greetings
i am trying to implement a large time scale granular synthesis thing. here’s the specification that my friend chat gpt, helped me to write, based upon my first commitment, which can also be found below:
i am striving to implement a definition of a class for spectral mapping in supercollider. my main goal is to map mid-large scale grains in supercollider using large scale grains. i am not being meticulous in relation to the way as i am implementing the features in the buffer, but i am sort of striving to achieving something which can be modularized and so on so forth. so, the goal of this specific module, is to mape the mappings using either a controller, which can be a sensor, an HID or a webcam, and using it to make some general mappings. so, here is my first module guess.:
- an osc func reasembling the top hyericacal funcion and receing input parameters of a xy vector, and x,y,z toggle, and floating 0-1 parameters
- a mix fill parameter and a warp1 synth, a collection, of buffers, and a warp1 synthesis definition which would theoreticall look something like:
(
~myBuffers=[
~buffer1,~buffer2,~buffer3,~buffer4,~buffer5,~buffer6,~buffer7,~buffer8,~buffer9,~buffer10,
~buffer11,~buffer12,~buffer13,~buffer14,~buffer15,~buffer16,~buffer17,~buffer18,~buffer19,~buffer20,
~buffer21,~buffer22,~buffer23,~buffer24,~buffer25,~buffer26,~buffer27,~buffer28,~buffer29,~buffer30,
~buffer31,~buffer32,~buffer33,~buffer34,~buffer35,~buffer36,~buffer37,~buffer38,~buffer39,~buffer40,
~buffer41,~buffer42,~buffer43,~buffer44,~buffer45,~buffer46,~buffer47
];
)
(
{Mix.fill(n:3,function:{
Warp1.ar(
numChannels:2,
bufnum:~myBuffers.choose,
pointer:[LFDNoise0,LFDNoise1,LFDNoise3,LFDClipNoise].choose.kr(rrand(5,30))+TRand.kr(0,0.01,Impulse.kr(200)),
freqScale:1,
windowSize: 21,
envbufnum:-1,overlaps:1,windowRandRatio:1,interp:[4,2].choose,mul:1
)})}.play;
);
on the top of that, i want the mix fill, to be allocated, with the length of the blobs or sensor data, and I want the warp 1, to play just a single grain, and a single envelope of that grain (which should be large scale)
maybe it won’t be a bad idea at all to dynamically load the module using smoothing of the values
maybe it is everything by now
so bearing this in mind how could i technically achieve this, and could you please draft me an implementation of all of this
this is the specification that chatgpt helped me to write.
any form of help to this would be highly appreciated
Example usage:
create a spectral mapping object
var specMap = SpecMap.new(numChannels: 2, mixFill: 0.5, buffers: ~myBuffers, warpDef: {|bufnum, pointer| Warp1.ar(numChannels: 2, bufnum: bufnum, pointer: pointer, freqScale: 1, windowSize: 21, envbufnum: -1, overlaps: 1, windowRandRatio: 1, interp: [4, 2].choose, mul: 1)}, outputBus: Bus.audio(s, 2), smoothing: 0.1, inputFunc: {|xy, toggle, param| [xy.x, xy.y, toggle, param]});
Define the SpectMap class
SpectMap {
var numChannels, mixFill, buffers, warpDef, outputBus, smoothing, inputFunc, smoothedInput;
*new { arg numChannels = 2, mixFill = 0.5, buffers = [], warpDef = {|bufnum, pointer| Warp1.ar(numChannels: 2, bufnum: bufnum, pointer: pointer, freqScale: 1, windowSize: 21, envbufnum: -1, overlaps: 1, windowRandRatio: 1, interp: [4, 2].choose, mul: 1)}, outputBus, smoothing = 0.1, inputFunc;
^super.new.init(numChannels, mixFill, buffers, warpDef, outputBus, smoothing, inputFunc)
}
Initialize the object
*init { arg numChannels, mixFill, buffers, warpDef, outputBus, smoothing, inputFunc;
this.numChannels = numChannels;
this.mixFill = mixFill;
this.buffers = buffers;
this.warpDef = warpDef;
this.outputBus = outputBus;
this.smoothing = smoothing;
this.inputFunc = inputFunc;
this.smoothedInput = Array.fill(numChannels+2, 0.0);
}
Map the input to the output
*map {
var input = inputFunc.value, output;
smoothedInput = smoothedInput.interpolate(input, smoothing);
output = Mix.fill(mixFill, {
warpDef.value.(buffers.choose, [LFDNoise0,LFDNoise1,LFDNoise3,LFDClipNoise].choose.kr(rrand(5,30))+TRand.kr(0,0.01,Impulse.kr(200)))
});
Out.ar(outputBus, output);
}
Define a class for spectral mapping
This class takes an input XY vector, X/Y/Z toggle, and floating 0-1 parameters
It also has a mix fill parameter, a collection of buffers, and a Warp1 synthesis definition
The class has a method called “map” that maps the input to the output using the Warp1 synthesis
The output is written to a designated output buffer
The output buffer can then be used for further processing or playback
The module can be controlled by various input sources such as sensors, HID or webcam
The input data can be smoothed to avoid abrupt changes in the output
Define the spectral mapping class
The class takes the following arguments:
- numChannels: number of audio channels
- mixFill: mix fill parameter
- buffers: a collection of buffers to choose from
- warpDef: a Warp1 synthesis definition
- outputBus: the output bus to write to
- smoothing: the smoothing factor for input data
- inputFunc: the input function to get the input data
The class has a single method called “map” that takes no arguments and maps the input to the output
The output is written to the designated output buffer
The output buffer can then be used for further processing or playback
The module can be controlled by various input sources such as sensors, HID or webcam
The input data can be smoothed to avoid abrupt changes in the output
Example usage:
create a spectral mapping object
var specMap = SpecMap.new(numChannels: 2, mixFill: 0.5, buffers: ~myBuffers, warpDef: {|bufnum, pointer| Warp1.ar(numChannels: 2, bufnum: bufnum, pointer: pointer, freqScale: 1, windowSize: 21, envbufnum: -1, overlaps: 1, windowRandRatio: 1, interp: [4, 2].choose, mul: 1)}, outputBus: Bus.audio(s, 2), smoothing: 0.1, inputFunc: {|xy, toggle, param| [xy.x, xy.y, toggle, param]});
specMap.map;
Define the spectral mapping class
The class takes the following arguments:
- numChannels: number of audio channels
- mixFill: mix fill parameter
- buffers: a collection of buffers to choose from
- warpDef: a Warp1 synthesis definition
- outputBus: the output bus to write to
- smoothing: the smoothing factor for input data
- inputFunc: the input function to get the input data
SpecMap {
arg numChannels, mixFill, buffers, warpDef, outputBus, smoothing, inputFunc;
var input, lastInput, output;
var idx = 0;
var warpSynth = SynthDef("warp", warpDef);
Define a function to get the input data
The function takes the following arguments:
- xy: an XY vector
- toggle: an X/Y/Z toggle
- param: a floating 0-1 parameter
The function returns an array of input data
The input data is smoothed to avoid abrupt changes in the output
Approach
Here are some steps you could follow to implement the class:
Define the class: I’ll need to define a SuperCollider class that encapsulates the functionality you’re looking to achieve. I can create a new file in the SuperCollider editor, and start by defining your class:
Define a new class for spectral mapping
SpectralMapping : Object {
add instance variables and methods here
}
Define instance variables: You’ll need to define instance variables for the various buffers, synths, and other parameters that you’ll use in the class. Based on your initial code, it seems like you’ll need buffers to hold the grains, a synth to play the grains, and a controller to map the grains. Here’s an example of how you could define the instance variables:
Define instance variables for the spectral mapping class
SpectralMapping : Object {
var myBuffers; an array of buffers to hold the grains
var mySynth; a synth to play the grains
var myController; a controller to map the grains
var mixFill; a mix fill parameter to control the density of grains
var warpDef; a warp1 synthesis definition
var warpBuf; a buffer to hold the warp1 synthesis waveform
var warpEnv; an envelope to shape the grains
add more instance variables here as needed
}
Define the constructor: You’ll need to define a constructor method for your class that initializes the instance variables. Here’s an example of how you could define the constructor:
Define the constructor method for the spectral mapping class
SpectralMapping : Object {
*new { |buffers, synth, controller|
var obj = this.allocate;
obj.init(buffers, synth, controller);
obj
}
init { |buffers, synth, controller|
myBuffers = buffers;
mySynth = synth;
myController = controller;
mixFill = 0.5;
warpDef = {
arg freq, pointer;
Warp1.ar(
numChannels: 2,
bufnum: warpBuf,
pointer: pointer,
freqScale: freq,
windowSize: 21,
envbufnum: warpEnv.bufnum,
overlaps: 1,
windowRandRatio: 1,
interp: [4, 2].choose,
mul: 1
);
};
warpBuf = Buffer.alloc(s, 88200, 1);
warpEnv = Env.linen(0.01, 1, 0.01);
}
}
In this example, the constructor takes three arguments: an array of buffers to hold the grains, a synth to play the grains, and a controller to map the grains. The init method initializes the instance variables, including creating a new warpDef synthesis definition that uses the Warp1 UGen with some default parameters, and creates a new warpBuf buffer and warpEnv envelope to be used in the synthesis definition.
Define methods: You’ll need to define methods for your class that implement the functionality you’re looking to achieve.
here's a draft of the class
SpectralMap class definition
(
Class.new(\SpectralMap, {
var myBuffers; array of buffers
var mixFill; mix fill value
var warpSynth; warp1 synth definition
*new { |buffers, mixFill, warpSynth|
var instance;
instance = super.new;
instance.myBuffers = buffers;
instance.mixFill = mixFill;
instance.warpSynth = warpSynth;
^instance;
}
method to generate a single grain
using a buffer from the myBuffers array
with a random pointer and envelope
specified by the length parameter
and return the synthdef and arguments
for the Warp1 synth
*generateGrain { |length|
var buf = myBuffers.choose;
var pointer = [LFDNoise0,LFDNoise1,LFDNoise3,LFDClipNoise].choose.kr(rrand(5,30))+TRand.kr(0,0.01,Impulse.kr(200));
var envelope = EnvGen.kr(Env.linen(rrand(0.1,0.5),1,rrand(0.1,0.5)),doneAction:2);
var args = [ \bufnum, buf, \pointer, pointer, \envbufnum, -1, \windowSize, 21, \overlaps, 1, \windowRandRatio, 1, \interp, [4,2].choose,
\mul, 1,
\envelope, envelope
];
^[\Warp1, args];
}
method to generate a list of grains
with the length of the blobs or sensor data
and return a Pbind with the synthdef
and arguments for the Warp1 synth
*generateGrainList { |length|
var grains = (0..length-1).collect { |i|
generateGrain(rrand(0.1, 0.5));
};
^Pbind(*grains).play;
}
method to generate and play a list of grains
with the length of the blobs or sensor data
and mix them using Mix.fill
and return the resulting mix
*map { |length|
var grainList = generateGrainList(length);
var mix = Mix.fill(length, mixFill, { grainList });
mix.play;
^mix;
}
})
furthermore:
- how can this technically be mapped into WFS (wave field synthesis), using a set of stereo mixers, perharps using the WFSCollider class?