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gRainy Days: 1rst phase completed

November 15, 2004

I can hardly believe it! I’ve completed the first phase of the development of gRainy Days my Max/Jitter-based API for non-real-time granulation synthesis. All features of the OS9 application CloudGenerator are now implemented with several additions.

Complaining yesterday seemed to help for the rest of the evening I made one interesting sonic texture after another. I get the impression that tweeking of parameters is the key to getting interesting results. Also using asyncronous grain distribution drastically reduces distortions resembling amplitude modulations/chorus/phasor.

Some tidying up to do but that can wait:

  • A way to cancell processing midway through.
  • Implement custom menubar???
  • Ability to granulate stereo files (moono only at current).
  • Ability to store presets.

According to Curtis Roads (private communication) the Statistical Evolution progress when granulating buffers seldom produced interesting results. That surprised me cause I’ve used similar strategies a lot for the last year in real time thanks to the vdb~ abstraction part of

bennies parts of the real-time IRCAM forum.

For future development here’s some ideas I have (so that I don’t forget about it):

  • Statistical Evolution with normal instead of uniform distribution of uniform (more subtle entrance and exit of sonic events).
  • Amplitude linked to deviation from mean position (also causing more subtle entrance and exit of sonic events).

I’m imagening that it should be possible to create sonic textures with really smooth and continuous transformations of timbral quality.