One of the first pieces of code I implement in any audio coding project are the conversion of dB (Decibel) to amplitude factor, semitones to playback rate and vice versa. In game audio we often increase the amount of variation by not just picking random sound assets, but also randomizing playback-volume and pitch of sound effects. I sometimes see people implementing these as amplitude factor (for volume) and playback rate (for pitch) but there are a few reasons we would want to do that in dB / semitones.
An exploration how I got to do what I do.
An exporation of how my mind works
I speak to people sometimes and last night has been a very active and talkative night. I spent the day doing my audio programming work and had some great successes solving problems I was tinkering with for a couple of days now. At some point I decided that I could not possibly do anything to top the already great workday so I switched gears a bit.