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Author Topic:   curved random
franz
Member
posted 19 December 2005 12:00         Edit/Delete Message   Reply w/Quote

RandomDoepfer.aiff.zip

 
Hi!

Is it possible to create a "curved" random sound like the posted one (coming from the doepfer random module)? The digital random is either in steps or, if smoothed in straight lines. The curved one sounds rather different esp. when it modulates the pitch of a sound.

Thanks a lot!
Franz

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keph
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posted 19 December 2005 17:10         Edit/Delete Message   Reply w/Quote

sure, there are a few different ways to do this, but the easiest that comes to mind is using the random capytalk arguments along with smooth. check out page 486-488 of the reference guide.

how controllable do you want it as well?

i could see something like this: <noise sound> nextRandom smooth: 50 ms

in the noise sound by using some of the controls there you can control how often nextRandom is triggered.

also depending on the distribution, you may want to use nextRandExp instead.

you can also control the smoothing rate if you so desired.

another method could involve a variable lowpass filter

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SSC
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posted 19 December 2005 18:20         Edit/Delete Message   Reply w/Quote
You could also select from a normal distribution (more likely to be centered around zero, less likely to be an outlier) by using the nextNormal message.

Other interesting noisy options are offered by the HotPink checkbox in the Noise module or the nextChaotic: expression.

If you use nextRandom to index into an array of points (using the into: expression) you can shape the noise in arbitrary ways. For audio rate noise, you can feed the Noise module into an InputOutputCharacteristic.

[This message has been edited by SSC (edited 19 December 2005).]

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SSC
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posted 19 December 2005 19:12         Edit/Delete Message   Reply w/Quote
I think you can emulate the attached sample by feeding Noise (or, for subaudio controls, a Constant containing one of the random expressions) in the InputOutputCharacteristic and setting the Smoothing to 1 in order to do a spline interpolation between points.

As a bonus, you can use the input/output values to reshape the noise into arbitrary distributions, but if you make the input values equal the output values, you will just get the "curved" interpolation between uniformly distributed random values.

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SSC
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posted 19 December 2005 19:44         Edit/Delete Message   Reply w/Quote
It might also be interesting to add some "physics" to the stream of random numbers using something like the following:

(0.1 s random) swarmFollowFromPosition: 0 velocity: !Vel acceleration: !Accel friction: !Friction

which would let you move from one random value to the next with adjustable velocity, acceleration, and some friction. The result is a kind of smooth curve similar to the one you attached. When you use it to control a parameter, you get the feeling of a gestural or physical response that has speed and resistance to it.

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bruno
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posted 20 December 2005 17:13         Edit/Delete Message   Reply w/Quote

runderzufall.kym

 
.. or you use the one hundred million other oportunities of kyma to round you curves :-)

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