# Texture field implementation

The page uses native Web Audio, HTML, CSS and a decorative canvas. It has no external dependencies or network requests. The first complete implementation is preserved in `attempts/001/index.html`.

## Sound choices

- Wind combines filtered generated brown noise and white noise. Slow oscillators vary amplitude, filter frequency and stereo position.
- Water combines a low noise wash with four overlapping resonant noise bands. Their independent gain, filter and pan LFOs create ripples without melodic notes.
- Crackles use short high-pass white-noise bursts with varied timing, duration, amplitude and stereo position.
- Passing uses a shaped band-pass noise swell that travels across stereo. It occurs automatically and can also be triggered with the button.
- Smooth random filter movements run alongside the slow LFOs. Movement speed changes both the modulation rate and event timing.
- A quiet generated-noise convolution tail blends the layers. A compressor, high-pass filter, low-pass filter and low initial master gain keep the starting mix gentle.

Each layer has an independent level and enable switch. Intensity controls the master gain. Calm and restless set concrete mixes and movement speeds. Changing a control produces a custom mix. All sound begins after the start button. Pause fades before suspending the audio context, and resume keeps the mix.

## Checks

`node --check` passed for the extracted inline JavaScript. Browser, listening, responsive layout and interaction checks belong to the parent task; no server or browser was started by this implementation agent.

## Limitations

The illustration follows controls and passing events, not measured audio. Synthesis suggests water and wind rather than reproducing recordings. Stereo movement is clearest through headphones. Device output levels vary. Automatic passing sounds are spaced out intentionally, so the manual button helps audition this layer.

## Revisions

- Attempt 001: first complete implementation.
