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Author Topic:   timeline+script
sm
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posted 12 March 2003 10:36         Edit/Delete Message   Reply w/Quote
hm, seems that scripts donīt work in a timeline ?!?

i wanted to try out after effects scripting style in kyma.
the idea is that you have several parameters connected with dependencies to each other. connections made mathematically in more or less complex expressions...
the "slave to" option seems to go that way, but than you cannot do much with that controller.
is it possible to feed back this MasterController into, say soundToGlobalController to do some math with it???

i wanted to use timeline because it is much more convenient to organize layers of sounds.....

thx. michael

ps.: here are some ideas from the creative cow tutorials: http://www.creativecow.net

[This message has been edited by sm (edited 12 March 2003).]

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SSC
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posted 12 March 2003 11:39         Edit/Delete Message   Reply w/Quote
There is a way to create global controllers in the Timeline. Maybe if you describe an example case, we can describe how to do that one (and you could extrapolate how to do the rest?)

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sm
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posted 13 March 2003 09:15         Edit/Delete Message   Reply w/Quote
ok, lets say i have a pitch tracker on an audio input.
c 3 should trigger a fullRamp. depending on the output of the fullRamp, other sounds should be triggerd (eq: -0.3, eq: 0.4, eq: 0.9).


(btw, when a functiongenerator is triggered, there is no way of stopping him before he reached itīs duration...i would like a behaviour where the functiongenerator is running while keydown. without having to apply an envelope to it..)

m

[This message has been edited by sm (edited 13 March 2003).]

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SSC
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posted 13 March 2003 09:46         Edit/Delete Message   Reply w/Quote
So you want several Sounds all to depend on the frequency of the live input? One way to do this is outlined on page 53 of the Kyma.5 Walkthrough:

1. Put your audio->pitchTracker into a SoundToGlobalController
2. Drag that into one track of the Timeline (the generated control will show up as one of the parameters of that Sound. Let's say you had called it !audioPch)
3. Create a Master control (call it something like 'livePch')
4. Slave !audioPch to 'livePch'
5. Then slave the parameter of each of the dependent Sounds to 'livePch'. (The triggering logic will be internal to the Sounds)

Hope this gives you enough of a hint to get started.

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