It’s not summer time yet, but this might help hold you over till it comes. You will need a microphone attached to your computer fully appreciate this one. If you don’t have one, don’t worry you can just click. If you do have a microphone, make sure its enabled so you can use it in flash, (there should be a pop-up), then just blow into you mic!
Here is the latest version of visual sound using Papervision3D and Ape Physics. This project has been an exploration of both of these exciting technologies, individually and interacting together. There are 6 visualizers in total, 3 of which take advantage of Papervision3D, 3 with Ape Physics, and 2 of those combine the two technologies together for exciting results. (There are 2 visualizers that use neither, these were just part of the process building up to the others.)
The program is very adaptable for new visualizations, the core application functions almost as a shell for the visualizers, so by reading the sound data that is already there, it is very simple to add a new visualization. So I might add a few more in the future.
Take a look at it through the link bellow, feel free to look back in past posts under the category Visual Sound for specific details about different visualizations and fallow the process I went through.
Here is another update. There is a very interesting visualization which pushes the combination of Ape Physics and Papervision3D a lot further. The challenge here was using the Ape Physics engine to control the 3D particles. This was confusing to approach because the Ape Engine only operates in a 2D space, which means I had to take that 2D data and convert it into 3D space.
The result is similar to my previous particle sound effector, but now in 3D. Using your mouse you can move through the particles as they fall. What the sound is controlling in this one is the number of particles created and the velocity in which they are thrown at. I have another version of this working where the particles change colour as they fall downwards, which is very cool, but it really bogs down the program to the point where it almost doesn’t run. I explored many ways around this, and had it working using a lot of different methods, (including re-writing part of the papervision3D engine), however the problem seems to lie in the way Papervision3D updates textures onto its 3D objects. I managed to trace the problem to the source, but there doesn’t seem to be a solution to it. I will have to continue exploring other methods of this.
Anyways check it out. Note that this build creates a few problems in the other visualizers, this will be fixed for the next version.
Hello everyone. It’s been a couple of weeks since my last post, but that is because I have been extremely busy, not only on this project but others as well. But this is a major update to my visual sound application, and I am very excited to share it with you all.
The first thing you will notice is that the application it’s self has changed a lot. It will look and feel familiar, but it is now larger and has several more options for you to experiment with. The first thing is the ability to control the volume. At launch it is set to 50% volume. I recommend cranking this up all the way for the best experience possible, as the level will effect the visualizations. Secondly there is the ability to pan the music from speaker to speaker. This will also effect the visualizations, so try it out.
There is now also the inclusion of an about page, where you can find a little out about the program, and also a playlist, so you can change songs.
There is also a brand new visualization for you to watch! What is going on in this new visualizer is that the data I am extracting from the audio fies is determining the amount of objects created as well as the velocity that they begin at, or in other words, how high and far they fly. This also plays a factor in what happens when they collide with the other particles. If their velocity is more powerful, they will send the other particles flying further when they collide. This is done with the help of the Ape Physics engine.
The last change to note is the inclusion of colour this time around. You will notice on a couple of the visualizers that the music will also effect the color of the visualizer. The color is based on how far things are moved by the music, so it is also happening dynamically.
The program is very near finalization. There will be a few minor additions from here, and at least one more visualization. Be sure to check back for it, as this next visualizer is going to be good!
This is a very small update to the last version I posted. The way the movement was working with Ape Physics was bothering me. Something didn’t seem right, I knew what was going on, and thought I had solved, but still the animation was quite right. Well this morning in the shower it hit me. The solution was so small. A stupid mistake. 3 extra words.
Anyways, it’s working better now. The animation is a lot smoother. This is simply because it is allowing Ape Physics to do what it does best more often.