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Oh, sorry. There's some stuff from U&I software on the Mac that can read in
a video file and output audio - maybe just digital audio
http://www.uisoftware.com/ . It's commercial stuff, however.
And I can tell you about a few algorithmic composition tools that will scan
a bitmap and extract data that can be used to generate MIDI notes - but not
an animation.
Let me know what you come up with.
Best,
Dennis
"Frans Verbaas" <not### [at] freelernl> wrote in message
news:3f79f1e2$1@news.povray.org...
> Hey, thanks,
>
> This looks good, it is surely fun, but it does exactly the opposite if
what
> I look for.
> This program generates (pov code for) frames of a movie from a given line
of
> notes.
> I want to generate a line of notes (in Midi format) based on events in an
> animation.
>
> Frans
>
>
> "Dennis Miller" <dhm### [at] comcastnet> schreef in bericht
> news:3f78eb6f$1@news.povray.org...
> > Have a look at this and see if it is what you are after.
> > Best
> > D
> >
> > http://www.srcf.ucam.org/~mpc33/index.html
> >
> >
> >
> > "Frans Verbaas" <not### [at] freelernl> wrote in message
> > news:3f75fd8b$1@news.povray.org...
> > > Hi all,
> > >
> > > Question: Has anyone attempted to generate sound along with the a
> MegaPov
> > > animation, based on events during the animation?
> > >
> > > Explanation:
> > > I am happily exploring Christoph Hormann's excellent Mechsim facility.
> > > While my PC is busy rendering a bouncing cube, I thought how nice it
> would
> > > be if sound were generated with the frames. Something like a bang or
so
> > > whenever a mass hits the environment.
> > > Since simulation time is known on every such occasion, one could store
> the
> > > information in a MIDI file, and generate a .wav file from that.
> > >
> > > Now I am not an expert in sound, and only barely capable of sensible
> > > programming, an I hesitate to embark on this, possibly only to find
that
> > > someone else has done this before, and far better than I could ever
> dream
> > to
> > > do it.
> > >
> > > Frans Verbaas
> > >
> > >
> >
> >
>
>
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