add sound reciever

  • username90000
    25th Feb 2023 Member 0 Permalink

    - it will be 1 element that can be placed only once as 1 pixel and it will turn pressure or velocity into sound
     sound volume should not exceed 60 dB

  • z4dg9ssw135
    25th Feb 2023 Member 0 Permalink

    @username90000 (View Post)

     More better it would be if it took information from filt so it would be possible to make actual sounds but since it is sound , it will be rejected (there is somewhere list of rejected suggestions but i dont remember where exactly)

  • RebMiami
    27th Feb 2023 Member 0 Permalink

    This is a decent sound idea conceptually, but it sadly just can't work from a technical perspective. The simulation updates at 60 frames per second normally, meaning the sound wave generated would have a sample rate of 60Hz. This means that the highest frequency you could play (the Nyquist frequency) is 30Hz, which is just barely above the lowest frequency the human ear can hear (~20Hz). You'd only be able to play extremely low bass sounds with an element like this.

     

    For comparison, most of the digital audio you listen to on a daily basis is 44.1kHz (or 44100Hz).

  • username90000
    27th Feb 2023 Member 0 Permalink

    @RebMiami (View Post)

     we can increase fps limit actualy

  • RebMiami
    27th Feb 2023 Member 0 Permalink

    @username90000 (View Post)

    Yes, but not to 44.1kHz (44100Hz, or 44100 frames per second) or even the bare minimum for audio which I'd consider about 8kHz (8000Hz/8000fps). tpt.setfpscap() isn't a cheat code that magically makes the game run better.

  • username90000
    27th Feb 2023 Member 0 Permalink