Monday, 29 June 2009

Weekly Summary 22/06/09 – 28/06/09

Weekly Summary 22/06/09 – 28/06/09

Phase:  Engineering

Version:  None

Weekly Summary of Activities:

The weekly objectives of July 22nd through the 28th were punctually completed within the first few days.  The primary objective was to complete the the player sub patch that controls the random/aleatoric triggering of recorded digital audio.  However, it may be necessary to tweak this sub patch in order to fit the needs of the environment within the coming weeks.  This gave room to start preliminary engineering of the sub patch, surround1, dedicated to automation within the surround sound channels during the latter portion of week.  

This Week’s Objectives:

The aim of the next two weeks is to complete the first module along with the spatialization parameters of the environment.  Once this is done, the modules will be duplicated and the first beta of the environment should be ready for testing.  The following section of this blog is the objectives for the coming week:

  1. Engineer and complete the surround1 module
  2. Initial engineering (and tentatively the completion) of the reverb effect section

Sunday, 28 June 2009

28/06/09

Date:  28/06/09

Phase:  Engineering

Version:  None

Summary of Activities:

The remainder of the week has been targeted upon the competition of the action storage system.  As a part of one of the main objectives of this week, the storage system has be finished, thus allowing time to work on other facets of the environment.  This additional time has allowed some focus to be given upon the spatialization effects of the module.  

Notes:

The focal point of next week's activities will be on the spatialization effects of the module, which will be inclusive of audio surround sound, 3d panning automation between speakers, and reverb.  Once these functions are finished, the activities surrounding the first module should be nearing its end.  Then the archetype will be duplicated according to the original model of the environment.  This will be laid out in detail in tomorrow's weekly summary. 

Wednesday, 24 June 2009

24/06/09

Date:  24/06/09

Phase:  Engineering

Version:  None

Summary of Activities:

Similar to late last week, the past few days have been dedicated to finishing the player sub patch.  As such, final touches were made and a few changes along with it.  One inlet has been added to receive the total count of audio files within the module's playlist.  Furthermore, two outlets were also added to the sub patch.  The first is the randomized playlist index number and the latter is sends the count message the the umenu within the main window. The proceeding is the updated summary of the sub patch's inlets and outlets along with a screenshot of the finished product. 

Inlets

  1. Play/stop toggle:  start and stop the module
  2. Macro, Meso/Sound, & Object/Event:  activate certain timescale dependent functions (ex:  looping)
  3. Delay Min:  connected to the minimum delay selected*
  4. Delay Max:  connected to the maximum delay selected*
  5. Intensity Min:  connected to the minimum amplitude selected*
  6. Intensity Max:  connected to the maximum amplitude selected*
  7. Loop Start:  set the start loop point of the audio file
  8. Loop End:  set the end loop point of the audio fille
  9. Playlist Count:  receiver of the total number of files in the module's playlist
Outlets
  1. Signal:  Audio from the groove object (plays audio straight from the module's dedicated buffer)
  2. Random Playlist Index Number:  changes the selected file within the playlist*
  3. Count:  sends a "count" message to the umenu and this information is received in the last inlet of the sub patch*

*aleatoric parameters or messages

Notes:

Tomorrow will be focused upon the action storage system for each module.

Monday, 22 June 2009

Weekly Summary 15/06/09 – 21/06/09

Weekly Summary 15/06/09 – 21/06/09

Phase:  Engineering

Version:  None

Weekly Summary of Activities:

The majority of the tasks set out for this week were completed.  In addition, major developments were made in regards to the engineering of the "player" sub patch, which will house the key functionality in generating and producing the urban soundscapes.  One bug persists with the sub patch and is anticipated to be fixed within the next few days.  More will be posted on the sub patch once it is finished.

This Week’s Objectives:

The proceeding  section is the outline for the objectives of this week.

  1. Fix major bugs with the sub patch's functionality
  2. Complete the player sub patch
  3. Implement the sub patch within the environment
  4. Complete action storage functionality

Sunday, 21 June 2009

21/06/09

Date:  21/06/09

Phase:  Engineering

Version:  None

Summary of Activities:

Activities since Thursday have primarily surround the engineering of the "player" sub patch. The player sub patch within the environment will serve as the central hub of functionality of each module and will control the player of the audio within the buffer.  The following is summary of the sub patch's inlets and outlets:

  1. Play/stop toggle:  start and stop the module
  2. Macro, Meso/Sound, & Object/Event:  activate certain timescale dependent functions (ex:  looping)
  3. Delay Min:  connected to the minimum delay selected*
  4. Delay Max:  connected to the maximum delay selected*
  5. Intensity Min:  connected to the minimum amplitude selected*
  6. Intensity Max:  connected to the maximum amplitude selected*
  7. Loop Start:  set the start loop point of the audio file
  8. Loop End:  set the end loop point of the audio file

*aleatoric parameters

Notes:

The proceeding week will also surround the developmental of the functionality of the player sub patch along with other various functions of the sub patch.

Thursday, 18 June 2009

18/06/09

Date:  18/06/09

Phase:  Engineering

Version:  None

Summary of Activities:

Early this week has been largely aimed at housekeeping, engineering aleatoric functions, and small changes in the interface.  The main focus has been upon engineering the aleatoric functions that will allow the user to specify a range in the frequency/delay of the sample and the amplitude of it.  Once the range has been chosen, the environment will select an random value (much like in our random environment) that will either trigger the sample or boost/attenuate the sample's amplitude.

Notes:

The next few days will continue on this trend.  In addition, the following is a list of known bugs for my own reference and the reference of others:

[++++++-Known Bugs-++++++]

  1. "Load playlist" brings up dialogue box twice
  2. Continuity drop box has duplicate items
  3. Loops points are not saved as part of action storage


Monday, 15 June 2009

Weekly Summary 08/06/09 – 14/06/09

Weekly Summary 08/06/09 – 14/06/09

Phase:  Engineering

Version:  None

Weekly Summary of Activities:

The aim of this week was to begin the engineering of the environment's main window, and, specifically the modules within it.  Activities comprised of placement and design of the module's visual features as well as preliminary engineering of different basic functions and parameters (loading the playlist within the module, hide/show parameters pertaining to each timesclae, load settings, etc.).  This task was sufficiently complete, however may still require some attention during this week.

This Week’s Objectives:

The subsequent  section outlines the objectives of this week.

  1. Fix bug with playlist loading function
  2. General housekeeping to free up the main window's landscape
  3. Continuation of the engineering of the main window's modules.  Including:
  • a sub patch for handling six separate audio buffers
  • initial engineering of three (as it pertains to the audio's timescale within the soundscape) sub patches capable of handling the audio