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27:32Blackboard: Doing this process from the software side
27:32Blackboard: Doing this process from the software side
27:32Blackboard: Doing this process from the software side
30:34Blackboard: Mixing sounds by adding them together
30:34Blackboard: Mixing sounds by adding them together
30:34Blackboard: Mixing sounds by adding them together
37:03Blackboard: Optionally increasing the complexity
37:03Blackboard: Optionally increasing the complexity
37:03Blackboard: Optionally increasing the complexity
38:09Blackboard: Clipping
38:09Blackboard: Clipping
38:09Blackboard: Clipping
43:42Blackboard: Modulation and Interpolation
43:42Blackboard: Modulation and Interpolation
43:42Blackboard: Modulation and Interpolation
50:14Blackboard: Pitch
50:14Blackboard: Pitch
50:14Blackboard: Pitch
56:17Blackboard: Set the stage for tomorrow
56:17Blackboard: Set the stage for tomorrow
56:17Blackboard: Set the stage for tomorrow
57:58Q&A
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57:58Q&A
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57:58Q&A
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58:22@insofaras You said panning is just a function of volume, but could it also mix a portion of one source channel into the other output channel (for stereo)?
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58:22@insofaras You said panning is just a function of volume, but could it also mix a portion of one source channel into the other output channel (for stereo)?
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58:22@insofaras You said panning is just a function of volume, but could it also mix a portion of one source channel into the other output channel (for stereo)?
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1:03:08@cubercaleb Earlier in the stream you were describing audio in relation to light and you mentioned how sound is volumetric. But isn't light also volumetric?
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1:03:08@cubercaleb Earlier in the stream you were describing audio in relation to light and you mentioned how sound is volumetric. But isn't light also volumetric?
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1:03:08@cubercaleb Earlier in the stream you were describing audio in relation to light and you mentioned how sound is volumetric. But isn't light also volumetric?
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1:12:08@SoysauceTheKid No special sound effects such as reverb?
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1:12:08@SoysauceTheKid No special sound effects such as reverb?
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1:12:08@SoysauceTheKid No special sound effects such as reverb?
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1:12:42@ingenero Are you going to do any work with sound analysis or visualization using FFTs? Do have any experience with that kind of stuff?
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1:12:42@ingenero Are you going to do any work with sound analysis or visualization using FFTs? Do have any experience with that kind of stuff?
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1:12:42@ingenero Are you going to do any work with sound analysis or visualization using FFTs? Do have any experience with that kind of stuff?
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1:13:24@cubercaleb Is their any need for an equalizer for the game's engine? I assume it would be trivial to implement.
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1:13:24@cubercaleb Is their any need for an equalizer for the game's engine? I assume it would be trivial to implement.
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1:13:24@cubercaleb Is their any need for an equalizer for the game's engine? I assume it would be trivial to implement.
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1:14:54@Miblo Won't we also want at least a low-pass filter for audio coming from, for example, the other side of a wall?
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1:14:54@Miblo Won't we also want at least a low-pass filter for audio coming from, for example, the other side of a wall?
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1:14:54@Miblo Won't we also want at least a low-pass filter for audio coming from, for example, the other side of a wall?
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1:15:50@ttbjm Some older sound cards could do cross-talk cancellation to try to do 3d sound with 2 or 4 speakers instead of with headphones, do you have any experience with this?
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1:15:50@ttbjm Some older sound cards could do cross-talk cancellation to try to do 3d sound with 2 or 4 speakers instead of with headphones, do you have any experience with this?
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1:15:50@ttbjm Some older sound cards could do cross-talk cancellation to try to do 3d sound with 2 or 4 speakers instead of with headphones, do you have any experience with this?
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1:16:07@hyco24 What is a good way to get sound to bounce off objects more realistically? (i.e., walls, cars, etc.)
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1:16:07@hyco24 What is a good way to get sound to bounce off objects more realistically? (i.e., walls, cars, etc.)
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1:16:07@hyco24 What is a good way to get sound to bounce off objects more realistically? (i.e., walls, cars, etc.)