Re: [PD] reverb for each grain

2008-01-31 Thread jeremaja niko
hi there...
i think that is anyway VERY dificult to percive more than 3-4 different 
reverbs. What i like to do is change room properties a lot during the 
patch so it sounds like changing the rooms - or something like this.
you can see my results here
http://www.njeremic.echoplex-label.de/files/decay_divx.avi
sound is 3 wavetables, verb and a delay
have fun

Kevin McCoy wrote:
> Not to mention, I hope you'll be showin' some clips of whatever you
> come up with... doing something like this is something I have had in
> mind for a while and I would love to hear the results you get!  Are
> you thinking it can make the grain cloud more "dimensional" this way?
> That was the idea I had..
> 
> km
> 
> On Jan 30, 2008 1:06 AM, hard off <[EMAIL PROTECTED]> wrote:
>> well, as charles suggested, set up a few different reverbs of varying
>> decay lengths, and send varying percentages of each grain to the
>> different reverbs.
>>
>> also, reverb usually has a 'dampening' setting, which will dull the
>> signal as it goes through, so another thing you can try is to mix in a
>> lowpass or bandpass filter after every voice before it goes in to the
>> reverb.  if you alter the dry/wet ratio of each voice going into the
>> filter, as well as altering the cutoff and q values for each filter it
>> will make it sound similar to if each voice were going through a
>> different reverb.
>>
>>
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Re: [PD] reverb for each grain

2008-01-30 Thread Si Mills
Sounds fun

Are you using the [nqpoly4] object to make the granular engine?

S


On 30 Jan 2008, at 06:59, Kevin McCoy wrote:

> Not to mention, I hope you'll be showin' some clips of whatever you
> come up with... doing something like this is something I have had in
> mind for a while and I would love to hear the results you get!  Are
> you thinking it can make the grain cloud more "dimensional" this way?
> That was the idea I had..
>
> km
>
> On Jan 30, 2008 1:06 AM, hard off <[EMAIL PROTECTED]> wrote:
>> well, as charles suggested, set up a few different reverbs of varying
>> decay lengths, and send varying percentages of each grain to the
>> different reverbs.
>>
>> also, reverb usually has a 'dampening' setting, which will dull the
>> signal as it goes through, so another thing you can try is to mix  
>> in a
>> lowpass or bandpass filter after every voice before it goes in to the
>> reverb.  if you alter the dry/wet ratio of each voice going into the
>> filter, as well as altering the cutoff and q values for each filter  
>> it
>> will make it sound similar to if each voice were going through a
>> different reverb.
>>
>>
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>> http://lists.puredata.info/listinfo/pd-list
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>
>
>
> -- 
>
> 
> http://art.sewanee.edu/mccoy
>
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Re: [PD] reverb for each grain

2008-01-29 Thread Kevin McCoy
Not to mention, I hope you'll be showin' some clips of whatever you
come up with... doing something like this is something I have had in
mind for a while and I would love to hear the results you get!  Are
you thinking it can make the grain cloud more "dimensional" this way?
That was the idea I had..

km

On Jan 30, 2008 1:06 AM, hard off <[EMAIL PROTECTED]> wrote:
> well, as charles suggested, set up a few different reverbs of varying
> decay lengths, and send varying percentages of each grain to the
> different reverbs.
>
> also, reverb usually has a 'dampening' setting, which will dull the
> signal as it goes through, so another thing you can try is to mix in a
> lowpass or bandpass filter after every voice before it goes in to the
> reverb.  if you alter the dry/wet ratio of each voice going into the
> filter, as well as altering the cutoff and q values for each filter it
> will make it sound similar to if each voice were going through a
> different reverb.
>
>
> ___
> PD-list@iem.at mailing list
> UNSUBSCRIBE and account-management -> 
> http://lists.puredata.info/listinfo/pd-list
>



-- 


http://art.sewanee.edu/mccoy

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Re: [PD] reverb for each grain

2008-01-29 Thread hard off
well, as charles suggested, set up a few different reverbs of varying
decay lengths, and send varying percentages of each grain to the
different reverbs.

also, reverb usually has a 'dampening' setting, which will dull the
signal as it goes through, so another thing you can try is to mix in a
lowpass or bandpass filter after every voice before it goes in to the
reverb.  if you alter the dry/wet ratio of each voice going into the
filter, as well as altering the cutoff and q values for each filter it
will make it sound similar to if each voice were going through a
different reverb.

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Re: [PD] reverb for each grain

2008-01-29 Thread punchik punchik
thanks, but the idea is that each grain can have 
diferent reverb paramaters.  using one reverb doent
make to much sense to me... 

--- hard off <[EMAIL PROTECTED]> wrote:

> 64 seperate reverbs is gonna be hard for any cpu,
> regardless of which
> reverb algorithm is used.
> 
> may i suggest that an alternative is to send your
> grains through the
> same reverb, but to alter the amount of each grain
> that gets sent into
> the reverb.  so, for example, grain 0 is sent 100%
> to the reverb,
> grain 1 is sent 90% to the reverb, and 10% is passed
> on dry, grain 3
> is sent 10% to the reverb and 90% is passed on
> dryetc
> 
> if think of reverb as the sound of a room, then the
> mix % is the
> position of the object in the room.
> 



  

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Re: [PD] reverb for each grain

2008-01-29 Thread Charles Henry
It is an interesting idea...
and 64 reverbs is too many, no matter how you do it.  Derek's idea is great!
I would just add to it, that you could use just a few voices to cover
the range of different settings of re-verbs and pan the grains between
the voices (effectively a linear interpolation between reverb effects)
to give each grain an unique reverb sound.

On Jan 29, 2008 10:00 PM, hard off <[EMAIL PROTECTED]> wrote:
> 64 seperate reverbs is gonna be hard for any cpu, regardless of which
> reverb algorithm is used.
>
> may i suggest that an alternative is to send your grains through the
> same reverb, but to alter the amount of each grain that gets sent into
> the reverb.  so, for example, grain 0 is sent 100% to the reverb,
> grain 1 is sent 90% to the reverb, and 10% is passed on dry, grain 3
> is sent 10% to the reverb and 90% is passed on dryetc
>
> if think of reverb as the sound of a room, then the mix % is the
> position of the object in the room.
>
>
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Re: [PD] reverb for each grain

2008-01-29 Thread hard off
64 seperate reverbs is gonna be hard for any cpu, regardless of which
reverb algorithm is used.

may i suggest that an alternative is to send your grains through the
same reverb, but to alter the amount of each grain that gets sent into
the reverb.  so, for example, grain 0 is sent 100% to the reverb,
grain 1 is sent 90% to the reverb, and 10% is passed on dry, grain 3
is sent 10% to the reverb and 90% is passed on dryetc

if think of reverb as the sound of a room, then the mix % is the
position of the object in the room.

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[PD] reverb for each grain

2008-01-29 Thread punchik punchik
hello, im working on a 64 voice granular synthesis
tool.   

i want to apply a reverb effect   to each grain independently. 

which is the best way of doing this?
which reverb do you recomend me to use? i was trying
freeverb but it consumes too much cpu. and 64
freeverbs makes my computer go slow.

and which is the best way to achieve this in terms of
cpu consumption?
is it better to have 64 abstraccions, or 64
subpatches?


thanks


p.




  

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