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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
Generated from GTOS Savants source -- 2026-03-22

