strangerattractor / Soundvision_PUBLIC

Max's long long journey into the unity world.
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Strategy of mapping #12

Closed chikashimiyama closed 4 years ago

chikashimiyama commented 5 years ago

This issue is to discuss the following question from Max.

What scares me the most right now are these two things:

  • how will I be able to work on different Visuals scenes with different visual modulation "connections" and still keep an overview.
  • how will I be able to "blend" or morph between different scenes with different "connections".
chikashimiyama commented 5 years ago
For CYLvision you had brilliantly foreseen  this with the awesome pure data patch... For SOUNDVISION I'm not sure if I already get the concept. 
Will it be audio busses again? :-) 

Audio bus? you meant shared memory?

First of all. Try to do nothing in Pure Data. We are going to use pure data just as sound analyzer, and use Unity for everything. It means, no qlist, no timeline, no interaction logic in puredata because Unity is way better than Pd for this. Actually, we can analyze sound in Unity but the only problem is that unity doesn't provide more than 1 hardware input channel. Pure data integration is not for the sake of puredata but the sake of audio input..

For your question, I think it is better to demonstrate how to do it in a separate scene with a concrete example. The example is included in the project under Scenes/example/example1 open the scene and start the game mode (see. I don't use puredata for this demo but I could analyze the loudness of the audio, I can do also FFT analysis and filtering in Unity, it provides also mixer etc.)

Terms

In order to avoid misunderstanding between each other, I'm going to define what some specific terms mean.

Mapping ... the relationship between audio aspect X and visual parameter Y. For example, if the size of a sphere is changed according to the loudness of a snare drum track. We say these are mapped.

Transition ... we want to show the audience multiple visualizations in a show, or even in one song. In this case, we need to think about how to smoothly move from one visualization to another. This sort of issues, we call transition issues.

Description of example

So for you, the information under these two sections are very crucial.

https://docs.unity3d.com/Manual/AnimationSection.html https://docs.unity3d.com/Manual/TimelineSection.html

using these two functions I made a basic example with audiovisual mapping and scene transition.

10 sec - static mapping (level -> size of sphere) 20 sec - color mapping fade in ( level->color) 30 sec - size mapping fade out / time the floor is enabled and faded in

See the added, script, animation editor and timeline editor carefully. There I composed the transition of mapping and scene. I hope it helps a little bit.

strangerattractor commented 5 years ago

Understood, will learn asap