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Author Topic:   scripts triggered by MIDI notes
garth paine
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posted 24 October 2001 05:54         Edit/Delete Message   Reply w/Quote
I am interested in haveing a niumber of scripts that will play a variety of algorithms, however I would like the ecripts to be triggered by incoming MIDI notes. I had thought that it might be best to have all the scripts in one script object, however I also thought it might be good to have a script object in a timeline layer, and all the algorithms that can be played in channels of the timeline - is this possible?

Another question is - Can you use a script to dymanically call up sounds for performance and then dispose of them, al la garbage collection on a high level? Could such a script allocate algorithms to time line channels, where spatialisation and other characteristics could have been pre-programmed??

BTW can someone tell me what 0.5 + (L: 10) means? Particually the 'L : 10' bit?

Thanks

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SSC
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posted 24 October 2001 15:23         Edit/Delete Message   Reply w/Quote
quote:
Originally posted by garth paine:
BTW can someone tell me what 0.5 + (L: 10) means? Particually the 'L : 10' bit?

My guess is that there is a part missing from what you have copied here. I think it should read something like:

0.5 + ([aSound] L: 10)

where, on the screen, [aSound] looks like the name of a Sound contained in a yellow square. This means "every 10 milliseconds, get the left channel of aSound's output and add one-half to it."

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SSC
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posted 24 October 2001 15:40         Edit/Delete Message   Reply w/Quote
quote:
Originally posted by garth paine:
Another question is - Can you use a script to dymanically call up sounds for performance and then dispose of them, al la garbage collection on a high level? Could such a script allocate algorithms to time line channels, where spatialisation and other characteristics could have been pre-programmed??

This is exactly the way the Script works. However, the Script needs to know the exact order and timing of the algorithms in advance.

For controlling spatialization and other characteristics from a script, you may want to use a Script within a MIDIVoice. The difference between a MIDIVoice Script and a Script Sound is that the Script Sound creates and schedules entire algorithms, while the MIDIVoice Script outputs MIDI note data and controller information.

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SSC
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posted 24 October 2001 15:43         Edit/Delete Message   Reply w/Quote
quote:
Originally posted by garth paine:
I am interested in haveing a niumber of scripts that will play a variety of algorithms, however I would like the ecripts to be triggered by incoming MIDI notes. I had thought that it might be best to have all the scripts in one script object, however I also thought it might be good to have a script object in a timeline layer, and all the algorithms that can be played in channels of the timeline - is this possible?

You may want to consider using the AnalogSequencer Sound rather than a Script to do these sort of things. The AnalogSequencer can be set up to react in real time to MIDI note data and can do other interesting algorithmic things. Take a look at some of the arpeggiators and other AnalogSequencer examples in the Kyma Sound Library in the Sequencers folder.

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