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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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