Bedrummer
From OSMwiki
Contents |
Motivation
- People like playing drumlines in any kind of surface. Beds, tables, etc.
- There exists realtime equalizers and such that can identify the attack of certain (different) sounds
- People like rockband and such, and it could be used for a game like that, as well.
Method
- Grab the stereo input of two microphones. I.E.: one for the feet and one for the bed.
- Record the sound of each "part" of the drumming thing.
- Analyze the spectrum of the attack of each instrument, and the background noise too.
- Use a frequency-thing to work on (like some software that comes with ubuntustudio that has a delay dependant on frequency - can't remember the name) and generate MIDI notes with that.
Issues
- Latency: Besides the latency of the sound input, sound has to be frequency-analyzed and then analyzed for attack, to make it happen. Even though, it could be useful.
Ideas
Puredata
List of what Puredata could do to achieve the bedrummer:
- Filter with the [lop~] and [hip~] objects
- Detect attack, pitch and gain with [fiddle~]
- Convert ranges of values with [+ ], [- ], [* ], [/ ], [int], [clip] objects
- Assign pitch, velocity to ranges of notes or note/vel
- Create enveloppes with [line~] and [vline~]
- Create unique sounds, play one shot samples, apply effects with [plugin~](ladspa), make unique fx units within pd and/or
- Output Osc and/or
- Output Midi
- Do that for each input (unlimited mics)
- Make a system to calibrate all this (almost all of these objects can receive arguments in realtime)

