Anton Audio Vision
Skateboard Simulation Experimentation
updated
🎮
Uses Audio envelope following driving Rumble parameters via MaxMSP in Ableton Live [max for live] plugin, wireless over bluetooth.
The [gamepad] object has drivers for Low, Mid and High Trigger haptics.
🎮
This particular video mix features the Lower Frequencies with some audio of the gamepad vibrating on my desk
#Audio #Haptics #maxmsp #abletonLive #low #frequency #effect
channels:
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⚠️
What if I also used Face Tracking to simulate Head Tracking in Dolby Atmos?
⚠️
What if Gesture Recognition triggered fun SFX?
⚠️
⚠️⚠️⚠️experimental⚠️⚠️⚠️experimental⚠️⚠️⚠️experimental⚠️⚠️⚠️
⚠️
#techo #tech #nerd
#mediapipe #touchdesigner #maxmsp #dolby #atmos #spatial #binaural
#experimental #creative #curious #code
channels:
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🎹
#TouchDesigner #mediapipe #motion #midi #opensoundcontrol
#python #maxmsp #synthesizer #sonification #experimentation
channels:
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🔊
This output is Binaural Stereo but I can assure it's as entertaining with a speaker array, my dog Cosmo agrees 🐶
🔊
#spatial #rubber #ducky #maxmsp #dolby #atmos
channels:
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Modified MC.Movement.Studies @dillonbastan @c74connect Max patch to send up to 32 sound particles as Spatial Sound objects in @dolbylabs Atmos Renderer
Physics Modulation Movements:
↳ Velocity
↳ Gravity
↳ Wind
↳ Flow Field
↳ Magnet
⚠️Experimental⚠️Experimental⚠️
⚠️Experimental⚠️Experimental⚠️
channels:
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📱
Random Cafe Walla generator with 16 channels of stationary sound objects.
🗣️
Dial for Head X axis
XY fader for Head Y axis and Tilt
Toggle for Randomize and Sustain
🎧
Output is Binaural Stereo
channels:
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🎧
The new version of Native Instruments Massive X has a fun preset morphing feature for interpolating macro states with Animated movement paths.
🎧
Here i'm using the animated paths to not only morph presets but also animate the Spatial Sound paths of 4 instances in a virtual 3D space.
🎧
Using MaxMSP to sniff the animation paths and forward along to Dolby Atmos Music Panner for Atmos Renderer processing.
🎧
#spatial #sound #atmos #audio
channels:
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🔊30 voices at random pitches between 200Hz and 400Hz
🔊each voice object moves randomly bouncing around Atmos Renderer
🔊all voices manually guided to target note
🔊target note has 2-3 voices per note, slightly detuned
🔊this mod has per-object mixing and Atmos spatial positioning
🎧 output is Spatial Binaural Stereo 🎧
#max9 #Dolby #Atmos #sound #science #synthesis #spatial
channels:
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🔊
Remote 3D MultiChannel Spatial Steering with Max MSP
🔊
Using Max 3D Physics Environment to fling around some spatial panning of Music stems in Dolby Atmos
🎧Spatial Binaural Stereo output🎧
#spatialaudio #binaural #atmos
channels:
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- Linnstrument keyboards in each hand performing Bass and Lead
- contact mics on each foot for drums
- 4 x Roli Blocks on chest for drums fills
- sensors under each elbow
- mic also used for vocoding and synthesizer tracking
#onemanband #linnstrument #roli #music #tech #diy #independent
channels:
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Official Website - http://www.antonaudio.com
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LinkedIn - linkedin.com/in/antoncrnkovic
🛹 player skater SFX
🎵 note pellets trigger HiHat and Bass notes
🌮 power Taco state change
🎹 power state and killing enemy changes Music
mod in Unity
#unity #mod #retro #skateordie #gameaudio
channels:
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#audiovisual
#headroom
#sound
#sketch
channels:
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🎨
Inspired by Brain Eno's Light Box installations.
🎨
This piece composed in VUO evolves randomly in 3 colours with other colours sometimes showing up in mixed gradients.
The average colour is then parsed for RGB values that are then translated to MIDI control change messages.
MIDI is controlling the dynamics of the Aphex Twin track being recomposed with several software instruments.
🎨
🎧headphones recommended🎧
🎨
more experiments here 👉 https://lnkd.in/gurk9zkq
🎨
#audiovisual #synesthesia #VUO #MIDI
channels:
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A technique I used on an old project, the results can also be auto-tuned and played musically on a keyboard, fun stuff.
You might even impress the the great mimic LyreBird
#synthesis #re-synthesis
channels:
Official Website - http://www.antonaudio.com
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LinkedIn - linkedin.com/in/antoncrnkovic
channels:
Official Website - http://www.antonaudio.com
Instagram - instagram.com/antonaudio
LinkedIn - linkedin.com/in/antoncrnkovic
Electroplankton[a] is an interactive music video game developed by indieszero and published by Nintendo for the Nintendo DS handheld video game console. It was first released in Japan in 2005, and was later released in North America and Europe in 2006. This game allows the player to interact with animated plankton and create music through one of ten different plankton themed interfaces. The first edition of Electroplankton in Japan is bundled with a set of blue colored ear bud headphones.
en.wikipedia.org/wiki/Electroplankton
#interactive #music #experience
channels:
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📺 📺 📺 📺 📺 📺 📺
The video was also created generatively using Ableton Live, Max for Live and Reaktor tools.
Directed to pull from a folder of videos, randomly shuffled and read into time on a musical tempo.
Because Nerd 🤓
📺 📺 📺 📺 📺 📺 📺
#audio #music #audiovisual #nerd
channels:
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Kid A Exhibition
Pyramid Prism AudioVisual
AntonAudioVision
#remix #mod
channels:
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#remix #retro #mod #unity #maxmsp #opensoundcontrol
#sprites #scripting #creative #code #DIY #UGC
channels:
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🎮 MIDI in for control data
🎮 uses D pad to move
🎮 press 'Y' to turn on the flashlight, when you hit an object that you can shoot you'll see an exclamation mark
🎮 press 'B' to shoot
🎮 solve the Logic puzzles or Die!
🎮 MIDI out for some external SFX
#gamification #puredata #midi #controllerism #maxmsp
channels:
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I found this video buried in my record folder, forgot that I recorded it, never shared it, still found it interesting so sharing it now.
↳ uses Transmutator in Morph mode
↳ Live Microphone input sidechain
↳ S-Layer is just quick randomizing creature loop layers
Moral of the story, always hit record, even if the only person listening is your future self.
hashtag#sounddesign hashtag#gameaudio hashtag#hitrecord
channels:
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🎹
#silly #synchronized #autonomous #skateboarding #sfx #sketch #skateordie
channels:
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🎮
This time made a convenient Max Snippet to drop into any patch for control assignments. in this case its moving an embedded patcher with skater sprite using [script sendbox] scripting messages.
🎮
Fun way to simulate a little skater moving about the patch!
🛹
SFX are also played back in Max and assigned to movement, turning and some grid calculation for sidewalk surfin style simulation.
🏄♂️
#MaxMSP #Controllerism #Scripting #WiresAndBoxes #Technical #Shenanigans #Retro #SkateOrDie
channels:
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Super fun way of performing movement and interest
🎮 CC control of any XY pad, slider or dial
🎹 Note events for any buttons
#sounddesign #control #perform #maxmsp #gameaudio
channels:
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channels:
Official Website - http://www.antonaudio.com
Instagram - instagram.com/antonaudio
LinkedIn - linkedin.com/in/antoncrnkovic
Official Website - http://www.antonaudio.com
Instagram - instagram.com/antonaudio
LinkedIn - linkedin.com/in/antoncrnkovic
🕹️
This one is an Unreal Engine BluePrint to expose inputs to control MetaSounds.
🎮
I primarily wanted to be able to easily assign Game Pad inputs to any exposed MetaSound Variables, which is pretty fun 🤓
🕹️
#technical #sound #design #epic #ue5 #gameaudio
channels:
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I've got a bunch of modifications in progress, the first one is this Open Sound Controller, which sends OSC messages.
🎮
I primarily wanted to be able to easily modify each string address, in the editor, to specifically control my networked Kyma system in a gamified fashion, which is pretty fun 🤓
But of course it can control anything that accepts OSC messages.
#kyma #sound #design
channels:
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Pixel Warehouse
AntonAudioVision
#remix #mod
channels:
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channels:
Official Website - http://www.antonaudio.com
Instagram - instagram.com/antonaudio
LinkedIn - linkedin.com/in/antoncrnkovic
📺 📺 📺 📺 📺 📺 📺
Definitely one of my favourite virtual 'experiences' was the Radiohead Kid A Exhibition. Immersive and interactive Art, Music, Sound and Space
📺 📺 📺 📺 📺 📺 📺
I've recently gotten into some modding, which is a rich reverse engineering universe of inspiration, tools, tech and development workflows
📺 📺 📺 📺 📺 📺 📺
#virtual #exhibition #immersive #interactive #art #music #sound #space #mod
channels:
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📺 📺 📺 📺 📺 📺 📺
Definitely one of my favourite virtual 'experiences' was the Radiohead Kid A Exhibition. Immersive and interactive Art, Music, Sound and Space
📺 📺 📺 📺 📺 📺 📺
I've recently gotten into some modding, which is a rich reverse engineering universe of inspiration, tools, tech and development workflows
📺 📺 📺 📺 📺 📺 📺
#virtual #exhibition #immersive #interactive #art #music #sound #space #mod
channels:
Official Website - http://www.antonaudio.com
Instagram - instagram.com/antonaudio
LinkedIn - linkedin.com/in/antoncrnkovic
Definitely one of my favourite virtual 'experiences' was the Radiohead Kid A Exhibition. Immersive and interactive Art, Music, Sound and Space
I've recently gotten into some modding, which is a rich reverse engineering universe of inspiration, tools, tech and development workflows
#virtual #exhibition #immersive #interactive #art #music #sound #space #mod
channels:
Official Website - http://www.antonaudio.com
Instagram - instagram.com/antonaudio
LinkedIn - linkedin.com/in/antoncrnkovic
🪆
The cute wood dolls are 3D Teenage Engineering Choir dolls models.
🪆
Multichannel Audio tracks are positioned on each singing doll driving spotlights and scaling doll height using MetaSound watch outputs for envelope follower data.
🪆
Piano accompaniement positioned on Piano in corner of room playing parallel MIDI file triggering Fusion piano sampler.
🪆
🎄🪆Happy🪆Holidays🪆🎄
🪆
Tech:
Epic Games Unreal Engine 5
teenage engineering Choir Doll tune
Fab Christmas room (remix)
channels:
Official Website - http://www.antonaudio.com
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🎄
How lovely are your branches!
🎄
Oh MetaSounds, Oh MetaSounds,
🎄
How lovely are your Patches?
🎄
#ue5 #metasounds#christmas
channels:
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🎄
#christmas #MaxMSP #wiresandboxes #happypatching
channels:
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🎄second one is a Scalable Vector Graphic Colour Matrix driven my MIDI modulations
#audiovisual #christmas
channels:
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🎄first one is a high-precision frequency-domain analyzer that visualizes sounds based on the scales and notes aligned in spectrally active zones
#audiovisual #christmas
channels:
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Shot some replay videos with still cam in Shredders and then used a Blend Image feedback process in VUO, triggered realtime by MIDI synced to music
🎹 MIDI triggers sample & hold photo image blend
🎹 MIDI triggers next replay cue
🎹 each cue scaled to one bar length
🎹 then just vibe with the tune and punch in notes
Tools:
Tycho Tune
Ableton Live
VUO
Shredders Game
#audiovisual
channels:
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Trent Reznor and Atticus Ross famously used a Swarmatron in their soundtrack for the 2010 film The Social Network
#ue5 #metasound #synthesis #music #sound #technology #art #logic #flow #happy #patching
channels:
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📼
Basically can perform some mix stem isolation / crossfade / remixing realtime to picture with simple XY pad
📼
#MaxMSP
channels:
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#UE5 #MetaSounds #Technical #Sound #Design
channels:
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Why Music Mouse? - An Introduction
Up to this time, of the new powers which computers bring to music, commercially available music software has focused mainly on precision and memory. These are wonderful attributes, but one of the computer's greatest strengths remains barely touched. Logic, the computer's ability to learn and to simulate aspects of our own human intelligence, lets the computer grow into an actively participating extension of a musical person, rather than just another tape recorder or piece of erasable paper.
I firmly believe that logic, when used well, does not conflict with intuition, emotion, or other aspects of music which are often considered contrary to it. Rather than constraining musicality, logical structures can serve to support, extend, and amplify our ability to express and embody the undefinable qualities of aesthetic meaning which we are forever trying to capture.
This is a very exciting time for music. With the advent of computers, many of music's past restrictions can begin to fall away, so that it becomes possible for more people to make more satisfying music, more enjoyably and easily, regardless of physical coordination or theoretical study, of keyboard skills or fluency with notation. This doesn't imply a dilution of musical quality. On the contrary, it frees us to go further, and raises the base-level at which music making begins. It lets us focus more clearly on aesthetic content, on feeling and movement in sound, on the density or direction of experience, on sensuality, structure, and shape — so that we can concentrate better on what each of us loves in music that lies beyond the low level of how to make notes, at which music making far too often bogs down.
This simple program hopes to provide an introduction to the vast and still-barely-explored realm of musical intelligence in software which doubtless includes possibilities beyond anything we conceive of now. For those who have wanted to do music but have lacked the background, computer intelligence may make it possible. For those of us who have already gone a long way in music, it may let us go further than we ever imagined before. This program is a small beginning, written to some extent as a pointer.
— Laurie Spiegel
New York City, 1986
channels:
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this demonstration also quantizes all the events to musical timing and 'plays the music'
↳ send out game data over OSC (Open Sound Control)
↳ receive OSC data in Max and convert to MIDI Notes, CCs, Channels
↳ assign MIDI info to samplers or instruments or DAWs
↳ play the game realtime to audition anything
↳ great for prototyping different feels and moods
this capture has 3 different songs where the gameplay data triggers different instruments in Maschine running realtime with the game.
Tech:
Epic Games Unreal Engine 5
Cycling '74 Max 9
Ableton Ableton Live DAW
Native Instruments Maschine 3
Soundminer Radium
channels:
Official Website - http://www.antonaudio.com
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LinkedIn - linkedin.com/in/antoncrnkovic
this demonstration also quantizes all the events to musical timing and 'plays the music'
↳ send out game data over OSC (Open Sound Control)
↳ receive OSC data in Max and convert to MIDI Notes, CCs, Channels
↳ assign MIDI info to samplers or instruments or DAWs
↳ play the game realtime to audition anything
↳ great for prototyping different feels and moods
this capture has 6 different songs where the gameplay data triggers different instruments in Maschine running realtime with the game
also worth mentioning is this setup is sending OSC over LAN which allows my PC to play Unreal Engine and my Mac (which has most all my Sound and Music softwares) to play Audio and Music driven from the game
channels:
Official Website - http://www.antonaudio.com
Instagram - instagram.com/antonaudio
LinkedIn - linkedin.com/in/antoncrnkovic
#synthesis #metasounds #ue5 #technical #sound #design
channels:
Official Website - http://www.antonaudio.com
Instagram - instagram.com/antonaudio
LinkedIn - linkedin.com/in/antoncrnkovic
⎯⚅⎯⚅⎯⚅⎯⚅⎯⚅⎯⚅⎯⚅⎯⚅⎯⚅⎯⚅⎯⚅⎯⚅⎯⚅⎯⚅⎯⚅⎯⚅
Each voice of the song is synthesized and nested in a MetaSound sub patch.
There are 6 voices / layers:
- chords (up to 6 note polyphony)
- kick1
- snare
- pip
- noise
- kick2
MetaSound Source patch you see here is Sequencing and Mixing layers.
⎯⚅⎯⚅⎯⚅⎯⚅⎯⚅⎯⚅⎯⚅⎯⚅⎯⚅⎯⚅⎯⚅⎯⚅⎯⚅⎯⚅⎯⚅⎯⚅
#unreal #metasound #synthesis #technical #sounddesign #UE5
⎯⚅⎯⚅⎯⚅⎯⚅⎯⚅⎯⚅⎯⚅⎯⚅⎯⚅⎯⚅⎯⚅⎯⚅⎯⚅⎯⚅⎯⚅⎯⚅
channels:
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During the tank gameplay, I thought it would be fun to try and add a high-pitched shepard tone element to the tank engine to try and add the effect of always increasing the momentum / tension while moving. It just provides a 'feeling' that isn't too "in the way." While the tank is moving, the tone is perceived as always rising, when it is idle the tone sustains until it begins moving again.
This was procedurally simulated with a Pure Data patch. When the tank is moving you’ll notice the [metro] object is running and when it's idle the toggle object is unselected meaning the [metro] has stopped. The RTPC MIDI lane is controlling this as a simulated engine load / no load parameter.
A Shepard Tone is an auditory illusion of a tone that seems to continually ascend or descend in pitch, yet which ultimately gets no higher or lower. Its the audio equivalent of the stripes on a Barber pole that seems to endlessly rise.
🌬️
“The sounds produced by wind are interesting and varied. Moving
air creates many modes of excitation. It can induce oscillations and swinging. It can produce whistles and howls through turbulence and resonance. And
it can produce single or periodic impacts by banging objects together.
A windy audio scene will take into account the speed of the wind and
behavior of individual objects including their position relative to the
listener”
🌬️
The book really breaks down the fundamental physical properties of wind and aims to reproduce it essentially by filtering and modulating noise generators. I’ve used the Speed, Noise, Whistling, and Tonal modules for this experiment. The difficult part would be exposing the correct physical properties to drive this accurately in a game. It would be great if there were already a physics parameter for wind if the team is already blowing debris/plants/trees around. Player speed and height could be multipliers of that global wind speed, which is primarily the thought behind what might be the control (MIDI) messages in this prototype. Indoor would also have more resonant characteristics, perhaps piggybacking on any reverb system in place for size/shape properties.
#procedural #sound #design


