Following on from the previous development post, which spoke about how we embedded a granular synthesis engine deep in Here we’re going to talk about… Read More »Audio Engine Dev (Part 5): Audio Voices, Optimisation and Localisation
Chris is a creative developer, educator and media artist from Melbourne, Australia. His specialisation is in gesuture and XR-based musical interaction design.
In this video, Brad demonstrates an early implementation of our VR DSP framework, developed in Unity3D’s multi-threaded DOTS framework. Interface For this example, we’re using… Read More »Gesturally Controlled Granular Synthesiser in VR
We have identified 3 different approaches to implement a deeply integrated granular synthesiser framework within the Unity3D game environment. Importantly, the chosen framework design will… Read More »Audio Engine Dev (Part 4): Granular Synthesis Integration Designs for VR in Unity3D
Now we’ll take a more technical look at our initial granular synthesis development in Unity3D. In this post, we’ll cover human hearing thresholds, granular synth… Read More »Audio Engine Dev (Part 3): Granular Synthesis and DSP Basics in Unity3D
In this post, I’ll take you quickly through our motivations and the technical considerations that have shaped the starting direction of the audio/visual instrument framework… Read More »Audio Engine Dev (Part 2): Motivations, VR Granular Synthesis and DSP in Unity3D
Creating a framework for audio/visual interaction requires a robust and extremely flexible audio engine to sit within the Unity environment. It should provide complete freedom… Read More »Audio Engine Dev (Part 1): A Brief Introduction of Sound and Space