Kyma Forum
  Tips & Techniques
  reversed reverb

Post New Topic  Post A Reply
profile | register | preferences | faq | search

next newest topic | next oldest topic
Author Topic:   reversed reverb
gustl
Member
posted 02 October 2013 05:12         Edit/Delete Message   Reply w/Quote
hi there!

I want to play a sample by e.g. !keydown, process it with reverb and then reverse it (play it backwards). I tried to accomplish something with memorywriter / reader but i can't figure out what to put into trigger and captureduration to make it work. any suggestions?
is it maybe even possible in real-time?

greets,
gustl

IP: Logged

SSC
Administrator
posted 02 October 2013 06:37         Edit/Delete Message   Reply w/Quote
In the MemoryWriter, you could try using !KeyDown as the Trigger and the duration of the event plus its reverb time as the CaptureDuration.

Say that the duration of the event plus its reverb time is 5 s. Then, in parallel with the MemoryWriter you could have a Sample that is triggered with (1 = (!KeyDown ramp: 5 s)). The Sample would have SetLoop unchecked and Reverse checked.

Let us know how it goes. Thanks!

IP: Logged

gustl
Member
posted 03 October 2013 01:56         Edit/Delete Message   Reply w/Quote
Thanks, that made it!!

Actually (1 = (!KeyDown ramp: 5 s)) didn't work but !KeyDown ramp: 5 s did.

Since CaptureDuration is not a HotValue is there a workaround to change the CaptureDuration somehow? The reason I want to do this is I want to change the playback rate of the sample and perform some delay processing as well and it would be very comfortable to have the CaptureDuration value somehow adapting instead of changing it manually in the sound editor... or at least by changing only 1 parameter field in the sound editor and then recompile. I don't mean to change the parameters in realtime but I would like to make some changes and then trigger again with a different CaptureDuration. Is it possible?

Finally I feel like touching a border of the Kyma Universe - maybe I should turn around and see what's on the other side

Greets,
Gustl

[This message has been edited by gustl (edited 03 October 2013).]

IP: Logged

pete
Member
posted 03 October 2013 13:10         Edit/Delete Message   Reply w/Quote

FrontNBack.kym

 
Hi Gustl

Attached is a rough sound that acts like there is a live control over the duration.
The duration remains the same but the record and playback sounds only use the part of ram that you set with the !Dur control in seconds.

You could make it better, by gating the signal going to the memory writer rather than shortening the input sample players play length. You could also add a bit of smoothing to the gate edges and adjusting the lengths so that the change over cross fades and removes the clicks.

I'm sure you can work that one out, if not let me know?

Hope it helps

Pete

IP: Logged

gustl
Member
posted 04 October 2013 03:55         Edit/Delete Message   Reply w/Quote
Thank you so much, Pete!

I used ((!SampleLength / !FreqScale) + !ReverbTime) instead of !Dur so I can specify my sample length in the VCS and the total duration of the processed sample will be correct. works like a charme

only one question: why is there a "-0.5" in the gate parameter field of the sample?

greets,
Gustl

IP: Logged

pete
Member
posted 04 October 2013 11:54         Edit/Delete Message   Reply w/Quote
Hi Gustl

Glad it helped. The output of the ramp rests at one and when triggered goes to zero and starts rises back up to one for the given time. This means that without any off set the off time holding off the trigger would only be a split second. I could have subtracted 1, meaning the ramp output would rest a zero and jump to -1 and ramp back, but this would never cross zero and would never trigger.

I could have subtracted 0.999 to make sure it crosses zero, but then the timing will be out by a small fraction. Instead I subtract 0.5 so it starts at 0.5 jumps down to -0.5 and ramps back up, crossing zero at half the ramp duration. I then double the duration to compensate.

So basically it there to ensure that it crosses zero exactly when I want it to.

hope this makes sense

Pete

IP: Logged

gustl
Member
posted 04 October 2013 14:19         Edit/Delete Message   Reply w/Quote
RTFM to myself, I thought the Gate ist triggered by 1 but it is triggered by any positive value... using kyma for two months now

totally makes sense, thank you for your time and effort!!
I will post the results soon in the sound exchange section!

IP: Logged

gustl
Member
posted 07 October 2013 09:04         Edit/Delete Message   Reply w/Quote
See the Wooshalizer thread in the Sound for Picture section for my results - or visit my blog: kymaguy.com

[This message has been edited by gustl (edited 07 October 2013).]

IP: Logged

pete
Member
posted 07 October 2013 13:36         Edit/Delete Message   Reply w/Quote
Hi Gustl

Did it work such that you were waiting the minimum amount of time before you heard the revers play back. I think that may be I didn't explain it correctly seeing the picture on your post.

You show

!Play ramp: ((((!SampleLength / !Verispeed) + !DelayLength + !RevLength)) *2)-0.5 s

and not

(!Play ramp: (((!SampleLength / !Verispeed) + !DelayLength + !RevLength) *2) s) -0.5

The idea was that the -0.5 would offset the ramps output so that it centered around zero but your formula has subtracted 0.5 seconds from the ramp time but has no offset. No offset means there is no hold off time. If !Play is the same hot param that is firing the input sample, then the reverse play back will start straight away but will play what was recorded last time you did it (until you get to half the time where it will switch from the old to the new recording). Remember the recording is going from left to right and the play back is going from right to left and they will meet half way.

It may well be that it is the same recording every time so it wouldn't matter, (but not if you are changing the pre processing on the recorders input). I think you would get the same results if you just put !Play in the gate field instead of the formula. It would work but you would need to trigger it twice to hear what you wanted to hear, as the first trigger would play some of what was recorded the previous time.

All in all, the way you have it now may be a more usable object as it always plays something when you hit !play without having to wait, even if the thing it is playing is not based on your current settings.

I hope this makes sense.

Pete

IP: Logged

pete
Member
posted 07 October 2013 14:27         Edit/Delete Message   Reply w/Quote
Hi Gustl

Did it work such that you were waiting the minimum amount of time before you heard the revers play back. I think that may be I didn't explain it correctly seeing the picture on your post.

You show

!Play ramp: ((((!SampleLength / !Verispeed) + !DelayLength + !RevLength)) *2)-0.5 s

and not

(!Play ramp: (((!SampleLength / !Verispeed) + !DelayLength + !RevLength) *2) s) -0.5

The idea was that the -0.5 would offset the ramps output so that it centered around zero but your formula has subtracted 0.5 seconds from the ramp time but has no offset. No offset means there is no hold off time. If !Play is the same hot param that is firing the input sample, then the reverse play back will start straight away but will play what was recorded last time you did it (until you get to half the time where it will switch from the old to the new recording). Remember the recording is going from left to right and the play back is going from right to left and they will meet half way.

It may well be that it is the same recording every time so it wouldn't matter, (but not if you are changing the pre processing on the recorders input). I think you would get the same results if you just put !Play in the gate field instead of the formula. It would work but you would need to trigger it twice to hear what you wanted to hear, as the first trigger would play some of what was recorded the previous time.

All in all, the way you have it now may be a more usable object as it always plays something when you hit !play without having to wait, even if the thing it is playing is not based on your current settings.

I hope this makes sense.

Pete

IP: Logged

gustl
Member
posted 07 October 2013 23:03         Edit/Delete Message   Reply w/Quote
You're right - my fault! I want it to offset the ramp not to subtract 0.5 s. I was wondering why sometimes I hear an "old" part but I wasn't thinking about that... Totally makes sense! Just updated the blog (and answered your comment in the wall-e post)
Thank you!

[This message has been edited by gustl (edited 07 October 2013).]

IP: Logged

pete
Member
posted 29 October 2013 14:33         Edit/Delete Message   Reply w/Quote
Hi Gustl

Your idea about a forum section dedicated to "Sound for Picture" may have sounded like a good idea, but I wonder if you have really thought it through. I believe that there are too many sections already in the forum and it make searching for something you may have seen in the past, (or even something you have not seen), very difficult to find. It is not that clear cut as to which of the first 4 sections in the private forum a question or a suggestion should go.

By introducing yet another section dedicated to "Sound for Picture" just increases the ambiguity and most of the time hints on how to use Kyma for "Sound to Picture" will nearly always lend themselves to sound for everything else and vice versa. I suspect that by having a private section, you will find you gain nothing, but stand to loose a lot.

Not that my input is all that important, but I have seen posts being added to what has now become a private section, but I have no idea what they are, or if I could help, because I am excluded from that part of the forum. Even if I was given access, I am sure there are many other people whose expertise you will be missing out on. Also I would not be prepared to give input to what was a limited elitist group, and was not shared with the whole Kyma community.

I'm sure you have good reasons for having a "Sound for Picture" section, but I do hope that this is not the start of a trend, where we begin to see a "Sound for FX" "Sound for Music" "Sound for Research" etc. sections appearing. If this happens I can only see it as being a change for the worst, where everyone looses out.

I hope this makes sense

Thanks

Pete

IP: Logged

SSC
Administrator
posted 29 October 2013 15:16         Edit/Delete Message   Reply w/Quote
Hi Pete,

The Sound for Picture forum was initially open to the public but was starting to get spam so we switched it to private this morning (but in so doing we inadvertently barred everyone! Clearly a "totally private" forum would not be conducive to conversation And it was not our intention.

In the meantime, sound-for-picture discussions would be very welcome in the Tips and Techniques section. (while we continue to fight with the BB settings)

[This message has been edited by SSC (edited 29 October 2013).]

IP: Logged

SSC
Administrator
posted 29 October 2013 19:39         Edit/Delete Message   Reply w/Quote
We think it is fixed now; please let us know if you have trouble accessing it.

Thanks!

IP: Logged

gustl
Member
posted 29 October 2013 22:42         Edit/Delete Message   Reply w/Quote
Since the new section is there I was thinking a lot about the importance of this section: I think you're right, Pete. Maybe there are already enough sections and having yet another section dedicated to picture is just confusing. When we were at the KISS13 me and some other sounddesigner collegues thought that it would be nice to have our own section but the more I'm working with Kyma I realize that there are no picture related only Sounds. The borders between music and sounddesign are not only blurry but in my opinion not even existing.
So as far as I am concerned I would state the section as a failed experiment So maybe it's better to close the section and move the threads to their corresponding sections. What do you think?

ps. by the way, what's the difference between "Support FAQ" and "Kyma Support". Is there any reason why these sections are not merged? Or is it only me who's confused?


[This message has been edited by gustl (edited 29 October 2013).]

[This message has been edited by gustl (edited 29 October 2013).]

IP: Logged

gustl
Member
posted 07 November 2013 03:30         Edit/Delete Message   Reply w/Quote
any opinions on this?

[This message has been edited by gustl (edited 07 November 2013).]

IP: Logged

SSC
Administrator
posted 07 November 2013 06:43         Edit/Delete Message   Reply w/Quote
We have the permissions set up correctly on the Sound for Picture forum, as requested.
The idea of Support vs Support FAQ was that people would pose support questions in the regular support forum and we would move the most commonly asked questions into the FAQ.

IP: Logged

gustl
Member
posted 07 November 2013 10:38         Edit/Delete Message   Reply w/Quote
ok, but what about deleting the entire section and moving the existing threads to the corresponding sections? As I stated above I think Pete is right

concerning the support sections: Ok I understand the idea behind it now but I think a better way to do this is to merge the sections and make the FAQ or important threads sticky (if that's possible in this forum). Have seen that kind of organizing forums quite often. Because right now it seems like there are two kinds of support sections containing similar information. But anyway, maybe it's just me who's confused after all

IP: Logged

JulianLeviston
Member
posted 22 November 2013 02:37         Edit/Delete Message   Reply w/Quote
Yeah i agree with Pete wholeheartedly. I was actually just thinking this when I read that a new section had been added. Who's to say some sounds that the "sound for picture" people make might not be actually really useful for "sound for games" or "sound for music" or "sound for personal SFX" or "sound for advertising in radio" (ad infinitum).

Kyma is a system of beautiful and elegantly separated out abstractions, so it'd be nice to apply similar abstractions around the forums where it fits.

One of the other things that Kyma seems to exemplify is "standing the test of time" ;-) Experimentation and seeing what things are like rather than using rules before rules appear naturally as a kind of evolution. I really like that.

I digress, tho

IP: Logged

All times are CT (US)

next newest topic | next oldest topic

Administrative Options: Close Topic | Archive/Move | Delete Topic
Post New Topic  Post A Reply

Contact Us | Symbolic Sound Home

This forum is provided solely for the support and edification of the customers of Symbolic Sound Corporation.


Ultimate Bulletin Board 5.45c