Prototype Test 13/10/16
These are the notes from the prototype test meeting.
Playback: if the stems different lengths the layers become A-synchronised
Variations of layers through numbers – numbers linked to layers
So far, the system can load 4 pieces with 4 different stems
Testing Rob's prototype
Putting one stem in each buffer
Sample rate issue – some of us did tracks in 44 and some in 48
Igor and Rob developed individual prototypes
One with tempo sync & one without
Igor's system:
Uses a metronome that sends a signal to every 2 bars that changes the stems
So a playlist that's randomly selected – each stem relates to a number
Need to find a way to change between moods
Start with a system that chooses one mood and then create other mood systems that run parallel and connect them together
Use generative effects that could change the sound of stems to increase the diversity of the layers.
External plugins are easier to work with than building them within Max
Arousal valence diagram
Interactive by allowing user to choose where to go based on this graph
This will increase the diversity of stems required. The aim is to create variable compositions to reduce the risk of the project becoming too similar or repetitive
Issue:
System needs to be able to switch between moods so it needs some consistency for the transitional process
Igor's idea: For each mood do intro, central, outro
Playlist of transitional phrases may be too excessive
Crossfades into the next track may improve transitions
No Man's Sky – let the layers go out to change the mood
Intro & outro being used to fade between sections
Luca: Having individual set bars would sync the same
Guideline parameters for each piece
Use reverb to mask transition
Drones or pads will fade quite nicely
Concept of synchronous loops
Issues with memory – Use groove as a playback system to reduce risk of latency and system crash
Next week:
Rob & Igor combine systems & develop
Each person develops one mood to keep it coherent
Need to start gluing things together
Issue with eliminating clip - research seamless looping
Take the tail of a loop and bring to beginning as well as 2nd cycle bounce
Incorporate loops that will work with everything and melodic things that will change
Creating Seamless Loops Sources:
Mcguire, S & Pritts, R (2013) Audio Sampling: A Practical Guide. UK: Focal Press.Â
Horowitz, S & Looney, S (2014) The Essential Guide to Game Audio: The Theory and Practice of Sound for Games. London: Focal Press.
Sweet, M (2014)Â Writing Interactive Music for Video Games: A Composer's Guide. Indiana: Pearson Education.
Play Dot Sound (2014) Play Dot Sound - Seamless Looping Method - Works on Music and Sound Effects for Video Games [Online]. Available from: <https://www.youtube.com/watch?v=tUBjkc2LQYo> [Accessed 16 October 2016].Â














