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Spatialised sounds are then sent either to hardware outputs or to a layer of 5 multi-channel effects (distortions, filters, delays, pitch shifts, frequency shifts, reverberations, in series or in parallel) that have different kinds of (local) parameters according to the loudspeaker.
This approach, by adding different effects to each loudspeaker or changing the parameter of a multi-channel effect for each loudspeaker channel directly reminds of the acousmonium with loudspeakers of different colors, sizes and frequency responses. Currently, for some effect parameters, a slider in blue distributes progressively the values for each channel, linearly across a range, to articulate FX spatial texture. The library from Erik Nystrom was planned to be implemented in the tool in order to get different FX parameter distributions across all the channels or loudspeakers. But the development is now more focused on synthesis, rhythm and creations.
The space defined for each sound event among different spatial control approaches or placements in a sound scene can be eg. encoded ambisonically, reshaped and distorted by filtering or focussing on a region of the soundfield or by pushing or pressing the spatial imaging of sounds through the Ambisonic Toolkit (http://www.ambisonictoolkit.net).
However, since HOA (Higher Order Ambisonics) is not currently implemented, FOA (First Order Ambisonics) can be used to blur the spatialisation and act in contrast with very localised sound events, sent directly to the lousdspeakers or spatialised with VBAP (Vector Base Amplitude Panning). The clarity of localisation can be sometimes regarded as a weakness, since "partially hidden things can be much more exciting than the whole thing uncovered" and may prevent from sparking the imagination of the listener.
Xon - ChristOn - Live 4 Life
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