Well, let us know when you have a library ready to test out. I'd very much 
rather use Swift, so PyObjC isn't really going to work. As I said, the ideal 
would be a Swift or C/C++ library that any other language could access. You 
said that all languages have the same basics, and you're certainly right about 
that, but porting code I don't understand is a recipe for disaster. <smile> 
Keep us updated.
> On Jan 11, 2015, at 1:01 PM, Yuma Antoine Decaux <[email protected]> wrote:
> 
> The reason why I like js is because recently apple has also adopted it for 
> its scripting capabilities. It's much better suited than using a one 
> application script language such as for jaws. With js, all UI elements in the 
> entire system are accessible. And other js scripts can be plugged together to 
> enhance the experience even within the OS. I've tested this, since 2 years 
> ago, with GUI manipulations, UI element browsers, axaccessibility trees, etc. 
> It's totally feasable. In Js at least, I have a functioning 3D setup. I just 
> need to port the controls into js and pair the process with the sound API. 
> And avoid a crap load of non desired announcements and replace it with sounds 
> that go around me.
> 
> Pair this with swift and you're still having performance apps working, and 
> essentially accessible to everyone too. With the dB power that web provides. 
> 
> Yuma Antoine Decaux
> "Light has no value without darkness"
> Mob: +612102277190
> Skype: Shainobi1
> twitter: http://www.twitter.com/triple7 <http://www.twitter.com/triple7>
> 
> 
> 
> 
>> On 12/01/2015, at 12:21 am, Devin Prater <[email protected] 
>> <mailto:[email protected]>> wrote:
>> 
>> I think web apps would be wonderful as long as speech is also included or 
>> sent to the os to process. I would although like to have a world to ecplore 
>> that is a regular app on iOS. Mine craft anyone?
>> 
>> Sent from my iPhone
>> 
>> On Jan 11, 2015, at 8:10 AM, Alex Hall <[email protected] 
>> <mailto:[email protected]>> wrote:
>> 
>>> As before, I don't follow all of this. Computer science uses math, but 
>>> nothing like this, and I didn't need anything past calculus 1. Still, I'd 
>>> like  to see the API, and (most importantly) to know if I can use all this 
>>> in an iOS or Mac app written in Swift or Objective-C. If everything is 
>>> condensed to a C or C++ library, I don't see why such integration couldn't 
>>> happen, but I have no idea if the languages you're using would be 
>>> compatible. I realize you are focused on web-based apps at the moment, so 
>>> we might be on two different wavelengths here.
>>>> On Jan 11, 2015, at 8:52 AM, Yuma Antoine Decaux <[email protected] 
>>>> <mailto:[email protected]>> wrote:
>>>> 
>>>> Hi Alex,
>>>> 
>>>> I have the Js web audio API classes ready but reading the openal.audio 
>>>> python module, I think I can save a lot of processes and do everything in 
>>>> one language (save xml and lua for the world of warcraft interface)
>>>> 
>>>> http://pythonhosted.org/PyAL/audio.html#module-openal.audio 
>>>> <http://pythonhosted.org/PyAL/audio.html#module-openal.audio>
>>>> 
>>>> 
>>>> To answer your question about the buffer channels.
>>>> 
>>>> The buffer max is 16 megs. a lot of sounds can be shrunk, blended and 
>>>> refactored using fourrier's transforms. Also, by applying buffer queuing 
>>>> algorithms such that active sound sources and their positional information 
>>>> can be truncated into the right bytesize, considering that most or all of 
>>>> our computers are intel x86, and a lot of us using 64-bit. with 16 buffer 
>>>> channels, we have approximately 256 megs of sound clips and generated 
>>>> waveforms (on the fly) that can be queued using parallel algorithms. I was 
>>>> thinking of using the select() module for this purpose which listens and 
>>>> automatically fills the queue which can then be passed to each individual 
>>>> buffers.
>>>> 
>>>> By quick calculation, this is how I see it:
>>>> each observer (character in the game) has three areas (long, med, short). 
>>>> Anything long range dithers anyway in the perceptive field, so they can be 
>>>> blended through the queue and played back as a single long range pass, or 
>>>> pre recorded. Making a simulation first then recording can also work. Mid 
>>>> range has more definition but channel size restricted to 5 sources. The 
>>>> rest of the 10 channels can be various sources around the proximity of the 
>>>> player. I can even hypothesise a cheat which filters the types of sounds 
>>>> we want to hear.
>>>> 
>>>> In regards to emulating higher channel counts, I think it will have to be 
>>>> again math based. Say you have a willow tree in front of you. there are 
>>>> about 35 odd branches, each with smaller branches and their leaves. clumps 
>>>> of leaves with small rustle signatures (this is just about function 
>>>> generation into the buffer) can be blended before being sent to the 
>>>> buffer. Kind of a premix before getting out there in the world. Again, 
>>>> bijectivity is super important to trace back and edit the raw as it comes. 
>>>> using the select module allows for automatic buffer dispatch for the first 
>>>> available one, since each buffer block say is the raw data and its 
>>>> positional/volume/others information. 
>>>> 
>>>> I don't think this will be much of a problem though it shows a technical 
>>>> restriction.
>>>> 
>>>> 
>>>> 
>>>> 
>>>> Yuma Antoine Decaux
>>>> "Light has no value without darkness"
>>>> Mob: +612102277190
>>>> Skype: Shainobi1
>>>> twitter: http://www.twitter.com/triple7 <http://www.twitter.com/triple7>
>>>> 
>>>> 
>>>> 
>>>> 
>>>>> On 11/01/2015, at 2:37 pm, Alex Hall <[email protected] 
>>>>> <mailto:[email protected]>> wrote:
>>>>> 
>>>>> I won't pretend to understand all of this. My degree is computer science, 
>>>>> not higher mathematics or engineering. Still, I'm intrigued, and would 
>>>>> love to hear a practical example. To keep things on topic, would this 
>>>>> library be usable from a Swift or Objective-C app for iOS or OS X? If so, 
>>>>> can you give a real-world example of how? I understand representing 
>>>>> things as sounds, but how would it handle in a real app? That is, what 
>>>>> about loading/managing sound buffers (you can only have 16 at a time in 
>>>>> OpenAL), handling stereo sound samples, generating sounds on the fly 
>>>>> instead of relying on recorded audio, applying real-time filters or 
>>>>> effects, managing occlusions and distance roll-offs, that kind of thing? 
>>>>> Is there a mapping engine, where the programmer can lay out the "world" 
>>>>> in some kind of XML or JSON format? Have I missed the point entirely?
>>>>>> On Jan 10, 2015, at 10:31 PM, Yuma Antoine Decaux <[email protected] 
>>>>>> <mailto:[email protected]>> wrote:
>>>>>> 
>>>>>> I’ll get into more detail on the 3D sound part.
>>>>>> 
>>>>>> It uses a node system, as mentioned earlier, to plug, unplug, blend or 
>>>>>> ratio fit one or more nodes t=which can be filters, user set paremeters 
>>>>>> or daisy chained hierarchies of sound buffers. So imagine you call a 
>>>>>> tree instance from my library. It uses phi and pi to generate the 
>>>>>> fractal links down to the leaf node. Each leaf node has physical 
>>>>>> properties which follow parent nodes with a coefficient, or a scalar 
>>>>>> value spread along the entire tree. Each node is a sound buffer or a set 
>>>>>> of sound buffers. Collision detection is made via matrix identification 
>>>>>> and eigan matrices. Now set a wind particle (full of bounding boxes) 
>>>>>> object that traverses the tree. Each collision triggers the sound of a 
>>>>>> rustle. in real 3D position relative to the user’s position.
>>>>>> 
>>>>>> Now take these tree structures and use a spherical shape (revolving the 
>>>>>> nGon I mentioned earlier around its y axis) and pass it through a 
>>>>>> deformer (which changes scalar values of the vectors within the sphere). 
>>>>>> This deformer can use a set of physics class objects such as inertia, 
>>>>>> parabolic deviations, swirls, you name the geometric shape, there’s a 
>>>>>> math formulae for it. Consider that each vector or vertex is a bird in a 
>>>>>> school of birds. Apply an index to it, and use this other swarm 
>>>>>> algorithm I studied to create an array of bees, birds, fish, whatever. 
>>>>>> each, when colliding with each other will have a behavior generator 
>>>>>> using again, scalar values. I can’t stress enough the utility of 
>>>>>> matrices and transformations for things that go beyond just shapes.
>>>>>> 
>>>>>> So I’ve gone way past my initial goal, and think this can be very useful.
>>>>>> 
>>>>>> I want some help with some of the scripts, to complete them. I’m fine 
>>>>>> paying for it, but the person needs to not only like the idea, but 
>>>>>> actually believe in it.
>>>>>> 
>>>>>> Anyway, here’s my two cents 
>>>>>> 
>>>>>> 
>>>>>> 
>>>>>> Yuma Antoine Decaux
>>>>>> "Light has no value without darkness"
>>>>>> Mob: +612102277190
>>>>>> Skype: Shainobi1
>>>>>> twitter: http://www.twitter.com/triple7 <http://www.twitter.com/triple7>
>>>>>> 
>>>>>> 
>>>>>> 
>>>>>> 
>>>>>>> On 10/01/2015, at 11:18 pm, Alex Hall <[email protected] 
>>>>>>> <mailto:[email protected]>> wrote:
>>>>>>> 
>>>>>>> Can you explain a bit more what this library is doing and how it might 
>>>>>>> be used? When you said 3d sound, I at first thought you meant something 
>>>>>>> to supplement or replace OpenAL, but that's clearly not the case. I'm 
>>>>>>> not clear on just what this does. Thanks.
>>>>>>>> On Jan 10, 2015, at 2:34 AM, Yuma Antoine Decaux <[email protected] 
>>>>>>>> <mailto:[email protected]>> wrote:
>>>>>>>> 
>>>>>>>> Hi All,
>>>>>>>> 
>>>>>>>> I am currently working on a 3D sound engine. I have so far done the 
>>>>>>>> following:
>>>>>>>> 1-nodes structure for extracting tag and LUA function calls and 
>>>>>>>> creating a hierarchy of each node where parent node is UI.
>>>>>>>> 2-A 3D sound library connecting to the js web sound API, using the 
>>>>>>>> node system
>>>>>>>> 3-a parser toolset to create arrays of configurations between scripts 
>>>>>>>> and languages
>>>>>>>> 4-A geometric 3D volume matrix with the node hierarchy class used as 
>>>>>>>> secondary process
>>>>>>>> 5-using a parallell processing class to send socket information 
>>>>>>>> between nodes
>>>>>>>> 6-A socket distribution (select()) daisy chain communication layer
>>>>>>>> 7-A 3D prototype of an SSD based sound processing CPU that stocks all 
>>>>>>>> the information in the SSD as static memory. I have been 3D 
>>>>>>>> prototyping for about 15 years. I demand elegance and functionality in 
>>>>>>>> design, as much as efficient memory management of blocks and sectors. 
>>>>>>>> I am a programmer.
>>>>>>>> 
>>>>>>>> All the scripts are doing exactly what they are supposed to except for 
>>>>>>>> the 3D matrix layer, which I am currently working on. However I have 
>>>>>>>> done all primitives, transforms and rotations using matrices. About to 
>>>>>>>> get back to completing the nGon class.
>>>>>>>> 
>>>>>>>> This project started as a spark when I saw a tweet about a blind 
>>>>>>>> player on World of Warcraft.
>>>>>>>> 
>>>>>>>> Now it has turned out to be much bigger.
>>>>>>>> 
>>>>>>>> Everything is written in standard APIs such as python and JS modules. 
>>>>>>>> I am trying to complete this accessible World of Warcraft layer which 
>>>>>>>> I will use as a GNU license platform which does not use world of 
>>>>>>>> warcraft. I don’t understand why blizzard hasn’t done this. But this 
>>>>>>>> has given me the opportunity to see exactly what is happening in the 
>>>>>>>> system architecture. And be an architect, though I had lost that 
>>>>>>>> capacity once I lost vision.
>>>>>>>> 
>>>>>>>> Will anyone be so cool as to send me a reply with “#vipWOW” as subject?
>>>>>>>> 
>>>>>>>> I really hope that this ideal I have been carrying on for the past 6 
>>>>>>>> years, dedicated to programming and mathematics where I used not do 
>>>>>>>> apply so frequently can be growing to a larger community through the 
>>>>>>>> effort I, and hope others, will accept as an independant hire, to 
>>>>>>>> help. I cannot afford thousands per month, but I have laid down the 
>>>>>>>> architecture, the working sub systems, and working through each all 
>>>>>>>> the way to the main class.
>>>>>>>> 
>>>>>>>> This effort, I have come to realise, demands way more hands than my 
>>>>>>>> blind vision on the computer can handle, though I handle VIM quite 
>>>>>>>> well and efficiently. But it also needs to be accessible to the level 
>>>>>>>> I want it at some point.
>>>>>>>> 
>>>>>>>> If you are ready to experience something seriously cool (network 
>>>>>>>> connectivity, private test server, wiki, calendars and contacts, vnc 
>>>>>>>> access, ssh, ftp, redundancy is not there yet but we’re working on an 
>>>>>>>> arch linux installation), with an extra dimension (tactile), please do 
>>>>>>>> contact me. Let’s make an order of classes that will standardise many 
>>>>>>>> aspects of our experience on the computer as blind coders, and be the 
>>>>>>>> programmers for programmers in facilitating our own experience. 
>>>>>>>> 
>>>>>>>> Sincerely,
>>>>>>>> 
>>>>>>>> Antoine Decaux
>>>>>>>> twitter: triple7
>>>>>>>> 
>>>>>>>> 
>>>>>>>> 
>>>>>>>> 
>>>>>>>> 
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>>>>>>> 
>>>>>>> 
>>>>>>> --
>>>>>>> Have a great day,
>>>>>>> Alex Hall
>>>>>>> [email protected] <mailto:[email protected]>
>>>>>>> 
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>>>>>> 
>>>>>> 
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>>>>> 
>>>>> 
>>>>> --
>>>>> Have a great day,
>>>>> Alex Hall
>>>>> [email protected] <mailto:[email protected]>
>>>>> 
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>>>> 
>>>> 
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>>> 
>>> 
>>> --
>>> Have a great day,
>>> Alex Hall
>>> [email protected] <mailto:[email protected]>
>>> 
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>> 
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[email protected]

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