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== Project 1 == | |||
'''Preview of "Radio Dance 3D"''' | '''Preview of "Radio Dance 3D"''' | ||
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More about the project in general: [https://konrad-behr.de/projekt-radio-dance www.konrad-behr.de/projekt-radio-dance] | More about the project in general: [https://konrad-behr.de/projekt-radio-dance www.konrad-behr.de/projekt-radio-dance] | ||
=== | == Project 2 == | ||
'''Project sound particles''' | |||
For my music electronic/dub project “bad comfort” I wanted to create a new way of spatialization of the sound sources. To have a new experience in listening to my music, I tried to map parts of my composition to objects at the virtual Unity world. I general, my way of producing music under my moniker “bad comfort” is marked by randomizing of almost all musical parameters. For this kind of organic sound aesthetic I wanted to create a immersive stage where all sounds are able to move in space to have a binaural experience by listening to headphones. | |||
[[File:Screenshot jeskola buzz 1.jpeg]] | |||
To extract all sound of my pre existing song, I had to rearrange my sound patch which I created with the software Jeskola Buzz. Therefore I had to reconnect all sound sources to the master output to create mono sound files of each sound. | |||
[[File:Screenshot jeskola buzz 2.jpeg]] | |||
I had to decide which sound effect I want to render into this mono file and which “room” effect will be created from the Unity reverb effect. I decided to use the Unity reverb effect only. All glitch and delay effects where baked into the mono file. To have a visual control to the sound I imported the files at the DAW Reaper. | |||
[[File:Screentshots-reaper-sound-particals.jpg]] | |||
Now I had to connect all this mono files to virtual sound sources in my Unity project. To have also an optical experience I also connected some simple objects to the sound sources. To visualize the path of the “flying sounds” I used the component “Tail Renderer”. So every sound hat some kind of tail behind the sound. To create a immersive experience in sound I had to move now all the sounds with the Animator function of Unity. I also created objects like a huge movable ball at which I connected to some basic sounds. Those objects could also collide to the border of the stage, on to each other and to the virtual visitor. The camera was connected to a FPS controller which made the visitor possible to walk around in sound. | |||
[[File:Screentshots-unity-sound-praticals-scetch.jpg]] | |||
In a early stage the colour of the “sound objects” were different in a later version I decided to make everything in black and white because it simply looked somehow too childish. | |||
[[File:Screentshots-unity-sound-praticals-minimal.jpg]] | |||
In this stage of the project I have to say especial the visual component of the experience is not very innovative. I hoped that the spatialization of the sound in connection to the visual objects a new way of listening could happened. At the moment it looks like a screen saver of an operation system from the nineteenth. May be using VR-Glasses and a head tracking audio system makes a new immersive moment. Until now I see more aesthetic problems the new artistic horizons. |
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