More NIME Progress

The software side of my NIME project is coming along really well — actually much better than I would have hoped by this point.  So far, I have a patch that mangles audio all over the place, and thanks to an extremely helpful meeting with Jamie, I now have a pile of ideas to work through on this.

Here’s the patch:

Jamie’s notes were that (A) I should stick to sounds that are architectural in nature (compression, pitch and reverb — things like that imply space), (B) avoid getting lost in effects, and (C) get to work on the physical side, all of which I agree wholly with.  I spent some time today stripping out the effects that don’t really serve the concept (random speed and cycle, for example), and adding in downsampling, compression and a few others.  And, for now, that’s probably enough — it’s time to get back to the physical.

For the next steps, I’ve got the parts on order to at least work on a non-motorized model, and I’ll get to work as soon as those show up.  I’m also trying to work out the motor side of everything — though lord knows if I’ll even have time to work that out at this point.  I do think it adds a LOT to the concept to have it move, even partially, so I’m working on that.  IF only it weren’t so damn impossible to find motorized sliders!

More updates to follow…

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