CollideFx: A Physics-Based Audio Effects Processor
Chet Gnegy
Proceedings of the International Conference on New Interfaces for Musical Expression
- Year: 2014
- Location: London, United Kingdom
- Pages: 427–430
- DOI: 10.5281/zenodo.1178770 (Link to paper)
- PDF link
Abstract:
CollideFx is a real-time audio effects processor that integrates the physics of real objects into the parameter space of the signal chain. Much like a traditional signal chain, the user can choose a series of effects and offer realtime control to their various parameters. In this work, we introduce a means of creating tree-like signal graphs that dynamically change their routing in response to changes in the location of the unit generators in a virtual space. Signals are rerouted using a crossfading scheme that avoids the harsh clicks and pops associated with amplitude discontinuities. The unit generators are easily controllable using a click and drag interface that responds using familiar physics. CollideFx brings the interactivity of a video game together with the purpose of creating interesting and complex audio effects. With little difficulty, users can craft custom effects, or alternatively, can fling a unit generator into a cluster of several others to obtain more surprising results, letting the physics engine do the decision making.
Citation:
Chet Gnegy. 2014. CollideFx: A Physics-Based Audio Effects Processor. Proceedings of the International Conference on New Interfaces for Musical Expression. DOI: 10.5281/zenodo.1178770BibTeX Entry:
@inproceedings{cgnegy12014, abstract = {CollideFx is a real-time audio effects processor that integrates the physics of real objects into the parameter space of the signal chain. Much like a traditional signal chain, the user can choose a series of effects and offer realtime control to their various parameters. In this work, we introduce a means of creating tree-like signal graphs that dynamically change their routing in response to changes in the location of the unit generators in a virtual space. Signals are rerouted using a crossfading scheme that avoids the harsh clicks and pops associated with amplitude discontinuities. The unit generators are easily controllable using a click and drag interface that responds using familiar physics. CollideFx brings the interactivity of a video game together with the purpose of creating interesting and complex audio effects. With little difficulty, users can craft custom effects, or alternatively, can fling a unit generator into a cluster of several others to obtain more surprising results, letting the physics engine do the decision making.}, address = {London, United Kingdom}, author = {Chet Gnegy}, booktitle = {Proceedings of the International Conference on New Interfaces for Musical Expression}, doi = {10.5281/zenodo.1178770}, issn = {2220-4806}, month = {June}, pages = {427--430}, publisher = {Goldsmiths, University of London}, title = {CollideFx: A Physics-Based Audio Effects Processor}, url = {http://www.nime.org/proceedings/2014/nime2014_308.pdf}, year = {2014} }