Forums > MaxMSP

keyboard tracking / ampscale

September 1, 2007 | 2:06 pm

hi there!

does anyone have a formula for keyboard tracking, i.e. reducing the loudness with a increasing pitch? there is some function in super collider which is called ampscale which does exactly that, but i couldn’t find any formula in the sources…

thanks in advance

micha


September 1, 2007 | 5:37 pm

scale or zmap?


September 1, 2007 | 5:58 pm

well thats obvious, but i thought there would be a more "official" formula that describes the curve and takes some psychoacoustics into account…just trying and shaping it until it sounds good is of course another approach.


September 1, 2007 | 8:01 pm

maybe i dont understand your problem….i was thinking you wanted volume to decrease as the pitch of the key played increased? in which case, what psychoacoustics are you referring to?


September 1, 2007 | 8:30 pm

micha skrev:
> hi there!
>
> does anyone have a formula for keyboard tracking, i.e. reducing the loudness with a increasing pitch? there is some function in super collider which is called ampscale which does exactly that, but i couldn’t find any formula in the sources…
Hi,

if you’re looking to build something advanced, have a look into Equal
Loudness Contours, which would be the psycho-acoustic treatment of this.
You should be able to suss the workings from this page, complete with
loudness< ->hz conversion graph:

http://www.sfu.ca/sonic-studio/handbook/Equal_Loudness_Contours.html

Hope this helps,
Andreas.


September 2, 2007 | 3:42 pm

thanks, thats a precious hint into the right direction!


September 4, 2007 | 7:32 am

Andreas Wetterberg schrieb:
> if you’re looking to build something advanced, have a look into Equal
> Loudness Contours, which would be the psycho-acoustic treatment of this.
> You should be able to suss the workings from this page, complete with
> loudness< ->hz conversion graph:
>
> http://www.sfu.ca/sonic-studio/handbook/Equal_Loudness_Contours.html

But this would change with the absolute volume and would need to be
calibrated to the sound pressur in the room… probably overkill…

There is no offical formula but taste, either have a linear/exponatial
or whatever curve, or create a coll/table of your personal taste…

It also depends so much on the sound you play…

I guess simple is more effective in this case, but I would incorporate a
dbtoa object to get it closer to what you hear…

Stefan

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Stefan Tiedje————x——-
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