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Generative Sound Synthesis Architecture for an Endlessly Evolving Studio
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The creation of a browser-native generative sound synthesis engine designed for indefinite, non-looping evolution represents a profound departure from traditional digital audio workstation (DAW) architectures. The target environment—mesmerization.com's standalone Sound Studio and its reusable Advanc
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- .NET
- TypeScript
- Rust
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1. Architectural Vision and Engineering Constraints
The creation of a browser-native generative sound synthesis engine designed for indefinite, non-looping evolution represents a profound departure from traditional digital audio workstation (DAW) architectures. The target environment—mesmerization.com's standalone Sound Studio and its reusable Advanced Sound Studio panel—requires a system that operates autonomously. Rather than relying on static sequences, fixed timelines, or deterministic linear automation, the architecture must function as a self-modulating, biologically inspired acoustic ecosystem. The goal is uninterrupted mesmerization through continuous sonic evolution.
Achieving this within the browser introduces extreme computational and architectural constraints. The Web Audio API provides a robust foundation, yet relying solely on main-thread Javascript for complex generative routing induces unacceptable garbage collection (GC) pausing and thermal throttling1. Consequently, the architecture must delegate primary synthesis and sample-accurate modulation to WebAssembly (WASM) running inside a dedicated AudioWorkletProcessor. To guarantee infinite evolution without audible repetition or memory exhaustion, the system must utilize deterministic pseudo-random number generation (PRNG), deep Markov-chain state transitions, hierarchical musical time, and multi-dimensional coherent noise4. Every architectural decision must prioritize zero-allocation rendering paths, robust cross-thread synchronization, and defensive programming against mobile browser anomalies, specifically regarding iOS WebKit memory limits and background suspension7.
2. Synthesis Families and Generative Combinations
A singular synthesis method will eventually expose its mathematical boundaries, resulting in listener fatigue. To create hours of non-repeating yet coherent audio, the engine must leverage a hybrid architecture that dynamically cross-modulates various synthesis families. The following analysis evaluates the twenty-three requested synthesis topologies regarding their suitability for endless generative environments and their computational overhead within a Web Audio AudioWorklet.
2.1 Foundational and Harmonic Synthesis
The core harmonic beds of the generative soundscape rely on continuous, slowly drifting tonal foundations.
Additive and Subtractive Synthesis: While these are the historical foundations of electronic sound, pure subtractive (filtering rich waveforms) or additive (summing sine waves) engines become perceptually predictable if driven by linear low-frequency oscillators (LFOs). However, when deployed as slowly drifting harmonic clusters—where dozens of sine wave partials possess independent, noise-driven random walks for both amplitude and frequency—they form an exceptional, endlessly shifting ambient bed.
Wavetable Synthesis: Highly efficient for drones and evolving pads. Instead of using a traditional envelope to scan through a wavetable, mapping the wavetable index to a three-dimensional simplex noise field allows the timbre to evolve endlessly without ever repeating the exact same spectral trajectory10. Linear or Hermite interpolation between adjacent wavetable frames ensures seamless timbral morphing.
Frequency Modulation (FM) and Phase Modulation (PM): FM and PM excel at generating complex, inharmonic spectra such as bells, metallic drones, and evolving textures. Endless evolution is achieved by applying constrained random walks to the modulation indices and carrier-to-modulator ratios of multi-operator algorithms11. By utilizing fractional ratios driven by Markov-chain state changes, the engine can slowly transition a pure harmonic drone into a chaotic metallic texture over several minutes.
Amplitude Modulation (AM) and Ring Modulation: These topologies create evolving sidebands that mathematically separate from the fundamental frequencies. Ring modulation, when applied to two slowly drifting harmonic clusters, produces deep, beating dissonances and sum-and-difference frequencies that move organically, serving as excellent tension-building mechanisms in a generative soundscape.
2.2 Physical Modeling and Resonance
Organic, acoustic-like textures are critical for breaking the sterility of pure electronic synthesis. Physical modeling techniques approximate the behavior of real-world materials and spaces.
Modal Synthesis: This is highly recommended for procedural percussion and sparse transient generation. Modal synthesis excites a bank of damped harmonic oscillators (second-order digital resonators) with an impulse force12. By analyzing the impulse responses of glass, wood, or metal, the resonant frequencies and damping coefficients can be mapped. The [Figure omitted from source export] computational complexity makes it exceptionally efficient for real-time Web Audio, allowing dozens of simultaneous procedural impacts without exhausting the CPU13.
Waveguide and Physical-Model Approximations: Delay-based physical models, particularly the Karplus-Strong algorithm and digital waveguides, excel at simulating plucked strings and blown tubes16. When fed with stochastic trigger fields rather than rigid sequencers, these models produce organic, generative plucks and scrapes. Adjusting the fractional delay length and the feedback filter cutoff via coherent noise creates strings that continuously morph in material density and tension.
Resonator Banks and Comb-Filter Networks: Passing filtered noise or sparse transients through parallel comb filters or highly resonant bandpass filters tunes broad-spectrum energy into ethereal, ringing chords. Slowly shifting the resonant frequencies of these banks via Markov-driven chord progressions yields endlessly fascinating tonal beds that bridge the gap between noise and harmony.
2.3 Stochastic, Granular, and Transient Generation
To achieve continuous evolution, the micro-structure of the sound must be as dynamic as the macro-structure.
Granular Synthesis: Granular engines are ideal for creating dense textural clouds. By asynchronously extracting micro-grains (10ms to 100ms) from a small set of foundational audio buffers—or even live-sampling the output of other synthesis modules—and modulating grain size, density, pitch, and stereo panning via probability fields, the system achieves massive sonic density with a minimal memory footprint18.
Stochastic Synthesis (GENDYN): Conceived by Iannis Xenakis, dynamic stochastic synthesis generates waveforms natively by applying random walks to the time and amplitude axes of waveform breakpoints19. By utilizing Cauchy or exponential probability distributions constrained by "elastic barriers" (hard boundaries that fold the random walk back upon itself), GENDYN produces aggressive, unpredictable textures21. It is computationally lightweight as it operates solely on sample-level probability without requiring complex filters or fast Fourier transforms (FFTs).
Filtered Noise and Drone Oscillators: Integrating pure white, pink (Voss-McCartney algorithm), or Brownian noise into the engine provides a continuous bed of energy24. Sending this noise through deep, high-resonance low-pass filters driven by multi-dimensional noise walks creates the illusion of wind, breath, or oceanic movement. Combined with drone oscillators that are structurally immune to standard note-off events, these layers form the permanent acoustic atmosphere of the soundscape.
Procedural Percussion and Sparse Transient Generation: Rather than relying on static drum samples, percussion should be entirely procedural, utilizing a combination of FM bursts, modal synthesis, and filtered noise envelopes11. Triggering these transients sparsely, governed by Poisson probability distributions rather than metronomic grids, ensures organic, unpredictable rhythmic events.
2.4 Spectral, Spatial, and Network Topologies
The spatial environment and spectral manipulation of the sound are as important as the oscillators themselves.
Spectral Freezing and Spectral Smearing: Utilizing a phase vocoder built upon a Short-Time Fourier Transform (STFT) inside the AudioWorklet, audio can be time-stretched infinitely without pitch shifting27. This allows the engine to capture a transient moment of a complex hybrid sound and "freeze" it into an endless, droning pad. Phase-locking algorithms are strictly required to prevent the phase-cancellation artifacts typical of extreme stretching28. Spectral smearing randomizes the phase of the FFT bins, turning distinct sounds into blurred, ambient clouds.
Feedback Delay Networks (FDN) and Delay-Network Synthesis: FDNs are critical for massive spatialization and ambient wash. FDNs utilizing Householder feedback matrices guarantee lossless, endlessly reverberating spaces without the ringing artifacts of simple parallel delays29. By slowly modulating the delay line lengths, the FDN acts as a synthesis engine itself, creating massive, chorused spatial fields31.
Feedback Networks: Routing the output of synthesis modules back into their own parameter modulation inputs—or through external non-linear wave-shapers before feeding them back into the delay lines—generates chaotic, fractal-like audio behavior.
Convolution and Procedural Impulse Responses: While high-quality, real-time convolution is computationally expensive, it provides unmatched acoustic realism33. To bypass the memory footprint of downloading massive IR libraries, procedural impulse responses can be mathematically generated at instantiation (using exponentially decaying noise bursts shaped by specific filter topologies) and loaded into a ConvolverNode. This guarantees a unique spatial environment for every session without taxing the real-time audio thread34.
2.5 Hybrid Combinations and Resource Efficiency
| Synthesis Combination | Primary Function | CPU Load | Generative Longevity Strategy |
|---|---|---|---|
| GENDYN \+ Spectral Freeze | Evolving Textural Drones | High | The unpredictable stochastic breakpoints of GENDYN are smoothed by the phase vocoder, yielding endless, non-repeating pads. |
| Wavetable \+ FDN Reverb | Harmonic Foundation | Low | 4D Simplex noise scans wavetable indices while FDN modulates space, creating geological shifts in tone. |
| Modal Banks \+ Granular | Organic Rhythmic Transients | Medium | Sparse Poisson-triggered impacts feed the granular engine, scattering physical-sounding debris across the stereo field. |
| Comb-Filters \+ Noise | Tension and Ambience | Low | Slow Markov transitions alter comb-filter tuning, extracting haunting melodies from continuous pink noise. |
3. Mathematical Control Structures and Generative State
The illusion of endless evolution requires rigorous mathematical frameworks. If an engine relies on traditional LFOs or looping sequencers, the human brain will quickly detect the pattern, destroying the mesmerizing effect.
3.1 Deterministic Random-Number Generation and Seeded State
Standard Javascript Math.random() is entirely unacceptable for a professional generative engine; it is non-deterministic and lacks cross-browser parity35. The system must implement a seeded PRNG, specifically the xoshiro256\\ algorithm4. This algorithm utilizes four 64-bit integers of state, provides excellent statistical diffusion, and is highly performant when compiled to WASM37. By initializing the master state with a specific session seed (e.g., an alphanumeric string hashed into numeric values), the engine guarantees that a given seed will yield the exact same parameter evolution, audio output, and event triggers every time it is played36. All individual synthesis modules must derive their local PRNG streams hierarchically from this master seed.
3.2 Simplex Noise, Parameter Walks, and Slow Modulation
To modulate continuous parameters (e.g., filter cutoff, wavefolder depth, spatial positioning), the system must utilize coherent noise. Simplex noise is strongly recommended over classic Perlin noise; it is computationally faster, has fewer directional artifacts, and scales seamlessly into higher dimensions5. By mapping a parameter to a "read head" moving continuously through a 3D or 4D simplex noise field, the resulting one-dimensional output drifts organically42. Because the vector traversing the noise space can be set at an irrational angle, the sequence of values will never repeat41. Scaling this read head's velocity down to near-zero facilitates slow modulation, enabling multi-minute, barely perceptible shifts in timbre that are crucial for deep ambient mesmerization.
3.3 Markov-Style State Changes and Constrained Stochasticity
While simplex noise governs continuous modulations, structural and harmonic shifts require discrete state management. Markov chains provide the mathematical foundation for this hierarchical progression18. A transition probability matrix governs the likelihood of moving from one musical state (e.g., a specific lydian chord voicing or a dense granular texture) to another6. This ensures temporal coherence—the music progresses logically, favoring smooth transitions, while preserving the capacity for sudden, probabilistic leaps to high-tension states18.
To prevent parameters from wandering into unusable extremes, constrained stochasticity must be applied. Xenakis referred to these as "elastic barriers" in his GENDYN algorithm21. When a parameter (such as a fundamental pitch or a delay feedback multiplier) approaches its predefined safe boundary, the probability weights dynamically invert, acting as a gravitational force that pulls the parameter back toward the center of the aesthetic window.
3.4 Hierarchical Musical Time and Event Probability Fields
Generative systems must discard the concept of a linear sequencer. Instead, time must be treated hierarchically and probabilistically.
1. Macro Time (Geological): Cycles spanning 5 to 30 minutes. Governed by high-level Markov chains that dictate the global harmonic root, overall density, and primary synthesis engines active in the SoundScene.
2. Meso Time (Phrasal): Cycles spanning 10 to 60 seconds. Simplex noise fields determine the ebb and flow of volume, filter cutoffs, and spatial positioning.
3. Micro Time (Transient): Sample-accurate divisions of the current generative tempo.
Instead of placing notes on a grid, the engine defines event probability fields. As the Micro Time anchor passes, a PRNG roll is evaluated against the current probability field value (which is constantly being modulated by the Meso Time simplex noise). If the roll succeeds, a transient event (e.g., a modal percussion strike) is generated. This creates rhythmic clusters that feel organic, fluctuating between dense activity and sparse silence, much like a wind chime reacting to a variable breeze.
4. DSP Architecture: AudioWorklet and Main-Thread Dynamics
The most critical engineering challenge in browser-native audio is bridging the gap between the main Javascript thread (which handles the UI, DOM, and network) and the high-priority audio rendering thread.
4.1 AudioWorklet versus Main-Thread Responsibilities
Prior to the AudioWorklet, the ScriptProcessorNode forced audio calculations onto the main thread, leading to catastrophic dropouts and latency47. The modern architecture must instantiate an AudioWorkletNode connected to an AudioWorkletGlobalScope running a WASM-compiled AudioWorkletProcessor48. The main thread must be restricted strictly to lifecycle management: instantiating the BaseAudioContext, managing the SourceFactory, loading WASM binaries, and handling global browser events (e.g., window focus, visibility). Absolutely zero audio digital signal processing (DSP) or sample-rate modulation should occur on the main thread. All generative logic, including PRNG evaluation, simplex noise calculation, and Markov chain state updates, must be compiled into the WASM binary and executed within the AudioWorkletProcessor's process() method48.
4.2 SharedArrayBuffer, Lock-Free Ring Buffers, and Communication
Communication between the main thread and the audio thread must avoid allocation and locking. Utilizing MessagePort triggers Javascript serialization and garbage collection, making it unsuitable for continuous parameter streaming48. The optimal pattern utilizes SharedArrayBuffer (SAB) alongside the Atomics API48. By mapping a SAB between the threads, the engine implements a Single-Producer/Single-Consumer (SPSC) wait-free ring buffer53. This allows the main thread to push environmental parameters (e.g., user-authored AudioCharacter changes) into the audio thread, and the audio thread to push SourceDiagnostics (like voice stealing metrics and peak levels) back to the UI, all with zero-copy overhead and sub-millisecond latency51.
4.3 AudioParam Automation and Sample Accuracy
The Web Audio API offers native AudioParam automation methods (e.g., linearRampToValueAtTime, setValueCurveAtTime). While superficially convenient, relying on these for complex generative modulation is architecturally unsound. The cancelAndHoldAtTime method, essential for interrupting ongoing envelopes when a generative state abruptly changes, is notoriously inconsistent across browser implementations. Spec interpretations differ wildly; Chromium has historically exhibited bugs where NaN propagation during canceled delay-node ramps causes out-of-bounds memory reads and crashes, while Firefox and Safari struggle with overlapping event resolutions57.
Therefore, the engine must limit native AudioParam usage to absolute, macro-level volume fades (e.g., fading a GenerativeSource in upon activation). All meso- and micro-level modulations, ADSR envelopes, and noise walks must be calculated sample-by-sample within the WASM DSP kernel, writing the final computed vectors directly into the Float32Array output buffers provided by the AudioWorkletProcessor33. This guarantees bit-perfect sample accuracy and determinism across all browser engines.
4.4 Garbage Collection and Zero-Allocation Requirements
Because JavaScript and WASM environments share memory boundaries within the browser, garbage collection (GC) sweeps on the main thread can momentarily starve the audio thread if shared resources are locked or if the worklet generates JS objects1. The AudioWorkletGlobalScope must adhere to a strict zero-allocation policy50. Memory for delay lines, modal resonator matrices, and granular buffers must be fully pre-allocated during the SourceFactory.initialize() phase. During the real-time audio loop, the engine must solely overwrite existing Float32Array views mapped directly to the WASM linear memory62. The engine must never instantiate new objects, arrays, or promises within the process() loop50.
5. Resource Limits, Fallbacks, and Browser Constraints
The architecture must survive in hostile mobile browser environments where CPU cycles, memory, and thread priorities are aggressively restricted.
5.1 Safari, iOS Anomalies, and Memory Constraints
Apple's WebKit engine imposes the strictest constraints on audio development.
- WASM Memory Limits: Unlike V8 (Chrome), which gracefully handles dynamic WASM memory growth up to 2GB or 4GB, iOS Safari imposes silent, catastrophic tab crashes if a WASM module attempts to grow its memory beyond an arbitrary, undocumented limit (often around 256MB to 512MB depending on device pressure)7. The engine must declare a fixed maximum memory bound in the WASM configuration and avoid calling Memory.grow() during playback8.
- Background Suspension: When an iOS device screen locks or Safari loses focus, the OS aggressively suspends the AudioContext, halting the AudioWorklet9. The engine must listen to DOM visibility and audio state events. When suspended, the internal hierarchical musical clock must decouple from the frozen AudioContext.currentTime. Upon resume, the internal clock must snap back to the current context time to prevent an explosive burst of generative events that were queued during the suspension67.
- Garbage Collection Drops: Safari exhibits significantly higher audio thread scheduling jitter than Chrome2. Only native, zero-allocation WASM processing can survive this jitter without causing audible dropouts62.
5.2 COOP/COEP Fallback Behavior
Because SharedArrayBuffer requires Cross-Origin-Opener-Policy (same-origin) and Cross-Origin-Embedder-Policy (require-corp) headers to mitigate Spectre vulnerabilities70, the Advanced Sound Studio panel may find itself embedded in third-party environments (e.g., iframes) where these headers cannot be guaranteed73. The architecture must probe crossOriginIsolated on boot. If true, the SPSC ring buffer over SAB is established. If false, the engine must degrade gracefully to a fallback mode utilizing MessageChannel and postMessage. To minimize GC overhead in fallback mode, the system must use double-buffering, where two pre-allocated ArrayBuffer objects are continuously transferred back and forth between the main thread and the worklet, bypassing structured clone serialization51.
5.3 CPU-Tier Degradation Strategy
To prevent thermal throttling on mobile devices—which forces CPU clock speeds down and ruins audio deadlines—the engine must profile device capability during a pre-warm phase and assign a performance tier3.
| Subsystem Component | High-Tier (Desktop / Apple Silicon) | Mid-Tier (Modern Mobile) | Low-Tier (Legacy Mobile / Battery Saver) |
|---|---|---|---|
| Spatialization | Per-source PannerNode with HRTF panning model75 | StereoPannerNode \+ global FDN | StereoPannerNode (Reduced spatial width) |
| Reverberation | 16-line Householder FDN per SoundScene | 8-line global FDN | 4-line global FDN or simplified Schroeder Reverb |
| Generative Polyphony | Up to 128 simultaneous voices across all generators | Cap at 48 simultaneous voices | Strict cap at 16 simultaneous voices |
| Granular Density | Maximum 100 grains/second with windowing | Maximum 30 grains/second | Granular engines disabled; fallback to simple looped pads |
| Wavetable Interpolation | 4-point Hermite interpolation | Linear interpolation | Truncated (nearest neighbor) |
5.4 Offline and Reference Rendering Strategy
For non-real-time requirements—such as exporting a WAV file, archiving a specific generative state, or running server-side CI/CD fingerprinting checks—the architecture must utilize the OfflineAudioContext77. Because startRendering() processes data as fast as the CPU allows, rendering a two-hour generative piece in a single pass will exhaust browser memory limits79. The rendering strategy must be chunked. The OfflineAudioContext is instantiated for 30-second blocks. Because the PRNG and generative state are entirely deterministic, the exact state vectors at the end of Chunk [Figure omitted from source export] are serialized and passed as the initial state for Chunk [Figure omitted from source export], ensuring mathematically seamless stitching of the offline output35.
5.5 Source-Count Diagnostics and Voice Stealing
Endless generative systems are prone to polyphony explosions if probability fields align to trigger massive event cascades. The AudioWorklet must track active nodes and overlapping decay tails. A sophisticated voice-stealing algorithm is required within the WASM engine82. The engine maintains a fixed pool of pre-allocated voices. When an event is triggered and no voices are available, the algorithm steals a voice based on a weighted priority heuristic:
1. Lowest Amplitude: Voices currently at the quietest point in their release envelope are prioritized for stealing.
2. Oldest Voice: Voices that have been playing the longest.
3. Spectral Masking: Voices whose fundamental frequencies are heavily masked by louder, adjacent active voices84. The worklet streams these metrics back to the main thread via the SAB ring buffer to populate the Source-count diagnostics UI, allowing designers to monitor engine stress.
6. Architectural Implementation and Directory Structure
6.1 Recommended Default Sound Palette
To demonstrate the system's capacity for mesmerization without resorting to loops, the default SoundScene should initialize a synergistic trio of hybrid modules:
1. The Geologic Drone (Wavetable \+ FDN): A continuously evolving pad. A complex wavetable is scanned by 4D simplex noise, then passed through a 24dB low-pass filter whose cutoff slowly wanders over a 15-minute macro cycle. The output feeds a heavy Feedback Delay Network, providing the harmonic anchor.
2. The Textural Cloud (Stochastic \+ Spectral Smearing): GENDYN synthesis configured with tight elastic barriers produces a dense, mid-frequency rustling texture. This is fed into the spectral phase vocoder, which smears the phase data, turning the aggressive stochastic noise into an ethereal, oceanic wash of sound.
3. The Organic Foreground (Modal \+ Markov): Procedural modal percussion simulating glass and hollow wood. Triggered by sparse Poisson distributions, the tuning of the modal resonators is constrained by a Markov chain moving through a Lydian or Pentatonic scale. This provides unpredictable, non-dissonant melodic fragments that anchor the listener's attention.
6.2 Test Matrix
To guarantee stability in production, a comprehensive test matrix must be automated.
| Test Category | Methodology | Success Criteria |
|---|---|---|
| Determinism | Render the same seed twice using OfflineAudioContext for a 10-minute segment. | Output arrays are bit-for-bit identical35. |
| Memory Leakage | Spawn, activate, and dispose 2,000 GenerativeSource instances over a 60-minute automated run on iOS Safari. | WASM memory footprint remains stable; tab does not crash7. |
| GC Jitter Resilience | Induce heavy DOM repaints and WebWorker message flooding while running maximum polyphony. | Audio thread deadlines are met; zero audible dropouts or buffer underruns2. |
| Thermal Protection | Sustain high CPU load to trigger device thermal throttling. | Engine detects frame/audio deadline drops and dynamically degrades to Mid-Tier without popping3. |
6.3 Proposed Modular Directory Structure
The codebase must enforce strict separation of concerns, decoupling the main-thread wrappers from the WASM DSP kernels.
/src /core /engine \# BaseContext wrapper, tier degradation, lifecycle routing /math \# xoshiro256, SimplexNoise, MarkovChain logic (TypeScript & C++) /memory \# SharedArrayBuffer SPSC ring buffers, MessagePort fallbacks /contracts \# Global TypeScript interfaces (see section 7\) /factories \# SourceFactory implementations for module loading /synthesis /wasm \# C++/Rust source for DSP (oscillators, FDNs, GENDYN) /worklets \# JS AudioWorkletProcessor wrappers bridging WASM to Web Audio /scenes \# SoundScene managers, spatialization matrices /characters \# Authored AudioCharacter parameter mappings (JSON/TS)
7. Core Contracts Proposal
To ensure future synthesis engines can be integrated without rewriting the core AudioEngine, all modules must conform to a strict set of TypeScript interfaces. These contracts separate the generative logic from the DOM and Web Audio graph management.
The DeterministicSeedModel ensures that all randomness is derived from a restorable state, crucial for the offline chunking strategy. The SourceFactory acts as the module loader, handling WASM binary fetching and pre-allocating the required memory based on the device's CPU tier. The GenerativeSource represents the live audio node, exposing a lifecycle that relies on discrete activation times rather than internal clocks. The AudioCharacter defines the authored parameter states, and the SoundScene manages the global spatialization and acoustic environment.
TypeScript
/\\ \ Manages the deterministic PRNG state for reproducible audio generation. \/ interface DeterministicSeedModel { readonly masterSeed: string; // Derives an independent PRNG stream (xoshiro256\\) for a specific subsystem deriveStream(namespace: string): () \=\> number; // Serializes the exact current state for chunked offline rendering serializeState(): string; restoreState(state: string): void; }
/\\ \ Responsible for fetching WASM, pre-allocating memory, and registering worklets. \/ interface SourceFactory { readonly identifier: string; // e.g., "com.mesmerization.synth.modal-perc" readonly requiredMemoryMB: number; // Initializes the worklet and determines if SAB or MessagePort fallback is used initialize(context: BaseAudioContext, useFallbackMode: boolean): Promise\<void\>; // Instantiates a new generative engine tied to the specific seed createSource(seed: DeterministicSeedModel): GenerativeSource; // Returns real-time metrics from the AudioWorklet (voice stealing, CPU load) diagnostics(): SourceDiagnostics; }
/\\ \ Authored sound-character concept mapping abstract traits to DSP parameters. \/ interface AudioCharacter { readonly id: string; // Normalized values \[0.0 \- 1.0\] representing high-level traits (e.g., "Ethereal", "Harsh") readonly parameterState: Record\<string, number\>; readonly transitionTime: number; // Duration for smooth interpolation }
/\\ \ The instantiated generative synthesis engine. \/ interface GenerativeSource { readonly outputNode: AudioNode; // Lifecycle management (avoids native AudioParam cancelAndHoldAtTime bugs) activate(audioContextTime: number): void; deactivate(audioContextTime: number): void; // Triggers internal release envelopes dispose(): void; // Safely clears WASM memory references for garbage collection // Real-time modulation routing applyAudioCharacter(character: AudioCharacter): void; // Environmental overrides driven by SoundScene macro-time setEnvironmentParameters(density: number, brightness: number, drift: number): void; }
/\\ \ The spatial and environmental container managing the audio graph. \/ interface SoundScene { // Adds a source to the spatial field (using HRTF or StereoPanner based on tier) addSource(source: GenerativeSource, position: Float32Array): void; removeSource(source: GenerativeSource): void; // Updates global FDN and comb-filter networks setGlobalAmbience(reverbTime: number, roomSize: number): void; // Dynamically throttles polyphony and spatialization complexity degradeTier(tier: 'HIGH' | 'MID' | 'LOW'): void; }
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