIDI_ApplyHumanize, MIDI_ApplyVelocityCurve, MIDI_Transpose, Score_DetectTempo, Score_DetectTimeSignature ...+4 more

MusicNetworkValidation ​

static class

Source: MusicNetworks.cs

Methods ​

ValidateVoiceToMIDI ​

ValidationResult ValidateVoiceToMIDI ( )

MusicVisualization ​

struct

Multi-instrument music visualization

Source: MusicCoreAtomics.cs

Constants and Fields ​

ActiveLineCount ​

int

InstrumentCount ​

int

Instruments ​

InstrumentWidget[]

KeyboardCount ​

int

Keyboards ​

VirtualKeyboard[]

ShowCircleOfFifths ​

bool

ShowHarmony ​

bool

OctaveMesh ​

struct

Piano octave mesh (12 keys: 7 white + 5 black)

Source: MusicCoreAtomics.cs

Constants and Fields ​

KeyCount ​

int

Position ​

Vector3

TotalWidth ​

float

PianoKeyMesh ​

struct

Parametric piano key mesh (white or black key)

Source: MusicCoreAtomics.cs

Constants and Fields ​

Color ​

KeyColor

IsPressed ​

bool

Mesh ​

QuadMesh

Position ​

Vector3

Width ​

float

PianoRollNote ​

struct

Piano roll note (MIDI note on timeline)

Source: MusicCoreAtomics.cs

Constants and Fields ​

Color ​

Vector4

IsMuted ​

bool

IsSelected ​

bool

NoteId ​

int

PianoRollView ​

struct

Piano roll view (grid of notes)

Source: MusicCoreAtomics.cs

Constants and Fields ​

NoteCount ​

int

NoteRangeMax ​

int

PixelsPerSecond ​

float

ScrollOffset ​

Vector2

SnapToGrid ​

bool

QuadMesh ​

struct

Quad mesh data (vertices, normals, UVs, indices)
MIL-SPEC: Fixed-size arrays, zero allocation after init

Source: MusicCoreAtomics.cs

Constants and Fields ​

IndexCount ​

int

Normals ​

Vector3[]

UVs ​

Vector2[]

VertexCount ​

int

Vertices ​

Vector3[]

ScaleDefinition ​

struct

Scale definition

Source: MusicCoreAtomics.cs

Constants and Fields ​

IntervalCount ​

int

NoteCount ​

int

RootNote ​

Note

ScaleType ​

Scale

SpectralBin ​

struct

Spectral bin (frequency content at one time slice)

Source: MusicCoreAtomics.cs

Constants and Fields ​

Color ​

Vector4

SpectralDisplay ​

struct

Spectral display (spectrogram: frequency vs. time)

Source: MusicCoreAtomics.cs

Constants and Fields ​

BinCount ​

int

FrequencyMax ​

float

ShowEnergyContours ​

bool

ShowHarmonics ​

bool

TimelineEnd ​

float

TimelineStart ​

float

UseLogScale ​

bool

Timeline ​

struct

Timeline (playback position, zoom, scroll)

Source: MusicCoreAtomics.cs

Constants and Fields ​

IsLooping ​

bool

IsPlaying ​

bool

LoopEnd ​

float

LoopStart ​

float

PixelsPerSecond ​

float

VisibleEnd ​

float

VisibleStart ​

float

Track ​

struct

Music editor track (MIDI or audio with effects)

Source: MusicCoreAtomics.cs

Constants and Fields ​

Color ​

Vector4

DisplayMode ​

TrackDisplayMode

EffectCount ​

int

Effects ​

EffectVisualizationDisplay

IsArmed ​

bool

IsExpanded ​

bool

IsMuted ​

bool

IsSolo ​

bool

Name ​

string

Spectral ​

SpectralDisplay

TrackId ​

int

Type ​

TrackType

TrackEffect ​

struct

Track effect (plugin/processor on track)

Source: MusicCoreAtomics.cs

Constants and Fields ​

EffectId ​

int

GroupBusId ​

int

IsBypassed ​

bool

IsExpanded ​

bool

Name ​

string

Routing ​

EffectRouting

VirtualKeyboard ​

struct

Virtual keyboard with adaptive range and layout

Source: MusicCoreAtomics.cs

Constants and Fields ​

CircularParams ​

CircularKeyboardParams

IsVisible ​

bool

KeyboardId ​

int

KeyShapeMode ​

KeyShape

Layout ​

KeyboardLayout

LinearParams ​

LinearKeyboardParams

Name ​

string

VoiceToMIDIPattern ​

static class

Voice to MIDI network - converts singing/humming to MIDI notes for any instrument

Source: MusicNetworks.cs

Methods ​

CreateVoiceToMIDI ​

ExecutionNetwork CreateVoiceToMIDI ( )

WaveformDisplay ​

struct

Waveform display (visualize audio over time)

Source: MusicCoreAtomics.cs

Constants and Fields ​

AmplitudeScale ​

float

SampleCount ​

int

ShowPeaks ​

bool

ShowRMS ​

bool

TimelineEnd ​

float

TimelineStart ​

float

WaveformSample ​

struct

Waveform display sample (audio amplitude over time)

Source: MusicCoreAtomics.cs

Constants and Fields ​

AmplitudeMax ​

float

AmplitudeMin ​

float

GTOS.Audio.Visualization ​

LatticeDirectRenderer ​

static class

Lattice Direct Renderer - 2D projection visualization of phoneme lattice.
Pure function-based, zero state, zero allocation after initialization.

Source: LatticeDirectRenderer.cs

LatticeSDFRenderer ​

static class

Lattice Direct Renderer - 2D projection visualization of phoneme lattice.
Pure function-based, zero state, zero allocation after initialization.

Source: LatticeSDFRenderer.cs


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