Making Realtime Audio-Visuals
summary
Claims that tiny realtime audio‑visuals fit in 64 bytes to ~1KB and that you can couple sound and visuals by pregenerating wave buffers played via the audio element. Uses Canvas 2D, a single geometric primitive driven by one formula, and tricks: power‑of‑two increments to avoid floating‑point drift, avoid HSL (it's slow) in favor of RGB detuning, use shadowBlur for cheap glow, and PNG bootstrapping to compress code. Builds a branching plant demo with generated WAV audio, sprites and it runs live.
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chapters (16)
- 0:00Start
- 0:13Mathieu Henri
- 1:26What & where 2. General tips 3. Wild tricks 4. Coding time
- 1:42What & where
- 1:57Code golfing & Creative coding
- 2:54DEMOSCENE
- 3:37FOCUS
- 3:55NO LIBRARY NO FRAMEWORK
- 4:23ONE PRIMITIVE
- 4:42ONE FORMULA
- 5:13Dirty trigonometry
- 5:46IEEE 754
- 7:29Web Audio Api or Audio element
- 8:53COLORS
- 10:21PNG Bootstraping
- 11:22Audio-Visual
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