Realtime Granulator device
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- Posts: 138
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i spoke with John bowen about this device
This is his reply :
Hi,
Just to let you know I got your message...interesting application, to be sure, and probably something that will need deep cooperation from Creamware for a 3rd party to do. I'll mention it to them, and see what can be done...
Regards,
John B
This is his reply :
Hi,
Just to let you know I got your message...interesting application, to be sure, and probably something that will need deep cooperation from Creamware for a 3rd party to do. I'll mention it to them, and see what can be done...
Regards,
John B
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- Posts: 1139
- Joined: Tue Apr 03, 2001 4:00 pm
- Location: Tennessee, USA
- Contact:
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- Posts: 1139
- Joined: Tue Apr 03, 2001 4:00 pm
- Location: Tennessee, USA
- Contact:
Cheers for the tip Michu - just had a go on that buffer override thing. Creates sounds not dissimilar to granular synthesis but it actually seems a lot easier to come up with something useable (usually with something like Audiomulch I create a big .wav file and spend a while going through it to pick good bits).
actually i listened to some examples of kymas granular sounds. it is very impressive. (reminds me more of the thing in fruityloops that can read a bitmap and make it into a sound, rather than granulab)
it would probably not be all that hard to make a "blip" atom which did not use much DSP. unfortunately that is not something i can do.
i will look more into how it works an kludge something together with what we have, just to see if i can make anything sonically usefull.
it would probably not be all that hard to make a "blip" atom which did not use much DSP. unfortunately that is not something i can do.
i will look more into how it works an kludge something together with what we have, just to see if i can make anything sonically usefull.
You'll never see a real granulator on the Creamware platform. Maybe an imitation, right...
Let me explain. In this synthesis, grains must be about 20ms. Like in particle system in 3d, more you have musical grains, better is the result.
Then you need to delay each grain in the time. You can transpose your sound that way (it is a way to do pitch shifting). If you change the volumes and the delays correctly, you create evolving textures.
Then you have to have sort of lfo for each grain to make them move like sin or better, solar system simulation to simulate orbital movements.
The granulation need grain and grains = memory. With only 6k per DSP you will fill a DSP with about 14 grains. Because you need at least 30 grains, you have more than 2 DSP only for the grains memory.
Then you need LFO for each grain. LFO is a sin, and they do 256bytes. 30x256 = 7860, 1 more DSP.
A granulator would cost at least 3 DSP only in buffer memory.
Of course you can do a granulator with 10 grains, like you can do a 3d game on a calculator...
I'm quite sure there are ways to simulate granualation but it should be done in pure DSP code.
Who has the DSP Kit here???
Let me explain. In this synthesis, grains must be about 20ms. Like in particle system in 3d, more you have musical grains, better is the result.
Then you need to delay each grain in the time. You can transpose your sound that way (it is a way to do pitch shifting). If you change the volumes and the delays correctly, you create evolving textures.
Then you have to have sort of lfo for each grain to make them move like sin or better, solar system simulation to simulate orbital movements.
The granulation need grain and grains = memory. With only 6k per DSP you will fill a DSP with about 14 grains. Because you need at least 30 grains, you have more than 2 DSP only for the grains memory.
Then you need LFO for each grain. LFO is a sin, and they do 256bytes. 30x256 = 7860, 1 more DSP.
A granulator would cost at least 3 DSP only in buffer memory.
Of course you can do a granulator with 10 grains, like you can do a 3d game on a calculator...
I'm quite sure there are ways to simulate granualation but it should be done in pure DSP code.
Who has the DSP Kit here???