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Audio Engine — Real-Time Music Synthesis

**1. Rust Echelon Audio** (primary, when Echelon is available) - The Rust `MotionSynth` synthesizer rendered into `AVAudioSourceNode` - Parameters come from `echelon_bridge_brain_to_audio()` which maps z* directly to synthesizer state - Lower latency, mathematically coherent with z*

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**1. Rust Echelon Audio** (primary, when Echelon is available) - The Rust `MotionSynth` synthesizer rendered into `AVAudioSourceNode` - Parameters come from `echelon_bridge_brain_to_audio()` which maps z* directly to synthesizer state - Lower latency, mathematically coherent with z* **2. Swift AudioEngine** (fallback + blending layer) - Five AVAudioSourceNode voices: kick, clap, hihat, bass, pad - Pattern sequencer: 16-step patterns per voice, evolving based on SAN output - `StrudelEngine` integration: SAN pattern params → Tidal Cycles pattern string → Web Audio API in an embedded WebView **Kick:** - Sine burst with exponential frequency sweep (starting freq → 55Hz) - Exponential amplitude decay - Distortion saturation for punch - SAN `audioKick[0]` → amplitude, `audioKick[1]` → pitch shift **Clap:** - White noise burst + bandpass filter - Short attack, fast decay - `audioHihat[0]` drives amplitude (shared bus with hihat) **Hihat (closed + open):** - White noise with steep highpass filter - Closed: 8ms decay. Open: 200ms decay - `audioHihat[1]` → pitch (filter center frequency shift)

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