Survey
* Your assessment is very important for improving the workof artificial intelligence, which forms the content of this project
* Your assessment is very important for improving the workof artificial intelligence, which forms the content of this project
Some Thoughts on Composing a Navigable Space Dr. Dan Hosken Assistant Professor of Music California State University, Northridge Presented at: SEAMUS 2004 San Diego, CA March 25, 2004 Definition Navigable Space: a real or virtual environment that is traversed by a user or surrogate. Aspects of that navigation such as position, velocity, acceleration and “effort” serve as input to an interactive music system. Related Work Gerhard Eckel (esp. Camera Musica) (http://viswiz.gmd.de/~eckel/publication s/eckel97b/eckel97b.html) Char Davies (esp. Osmose) (http://www.immersence.com/) Tod Machover’s Brain Opera (esp. the “Harmonic Driving” game) (http://brainop.media.mit.edu/) Scale Concept realizable on different scales Videogame-style (keyboard/joystick) Fully immersive VR environment “Sound Space I” is currently realized on the videogame-style scale NavigationSound Parameter mappings should scale Physicality “Character” subject to some physical laws Expenditure of energy is special concern “Physicality” implies a sense of physical reality— not necessarily subject to literal laws of physics. Parameter Mapping Levels Direct: motion directly affects aural result (e.g., localizing a sound source to the onscreen character) Indirect: motion affects a higher level entity (e.g., causes a group of tones to brighten or distort) Abstract: motion tendencies affect the tendencies of higher level entities (e.g., sustained activity affects the pitch evolution of the materials) Sound Space I Technology Macromedia’s Director multimedia authoring software Niels Gorisse’s CPS—patchable realtime synthesis software (Max/MSPish) based on MPEG-4 SA (Csound-ish) CPS is also implemented as a Director Xtra—CPS patches can be saved as Lingo scripts CPS Interface CPS Patch as Lingo script -- Subpatch: 'RMShaper4' -- Subpatch: 'RingModOscil' set sinus174 to CPSgetObject("sinus") set multiply175 to CPSgetObject("*") set multiply176 to CPSgetObject("*") CPSOBJConversate(multiply176,"_UP") CPSOBJConversate(multiply176,"_UP") CPSOBJConversate(multiply176,"_UP") set multiply177 to CPSgetObject("*") CPSOBJConversate(multiply177,"_UP") CPSgetConnection(multiply175,40,sinus174,20) CPSgetConnection(sinus174,30,multiply176,10) CPSgetConnection(multiply176,30,multiply177,11) Setting CPS Parameters CPSOBJkin(polytab4,5.0,0) CPSOBJkin(dur4,250.0,0) CPSOBJkin(att4,50.0,0) CPSOBJkin(dec4,50.0,0) CPSOBJkin(sus4,1.0,0) CPSOBJkin(rel4,100.0,0) CPSOBJkin(numberField266,58.0,0) CPSOBJkin(numberField267,0.88,0) CPSOBJkin(rmfreq41,1.0,0) CPSOBJkin(rmamp41,0.5,0) CPSOBJkin(rmfreq42,2.0,0) CPSOBJkin(rmamp42,0.0,0) CPSOBJkin(rmfreq43,3.0,0) CPSOBJkin(rmamp43,0.0,0) CPSOBJkin(rmfreq44,3.2,0) CPSOBJkin(rmamp44,0.0,0) CPSOBJkin(rmfreq45,3.7,0) CPSOBJkin(rmamp45,0.0,0) --polynomial table --note duration --Attack (ms) --Decay --Sustain Level --Release --unlabeled numberfields --Frequency factor for ring mod 1 --Amplitude of ring mod 1 --Frequency factor for ring mod 2 --etc. Sound Space I Visual Interface Cindercone, Lassen National Park, CA Sound Space I Visual Interface Invisible overlaid shapes delineate “hot” and “cool” zones Asteroids-style ship is controlled by arrow keys plus a ‘F’ast key Friction factor is applied to ship movement— higher in hotter zones, lower in cooler zones Doors to lead to other landscapes (future) Invisible, moving trap doors (future) Sound Space I Mapping: Engine Simple phasor at nearly sub-audio run through low-pass resonant filter Largely “Direct” mappings Horizontal position Pan Speed Frequency (ca. 16 to 20 Hz) “Effort” Filter Cutoff Sound Space I Mapping: Shaper Non-linear waveshaping instrument with ring modulation Largely “indirect” and “abstract” mappings Note-level parameters include ASDR envelope parameters, distortion index, and ring modulation frequency factor Notes are played automatically in a regular rhythm with pitches chosen from tables Sound Space I Mapping: Shaper Global parameters include note duration, inter-onset time, inter-onset randomization amount Pitches are chosen from tables Transposition determined by effort level associated with zone Effort associated with various zones determine most parameters Temporal Shape: Activity Level User actions determine much of the temporal evolution An “activity level” is calculated from the user’s persistence in various zones Currently the rate of activity level accumulation is externally set Activity level determines the pitch collection “expansion” and the octave offset Each landscape may have a different balance of “hot” and “cool” zones [email protected] http://www.csun.edu/~dwh50750/