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Shoot and run using MIDI

2011-07-02

Jeff_koons_must_die

Screenshot from the game as art (or art as game)
Jeff Koon must die!!! by Hunter Jonakin

I just learned from Nils Peters that the MIDI specification was extended in 2009 with a set of descriptors for Three Dimensional Sound Controllers. According to MMA “the advancement of the MIDI standard from simple stereo rendering to true three-dimensional sound rendering becomes the next logical step in MIDI evolution.”

The specification is motivated from use in gaming and virtual reality, and settles for using a spherical coordinate system rather than Cartesian, using “azimuth angle, elevation angle, and distance to describe the object, much like firing artillery.” I have never though of spherical coordinates in terms of “shoot and run” metaphores before, but then again I am a pasifist, so what is to be expected?

 

Spatial-midi

Parameters for distance attenuation in the MIDI specification.

The MIDI specification uses 14bit RPN (Registered Parameter Numbers) for parameters. There are several interesting points in the specification, including:

The specification also propose default equations for distance attenuation, and a second alternative attenuation scheme “found in the litterature”. This second scheme is the same that we use for distance attenuation in DBAP (Distance-based amplitude panning).

 

Also of interest at the MMA web site is a white paper from 2008 comparing MIDI and OSC.

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