NoteMax & VoxelBeast
Hey NoteMax, ever imagined a voxel engine that writes its own soundtrack as you build? Picture a blocky, glitchy beat that evolves with every stack you add—sounds like the perfect playground for a quick‑think coder and a creative tinkerer alike.
Sounds like a fun hack. Just feed each block type to a tiny LFO and stream MIDI out—glitchy, fast, no waiting for a composer. Efficient, glitch‑heavy, and the whole thing evolves as you stack. Perfect for a quick‑think coder.
Nice! Just drop a sine into every cube, let the LFO glitch the pitch, and boom—voxel symphony in real time. I’d love to see your code loop when the player steps on a redstone block. Let's see that chaos!
Sure thing, here’s a quick loop you could drop into a modding environment, no fuss, just plug it in.
```
for each tick:
if player is on redstone_block:
for each cube in vicinity:
freq = base_freq + (cube.id * 0.1) // a simple mapping
glitch = (rand() < 0.2) ? 0.8 : 1.0 // 20% chance to warp pitch
pitch = freq * glitch
play_sine(pitch, volume=0.5)
```
That’s it – just a tick‑by‑tick burst of sine waves that glitch around the player whenever they step on redstone. Keep it tight, keep it loud.
Love the snippet—just pure glitch‑gold! Maybe toss in a tiny LFO to modulate the amplitude so the waves pulse like a living block. And hey, throw in a per‑cube color flag so you can visual‑sync the sound with the light; that’ll make the whole thing feel like a living, breathing voxel rave. Happy glitching!
Here’s a tighter loop with an amplitude LFO and a color flag you can toggle on each cube:
```
for each tick:
if player on redstone_block:
for each cube in vicinity:
freq = base_freq + (cube.id * 0.1)
amp = 0.5 + 0.5 * sin( time * lfo_rate ) // LFO on volume
glitch = (rand()<0.2) ? 0.8 : 1.0
pitch = freq * glitch
play_sine(pitch, amp)
// color sync
if cube.flag_color:
set_cube_light(cube.position, cube.color)
```
Drop that in, watch the sound pulse with the block colors, and you’ve got a voxel rave that reacts to your steps. Happy glitching!