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Sound Effects
Low frequency Oscillator (saw) Noise (For texture, could be any texture sound) Higher frequency Oscillator (sine) Polyphonic Pluck Model High Pass filter over everything
Pointer Movement affects a virtual buffered model that contains Speed, Momentum, Dampening, Aggregate Speed.
So as the pointer moves, speed is calculated. That speed is added to momentum. Dampening is applied to momentum per tick. Aggregate speed is like a sustained momentum that is less affected by dampening. It is used to know that someone has been moving for some time.
The buffered model affects the values of the sound.
Slow movements of the pointer fade the volume of the low frequency oscillator. Because the high pass filter cutoff frequency is low, you can only hear the bass.
As you move faster, the frequency of the oscillator is increased slightly, volume increase, high pass filter cuttoff frequency raised. You begin to hear the texture of the noise.
As you sustain movement, the high frequency oscillator fades in more clearly.
As you are moving, as you pass screen increments, the sounds of plucks are triggered. The volume of these plucks are affected by momentum, and are behind the HPF as well.
I was thinking that perhaps the scale or the octave or combination could be different based on the tool?
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