[L2Ork-dev] L2Ork-dev Digest, Vol 115, Issue 10

Jonathan Wilkes jon.w.wilkes at gmail.com
Fri Mar 15 00:19:02 EDT 2024


On Thu, Mar 14, 2024 at 10:03 PM Nathan J Paek <nathanjp at stanford.edu> wrote:
>
> Hi Jonathan,
>
>
> I have been brainstorming a few ideas for the game, and wanted to run them by you:
>
>
> 1 — A cat-related game to fit the theme of the Purr Data’s mascot! Trap the cat (inspired by https://keygames.com/circle-the-dot-game/ ), but with pd-generated sound effects when you place a tile down (the tiles could be items with unique persisting sounds / melodies), and background music that gets more and more exciting/intense the more enclosed the cat is, and more relaxed/happy when the cat is close to escaping

This could be nice! Also-- there are a few ways to do basic 2d
graphics within Purr Data itself, so something like this might be
doable without a separate game/visual engine.

>
>
> 2 — Something using pitch / chroma feature detection. I would propose working on a patch that can adapt in real time to vocal humming or singing input. To “guide” the user into humming the right notes that the patch can provide chords for, the instrumental would be based on a commonly known song. As the user sings, the background instrumental would change chords in real-time, and also the visuals could change (maybe colors correspond to different keys).

I'm a big fan of incremental prototyping, so I'd suggest starting with
something like simple attack detection where the attacks can be used
to do something. For example, the attack triggers firing at objects
when they move into a target area or something like that.

That way you get to start with a simple binary input-- either attack
or no attack, and learn how to handle things like debouncing, etc.
Plus, attack detection is a bit easier than pitch detection when
trying to achieve a low latency/responsiveness so you can focus on
gameplay.

Once you get something you like, you can then use the same basic
design for a more sophisticated pitch-detection game like the one
you're describing.

>
>
> 3 — A continuously playing generative soundscape / drum machine where the visuals are mostly fixed, but by clicking on certain objects new elements are added to the music. This could be something like a sushi conveyor belt, where you can select sounds you want to add.

Possible bonus goal: figure out how to map the user's audio input to
controls that let the user add/remove sounds from the drum machine.
E.g., certain types of vocal sounds in the audio input trigger certain
parts of the drum machine to turn on/off. (Or possibly other ways of
controlling the patch using the voice.)

Possible 2nd bonus goal: be able to achieve this when the audio input
includes the sound of the drum machine. (Challenging for arbitrary
drum machine sounds, but a bit easier if you fix the drum machine to
only use certain sounds for which you control the rhythm/timbre.)

In any case, this sounds like it could be a fun demo, especially for
new and young users.

>
>
> 4 — Drawing or pixel sonification where the user draws something that is then turned into sound (y and x values could correspond to frequency over time). The challenge would be to make it sound good - perhaps use a scale to make it sound nicer. The sonified drawing could then be played over a beat or incorporated into a pd patch.

That sounds interesting-- a lot of possibilities.

Could go the other direction, too-- inputting a sound to create a
certain kind of visual.

Maybe the user sings a drone and flies a ship up and down based on
which partial has the most energy? Could be fun to listen to people
play it... :)

>
>
> Do any of these ideas sound pursuable to you?

Definitely!

>
>
> (Also as a side note I was messaged by someone who was looking to reach out but was having some trouble joining the mailing list:

Thanks, I contacted them and approved them for the gitlab repo.

Best,
Jonathan

>
> amrutkotrannavar004 at gmail.com. Could you see if they can join?)
>
>
> Sincerely,
>
> Nathan
>
>
>
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> ________________________________
> From: L2Ork-dev <l2ork-dev-bounces at disis.music.vt.edu> on behalf of l2ork-dev-request at disis.music.vt.edu <l2ork-dev-request at disis.music.vt.edu>
> Sent: Thursday, March 14, 2024 9:00:01 AM
> To: l2ork-dev at disis.music.vt.edu <l2ork-dev at disis.music.vt.edu>
> Subject: L2Ork-dev Digest, Vol 115, Issue 10
>
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> Today's Topics:
>
>    1. Re: L2Ork-dev Digest, Vol 115, Issue 6 (Jonathan Wilkes)
>    2. Re: Introduction for GSoC application (Jonathan Wilkes)
>
>
> ----------------------------------------------------------------------
>
> Message: 1
> Date: Wed, 13 Mar 2024 20:50:11 -0400
> From: Jonathan Wilkes <jon.w.wilkes at gmail.com>
> To: l2ork-dev at disis.music.vt.edu
> Subject: Re: [L2Ork-dev] L2Ork-dev Digest, Vol 115, Issue 6
> Message-ID:
>         <CAOA7yC5XqAAYxbVdRwec94+GckUQxfW9+cZ90TCexUepEAFFFA at mail.gmail.com>
> Content-Type: text/plain; charset="UTF-8"
>
> On Wed, Mar 13, 2024 at 12:40?AM Nathan J Paek <nathanjp at stanford.edu> wrote:
> >
> > Hi Jonathan,
> >
> >
> > Thanks for your reply! Question about the demo game - could the visuals / game be implemented with something like Unity, and Purr Data utilized for the audio?
>
> Sure, it's possible to go that route. But keep in mind that the bulk
> of the project would be about audio interaction and so would be coded
> in Pd.
>
> > Did some research on the pd graphics library GEM and it gave me a couple ideas, but mostly in the realm of video effects or evolving live visualizers (though it seems like some people have been able to do some really impressive things haha https://forum.pdpatchrepo.info/topic/4201/game-engine-with-pd-gem). Where should I be looking to think about an interactive game?
>
> A good place to start might be to have a look at some classic
> visual/interactive games and try to figure out how you could implement
> the same game with, say, audio input/output instead of
> mouse/joystick/etc.
>
> >
> >
> > Also for future reference would this be the best place to run specific ideas (proposal drafts) I have by you?
>
> You can post them here.
>
> -Jonathan
>
>
> ------------------------------
>
> Message: 2
> Date: Wed, 13 Mar 2024 20:59:00 -0400
> From: Jonathan Wilkes <jon.w.wilkes at gmail.com>
> To: l2ork-dev at disis.music.vt.edu, Albert Graef <aggraef at gmail.com>
> Subject: Re: [L2Ork-dev] Introduction for GSoC application
> Message-ID:
>         <CAOA7yC5i7rYi2EQbrGgwFm5Gtf0pMp0wo_SgbpYL8MXmbzPjCQ at mail.gmail.com>
> Content-Type: text/plain; charset="UTF-8"
>
> Albert-- do we have official build instructions for Fedora?
>
> Gustavo-- I approved your account on Gitlab. Welcome!
>
> -Jonathan
>
> On Wed, Mar 13, 2024 at 9:50?AM Gustavo M. Pechta <mrpecz at proton.me> wrote:
> >
> > Hello again Purr Data!
> >
> > I'm having an issue with installing the dependencies for the building process in Fedora. The packages are named differently from the ones for Debian/Ubuntu that are listed on GitLab and it is a very long list. If you have that information, could you please share with me the package names for Fedora? And while we're here, would you mind if I add this information about the building process on Fedora to the README of the project? I think that'd help future contributors possibly on this distro.
> >
> > I've already created my account on Purr Data's GitLab and I'm looking forward to start contributing with this community.
> >
> > Best regards,
> > Gustavo
> > Em ter?a-feira, 12 de mar?o de 2024 ?s 12:01, Gustavo M. Pechta <mrpecz at proton.me> escreveu:
> >
> > Hi Purr Data community!
> >
> > I am Gustavo M Pechta, currently graduating in computer engineering at Unicamp in Brazil. I have two major interests that led me here: FOSS and sound engineering.
> >
> > I'm part of LKCAMP, Unicamp's FOSS study group, so I'm familiar with the workflow and very enthusiastic about contributing, even though I don't have an extense experience yet. Also, I really love sound in general, so giving it a tech approach is what I plan to do for a living.
> >
> > Technically speaking, I have experience with C, Java and Python, but I'm willing to learn any other technology necessary. For now, I'm interested in improving console error UX, but as I'm still getting familiar with Purr Data's development, maybe later I find other project that suits me better. Any suggestions will be much appreciated.
> >
> > Best regards,
> > Gustavo
> >
> >
> > _______________________________________________
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