Week 9 - Class 1
This class is all about team project #2. Good luck!
Week 9 - Class 2
This is the last teaching day of the course. While there are a thousand things I'd like to cover, I really want to go over pitch alteration and detection outside the realm of something simple like groove~. Max 7 introduced a new object that is a wonder - it's called retune~, and it does both pitch alteration and detection. The retune engine uses pitches (0-11, for the 12 keys in a musical octave) as centerpoints, then forces the audio to match that pitch:
While the keyboard setup is fun for interactive work, it is easier to preload using the number-based message boxes. But, perhaps an even simpler way to interact with the retune~ object is using the Max for Live device called "Autotuna", which provides a super-simple interface to the retune~ object for musical re-pitching:
But, if you just want to use the frequency content of a sound to do something else, you really need to use straight pitch detection. There are a number of different ways of doing pitch detection; you can use retune~ in detector mode, or you can use another object called fzero~. But perhaps the best pitch detection tools - especially for high-frequency content - is a pair of object written by Miller Puckette: fiddle~ (old) and sigmund~(new):
One of the limits of current pitch detection tools is that they only work on monophonic content. Thus, sending it a standard music track might give you silly results. So will sending it something - like a drum kits - that doesn't really have a pitch to detect. Nevertheless, it is useful to use pitch detection as a way of generating interesting control values that can be used for other functions, such as filter settings, video effects or OpenGL positioning.
- Create a simple OpenGL world, but use pitch detection to move an object around in the space. Try using different types of musical content to see how things work. Also try to find a way to smooth the movement so that it isn't too jerky!
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Last update: 03/04/2015