Re: [livecode] phya: physical audio

From: Adrian Ward <adrian_at_signwave.co.uk>
Date: Fri, 17 Oct 2008 12:51:34 +0100

Great!

So that's the Hafler Trio sorted, then...


On 14 Oct 2008, at 07:04, AlgoMantra wrote:

> http://www.zenprobe.com/phya/
>
> "The properties describing the sound objects make can be extracted
> from real recordings using analysis tools, a process sometimes
> called physical sampling. The Phya distribution includes such a
> tool. You could for instance analyze a recording of an oil drum
> being hit, then use it in a game where an oil drum was being rolled
> and smashed about. Instead of playing back that same sample again
> and again, we hear all the variation and detail that occurs when a
> real drum collides with different objects. Another advantage, is
> that the memory footprint for the physical sample, which can
> generate so much varied audio, is a small fraction of even one short
> audio sample. Physical samples are also very flexible, and can be
> edited creatively for a variety of effects."
>
> Interesting, except that it compiles for Windows only, so far.
>
> --
> ------- -.-
> 1/f ))) --.
> ------- ...
> http://www.algomantra.com
Received on Fri Oct 17 2008 - 12:03:52 BST

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