I think web apps would be wonderful as long as speech is also included or sent 
to the os to process. I would although like to have a world to ecplore that is 
a regular app on iOS. Mine craft anyone?

Sent from my iPhone

> On Jan 11, 2015, at 8:10 AM, Alex Hall <[email protected]> wrote:
> 
> As before, I don't follow all of this. Computer science uses math, but 
> nothing like this, and I didn't need anything past calculus 1. Still, I'd 
> like  to see the API, and (most importantly) to know if I can use all this in 
> an iOS or Mac app written in Swift or Objective-C. If everything is condensed 
> to a C or C++ library, I don't see why such integration couldn't happen, but 
> I have no idea if the languages you're using would be compatible. I realize 
> you are focused on web-based apps at the moment, so we might be on two 
> different wavelengths here.
>> On Jan 11, 2015, at 8:52 AM, Yuma Antoine Decaux <[email protected]> wrote:
>> 
>> Hi Alex,
>> 
>> I have the Js web audio API classes ready but reading the openal.audio 
>> python module, I think I can save a lot of processes and do everything in 
>> one language (save xml and lua for the world of warcraft interface)
>> 
>> http://pythonhosted.org/PyAL/audio.html#module-openal.audio
>> 
>> 
>> To answer your question about the buffer channels.
>> 
>> The buffer max is 16 megs. a lot of sounds can be shrunk, blended and 
>> refactored using fourrier's transforms. Also, by applying buffer queuing 
>> algorithms such that active sound sources and their positional information 
>> can be truncated into the right bytesize, considering that most or all of 
>> our computers are intel x86, and a lot of us using 64-bit. with 16 buffer 
>> channels, we have approximately 256 megs of sound clips and generated 
>> waveforms (on the fly) that can be queued using parallel algorithms. I was 
>> thinking of using the select() module for this purpose which listens and 
>> automatically fills the queue which can then be passed to each individual 
>> buffers.
>> 
>> By quick calculation, this is how I see it:
>> each observer (character in the game) has three areas (long, med, short). 
>> Anything long range dithers anyway in the perceptive field, so they can be 
>> blended through the queue and played back as a single long range pass, or 
>> pre recorded. Making a simulation first then recording can also work. Mid 
>> range has more definition but channel size restricted to 5 sources. The rest 
>> of the 10 channels can be various sources around the proximity of the 
>> player. I can even hypothesise a cheat which filters the types of sounds we 
>> want to hear.
>> 
>> In regards to emulating higher channel counts, I think it will have to be 
>> again math based. Say you have a willow tree in front of you. there are 
>> about 35 odd branches, each with smaller branches and their leaves. clumps 
>> of leaves with small rustle signatures (this is just about function 
>> generation into the buffer) can be blended before being sent to the buffer. 
>> Kind of a premix before getting out there in the world. Again, bijectivity 
>> is super important to trace back and edit the raw as it comes. using the 
>> select module allows for automatic buffer dispatch for the first available 
>> one, since each buffer block say is the raw data and its 
>> positional/volume/others information. 
>> 
>> I don't think this will be much of a problem though it shows a technical 
>> restriction.
>> 
>> 
>> 
>> 
>> Yuma Antoine Decaux
>> "Light has no value without darkness"
>> Mob: +612102277190
>> Skype: Shainobi1
>> twitter: http://www.twitter.com/triple7
>> 
>> 
>> 
>> 
>>> On 11/01/2015, at 2:37 pm, Alex Hall <[email protected]> wrote:
>>> 
>>> I won't pretend to understand all of this. My degree is computer science, 
>>> not higher mathematics or engineering. Still, I'm intrigued, and would love 
>>> to hear a practical example. To keep things on topic, would this library be 
>>> usable from a Swift or Objective-C app for iOS or OS X? If so, can you give 
>>> a real-world example of how? I understand representing things as sounds, 
>>> but how would it handle in a real app? That is, what about loading/managing 
>>> sound buffers (you can only have 16 at a time in OpenAL), handling stereo 
>>> sound samples, generating sounds on the fly instead of relying on recorded 
>>> audio, applying real-time filters or effects, managing occlusions and 
>>> distance roll-offs, that kind of thing? Is there a mapping engine, where 
>>> the programmer can lay out the "world" in some kind of XML or JSON format? 
>>> Have I missed the point entirely?
>>>> On Jan 10, 2015, at 10:31 PM, Yuma Antoine Decaux <[email protected]> 
>>>> wrote:
>>>> 
>>>> I’ll get into more detail on the 3D sound part.
>>>> 
>>>> It uses a node system, as mentioned earlier, to plug, unplug, blend or 
>>>> ratio fit one or more nodes t=which can be filters, user set paremeters or 
>>>> daisy chained hierarchies of sound buffers. So imagine you call a tree 
>>>> instance from my library. It uses phi and pi to generate the fractal links 
>>>> down to the leaf node. Each leaf node has physical properties which follow 
>>>> parent nodes with a coefficient, or a scalar value spread along the entire 
>>>> tree. Each node is a sound buffer or a set of sound buffers. Collision 
>>>> detection is made via matrix identification and eigan matrices. Now set a 
>>>> wind particle (full of bounding boxes) object that traverses the tree. 
>>>> Each collision triggers the sound of a rustle. in real 3D position 
>>>> relative to the user’s position.
>>>> 
>>>> Now take these tree structures and use a spherical shape (revolving the 
>>>> nGon I mentioned earlier around its y axis) and pass it through a deformer 
>>>> (which changes scalar values of the vectors within the sphere). This 
>>>> deformer can use a set of physics class objects such as inertia, parabolic 
>>>> deviations, swirls, you name the geometric shape, there’s a math formulae 
>>>> for it. Consider that each vector or vertex is a bird in a school of 
>>>> birds. Apply an index to it, and use this other swarm algorithm I studied 
>>>> to create an array of bees, birds, fish, whatever. each, when colliding 
>>>> with each other will have a behavior generator using again, scalar values. 
>>>> I can’t stress enough the utility of matrices and transformations for 
>>>> things that go beyond just shapes.
>>>> 
>>>> So I’ve gone way past my initial goal, and think this can be very useful.
>>>> 
>>>> I want some help with some of the scripts, to complete them. I’m fine 
>>>> paying for it, but the person needs to not only like the idea, but 
>>>> actually believe in it.
>>>> 
>>>> Anyway, here’s my two cents 
>>>> 
>>>> 
>>>> 
>>>> Yuma Antoine Decaux
>>>> "Light has no value without darkness"
>>>> Mob: +612102277190
>>>> Skype: Shainobi1
>>>> twitter: http://www.twitter.com/triple7
>>>> 
>>>> 
>>>> 
>>>> 
>>>>> On 10/01/2015, at 11:18 pm, Alex Hall <[email protected]> wrote:
>>>>> 
>>>>> Can you explain a bit more what this library is doing and how it might be 
>>>>> used? When you said 3d sound, I at first thought you meant something to 
>>>>> supplement or replace OpenAL, but that's clearly not the case. I'm not 
>>>>> clear on just what this does. Thanks.
>>>>>> On Jan 10, 2015, at 2:34 AM, Yuma Antoine Decaux <[email protected]> 
>>>>>> wrote:
>>>>>> 
>>>>>> Hi All,
>>>>>> 
>>>>>> I am currently working on a 3D sound engine. I have so far done the 
>>>>>> following:
>>>>>> 1-nodes structure for extracting tag and LUA function calls and creating 
>>>>>> a hierarchy of each node where parent node is UI.
>>>>>> 2-A 3D sound library connecting to the js web sound API, using the node 
>>>>>> system
>>>>>> 3-a parser toolset to create arrays of configurations between scripts 
>>>>>> and languages
>>>>>> 4-A geometric 3D volume matrix with the node hierarchy class used as 
>>>>>> secondary process
>>>>>> 5-using a parallell processing class to send socket information between 
>>>>>> nodes
>>>>>> 6-A socket distribution (select()) daisy chain communication layer
>>>>>> 7-A 3D prototype of an SSD based sound processing CPU that stocks all 
>>>>>> the information in the SSD as static memory. I have been 3D prototyping 
>>>>>> for about 15 years. I demand elegance and functionality in design, as 
>>>>>> much as efficient memory management of blocks and sectors. I am a 
>>>>>> programmer.
>>>>>> 
>>>>>> All the scripts are doing exactly what they are supposed to except for 
>>>>>> the 3D matrix layer, which I am currently working on. However I have 
>>>>>> done all primitives, transforms and rotations using matrices. About to 
>>>>>> get back to completing the nGon class.
>>>>>> 
>>>>>> This project started as a spark when I saw a tweet about a blind player 
>>>>>> on World of Warcraft.
>>>>>> 
>>>>>> Now it has turned out to be much bigger.
>>>>>> 
>>>>>> Everything is written in standard APIs such as python and JS modules. I 
>>>>>> am trying to complete this accessible World of Warcraft layer which I 
>>>>>> will use as a GNU license platform which does not use world of warcraft. 
>>>>>> I don’t understand why blizzard hasn’t done this. But this has given me 
>>>>>> the opportunity to see exactly what is happening in the system 
>>>>>> architecture. And be an architect, though I had lost that capacity once 
>>>>>> I lost vision.
>>>>>> 
>>>>>> Will anyone be so cool as to send me a reply with “#vipWOW” as subject?
>>>>>> 
>>>>>> I really hope that this ideal I have been carrying on for the past 6 
>>>>>> years, dedicated to programming and mathematics where I used not do 
>>>>>> apply so frequently can be growing to a larger community through the 
>>>>>> effort I, and hope others, will accept as an independant hire, to help. 
>>>>>> I cannot afford thousands per month, but I have laid down the 
>>>>>> architecture, the working sub systems, and working through each all the 
>>>>>> way to the main class.
>>>>>> 
>>>>>> This effort, I have come to realise, demands way more hands than my 
>>>>>> blind vision on the computer can handle, though I handle VIM quite well 
>>>>>> and efficiently. But it also needs to be accessible to the level I want 
>>>>>> it at some point.
>>>>>> 
>>>>>> If you are ready to experience something seriously cool (network 
>>>>>> connectivity, private test server, wiki, calendars and contacts, vnc 
>>>>>> access, ssh, ftp, redundancy is not there yet but we’re working on an 
>>>>>> arch linux installation), with an extra dimension (tactile), please do 
>>>>>> contact me. Let’s make an order of classes that will standardise many 
>>>>>> aspects of our experience on the computer as blind coders, and be the 
>>>>>> programmers for programmers in facilitating our own experience. 
>>>>>> 
>>>>>> Sincerely,
>>>>>> 
>>>>>> Antoine Decaux
>>>>>> twitter: triple7
>>>>>> 
>>>>>> 
>>>>>> 
>>>>>> 
>>>>>> 
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>>>>> 
>>>>> 
>>>>> --
>>>>> Have a great day,
>>>>> Alex Hall
>>>>> [email protected]
>>>>> 
>>>>> 
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>>>> 
>>>> 
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>>> 
>>> 
>>> --
>>> Have a great day,
>>> Alex Hall
>>> [email protected]
>>> 
>>> 
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>> 
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> 
> 
> --
> Have a great day,
> Alex Hall
> [email protected]
> 
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