Forgive me for not going into much greater detail on the execution of this half-baked concept! Obviously it would be like multiple emitters, receivers, scattering, diffusion, etc...whyterabbyt wrote: ↑Mon Mar 18, 2019 1:15 pmYeah, its almost as though he's suggesting sounds originate from a single point of vibration.
What hardware synths or synthesis types do you want to see ported into soft synths?
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- KVRAF
- 7540 posts since 7 Aug, 2003 from San Francisco Bay Area
Incomplete list of my gear: 1/8" audio input jack.
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- KVRist
- Topic Starter
- 41 posts since 29 Dec, 2018
I have the Korg 01W/R and the NS5R, both are awesome synth modules, very versatile. I also have the Korg Z1, the TR-Rack, a PA300 (with the M3 and Triton presets loaded). Very interesting and great synths. The Korg Legacy collection M1 and Wavestation could be useful for S+S layered combis.
- KVRAF
- 12356 posts since 7 May, 2006 from Southern California
I thought that QuikQuak had done something like that. I seem to remember a plug-in called 'RaySpace' but I can't find it now and I'm not even sure if that is what it did.deastman wrote: ↑Mon Mar 18, 2019 5:23 pmForgive me for not going into much greater detail on the execution of this half-baked concept! Obviously it would be like multiple emitters, receivers, scattering, diffusion, etc...whyterabbyt wrote: ↑Mon Mar 18, 2019 1:15 pmYeah, its almost as though he's suggesting sounds originate from a single point of vibration.
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- KVRAF
- 3080 posts since 17 Apr, 2005 from S.E. TN
"Synthetic" reverb typically based on one or another config of arrays of tapped delay lines with possibly multiple feedbacks and feedback filtering.
You could use geometry of "ray tracing" as a graphical way to automatically set tap delay times and feedback amounts/filtering, according to a room diagram. Whether it would anyway resemble the sound of a real room of similar dimensions would be another can of worms.
Light photons have diffusion but over short distances maybe a lot of photons make it all the way across a room without interacting with a gas molecule, absorption and re-emission?
Acoustics math deals with kinda abstract "particles" just arbitrary small regions of air. Not single molecules, but groups of nearby molecules.
Sound wave propagates not by sending a particle from place to place like photons, but the sound source nudges nearby "particles" then those nudged particles don't move very far but nudge their neighboring particles, etc. So the sound pressure wave moves thru the medium but the medium mostly stays about the same location and just "jiggles around" a little bit.
You could use geometry of "ray tracing" as a graphical way to automatically set tap delay times and feedback amounts/filtering, according to a room diagram. Whether it would anyway resemble the sound of a real room of similar dimensions would be another can of worms.
Light photons have diffusion but over short distances maybe a lot of photons make it all the way across a room without interacting with a gas molecule, absorption and re-emission?
Acoustics math deals with kinda abstract "particles" just arbitrary small regions of air. Not single molecules, but groups of nearby molecules.
Sound wave propagates not by sending a particle from place to place like photons, but the sound source nudges nearby "particles" then those nudged particles don't move very far but nudge their neighboring particles, etc. So the sound pressure wave moves thru the medium but the medium mostly stays about the same location and just "jiggles around" a little bit.
- KVRAF
- 5757 posts since 29 Sep, 2010 from Maui
There are a couple like that, I imagine they are using rays for distance and angular measurements. Ray tracing always returns a color. *Or at least a triple, which is why vector algebra is convenient. Well vec4 as well to account for transparency (typically)justin3am wrote:
I thought that QuikQuak had done something like that. I seem to remember a plug-in called 'RaySpace' but I can't find it now and I'm not even sure if that is what it did.
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- KVRian
- 688 posts since 17 Sep, 2007 from Planet Thanet
This was useful to me in a previous life:
http://cdn.intechopen.com/pdfs/45578/In ... gation.pdf
Ray tracing is pretty common in the sonar world
http://cdn.intechopen.com/pdfs/45578/In ... gation.pdf
Ray tracing is pretty common in the sonar world
- KVRAF
- 5757 posts since 29 Sep, 2010 from Maui
Thats pretty Interesting. I suppose you could probably use similar techniques toresynthesis wrote: ↑Mon Mar 18, 2019 10:35 pm This was useful to me in a previous life:
http://cdn.intechopen.com/pdfs/45578/In ... gation.pdf
Ray tracing is pretty common in the sonar world
model how a rooms acoustics would be affected by the presence of people or
other obstacles. Certainly that might be useful for designing structures as being
integrated into a sound system or in the very least, some ridiculously accurate
reverberation models. No doubt air density, particulate concentration and
surface properties all produce measurable affect on sound waves, unfortunately
as a species, we are limited by the capacity of our own ears to make much
use of anything beyond the extreme. I personally think that spectral representation
of audio, is really just beginning to come into it's own. Down the road, more techniques
useful in image synthesis could be applied with great affect in many audio based applications.
Currently, our perceptional differentiation of audio and visual is too great imho. Mathematically,
they are not nearly as divergent. And that is the key to much.
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- KVRist
- Topic Starter
- 41 posts since 29 Dec, 2018
It would be great to have such modern synth emulations.
This synth virtualization would also help the planet, as software synths are more ecofriendly than hardware synths
- Beware the Quoth
- 33182 posts since 4 Sep, 2001 from R'lyeh Oceanic Amusement Park and Funfair
Yeah, its just a pity the PCs the software synths are running on arent more ecofriendly.
my other modular synth is a bugbrand
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- KVRian
- 1058 posts since 3 Oct, 2011
From their webpage conserning RaySpace:
The old productpage is still up though, describes it pretty well -> https://www.quikquak.com/Prod_RaySpace.html6th January 2019
RaySpace discontinued
RaySpace is no longer available.
It's mainly because of not being able to update the code to 64 bit without a complete re-write, and administering the complicated registration process which went wrong with many people due to the Windows & Apple 'gatekeeper' process that was introduced since the plug-in was made. Plus, a lot of piracy didn't help me much!
A new version may be considered in the future.
Thanks,
Dave Hoskins.
QuikQuak audio.
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- KVRAF
- 7540 posts since 7 Aug, 2003 from San Francisco Bay Area
To the best of my knowledge (never having actually tried it), the QuikQuak product was prerendered and not real-time.Gone soft wrote: ↑Tue Mar 19, 2019 2:22 pmFrom their webpage conserning RaySpace:The old productpage is still up though, describes it pretty well -> https://www.quikquak.com/Prod_RaySpace.html6th January 2019
RaySpace discontinued
RaySpace is no longer available.
It's mainly because of not being able to update the code to 64 bit without a complete re-write, and administering the complicated registration process which went wrong with many people due to the Windows & Apple 'gatekeeper' process that was introduced since the plug-in was made. Plus, a lot of piracy didn't help me much!
A new version may be considered in the future.
Thanks,
Dave Hoskins.
QuikQuak audio.
Incomplete list of my gear: 1/8" audio input jack.
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- KVRian
- 1058 posts since 3 Oct, 2011
It worked as a realtime plugin, though I can't remember there being much possibilities for realtime changes if that's what you're thinking of. I remember being amused at first, then figuring I really needed something more intuitive to set up for a while until I could consider getting back to RaySpace further down the road.
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- KVRAF
- 7540 posts since 7 Aug, 2003 from San Francisco Bay Area
Again, I haven’t used it. I looked at it when it first came out, which was an awfully long time ago. My recollection is that it used raytacing to precompute a synthesized convolution impulse, which you could then pass audio through. That is a far cry from something live and interactive. No disrespect, though. It was ahead of its time!Gone soft wrote: ↑Tue Mar 19, 2019 6:30 pmIt worked as a realtime plugin, though I can't remember there being much possibilities for realtime changes if that's what you're thinking of. I remember being amused at first, then figuring I really needed something more intuitive to set up for a while until I could consider getting back to RaySpace further down the road.
Incomplete list of my gear: 1/8" audio input jack.