keyboard tracking / ampscale


    Sep 01 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

    • Sep 01 2007 | 5:37 pm
      scale or zmap?
    • Sep 01 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.
    • Sep 01 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?
    • Sep 01 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
      loudnesshz conversion graph:
      Hope this helps,
      Andreas.
    • Sep 02 2007 | 3:42 pm
      thanks, thats a precious hint into the right direction!
    • Sep 04 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
      > loudnesshz conversion graph:
      >
      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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