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On 4/1/21 10:29 AM, ingo wrote:
> https://ingoogni.nl/povray/sounds-of-povray/the-sound-of-povray/
>
> The last weeks I've been exploring ways to use POV-Ray for sound creation.
> It actaully works quite simple. I put up a first article on it. Very basic
> (the site also). More will follow,
>
> Ingo
>
Wow. That's cool! :-)
I was also not aware of https://supercollider.github.io
---
I've done almost no animation over the years, but a question I've
carried around for a long while is:
Has anyone has figured out how to add sound synchronization 'hooks' into
rendered frames or file associated frames during particular frame
renders by Pov-Ray?
I'm think something along the lines of generating a hook for a collision
sound when a given collision between two shapes happens. The hook could
be generated in a generic way allowing for other animation changes - the
sound hook would track.
I'm guessing the synchronization must have been worked out by those
doing renders (a), but I don't recall ever running across someone doing
this in POV-Ray animations from the SDL.
(a) Been posted about in the past, but these guys at
https://www.animusic.com/ have been at something like the merge of
animation and music for long while.
Bill P.
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in news:6065e4e4$1@news.povray.org William F Pokorny wrote:
> Has anyone has figured out how to add sound synchronization 'hooks'
> into rendered frames or file associated frames during particular
> frame renders by Pov-Ray?
>
There are several way I'm exploring. Nothing is stable yet. But what one
can do is assign a kind of timeline to each sonding object. The animation
clock is perfect for that. Maybe add an extreme clock divider to get a
better granularity within the 1/30 second of a frame.
Then use that for writing events to a file. These can be midi notes, or
midi evelopes, or OSC data, or just values in a range to be interpreted
later.
For a bouncing ball you could start an event at the moment of contact.
Then create an envelope depending on how much a ball is squished before it
bounces back. Use such data to modulate a sound source.
The fun thing is that POV-Ray has all these nice functions that
synthesisers have not. Things that are available hare have to written in
SuperCollider or Csound. Also I think many of the DSP stuff can be done in
POV-Ray, but it is slow.
Next up, wave teraain synthesis. I think tomorrow.
Ingo
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in news:XnsACFFB5D42DEA3seed7@news.povray.org ingo wrote:
> Next up, wave terrain synthesis.
https://ingoogni.nl/povray/sounds-of-povray/the-sound-of-height-fields/
only direct link for now
Ingo
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hi,
ingo <ing### [at] tagpovrayorg> wrote:
> > Next up, wave terrain synthesis.
>
> https://ingoogni.nl/povray/sounds-of-povray/the-sound-of-height-fields/
while I'm not able to relate the visual (HF with circles) to the sound played,
this is very interesting stuff. more please. :-)
regards, jr.
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ingo <ing### [at] tagpovrayorg> wrote:
> https://ingoogni.nl/povray/sounds-of-povray/the-sound-of-povray/
>
> The last weeks I've been exploring ways to use POV-Ray for sound creation.
> It actaully works quite simple. I put up a first article on it. Very basic
> (the site also). More will follow
Bravo, this is super cool! My mind is spinning with all sorts of applications!
Thanks for this, I look forward to reading more :)
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in news:web.60661251e8731e1379819d986cde94f1@news.povray.org jr wrote:
> more please
How about the sound of Ken Perlin and a Klein Bottle?
Ingo
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Ingo, I did notice when trying out your code just now that in your files you
use:
#version 3.7;
But when I rendered with the v3.7 executable it choked, which confused me for a
moment until I realized you're using the new v3.8 keyword tau.
It renders as expected with the v3.8 executable so to prevent confusion you
might want to change that to:
#version 3.8;
Again, excellent work!
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ingo <ing### [at] tagpovrayorg> wrote:
> in news:web.60661251e8731e1379819d986cde94f1@news.povray.org jr wrote:
>
> > more please
>
> How about the sound of Ken Perlin and a Klein Bottle?
>
> Ingo
Perlin Noise, Simplex Noise, or a Perlin smooth-stepped function? ;)
https://en.wikipedia.org/wiki/Smoothstep#Variations
The Klein bottle sounds interesting, as does a Moebius strip.
I am thinking that I'd like to see a "simple" spline-driven song as an
animation, with sheet music. Likely jr would love to see animated media musical
notes.
I find this extremely interesting, because one of the ideas I had about the FFT
was to analyze sound files, identify notes, and then do what you're doing.
What do you think about a POV-Ray modeled phonograph, with a vinyl album made
from a heightfield? The grooves could be a spiral function. :)
Or an old Edison wax cylinder phonograph.
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in news:web.606633a7e8731e1387570eabd4644d08@news.povray.org Robert
McGregor wrote:
> realized you're using the new v3.8 keyword tau
uach. good catch. Mmm as 3.8 isn't out I'll stick to 3.7 and adjust the
scenes for that.
Thanks
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in news:web.60664f78e8731e131f9dae3025979125@news.povray.org Bald Eagle
wrote:
> Perlin Noise, Simplex Noise, or a Perlin smooth-stepped function?
> ;) https://en.wikipedia.org/wiki/Smoothstep#Variations
the noise generator option 3.
> The Klein bottle sounds interesting, as does a Moebius strip.
I tried both in SuperCollider and the Bottle does interesting thing. More
than I expected in just noise. The strip I have to try again with swapped
uv coordinates. It was just verry noisy.
> I am thinking that I'd like to see a "simple" spline-driven song as
> an animation, with sheet music. Likely jr would love to see animated
> media musical notes.
Haha, go ahead. I'm not a musician. When I look at a piano it quickly
goes out of tune :)
> I find this extremely interesting, because one of the ideas I had
> about the FFT was to analyze sound files, identify notes, and then do
> what you're doing.
Kind of the opposite of FFT is an intersting one. Massive additive
syntesis of sine waves. Check the ANS synthesizer. I have a basic
experiment working but have to extend that a lot more. Check
https://warmplace.ru/soft/ans/#about for what can be done. A goal for me
would be to create a collection of snippets of texture on a disc object
or polygon that can be placed in the scene and rendered to sound.
> What do you think about a POV-Ray modeled phonograph, with a vinyl
> album made from a heightfield? The grooves could be a spiral
> function. :)
>
> Or an old Edison wax cylinder phonograph.
>
https://en.wikipedia.org/wiki/Music_box
https://en.wikipedia.org/wiki/Optical_sound
Then there's using splines as envelope's Attack Decay Sustain Release
(ADSR). You can use textures with tracks for rithmic patters. Extend that
idea to sequencers.
And before you know you are knee deep in DSP terretory with FIR filters
etc. https://www.musicdsp.org/en/latest/index.html
Ingo
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