Today's sketch is a play on the random shape clusters that I seem to be
gravitating towards. I used the spectral feature extraction from Day 5
so not all of the code is posted below. You can go to that post and rip
the features if you like.
This sketch uses a more coherent model instead of randomness. There are
20 3D boxes in the sketch that have their colour and placement changed
based upon the sound coming into the sketch. It is reactive but a little
too literal. I think I will try to make some mappings in the future that
can take spectral centroids and do something meaningful visually. Sounds
like a research project!
Got a little busy today so I made a quick sketch to see if I understood
making shapes with OPENGL. I do!
BoxySean sent me a link to SuperDraw yesterday and I was really
blown away. Then I looked at who was responsible and it made a lot of
sense. So today I thought I would try and do some 3D drawing using sound
levels. I originally tried to make some shapes and have them connect and
then I realized I would have to come up with a smart system for stacking
shapes. That might be another day. For now I have a little reactive
audio drawing tool that I can expand on in the future.
Today I had an idea to see if I could kaleidoscope an image or make a
mirror. This was something I was thinking of as a way to illustrate mono
signals and then I could modify the images as the signals diverged. I
played around with rotating a bit and then remembered that it could get
ugly and convoluted so I did a bit of googling and the Processing forums
showed a gem: scale(). I can set the scale to negative values in either
the x or y dimension (or z if you want to get crazy) and then move the
image accordingly and all is fine.
I set up minim to blend a noise image into my scene if there is an onset
and then I played around with rotating boxes again. Look, it isn't black
No sound today. I was thinking of making something that might look like
a Shepard's Tone and I came up with this simple idea of a complex
polygon that expands outwards into the viewer. I got it going and then I
thought it would be cool for it to be endless. I will have to think how
I can do that practically. I have a feeling it will borrow some
waterfall code and test to see if vertices are out of visual range and
then put them back into the pile. I think I will need to sleep on that