Tuesday, July 31, 2007

CC2 - Week 1 - Music and Sound Processing



On the left is my 'PoplessAmp', which allows changing of volume without pops or clicks. On the right is my 'PoplessDAC', which allows switching on and off of a stereo signal output without pops or clicks. I also like to say 'Popless' as often as I can.

~Patches ZIP 3KB

Thoughts
I can see that MSP is going to require a change in lateral thinking from normal Max, however so far everything seems fairly logical. I look forward to fully utilising all the tools that are available, and I'm sure everyone in the class will have drastically different outcomes through their experiments. I have a feeling that music theory (real music theory) is going to absorb a lot of time this semester, which will no doubt effect my usual fervor for tech-related projects.

Issues
My main issue was deciphering exactly what was asked of us in the 'handout'. The first issue is for the (a) amplitude object - it says the ramp time should be set via the "custom object's argument". As far as I know an argument will apply to the inputs of an object, however we were to create "an amplitude object that takes two inputs, an audio signal and a volume value". To have an argument control ramp time, an additional input is required. Unless there is some way to have specific argument controls...? In (b) stereo output object, I was not sure whether the object should be containing the DAC, or if it is to be connected to a DAC. In any case, my version contains the DAC as it saves on having multiple outputs.

Help files are contained in the ZIP.

Monday, July 30, 2007

AA2 - Week 1 - Introduction to Game Audio


Sure I wasn't even born when it was created, but I still grew up playing Donkey Kong (1981). Although suffering from the polyphony issues that the limited arcade machine hardware caused, I'm sure at the time the sound played little part in the storyline driven experience. The main title screen has a monophonic theme song, which still manages to be catchy, and the start of each level has introductory music, which dies out as soon as the gameplay kicks in. The sound effects are dominated by the seemingly random 'boing' used for Mario's footsteps (or the 'b-boing' of Mario jumping), to the extent that not much else can be heard. Standing still allows other sounds to become apparent, including a distorted bass 'thump' used when Donkey Kong beats his chest. As this game was so early in the life of video games, it is not surprising that the audio is quite horrendous, however I don't remember ever getting annoyed with it when I was younger. Sound effects aside, the music was a very early sign that Nintendo could create catchy melodies. I cannot think of one Nintendo game that I have played that hasn't gotten me humming the tune. Ocarina melodies from The Legend of Zelda on N64 still haunt me to this day.