delays
Echoes! Reverb! Rooms! and loooooooonnnnnng delays!
Oh the fun to be had...
One thing: we finished up a bit about 'filter theory' that was left
over from the week before Miller's talk. I put in a new link
on
that page
to a very early class resource on
filter theory
written by Luke Dubois when he was RIGHT HERE AT COLUMBIA.
Links
Delay lines are so easy to understand that I won't even put up any
serious "links" to them. However, there's a lot you can do
with delay lines: room-simulation, flanging, comb filters (some of these
we didn't get to discuss in class; I'll cover them next time). Probably
the easiest thing to do is simply google these things. They're used
ubiquitously in the commercial recording industry, so you'll find
a lot of links.
That being said, I do have a few links to share:
- "Inner Room" paper
-- Back in the 1980's, a researcher at UCSD published a foundational
article about room-simulation, outlining the "ray tracing" approach
(calculating the delay times and amplitudes based on distance) to
doing sound spatialization. The original concept is published in
his book,
Elements of Computer Music
(I think we have it in the Library), but I couldn't find a free
link to it on-line. This paper extends that work and outlines Moore's
original idea.
- Brad's Spatialization Stuff
-- This is the work I did at Bowling Green State University. I've
included the 'spatializer' I showed in class in the "week5-classpatches"
download below, but you can also get it here -- along with some other
fun spatial stuff -- if you scroll to the link towards the bottom of
the text on this page. Also I included the pieces I did out there,
wheeeee!!!
Class Downloads
- week5-classpatches.zip
-- this has the various delay patches and SuperCollider code
I showed in class. I also included (as mentioned above) the
BGSU/KEAR spatialization code I showed. There are also a few
patches showing comb filters and reverb/rooms that I didn't cover
or went over very quickly. We'll revisit these things next week.