MATRIXSYNTH: Versum


Wednesday, February 01, 2012

Versum

Versum Demo


"Ingredients: Max/MSP/Jitter, Java, Supercollider, Open Sound control."

via tarikbarri.nl/projects/versum:
"Versum is a realtime virtual 3D world that invites both the audience and the composer to look at the music and listen to the visuals.

This virtual world is seen and heard from the viewpoint of a moving virtual camera with virtual microphones attached. This camera, controlled in realtime by means of a joystick (or any other kind of controller) moves through space, similar to how first person shooter games work. Within this space, I place objects that can be both seen and heard, and like in reality, the closer the camera is to them, the louder you hear them. So when the camera moves past several visual objects, you simultaneously hear several sounds fading in and out. Consequently, the way the camera travels past them actually causes melodies and compositional structures to be seen and heard.

The visual position of each object coincides with the panning of it’s sound: objects to the right of the camera will also be heard on the right, and those behind the camera will be heard from behind in case a surround speaker setup is used. This principle also applies to the Z-axis, meaning that sounds can be heard coming from above and below if the speaker setup supports it."

Versum - Lought

"'Lought', created in my self-made software 'Versum'. More info at tarikbarri.nl/projects/versum"

Versum - Fluor

"'Fluor', created in my self-made software 'Versum'. Everything you see runs in realtime.
Ingredients: Max/MSP/Jitter, Java, Supercollider, Open Sound control."

Update via Dave in the comments:

"Batshit! I like it.

The same software could be easily applied to automated sound scoring for complex action scene in films. If you had a massive-scale dogfight with 100 spaceships, with engine noises zooming around, laser blasts & torpedos exploding everywhere, etc., you could simply assign a sound for each ship engine, each of the various special effects. The resultant audio track would be neatly laid on top of the video (in surround, no less). Easy!"

That's a great idea. If you model visual spacehips in 3D space, why not the audio as well.

1 comment:

  1. Batshit! I like it.

    The same software could be easily applied to automated sound scoring for complex action scene in films. If you had a massive-scale dogfight with 100 spaceships, with engine noises zooming around, laser blasts & torpedos exploding everywhere, etc., you could simply assign a sound for each ship engine, each of the various special effects. The resultant audio track would be neatly laid on top of the video (in surround, no less). Easy!

    ReplyDelete

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