wave terrain synthesis
hey kids
i was wondering if you had some thoughts on waveterrain implementation into max.
maybe there's a jitter object that could load&display a terrain for wave~ to read from, maybe it could even be done with an LCD...
anywho, here's an article on wave terrain synthesis in CSOUND::
p.s. screen said to be from autechre, are those wave terrains down there?
Quote: klive wrote on Tue, 17 February 2009 10:44
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> i was wondering if you had some thoughts on waveterrain implementation into max.
I'm no expert (I just glanced at the linked page), but is this not what [2d.wave~] does?
Best,
Alex
Sorry it took me six years to find this! My next project is to create a wave terrain synthesizer in Max. @ALEXHARKER, 2d.wave~ is a similar concept, but it appears that there are some fundamental differences. 2d.wave~ is intended to read audio files and will simply crossfade between the current window and the next. In wave terrain synthesis the idea is to generate a waveform from the terrain itself. Also, it appears that the reading function of wave terrain synthesis can be fairly complex to generate dynamic waveforms, whereas 2d.wave~ will always read in diagonal lines. I haven't found any clear and flexible implementations of this, so I'm excited to see what happens! My intention is to use Jitter to generate and alter the terrain, and provide a list of functions to read through the terrain. Unfortunately I may have to build an object that will accept both an x and y index, interpolate between values, and output an audio rate signal, which will slow me down a bit. I'll post back here when it is complete!