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Kyma Forum
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![]() Tonality through atmosphere
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| Author | Topic: Tonality through atmosphere | |
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Samuel Goldenberg Member |
Hello, I'm trying to achieve this: First we hear a natural atmo with wind and birds. Then slowly we start to hear something tonal "through" that atmo which turns into a musical piece. Simple cross fade would reveal too much about that music. I don't want to hear the actual instruments, but the tonality of the piece. Visual analogy would be an image of a solid wall and a human face pushing through the wall so that it still has the texture and the color of the wall, but yet we could tell whose face it is. I've used Reaper DAW and some plug-ins. I figured that a vocoder using the atmo as the carrier could be the answer but the results tend to be distorted and ugly. I've also made quite interesting mixes with a convolution reverb by using an atmo as an IR and then played music through that. The results are very blurry though. I have a Kyma system available at our studio, but I'm not very familiar with it. Could you please give me some hints where to start. Is the CrossFilter sound right for this kind of idea? Or should I try morphing? Having a slider where there is an atmo on the other end and pure music on the other would be perfect. IP: Logged | |
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SSC Administrator |
Perhaps a live spectral analysis driving a FilterBank? You could start with a wide bandwidth and as you narrow it down, the tonal music would start to emerge. Have you tried the Kyma Vocoder with the SideChain set to Noise in a CrossFade with the music? You could start with noise as the sidechain and gradually introduce the music. And the bandwidth could start out wide and grow more narrow to make the filters start ringing. Please let us know how it goes. IP: Logged | |
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JackRosete Member |
Thanks for the inspiring ideas I'll be trying these out tomorrow! IP: Logged | |
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Samuel Goldenberg Member |
Thank you very much for your suggestions. I'm not sure if I understood correctly what you meant. FilterBank test is not good at all, but vocoding has something of the character that I'm after. Here are my trials attached. Though I'm not very happy with these, maybe it helps you to guide me further. I'd be very glad if you could do that. IP: Logged | |
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SSC Administrator |
Another approach might be Morph1dSampleCloud using your atom and music samples and !Morph as the control over the transition. This would give a very different result but might be closer to what you imagine? You could also try using the Morph1dSampleCloud as the SideChain to your Vocoder example in place of the Crossfade, just to try another variation. Another idea is to use your Tune thru atom vocoder in another Crossfade with the straight music sample. So you would first fade from birds to tonalized birds using !Fade1. Then from tonalized birds to straight music using !Fade2. IP: Logged | |
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SSC Administrator |
p.s. In your LiveSpec to FilterBank, try replacing the Noise with: (Noise XFade Music)-->HPF-->Gain in other words, with the same side chain you were using for the Vocoder but with a Gain as the last stage. Try playing that with the gain boosted to around 16 and do the fade. You could try increasing Interval to 12 or 24 for better results. As in the Vocoder example, you might want an extra Crossfade at the end so you could mix in the direct music. IP: Logged | |
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pete Member |
Hi Samuel May be the cross filter could have some mileage in this situation. If you captured some of your atoms in the response, then putting a random clicky sound in the live input (maybe like a scratched record) would be like playing random copies of the captured atoms at different times and at different levels, and my give you a sound a bit like the original atoms. Then you could cross fade the clicks with your music, (before the crossfilters live input) but this should not sound like a cross fade as both clicks and music are being treated by the same response. The music will have a blurring effect, but the cross filter gives you live control over the start and end of the captured response, so moving these points closer together will give you control over the amount of blurring. Also you may find one small area of the atoms that gives a better sound to the music so you can make your start and end points hone into that area. The crossfadeing and the start and end changes will make a big difference to the signal level so the real skill is always compensating for this vast level change. The best place to control this level is the level control in the cross filter itself, as this will guarantee the best sound resolution at all times. Adding gain at the output is like closing the door after the horse has bolted, and will not make the most of the crossfilters optimised clarity. I hope this makes sense Pete IP: Logged |
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