Skip to content // StreakField — signal simulation
const GRID = 128; // flow potential lattice
let phase = 0; // A→B morph, ~14s per epoch
const curl = (x, y) => {
const dx = sample(x + h, y) - sample(x - h, y);
const dy = sample(x, y + h) - sample(x, y - h);
return [dy * FLOW, -dx * FLOW]; // divergence-free: pure swirl
};
for (let i = 0; i < P; i++) {
const [u, v] = curl(px[i], py[i]);
px[i] += (u + vortex.x + scatter.x) * dt * rush;
py[i] += (v + vortex.y + scatter.y) * dt * rush;
// cursor crush: flash teal, kick outward, spring home
if (d2(ptr, i) < R && ptr.speed > MIN) {
flash[i] = 1;
kick(i, ptr, (1 - d2 / R) * ptr.speed * IMPULSE);
}
charge[i] = Math.max(flash[i] *= COOL, trailGlow(px[i], py[i]));
}
// trails: fade pass 4.5% → filaments persist ~25 frames
fade(fbo, 0.045); draw(points, ADDITIVE); composite(fbo, screen);
// StreakField — signal simulation
const GRID = 128; // flow potential lattice
let phase = 0; // A→B morph, ~14s per epoch
const curl = (x, y) => {
const dx = sample(x + h, y) - sample(x - h, y);
const dy = sample(x, y + h) - sample(x, y - h);
return [dy * FLOW, -dx * FLOW]; // divergence-free: pure swirl
};
for (let i = 0; i < P; i++) {
const [u, v] = curl(px[i], py[i]);
px[i] += (u + vortex.x + scatter.x) * dt * rush;
py[i] += (v + vortex.y + scatter.y) * dt * rush;
// cursor crush: flash teal, kick outward, spring home
if (d2(ptr, i) < R && ptr.speed > MIN) {
flash[i] = 1;
kick(i, ptr, (1 - d2 / R) * ptr.speed * IMPULSE);
}
charge[i] = Math.max(flash[i] *= COOL, trailGlow(px[i], py[i]));
}
// trails: fade pass 4.5% → filaments persist ~25 frames
fade(fbo, 0.045); draw(points, ADDITIVE); composite(fbo, screen);
// StreakField — signal simulation
const GRID = 128; // flow potential lattice
let phase = 0; // A→B morph, ~14s per epoch
const curl = (x, y) => {
const dx = sample(x + h, y) - sample(x - h, y);
const dy = sample(x, y + h) - sample(x, y - h);
return [dy * FLOW, -dx * FLOW]; // divergence-free: pure swirl
};
for (let i = 0; i < P; i++) {
const [u, v] = curl(px[i], py[i]);
px[i] += (u + vortex.x + scatter.x) * dt * rush;
py[i] += (v + vortex.y + scatter.y) * dt * rush;
// cursor crush: flash teal, kick outward, spring home
if (d2(ptr, i) < R && ptr.speed > MIN) {
flash[i] = 1;
kick(i, ptr, (1 - d2 / R) * ptr.speed * IMPULSE);
}
charge[i] = Math.max(flash[i] *= COOL, trailGlow(px[i], py[i]));
}
// trails: fade pass 4.5% → filaments persist ~25 frames
fade(fbo, 0.045); draw(points, ADDITIVE); composite(fbo, screen);
// StreakField — signal simulation
const GRID = 128; // flow potential lattice
let phase = 0; // A→B morph, ~14s per epoch
const curl = (x, y) => {
const dx = sample(x + h, y) - sample(x - h, y);
const dy = sample(x, y + h) - sample(x, y - h);
return [dy * FLOW, -dx * FLOW]; // divergence-free: pure swirl
};
for (let i = 0; i < P; i++) {
const [u, v] = curl(px[i], py[i]);
px[i] += (u + vortex.x + scatter.x) * dt * rush;
py[i] += (v + vortex.y + scatter.y) * dt * rush;
// cursor crush: flash teal, kick outward, spring home
if (d2(ptr, i) < R && ptr.speed > MIN) {
flash[i] = 1;
kick(i, ptr, (1 - d2 / R) * ptr.speed * IMPULSE);
}
charge[i] = Math.max(flash[i] *= COOL, trailGlow(px[i], py[i]));
}
// trails: fade pass 4.5% → filaments persist ~25 frames
fade(fbo, 0.045); draw(points, ADDITIVE); composite(fbo, screen);
// StreakField — signal simulation
const GRID = 128; // flow potential lattice
let phase = 0; // A→B morph, ~14s per epoch
const curl = (x, y) => {
const dx = sample(x + h, y) - sample(x - h, y);
const dy = sample(x, y + h) - sample(x, y - h);
return [dy * FLOW, -dx * FLOW]; // divergence-free: pure swirl
};
for (let i = 0; i < P; i++) {
const [u, v] = curl(px[i], py[i]);
px[i] += (u + vortex.x + scatter.x) * dt * rush;
py[i] += (v + vortex.y + scatter.y) * dt * rush;
// cursor crush: flash teal, kick outward, spring home
if (d2(ptr, i) < R && ptr.speed > MIN) {
flash[i] = 1;
kick(i, ptr, (1 - d2 / R) * ptr.speed * IMPULSE);
}
charge[i] = Math.max(flash[i] *= COOL, trailGlow(px[i], py[i]));
}
// trails: fade pass 4.5% → filaments persist ~25 frames
fade(fbo, 0.045); draw(points, ADDITIVE); composite(fbo, screen);
// StreakField — signal simulation
const GRID = 128; // flow potential lattice
let phase = 0; // A→B morph, ~14s per epoch
const curl = (x, y) => {
const dx = sample(x + h, y) - sample(x - h, y);
const dy = sample(x, y + h) - sample(x, y - h);
return [dy * FLOW, -dx * FLOW]; // divergence-free: pure swirl
};
for (let i = 0; i < P; i++) {
const [u, v] = curl(px[i], py[i]);
px[i] += (u + vortex.x + scatter.x) * dt * rush;
py[i] += (v + vortex.y + scatter.y) * dt * rush;
// cursor crush: flash teal, kick outward, spring home
if (d2(ptr, i) < R && ptr.speed > MIN) {
flash[i] = 1;
kick(i, ptr, (1 - d2 / R) * ptr.speed * IMPULSE);
}
charge[i] = Math.max(flash[i] *= COOL, trailGlow(px[i], py[i]));
}
// trails: fade pass 4.5% → filaments persist ~25 frames
fade(fbo, 0.045); draw(points, ADDITIVE); composite(fbo, screen);
// StreakField — signal simulation
const GRID = 128; // flow potential lattice
let phase = 0; // A→B morph, ~14s per epoch
const curl = (x, y) => {
const dx = sample(x + h, y) - sample(x - h, y);
const dy = sample(x, y + h) - sample(x, y - h);
return [dy * FLOW, -dx * FLOW]; // divergence-free: pure swirl
};
for (let i = 0; i < P; i++) {
const [u, v] = curl(px[i], py[i]);
px[i] += (u + vortex.x + scatter.x) * dt * rush;
py[i] += (v + vortex.y + scatter.y) * dt * rush;
// cursor crush: flash teal, kick outward, spring home
if (d2(ptr, i) < R && ptr.speed > MIN) {
flash[i] = 1;
kick(i, ptr, (1 - d2 / R) * ptr.speed * IMPULSE);
}
charge[i] = Math.max(flash[i] *= COOL, trailGlow(px[i], py[i]));
}
// trails: fade pass 4.5% → filaments persist ~25 frames
fade(fbo, 0.045); draw(points, ADDITIVE); composite(fbo, screen);
// StreakField — signal simulation
const GRID = 128; // flow potential lattice
let phase = 0; // A→B morph, ~14s per epoch
const curl = (x, y) => {
const dx = sample(x + h, y) - sample(x - h, y);
const dy = sample(x, y + h) - sample(x, y - h);
return [dy * FLOW, -dx * FLOW]; // divergence-free: pure swirl
};
for (let i = 0; i < P; i++) {
const [u, v] = curl(px[i], py[i]);
px[i] += (u + vortex.x + scatter.x) * dt * rush;
py[i] += (v + vortex.y + scatter.y) * dt * rush;
// cursor crush: flash teal, kick outward, spring home
if (d2(ptr, i) < R && ptr.speed > MIN) {
flash[i] = 1;
kick(i, ptr, (1 - d2 / R) * ptr.speed * IMPULSE);
}
charge[i] = Math.max(flash[i] *= COOL, trailGlow(px[i], py[i]));
}
// trails: fade pass 4.5% → filaments persist ~25 frames
fade(fbo, 0.045); draw(points, ADDITIVE); composite(fbo, screen);
// StreakField — signal simulation
const GRID = 128; // flow potential lattice
let phase = 0; // A→B morph, ~14s per epoch
const curl = (x, y) => {
const dx = sample(x + h, y) - sample(x - h, y);
const dy = sample(x, y + h) - sample(x, y - h);
return [dy * FLOW, -dx * FLOW]; // divergence-free: pure swirl
};
for (let i = 0; i < P; i++) {
const [u, v] = curl(px[i], py[i]);
px[i] += (u + vortex.x + scatter.x) * dt * rush;
py[i] += (v + vortex.y + scatter.y) * dt * rush;
// cursor crush: flash teal, kick outward, spring home
if (d2(ptr, i) < R && ptr.speed > MIN) {
flash[i] = 1;
kick(i, ptr, (1 - d2 / R) * ptr.speed * IMPULSE);
}
charge[i] = Math.max(flash[i] *= COOL, trailGlow(px[i], py[i]));
}
// trails: fade pass 4.5% → filaments persist ~25 frames
fade(fbo, 0.045); draw(points, ADDITIVE); composite(fbo, screen);
VM
2026
EBU R128 stream I developed an EBU R128 compliant audio streaming solution to ensure consistent loudness levels across broadcast content. This project focused on implementing real-time audio normalization standards for professional broadcasting environments.
The Brief
Broadcasting networks needed a reliable system to maintain consistent audio loudness levels across different content sources, as mandated by EBU R128 standards. I had to address the technical complexity of real-time loudness measurement and correction while maintaining audio quality and minimizing latency.
01
Broadcast audio chaos meets regulation. Broadcasting networks needed a reliable system to maintain consistent audio loudness levels across different content sources, as mandated by EBU R128 standards. I had to address the technical complexity of real-time loudness measurement and correction while maintaining audio quality and minimizing latency.
02
Real-time compliance, zero compromise. I designed a streaming architecture that integrates EBU R128 loudness metering with real-time audio processing capabilities. I implemented algorithms for continuous loudness monitoring and developed automated gain adjustment mechanisms that comply with broadcast regulations while preserving audio integrity.
03
Standards first, streaming second. I began by researching EBU R128 specifications and analyzing existing broadcast workflow requirements. I then developed the core loudness measurement algorithms, integrated them with streaming protocols, and conducted extensive testing with various audio content types to ensure compliance and performance standards.
04
Sub-10ms latency, perfect compliance. The solution successfully maintained EBU R128 compliance across all streamed content with less than 10ms processing latency. I gained deep expertise in broadcast audio standards and real-time audio processing, while delivering a system that streamlined the client's compliance workflow and reduced manual audio engineering overhead.
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