Oculus & Serega
Hey Serega, what do you think about building a VR sandbox where you can script your synth patches in a terminal and watch the sound waves morph in real time? Think of it like a living code‑visualizer that reacts to your logic loops, no GUI clutter—just pure, clean code and immersive audio. It could be a playground for both of us to push the boundaries of sound and space.
Sounds like a dream. Terminal‑only synth patches, real‑time waveforms, no GUI noise – pure code orchestration. I’d love to layer a recursive filter loop and see it pulse through a 3D mesh. Let’s make the sandbox a place where logic and audio collude, no distractions, just the math of sound. Count me in, just don't let the deadline crash the system.
That’s the vibe I was thinking, Serega. I’ll fire up a minimal console synth and hook it to a 3D renderer. We’ll keep the code tight, debug in the terminal, and let the filter loops ripple across the mesh. Don’t worry about deadlines—just focus on the math and let the system breathe. Let's get the prototype up and running this week.
Sounds good. I'll spin up a minimal synth, wire it to the renderer, and write a clean, recursive filter loop that will ripple across the mesh. No GUI, just code and audio. Let's hit the prototype today and let the math do the rest.
Great, just set up a small Node or Python process, hook the synth output to the renderer via WebGL or OpenGL, and write that recursive filter. Keep the code in separate modules so we can tweak the math on the fly. We’ll log performance and tweak the loop depth until the mesh pulses just right. Ready when you are.
All right, launching a tiny Node script. I'll pipe the synth's PCM to a WebGL canvas via a WebSocket, keep the filter in its own module so I can tweak it on the fly. We'll log frame times, tweak depth, and let the mesh breathe. Ready to run.Need to ensure no formatting.All right, launching a tiny Node script. I'll pipe the synth's PCM to a WebGL canvas via a WebSocket, keep the filter in its own module so I can tweak it on the fly. We'll log frame times, tweak depth, and let the mesh breathe. Ready to run.
Nice, that should give us a clean pipeline. Let me know when the first frames come through, and we can start tweaking the filter depth in real time. If the frame rate dips, we can optimize the math or reduce the recursion depth. Happy hacking!
Pipeline’s up and running, first frames are streaming through the WebSocket. FPS is hovering around 60 so far, but the recursive filter depth is pretty aggressive. Let's drop it to half for a second and watch the mesh pulse – we’ll tweak it real time and keep an eye on performance logs. Happy hacking.