Modulation Mappings
This patch was created to explore various methods for dealing with the scaling and clipping of modulation signals. Initially, basic clipping, wrapping and folding of the signal was achieved using the pong~ object.
The technique of transforming the clipped values of the signal was expanded further using the >~ object in combination with a selector~ object to switch between the original audio and noise signals.
Non-linear scaling of the modulation signal was achieved using a combination of tables, buffers and the peek~ and index~ objects to create waveshaping.
Similarly, the function object was used to create tendency masks which change the modulation amount over time.
Another set of objects allows for quantisation, smoothing and feedback of the modulation signal.
patch:
https://www.dropbox.com/s/d866yjxzvovc6tr/ModulationMapping.maxpat?dl=0
Tuesday, 14 October 2014
Phase Vocoder + Multitouch
This patch was created to explore FFT and granular techniques for independent control of speed and pitch when playing back buffers. It consists of two synthdefs, one for recording audio and FFT data simultaneously and another for the playback. The playback synth contains UGens for both phase vocoding and granular playback and allows blending of the two sources. This is advantagous because they both produce very different artifacts when playing back at lower speeds. These different sound qualities compliment each other and provide control over the roughness/smoothness of the resultant sound.
code:
https://www.dropbox.com/s/kkkocuadncryqh3/PV_recplay.scd?dl=0
sound:
https://www.dropbox.com/s/og0guclxtoqupwy/SC_141013_212931.aif?dl=0
This patch was created to explore FFT and granular techniques for independent control of speed and pitch when playing back buffers. It consists of two synthdefs, one for recording audio and FFT data simultaneously and another for the playback. The playback synth contains UGens for both phase vocoding and granular playback and allows blending of the two sources. This is advantagous because they both produce very different artifacts when playing back at lower speeds. These different sound qualities compliment each other and provide control over the roughness/smoothness of the resultant sound.
code:
https://www.dropbox.com/s/kkkocuadncryqh3/PV_recplay.scd?dl=0
sound:
https://www.dropbox.com/s/og0guclxtoqupwy/SC_141013_212931.aif?dl=0
Multitouch Experiments
A series of experiments were made in order to explore the potential of multitouch surfaces for interaction with SuperCollider. This was achieved using the TonsengMod Quark available at: https://github.com/earslap/tongsengmod. These experiments involved the creation and control of Synths that read data from a buffer. https://www.dropbox.com/s/z6yfzgqot7xb3wb/multitouch.scd?dl=0
Initially, the xyz coordinates for each touch were used to fade between different samples and control the playhead of the buffer directly. This proved difficult to control due to the high resolution of the playback position and the small size of the physical interaction surface. This was found to be particularly problematic when trying to reproduce certain gestures. Smoothing and mapping to a smaller range helped to compensate for this but is not the best solution. In addition to this, when the playback position stationary the Synth creates piercing tones due to the repeated playback of one sample.
https://www.dropbox.com/s/umr4mlkbzcc22xo/multitouch_sampler1.aiff?dl=0
A series of experiments were made in order to explore the potential of multitouch surfaces for interaction with SuperCollider. This was achieved using the TonsengMod Quark available at: https://github.com/earslap/tongsengmod. These experiments involved the creation and control of Synths that read data from a buffer. https://www.dropbox.com/s/z6yfzgqot7xb3wb/multitouch.scd?dl=0
Initially, the xyz coordinates for each touch were used to fade between different samples and control the playhead of the buffer directly. This proved difficult to control due to the high resolution of the playback position and the small size of the physical interaction surface. This was found to be particularly problematic when trying to reproduce certain gestures. Smoothing and mapping to a smaller range helped to compensate for this but is not the best solution. In addition to this, when the playback position stationary the Synth creates piercing tones due to the repeated playback of one sample.
https://www.dropbox.com/s/umr4mlkbzcc22xo/multitouch_sampler1.aiff?dl=0
In addition to this, a synth was also created which looped a section of the buffer with the x and y coordinates controlling start position and loop length respectively. This produced much more reliable results but produced a more obviously looped sound. In addition to this, mapping the y coordinate to fade through different buffers was also explored to create hybrid timbres. This could be improved by either using convolution techniques or fading through more buffers and selecting samples that are less contrasting.
Monday, 13 October 2014
OSC GUI using Processing
This sketch uses the controlP5 library for Processing to create sliders and toggles. The OSC messages generated by this sketch are used to manipulate Synth parameters in SuperCollider.
https://www.dropbox.com/s/nnzlvevf7ie0fg2/FMFILToscGUI_pde.pde?dl=0
A second version of this sketch was also made using arrays to store the data for creating the sliders. This reduces the size of the code and allows for values to be changed more easily.
https://www.dropbox.com/s/sjhozsq0rjcdtkd/iterate_sliders.pde?dl=0
This sketch uses the controlP5 library for Processing to create sliders and toggles. The OSC messages generated by this sketch are used to manipulate Synth parameters in SuperCollider.
https://www.dropbox.com/s/nnzlvevf7ie0fg2/FMFILToscGUI_pde.pde?dl=0
A second version of this sketch was also made using arrays to store the data for creating the sliders. This reduces the size of the code and allows for values to be changed more easily.
https://www.dropbox.com/s/sjhozsq0rjcdtkd/iterate_sliders.pde?dl=0
OSC from SuperCollider to Processing
A simple sketch was created using the OSC library for Processing. The sketch receives an LFO signal from Supercollider and uses the received value to determine the coordinates for a point drawng on the screen.
https://www.dropbox.com/sh/eei49duo7bodyo1/AADNgHArasZiCc5xc_URVjg2a?dl=0
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