Julien Massaux
Progress Report 1
The issue is generative audio. How should I implement it into the culmination project? Our app for meditation is both a visual and audio sensory experience that we employ to offer users a most comfortable and unique meditation platform. While Sen designed most of the visuals and UI, my role at that point was to work on more than just some leaves being generated. My goal was to implement a soundtrack of some kind, however the professors found it pertinent that I employ a generative experience much like the function of the tree growth.
After discussing with Adam Wilson on how to include generative audio, we touched on a few topics including how the audio would be generated in the first place. His recommendation was to entertain the notion of utilizing 3rd party software to engineer a deeply complex and varied system through linear interpolation for the generative pitch. He also recommended that I have some variance to pitch that was explicit to the position of the game object that stored the audio generator. I had initially designed a quick testbed for how audio could be implemented using samples that could be pitched using unity’s prebuilt system for audio play. It was rudimentary, however after deliberation I decided that the best path forward would be to find a way to extend variation by adding more samples and seed parameters to emulate a seemingly infinitely generating audio machine.
Computationally inexpensive while driving the desired outcome, I further developed the concept of sampling and pitch shifting to formulate a functional and somewhat efficient audio playing system that can alter its pitch and sample relative to the seeding for the project. Ultimately this also allowed the code to constantly check for any updates to the seed and adjust samples accordingly. Though somewhat crude in comparison to the suggestions by Professor Wilson, I believe that given the time constraint of the project, I think the current implementation is great.
Notes from meeting___
linear interpolating sound
discrete samples
pick a point on the slope easy linear interpolation
twice the duration, or half depending on pitch
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phase vocoder in c# for warping
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better interpolation
shrinking expanding duration
windowed sync filter
foray transform
very complex interpolation
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can do multisample
(just record the notes i need)
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fm is not additive
john chowning made fm synthesis
phase distortion synthesis
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implement phase distortion??
map translation to pitch
just intonation(multiply tone by small number ratio ex 7/4 or 6/5) over time
interpolate on a curve, windowed sync filter
start a chord where branches start, slide pitches relative to position
create pure intervals, perfect fifth small number ratios (5:4)