tragic. pygame.display.flip seems to always imply a vsync stall if you aren't using it to create an opengl context, and so solving the input events merging problem is going to be a pain in the ass. it is, however, an ass pain for another night: it is now time to "donkey kong"
EDIT: pygame.display.flip does not imply vsync! I just messed up my throttling logic :D huzzah!
someone brought up a really good point, which is that depending on how the touch screen works, it may be fundamentally ambiguous whether or not rapidly alternating adjacent taps can be interpreted as one touch event wiggling vs two separate touch events
easy to verify if that is the case, but damn, that might put the kibosh on one of my diabolical plans
ok great news, that seems to not be the case here. I made little touch indicators draw colors for what they correspond to, and rapid adjacent taps don't share a color.
bad news; when a touch or sometimes a long string of rapid touches is seemingly dropped without explanation, nothing for them shows up in evtest either D: does that mean my touch screen is just not registering them?
I want to add a pair of instructions for switching between (0, 1) range and (-1, 1) range. so
u = s * .5 + .5
and
s = u * 2 - 1
what are good short names for these operations?
EDIT: can be up to three words, less than 7 letters each preferably closer to 4 each
why the hell am i outputting 48 khz
i'm pretty sure i can't even hear 10 khz
i love how a bunch of people were like it's because of nyquist duh and then the two smart people were like these two specific numbers are because of video tape and film
EDIT: honorable mention to the 3rd smart person whose text wall came in after I posted this
I'm going to end up with something vaguely resembling a type system in this language because I'm looking to add reading and writing to buffers so I can do stuff like tape loops and sampling, and having different connection types keeps the operator from accidentally using a sine wave as a file handle.
I've got a sneaking suspicion this is also going to end up tracking metadata about how often code should execute, which is kinda a cool idea.
oh, so I was thinking about the sampling rate stuff because I want to make tape loops and such, and I figured ok three new tiles: blank tape, tape read, tape write. the blank tape tile provides a handle for the memory buffer to be used with the other two tiles along with the buffer itself.
I thought it would be cute to just provide tiles for different kinds of blank media instead of making you specify the exact buffer size, but I've since abandoned this idea.
bytes per second is 48000 * sizeof(double)
wikipedia says a cassette typically has either 30 minutes or an hour worth of tape, so
48000 * sizeof(double) * 60 * 30
is about half a GiB, which is way too much to allocate by default for a tile you can casually throw down without thinking about.
I thought ok, well, maybe something smaller. Floppy? 1.44 MiB gets you a few seconds of audio lol.
I have since abandoned this idea, you're just going to have to specify how long the blank tape is.