Can we please get a sound generator?
tracked
Ratany Resident
Can we get a sound generator like llParticleSystem() and llSetLinkPrimitiveParamsFast() but with sounds instead of particles? Like llSoundSystem() ... Or whatever is appropriate for the purpose; I'm not a sound expert ...
Even with some simple beeping you can still compose melodies or just beep; with a more sophisticated version, we could have sound effects for scripted objects; and a new form of art would be invented.
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Moo Boo
Take a look at AudioLabs by Meta, it's an AI for generating sound effects:
IceCold Skytower
Some game engines have built in tools to generate and synthesize instruments and sounds, like for example: generate a base sinewive, add another sinewave, subtract another squarewave from it at a different frequency, add a bunch of filters to it, and there you go, synthesized an instrument, or a hum or noise or whatever. Could be fully programmable.
Lethra Resident
I don’t get what this would do differently than llPlaySound(). Like “play X sound on a loop indefinitely but with varying volume/range”?
Nelson Jenkins
Lethra Resident Pitch control. There are other feature requests over the years that have asked for pitch shifting existing sounds, a pretty basic feature of the FMOD engine, and they've all been ignored.
The most obvious reason for something like that is for car engines, it's currently more or less impossible to have engine noises synthesized in real time. This feature request wouldn't solve that so I'm not exactly in favor of it over a plain pitch shifting approach, but it could be done, kinda.
But it would greatly simplify chiptune music and eliminate needing to upload/download sounds for simple tones. For example, I have two demo snippets of two attempted MIDI parsers here: https://youtu.be/qZGVvfUad7o?t=70
The problem is that the first one required uploading 73 individual sounds for a 73-tone range, and the second one required hundreds and hundreds because of the different voices. It's extremely annoying to synthesize all those, and also annoying to have to preload them all, because they all have to be cut by hand and tuned manually one by one in-world to avoid problems with looping sound files that are so short.
Worse, you have to figure out how to store and recall the UUIDs for all those hundreds of sounds on-the-fly in LSL.
If this feature request were implemented, it would make all of that unnecessary, since basic sound synthesis would be trivial, like it has been in every game engine and most other software for decades.
steph Arnott
Nelson Jenkins and every time these so called easy changes greatly impact on servers and data packets adversely impacting the majority of users.
Nelson Jenkins
steph Arnott What in the literal world are you on about...? You do realize that sound synthesis has been an infinitesimally trivial feature of computers since before you were probably born, right? Even FM synth, which is considerably more complex than the proposal, would take
several fewer
orders of magnitude of bytes on the wire than sound clips we already have, and the server impact would be negligible...steph Arnott
Nelson Jenkins, and you prove a point that you understand nothing. Typical of this forums comments. If you want that then create your own server and pay a third party because SL is at its limits.
Nelson Jenkins
steph Arnott Why bother posting here at all if SL is at its limits then? Leave me alone.
steph Arnott
Nelson Jenkins, because you comment with the backside of a horse
Spidey Linden
marked this post as
tracked
Issue tracked. We have no estimate when it may be implemented. Please see future updates here.
Toothless Draegonne
Probably wouldn't be the first time people have asked for an overhaul of sound in SL, including some kind of synthesis engine. Maybe not low level access to FMOD, but at least some way of subtractively and additively throwing waveforms, LFOs and filters and granular fun together along with the existing samples.
Delia Tafler
a beep!