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Is it not possible? I'm not that familiar with the topic. Doing some sort of averaging over a large corpus of separate texts could be interesting and probably would also have a lot of applications. Let's say that you are gathering feedback from a large group of people and want to summarize it in an anonymized way. I imagine you'd need embeddings with a somewhat large dimensionality though?


So the GUI in the gameplay images is 100% Midjourney?


Yup! 100%


That’s neat. Did not expect it to draw GUI like that too.


Cool stuff. This will open up completely new ways for small / even one-man companies to build stuff with convincing graphics at least for MVPs. I imagine some lone coder with skills in gameplay mechanics, but none in graphics or a very small budget to spend on it, will get a lot of value from something like this.


Yeah this is awesome for indiedevs. Maybe a great tool to do these marketing pages, pre-product development, to see what has appeal.


Works very well for that! At least on high enough frequencies. Source: have done something similar.


I found that quite hard! Curious if there's anything public about your approach :)

With high enough frequencies I can see reflections, but not at any distance, and the sound source has to be loud. Of course, I'm relying on line of sight, and perfect reflection. Any bumps in the wall would add some phase error I think.

If I ever get a chance to work on the problem again I'd love to see if anything interesting can be done with multipath.


Definitely going to play around with this. I'd love to see examples where you have a ton of at first non-usable energy spread out in the world, with some "hot spot" of energy in a corner with some setup allowing for evolving mechanisms. Seeing mechanisms form that are able to utilize the spread-out energy would be really fascinating.


We all have a bit of a different way of approaching the problem and our target market differs somewhat. You can use this technology for a lot of different things, not just the obvious use cases. We're still looking at a lot of applications, so the clearer product differentiation is something that will form as time goes by.

- Kai @ nlacoustics.com


Hmm, my testing has been a bit bad... It should take about 5-30 seconds, depending on your machine.

It uses a web worker to do the calculations, so it shouldn't hang until it starts plotting stuff.

What OS + browser are you using? I noticed that it doesn't work on Opera, for example. But on chrome it works decently even on my phone.

Most of the calculations are done client-side, the server-side calculations only take a few seconds.


I'm using Chromium. I suspect that it is the response time that makes me perceive the site as not working...even 1 second is a long time for something that appears to be interactive.

The fast response time of the room editor probably sets an expectation. One strategy that may be used to mitigate long response times is to update the screen so that the user sees progress.

Here, though, the calculation makes the page unresponsive to ordinary events like scrolling.


Thanks for the feedback, good point. That must be plotly plotting the room modes. I don't really know how to make that not jam up the browser... I'll look into it.


Well, this is a shame.. Apparently the sample rate of the AudioContext (for some people 48 kHz) isn't definable (it should be 44.1 kHz here), which makes this a tough thing to fix. For me, it works in osx but not in windows 8 (bootcamp).

I found this: https://github.com/WebAudio/web-audio-api/issues/300

Apparently it's not implemented yet?


Great, thanks for this, I'll have to check those out when I'm at a computer with access.


Really cool post! I wrote a blog post on calculating/simulating these patterns: http://blog.kaistale.com/?p=1295


Awesome! I figured someone here would have studied/written something awesome about them. Is the code for your simulation available anywhere?


It's some pretty messy Python code, so at the moment no :)


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