PureData

Video: YouTube: Drancing accelerometer music with Wiimotes: 3D variable frequency oscillators + amplitude variation + triggered "air drum" samples

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Demonstrates combined oscillator frequency variation, amplitude variation, and triggered Drum sample ("Drumming by Dancing") modes along with DrancelRGB monitor visuals projected onto the "Drancer" performer.

For this demonstration two hand-held WiiTM Remotes on a MacBook Pro were used. (The original Drancing accelerometer suit (since 1997) used 5 triaxial accelerometers in a "body star" pattern").

Example: signal processing: the Drancing real-time synthesis accelerometer music system.

This content is for DEMONSTRATION

Also used as real-world requirements analysis example, with physical conditions.

Relevant to this course is:

http://www.webel.com.au/content/sysml-mockup-puredata-dranceware-wii-remote

Drancing poster

Pure Data example: The Ethical eMarket logo animation

The Ethical eMarket logo was animated by Webel using the GEM visual synthesis extensions for the PureData synthesis environment:

PLAYlogo: RingCycle~.pd

This is the heart of the basic sound; each circle/ring has an index which influences it's frequency (possibly harmonic) above the base frequency. However, at any given time tick the frequency is scaled by the visual brightness 0..1 of the rings ! In combination with the sense of expansion in time afforded by the expanding circle wav", this is the deliberate binding between the visual rings and and the aural synthesis that gives the logo its "meaning".

Forgive please the intended Wagnerian "ring cycle" pun, not least because this is not quite true ring modulation. The PLAY logo does have rings of course.

PLAYlogo.pd: synthesised PLAY logo together with top-level Puredata patch

'The 8 circles of the logo on the left correspond with the 8 audio chain channels on the right. In addition, there are some pragmatic controls for visual elements such width of the "disc circles" and the scale of the visuals, and global audio controls, as well as monitors for the state of each channel. There is a big fat RESET bang that sends a 'RESET' signal throughout the system to restore sensible defaults, and a GO! button on each ramp. On completion the 1st ramp bangs the 2nd ramp, a simple form of sequencing.

In the next image we examine the top-level patch PLAYlogo.pd in more detail.

PLAYlogo.pd

There are 8 sound channels, corresponding to each of the 8 circles in the logo. In addition, there are some pragmatic controls for visual elements such width of the "disc circles" and the scale of the visuals, and global audio controls. There are two ramps, the first is used to drive the sound swell and the brightening of the line and 8 circles, the second is used to brighten the 'PLAY' text and fade out the entire sound. And there is a stereo output block with some echo and feedback FX, a compressor, and some audio monitors, as well as a Fourier analysis block.

Quite a bit for one simple logo with short sound ! And well worth it, as it was always conceived as an educational demonstration for posting online here as a gallery tutorial. And many of the abstraction are reusable. Let's look briefly now at some of the subpatches, starting with the visual ones ..

Download and install the DranceWare PureData/GEM prototype for Wiimote on Mac OS-X

Download the attached DranceWare PureData/GEM prototype for Wiimote and unpack.

Note that it is marked as a PROTOTYPE - not even "alpha" software - with the support that implies, i.e. none at all.
You are however welcome to report problems and/or successes via the feedback form.

The bundle includes a subdirectory of free drum samples from Audio Pervert. (I hope this is ok concerning copyright, future versions of PureData will probably only used synthetic drums anyway.) There are also some test files which you can safely ignore, and next to no help, because it is a prototype.

If you select Drancing.pd in the Finder it should either launch PD-extended or give you the option of selecting PD-extended as the default app for this kind of file, and then launch. The 0th level Drancing.pd wrapper for the DranceWare.pd GUI skin should be visible:

Make sure the DSP is ON (use either the button/bang in the globals panel at the top of DranceWare.pd or use the PD Media>audio on menu item). You should also perform the PD Audio Test.

WARNING: set your speakers/headphones to a safe, relatively soft level at first;
if you make a mistake the sounds can be quite penetrating and loud, especially with VFO on !
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