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proof-of-concept / toy-instruments
toy-instruments
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.githubDeploy to GitHub Pages via Actions (test, build, deploy on push to main)
srcBead drum: hex-lattice round head, felt mallet contact, top view and cross-section; shared instrument page
testBead drum: hex-lattice round head, felt mallet contact, top view and cross-section; shared instrument page
.gitignoreString of beads: 3D bead-spring solver, control panel, waveform, spectrogram, wav, displacement viewer
index.htmlString of beads: 3D bead-spring solver, control panel, waveform, spectrogram, wav, displacement viewer
package-lock.json3D model view: setup (supports, pins, excitation, pickup) and replay of saved frames on a shared timeline
package.json3D model view: setup (supports, pins, excitation, pickup) and replay of saved frames on a shared timeline
README.mdBead drum: hex-lattice round head, felt mallet contact, top view and cross-section; shared instrument page
tsconfig.jsonString of beads: 3D bead-spring solver, control panel, waveform, spectrogram, wav, displacement viewer
vite.config.ts3D model view: setup (supports, pins, excitation, pickup) and replay of saved frames on a shared timeline

toy-instruments#

Live: https://magland.github.io/toy-instruments/ (deployed from main by .github/workflows/pages.yml).

A browser gallery of toy physical-model instruments. Pick an instrument, set its geometry, properties and excitation, run the simulation, and get the pickup waveform, a spectrogram, a playable/downloadable .wav, and the bead displacements over time. Static site (Vite + TypeScript); the solver runs in a Web Worker.

npm install
npm run dev      # http://localhost:5173
npm test         # vitest
npm run build    # static site in dist/

String of beads (first instrument)#

  • n point masses on springs with stiffness k, spacing L at equilibrium, pre-tension T (rest length L0 = L - T/k). Beads move in 3D and the springs are real (exact length), so geometric nonlinearity is kept: pitch glide at large amplitude, transverse-longitudinal coupling, whirling.
  • Ends: clamped (fixed point), sliding (massless ring on a rod: x fixed, free across, holds tension), or free (no support; only consistent with T = 0). Any bead can be pinned.
  • Excitation: pluck (triangle between the nearest supports, released at rest), strike (Gaussian initial velocity), hammer (raised-cosine force pulse). Direction is an angle in the y-z plane.
  • Damping from two decay times: sigma(omega) = sigma0 + sigma1 omega^2, fitted to T60 at two frequencies for transverse modes. sigma0 is mass-proportional; sigma1 is a dashpot on each spring's relative velocity.
  • Audio: pickup acceleration (forces / mass, at the full-step velocity), from one bead or summed over all beads, along y, z or x. The .wav is normalized to -1 dBFS.
  • Solver: velocity Verlet (explicit, symplectic without damping). dt = cfl * 2 / omega_max (Gershgorin bound with axial k and transverse T/l), rounded down to a whole number of steps per audio sample.
  • 3D model view (three.js): Setup shows the beads at rest with supports (wall = clamped, translucent plane + ring = sliding), pinned beads (cubes), excitation (pluck shape, strike velocity arrows, hammer force arrows) and pickup (bead + axis arrow). Replay animates the saved frames ("Replay frames" per second, default 2000) with adjustable exaggeration, on a timeline shared with the 2D side/top views and space-time image.
  • Checks shown per run: energy balance (energy + dissipated - work in - initial) relative to peak energy, largest strain. Linear transverse and longitudinal modes (Sturm bisection on the tridiagonal stiffness) are marked on the spectrum.

String tests (test/string.test.ts): modes vs the discrete-string formula; small mode-1 motion vs cos(omega_1 t); energy balance with and without damping/forcing; decay at the requested T60.

Bead drum#

  • Round head: beads on a triangular (hex) lattice in the x-z plane, cut to a circle; every missing neighbour of an edge bead is a fixed rim point. Vibration along y.
  • Inputs are continuum values: diameter, rings (spacing a = R / (rings + 1)), surface density, tension tau (N/m), in-plane stiffness E t (N/m). Lattice: spring tension f = tau a / sqrt(3), stiffness k = sqrt(3) E t / 2 (Poisson ratio 1/3), bead mass = density * sqrt(3)/2 a^2.
  • Excitation: felt mallet (point mass, contact force K delta^p on a Gaussian patch, integrated with the beads; contact time and rebounds come out of the simulation), strike, force pulse, press (initial dent).
  • Damping as for the string (dashpots calibrated to the springs' transverse stiffness f / a).
  • Extra views: top-down displacement map and cross-section along the diameter through the strike point; mallet contact force.
  • Presets: a fast tom with in-plane stiffness softened ~70x (about 8x slower than real time for 571 beads in Chromium) and a realistic Mylar one (~6x more steps).
  • Tests (test/drum.test.ts): every bead has six springs; a small centre press rings within 1.3% of the ideal membrane fundamental 2.405 c / (2 pi R); the mallet bounces off and energy balances.

Layout#

  • src/sim/ generic 3D bead-spring system, solver, worker.
  • src/instruments/<id>/ model (parameters to system), presets, page. Register new instruments in src/instruments/registry.ts.
  • src/ui/instrumentPage.ts the shared page (controls, 3D model, setup, run, audio, plots); an instrument supplies setup rows and extra cards.
  • src/ui/ reusable controls form, line plot, spectrogram, chain displacement viewer, 3D scene, shared playback timeline, FFT, WAV.
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