Wizardry and Steamworks/Sound Combinators
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- We name a sound blurr, the action of dissolving the high pitched sounds so that they fade-in with other sounds.
This contrasts well to a blurr in graphics terms which dissolves pixels and bringing their RGB values closer together. We apply that concept to sounds.
- We map a Monophthong to an <math>\alpha</math> sound combinator consisting of one dominant high-pitched sound.
- We map a Hiatus to a <math>\eta</math> a pause or a dampening of a previous combinator which separates combinators.
- We call a Diphthong composition, a <math>\beta</math> sound combinator consisting of two <math>\alpha</math> dominant high-pitched sounds.
- We call a <math>\Gamma</math>-composition, the association of a sequence of sounds:
<math> \Gamma = (\alpha, \eta, \alpha, \alpha, \alpha, \alpha, \eta, \beta) </math>
which, we believe, is a natural occurring sound-pattern. The number of <math>\alpha</math> primary combinators between <math>\eta</math>s may be composed of alternating pitches, yet still dominant enough to preserve the pattern of the <math>\Gamma</math> composition.
The primary combinators which are part of the <math>\Gamma</math> composition may be produced by any event occurring in nature, although possibly blurred as per the first chapter. The sequence of the composition holds through the dominant nature of <math>\alpha</math>, respectively <math>\beta</math> combinators, as well as the relatively-short time span between them.
Examples of Simple Compositions
- Any movie you have seen recently: watch the honks (Why do people either honk once, or twice and, much rarely three times?). The used primary combinators <math>\alpha</math> and <math>\beta</math> composition.