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From:
Brian MacDonald
To:
IDM List
Date:
Wed, 29 Aug 2001 11:41:00 -0700 (PDT)
Subject:
Re: [idm] Dissecting Windowlicker track #2
Msg-Id:
<Pine.GSO.3.96.1010829112556.9207A-100000@falco.kuci.uci.edu>
In-Reply-To:
<013901c130b7$43060160$7ab8869f@pauls>
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idm.0108.gz
<WARNING: HIGH GEEK FACTOR> Great insight, Anig.. many thanks. Again, it's a tricky thing to try force something that's inherently multi-dimensional (graphics -- at least 2 dimensions) into something that's basically one-dimensional (audio -- on a per track basis) and back again. You have to put a *lot* of work into a tool that will create interesting and varied results converting from one direction and back the other way again -- no doubt. Though I'm not really interested in sound that's coming just *purely* from a graphic source. I was thinking more along the lines of certain graphic factors and traversals triggering source samples, or possibly seeding an array of preconstructed pieces... rhythmic, moody, chaotic, whatever. Certain factors in the graphics being: * Color (redness, greenness, blueness, hue, saturation, etc.) * Edges/Bluriness * Overall color distribution * Clusters of similar graphic regions and locations thereof All these could simply be triggers/seeders of already pregenerated sound somehow. Maybe just put a point on some 2-dimensional color photo file and have it run around the bits, and do things with that... just as an example. Anyway, maybe this typing time is better spent coding up such a little gadget.... but just some food for thought on the graphics<-->sound thread. </WARNING: HIGH GEEK FACTOR> ======================================================================= Brian MacDonald <brianm@kuci.org> ======================================================================= --------------------------------------------------------------------- To unsubscribe, e-mail: idm-unsubscribe@hyperreal.org For additional commands, e-mail: idm-help@hyperreal.org