AV Skills III - Generative Sound + Visuals

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Quicklinks

THIS WORKSHOP HAS CORRESPONDING MAXMSP EXAMPLES

Steps of Sound Synthesis

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Sound Generation

What are sound waves?

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Anatomy of a wave

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The Audible Frequency Range

~ 20 Hz to 20,000 Hz

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Frequency + Pitch

What makes a sound lower (bass range) or higher (treble range)?

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Amplitude + Loudness

What makes a sound louder or quieter?

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Audio oscillators generate sound

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Shaping Sound

Audio Filters

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Notes

Musical notes correspond to specific frequencies.

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ADSR Envelopes

A note is shaped by an envelope. In other words, an envelope shapes how a sound starts, sustains over time, and how it stops. The duration of when a sound starts to when it ends can be thought of as a note.

An envelope is described by a curve that changes in amplitude over time. Distinct parts of the curve have specific names:

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Envelopes an also be used to shape more than notes:
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Fast vs. Slow ADSR

By changing the shape of the envelope, you shape the nature of the sound.

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LFOs (Low Frequency Oscillators)

They work the same as normal audio oscillators, except that they are usually tuned to the LOW inaudible frequency range. They are used as control signals to modulate an audio signal.
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Sequencers

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Randomizers

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Synthesis Hardware vs. Software

Synthesis can be done using either hardware or software. Software typically replicates the functionality of hardware. So if you understand roughly how hardware works, the same principles apply when working in software.

Synthesizers

Come in many shapes and forms. Each one is unique to how it is made.

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Modular racks

Modular components that you patch together together to create sound.

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Digital Audio Workstations (DAWs)

Modular Software

MaxMSP
TouchDesigner
VCV Rack
Bespoke Synth
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VST Plugins

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Search for free VST plugins online

Video Synthesis Tools

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Advanced Techniques: Image-to-Sound + Sound-to-Image

In certain cases you can use specialized sonifcation and visualization techniques to transform data or visuals into sound, or vice versa. There are MANY ways to go about it.

To do so, you must design a "system" that maps parameters of one medium to another. This process of mapping uses specific signal and image processing techniques.

Sound Signal Processing

SEE MAXMSP SIGNAL PROCESSING BASICS

Signal processing allows you to prepare a sound for mapping it to visual content. It involves a series of techniques that smooth and filter incoming sound to produce smooth and responsive triggers for visual reactivity.

For example:

Example: Audio-reactivity

SEE MAXMSP BEAT DETECTION

Filter an audio signal to detect certain elements of a sound:

Steps for a basic beat detector:

  1. Filter - use an audio filter to select the low frequency range of a sound
  2. Analyze - report the peak amplitude
  3. Signal Tuning - add controls that allow you to tune the detector to the incoming sound (sound is not always consistent!)
    • Threshold - adjust the sensitivity
    • Gain - amplify the signal
    • Limit - clamp within a reasonable range (ie. 0 - 100)
    • Add - boost the signal
    • Smooth - smooth the signal to create smoother mapping (no smoothing = jumpy visuals; smoothing = flowing & seamless transition)
  4. Map - using basic logic + math, decide how to map the processed audio signal to your visuals
    • Use greater than (>) or less than (<) thresholds to trigger actions or turn things on or off
    • Use an ADSR envelope to modulate an effect (speed, translation, colour, intensity, etc)
    • Scale the output of your analysis. Your analyzed signal will have a low and high range (ex. between 0 and 1), but it might not match the range of the effect you want to control (ex. 5 and 20). Scaling allows you to remap the original range to the new range for better control.

Image processing

Similar to sound signal processing, image processing allows you to prepare an image (or video) for mapping it to sound. It can be done with Color or BW content. Colour will give you more complexity since there are more colour channels to work with.

There are a few typical techniques. For example:

Example 1: Video sonification

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SEE MAXMSP EXAMPLE

Filter a video to detect movement:

  1. Choose a video source - there must be movement
  2. Convert it to black and white.
  3. Resample the video - downsize the resolution to make processing faster on your computer
  4. Create an edge effect - that calculates the difference between frames (this is what tracks the movement)
  5. Create a threshold - mask your video to filter out unwanted noise
  6. Add video effects (feedback, blurring, etc) - this will change the nature of the sound and is something you can modulate to create transforming sound over time.
  7. Sample a single row of pixels - choose a row where most movement occurs in the video.
  8. Map the pixels into sound. There are different ways to do this:
    • Make notes on a key on a keyboard
    • Each pixel could be it's own oscillator with a specific frequency
    • Trigger varying note durations (Black = long note; White = short note)
    • Whatever else you think of - this is the creative part!
    • Modulate a filter, or other sound effect

Example 2: Pixel scanning

SEE MAXMSP EXAMPLE

Similar process to video sonification, except that instead of selecting a single row to sample, you "scan" the image, or in other words move the sample point across the image. The movement of the sample point is what creates the changing sound.

Sample a slice of pixels and map to sound:

  1. Choose an image source
  2. Select a slice (row or column) of pixels to sample from the image
  3. Map to sound

Activities

1. Build a simple synth

ACCESS ACTIVITY PATCH HERE

Instructions: Use the objects provided in the patch to assemble a simple audio synth. More steps to follow inside the patch.

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2. Make your synth visible

ACCESS ACTIVITY PATCH HERE

Instructions: Use the objects provided in the patch to map sound to visuals. More steps to follow inside the patch.

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