audio synthesis

Video: 2 Drancers (acceleration avatars) each with 5 Drancel RGB virtual triaxial accelerometers: Drancing colour=sound synthesis principle in 3D (with 3 VFOs and simulated sinusoidal signals)

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Demonstrates two "Drancers" (acceleration avatars of the Drancing accelerometer music system) with 5 Drancel RGB accelerometer synthesis atoms (corresponding to hands/wrists, feet/ankles, and waist). The sound here is synthesised from simulated sinusoidal accelerometer signals driving Variable Frequency Oscillators (VFOs) in Pure Data; the visuals are in GEM.

PLAYlogo: RingCycle~.pd

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

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

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 ..

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