Generating a table of audio wave tables for sample-based music programs

For music, you might want to create a periodic (repeating) noise signal. And for speed you might like to create the signal on the GPU writing the values to a texture or SSBO. If so, https://jcgt.org/published/0011/01/02/ describes a GPU-based (GLSL) optionally-periodic version of simplex noise. The code is available at https://github.com/stegu/psrdnoise/tree/main/src with tutorials and demos at https://stegu.github.io/psrdnoise/.

Here is my example using it to generate a real-time flow field: https://openprocessing.org/sketch/2364364.

Thanks, I’ll check that out. My immediate use case is to generate files I can load into Pigments, a software instrument that can load 256 waveforms of 2048 samples each (in one big file), and transition between them. Here’s a screen shot showing one of the wavetables they provide. I was able to generate a similar wavetable using the 2D noise function from Processing.

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Yes, I do need to have a periodic source of noise so that you can loop over each waveform without having a glitch at the end. I came across a great solution for this, one that can be more generally applied to any Processing script, it’s just a couple of lines of Java that traverse a circle through the noise space:

I used that for my app which can be found here: