sound analyze during a quartz crystal render

initi's picture

hello! i have sound reacting composition and i would like to do a render(in quartz crystal) on music track. is that somehow possible? can i analyze music track in different way than use audio input? thx in advance

boya's picture
Re: sound analyze during a quartz crystal render

Yes, use the Audio file player in Kineme Audio Tools,- renders fine in Quartz Crystal.

gtoledo3's picture
Re: sound analyze during a quartz crystal render

Simple rundown-

You need to use the Audio File Input (not the Player), the generate peak data or spectrum. You can use structure index patches to sort the structure, and then "hook" that output to whatever it is that needs to react to the audio.

The Audio File Player can be used to preview your audio while working on the qtz., but isn't necessary to generate values.

You really do not need to bother with doing any conditional rigamarole to see if the file has loaded, etc. Just leave it so that it triggers when you hit "play" on your Viewer window, and it will keep locked. The only exception is if you are loading an extremely large resource at the same time (like a humongous 3D file)... in that case you would benefit from making the audio file start contingent upon whatever big resource is loading. Still, for offline with Q Crystal, any of those delays are a moot point, and you will get a render that "locks", so it's not worth the hassle.

The only other issue you will likely encounter is that the output of the Kineme Audio patches will be "raw", so to speak. The stock audio patch (Apple) does some smoothing to the numbers. It would probably be beneficial to break out a smooth patch, and tweak in some brief smoothing of the increase and decrease, to make it "look" reasonable.

Soooo, I would take the audio file input, hook a structure index to it, then onto a smooth...then a sprite. Play something really obvious, like a drum loop, and tweak your smooth patch so that the sprite starts looking "locked" in. You may also want to employ range patches in the equation, before the smooth, if you really don't want a savage volume peak to look different than most other volume peaks. Then, ta-da, you just made a peak limiter/ audio compressor in QC.