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Invisible wrote:
> Of course, Steam Pipe does all this using a few non-physical shortcuts.
> (E.g., instead of a true gas turbulence engine, it uses a simple
> nonlinear waveshaper to produce wave saturation.) The next step would be
> to move to 2D or even 3D with real turbulence simulation. I suspect this
> would result in an instrument that takes weeks to simulate and doesn't
> sound all that much different.
To do things in realtime, you must take shortcuts :)
Wonder if there's a sound card out there that has a programmable DSP
that's got enough parallelism to add as much realism to your simulation
as possible.
--
~Mike
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