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How do i go from the particle simulation to having it generate music though?





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f) So far this has been an accurate simulation of what happens inside an instrument. Now we need to emulate the sound aspect. Remember we are at a fixed position relative to the flute. The key is that everytime one air entity collides with another, we would mathematically calculate teh waveform that I would receive at my fixed postiont and add that to the waveform from every other collision. It is this resultant waveform that is then player to the listener at the fixed spot. This last bit of coding is the fuzziest to me, but we are in essesnse relying on the air particle simulation to give us an idea of what is "sounding" and what isn't and then we use the Principle of Superposition to put these tones together at our fixed point and hopefully "hear" a sound.





The idea is that you have a waveform with a basic air molecule on air molecule sound. Then as the particle simulation progresses, upon each collision a new waveform is added and the result of this waveform is what is played.

Its very possible with 3DGS, but as you can see, it requires that you will have to have some pretty deep mathematical and physical foundation to actually pull it off and code it. Ideas such as the principle of supperposition and waveform addition, fourier transforms, inverse r squared dependence of sound, the decibel equation...if you want to attempt to perform a simulation, you need to be well versed in ALL aspects of the physics.

This approach is the most hardcore however. You can create all manner of approximations to make your project work, such as instead of a particle simulation, have an AREA simulation whereupon once a AREA is stimulated, it plays a tone. Stimulate diffrent areas and add the tones, boom you have a note. Simulate diffrent NOTES, and voila! Music!

If you have a specific app in mind it would help make this more concrete. As it stands that are many many wasy to acheive your result and thus which one you may want to take is project dependent.