Version 3.0 of my audio analysis system is finally complete! This is essentially a complete rebuild of my previous visualization system with additional flexibility added. Now I can control individual frequency ranges across the audio spectrum.
The previous version had all that stuff hard-coded. This latest version allows someone to set different frequency ranges for each of the different audio channels. Some pics of the newest system are below:
A new and improved interface with larger text and more accessible sliders. This new system will also make use of Max/MSP's Mira which allows you to control the interface from a website! Custom interfaces will be faster to implement versus having to use TouchOSC in previous versions.
The previous version had all that stuff hard-coded. This latest version allows someone to set different frequency ranges for each of the different audio channels. Some pics of the newest system are below:
Interface for controlling different frequency ranges. Currently this is set to 32 bands. It can be increased if additional frequency resolution is required.
Simplified and condensed audio compression interface. It looks like a lot of knobs in there but ideally you would only need to set these once and then forget about it afterwards.
Example of some of the data being extracted from each channel. This gets sent to Unity3D via OSC.
Now that I've wrapped this part up, it's time to move back into seeing how all this plays out in 3D. More updates will be coming soon with a city reacting to music.
I won't pretend to understand it all but it sure looks amazing.
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