PhD Stuff

Main Aim

To investigate the connection between audio and visuals with a view to creating a musical (or more strictly, audiovisual) instrument based around this connection.

The Instrument

The instrument (named Ashitaka) is intended to be analogous to a musical block of clay - visually represented as an amorphous 'blob' which can be manipulated the same way clay can be (i.e. you can stretch it, squeeze it, twist it, mold it with your fingers). The audio side of things will be based on a physical model of some kind. The original idea was that this would simplify the mappings quite a bit, but having investigated mappings a bit more that seems to have been wishful thinking. The mapping system currently being developed will combine single audio and visual perceptual parameters into an integrated audiovisual parameter. The instrument will then have a number of these audiovisual parameters, which will be mapped to the parameters of the performer's interface. See the images page for some more descriptive block diagrams.

Furthermore, the instrument will exist within a 3d environment in the computer, where it may interact with other objects or instruments.

Technology

X3D will be used as a file format for representing the 3d environment, and towards this end, an X3D browser is being developed, using Ambisonics to spatialise the audio of the instrument (and any other objects in the environment). For the instrument's physical model, a relatively simple model (modified by certain further audio processes) will be used, based on the audio engine from the Tao physical modelling language. The software will be GPL, and I will hopefully release the first version fairly soon.

I'm also going to create a hardware interface for the instrument, designed to offer the same kind of gestures possible with a block of clay. See the images page for the current prototype and a very out of date mockup.

Also, one of the requirements of my funding is that the software must take advantage of parallel processing hardware (i.e. multiple processors/hyper threading), so it's going to be heavily multi-threaded, and should (hopefully) run more efficiently on a multi-processor machine than traditional audio software.

Main Ideas