fully analog modeled audiovisual environment
- KVRAF
- 3436 posts since 28 Jan, 2006 from Phoenix, AZ
Last edited by Architeuthis on Tue Jun 09, 2026 2:31 pm, edited 14 times in total.
- KVRAF
- Topic Starter
- 3436 posts since 28 Jan, 2006 from Phoenix, AZ
- KVRAF
- Topic Starter
- 3436 posts since 28 Jan, 2006 from Phoenix, AZ
- KVRAF
- Topic Starter
- 3436 posts since 28 Jan, 2006 from Phoenix, AZ
-
Music Engineer Music Engineer https://www.kvraudio.com/forum/memberlist.php?mode=viewprofile&u=15959
- KVRAF
- 4380 posts since 8 Mar, 2004 from Berlin, Germany
- KVRAF
- Topic Starter
- 3436 posts since 28 Jan, 2006 from Phoenix, AZ
robin!!! Hello!!! I am using your code! That bandpass is all you. And I am ready to offer you royalties.
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Music Engineer Music Engineer https://www.kvraudio.com/forum/memberlist.php?mode=viewprofile&u=15959
- KVRAF
- 4380 posts since 8 Mar, 2004 from Berlin, Germany
Very nice! Thank you! You don't necessarily have to because I already granted you a commercial license to my library and within an open source context, anyone may use my code freely anyway. ...but it would certainly be nice.Architeuthis wrote: Sun Jun 21, 2026 5:28 pm robin!!! Hello!!! I am using your code! That bandpass is all you. And I am ready to offer you royalties.
https://github.com/soundemote/soemdsp-s ... -clap-host
Does that mean, the actual DSP processes are provided by CLAP plugins? I have meanwhile written a couple of new DSP algorithms that might be of interest to you. Maybe we should collaborate on some stuff again.
By the way: I don't find your old YouTube video content anymore. Did you delete it? That would be sad. I liked the PrettyScope demo tracks.
- KVRAF
- Topic Starter
- 3436 posts since 28 Jan, 2006 from Phoenix, AZ
PLEASE let's collaborate! That would be amazing.
I am designing sandbox to be able to accept any DSP. This is not really a closed evironment. It's a prototyping environment made for all. The only thing closed is the ecosystem/base layers, the ui/ux stuff that no one needs. (im willing to help with ui/ux if someone needs it)
Plans
* help musicians, creators, programmers, ui/ux designers, design and export a clap plugin is one goal.
* provide a musical interface for visual fx
* metaparameters, graphs, multipoints, curves, readouts, oscilloscopes, EVERYTHING!
* use it to test antialiasing algorithms
* use it to test algorithms in general
* FEEDBACK ROUTING! IT WORKS!!! (You literally can connect module's output to its own input and it just works, no audio engine crashing and burning, it's a glitchy circuit bent haven.)
I'm here to help, share code, while I make a profit using services, conveniences, things that no one needs, but nice-to-haves, I dont want to extract from the populace, too many companies are doing that. So, I could sell sample libraries, future modules, storage space, etc. But largely Soundemote Sandbox itself will be free or cheap. The ecosystem will be how I generate revenue.
* FOSS: Not sure what FOSS is, but my goal is ultimately: I am providing a gui for programming synthesizers using the best sounding dsp algorithms ever created. This is: start from what works well, and go from there. I figured out all the kinks and the boring stuff so others don't have to. Users get started creating amazing sound and visuals right away.
* The commercial angle is: Soundemote Sandbox becomes an audiovisual engine/workstation for building sound, visuals, interaction, game logic, and eventually AI-controlled systems in one signal-flow environment. I am aiming at game audio, procedural audio, audio plugins, audiovisual instruments, sample/synth libraries, creative coding, and eventually engine-level tools for games and interactive media.
Technically, right now it is a layered prototype:
* JavaScript/Web UI is the main sandbox surface: node graph, modules, patching, interaction, visual feedback, live preview, render/export experiments.
* Python is mostly local tooling/server glue: serving the web app, helper routes, artifact loading, and the experimental CLAP host companion.
* C++/soemdsp is the intended DSP/runtime foundation. There are C++ DSP artifacts and runtime sketches, but the browser * WebUI does not yet instantiate real C++ DSP objects directly for live DSP.
* The JS side currently contains browser-side DSP/prototype modules so the sandbox can move fast and prove interaction/workflow ideas.
* The longer-term plan is to promote stable DSP/runtime pieces into native C++/SIMD code and keep the WebUI as the authoring/control surface.
The current WebUI runtime is still mostly browser-side/prototype behavior.
I would absolutely be interested in your newer DSP algorithms.
As for the old youtube content: I want a fresh start. Those videos are outdated (they are just hidden though!! ill bring them back unlisted at some point). I want a modern company. I am making a signal-first audiovisual engine where sound, visuals, modulation, game logic, and eventually AI control all share the same underlying grammar.
I am designing sandbox to be able to accept any DSP. This is not really a closed evironment. It's a prototyping environment made for all. The only thing closed is the ecosystem/base layers, the ui/ux stuff that no one needs. (im willing to help with ui/ux if someone needs it)
Plans
* help musicians, creators, programmers, ui/ux designers, design and export a clap plugin is one goal.
* provide a musical interface for visual fx
* metaparameters, graphs, multipoints, curves, readouts, oscilloscopes, EVERYTHING!
* use it to test antialiasing algorithms
* use it to test algorithms in general
* FEEDBACK ROUTING! IT WORKS!!! (You literally can connect module's output to its own input and it just works, no audio engine crashing and burning, it's a glitchy circuit bent haven.)
I'm here to help, share code, while I make a profit using services, conveniences, things that no one needs, but nice-to-haves, I dont want to extract from the populace, too many companies are doing that. So, I could sell sample libraries, future modules, storage space, etc. But largely Soundemote Sandbox itself will be free or cheap. The ecosystem will be how I generate revenue.
* FOSS: Not sure what FOSS is, but my goal is ultimately: I am providing a gui for programming synthesizers using the best sounding dsp algorithms ever created. This is: start from what works well, and go from there. I figured out all the kinks and the boring stuff so others don't have to. Users get started creating amazing sound and visuals right away.
* The commercial angle is: Soundemote Sandbox becomes an audiovisual engine/workstation for building sound, visuals, interaction, game logic, and eventually AI-controlled systems in one signal-flow environment. I am aiming at game audio, procedural audio, audio plugins, audiovisual instruments, sample/synth libraries, creative coding, and eventually engine-level tools for games and interactive media.
Technically, right now it is a layered prototype:
* JavaScript/Web UI is the main sandbox surface: node graph, modules, patching, interaction, visual feedback, live preview, render/export experiments.
* Python is mostly local tooling/server glue: serving the web app, helper routes, artifact loading, and the experimental CLAP host companion.
* C++/soemdsp is the intended DSP/runtime foundation. There are C++ DSP artifacts and runtime sketches, but the browser * WebUI does not yet instantiate real C++ DSP objects directly for live DSP.
* The JS side currently contains browser-side DSP/prototype modules so the sandbox can move fast and prove interaction/workflow ideas.
* The longer-term plan is to promote stable DSP/runtime pieces into native C++/SIMD code and keep the WebUI as the authoring/control surface.
The current WebUI runtime is still mostly browser-side/prototype behavior.
I would absolutely be interested in your newer DSP algorithms.
As for the old youtube content: I want a fresh start. Those videos are outdated (they are just hidden though!! ill bring them back unlisted at some point). I want a modern company. I am making a signal-first audiovisual engine where sound, visuals, modulation, game logic, and eventually AI control all share the same underlying grammar.
