Une niche fréquentielle

Une niche fréquentielle is an interactive audio-installation in which the listener moves around the space to control the spatialization and spectral content of the soundscape.

It was diffused as an end of year project at Université de Montréal.

Here is a preliminary sketch demonstrating an audience member walking towards each 4 of the speakers. The audio content changes depending on the person’s position in the space.

 

Joey Zaurrini
 ART6100                 Documentation

Materials:

1. Pure Data (with extension pd-sheefa)
 2. Unity
 a) Computer
 b) Kinect sensor and installation
 c) 4 speakers
 d) soundcard

Use:

1. Connect the kinect to your computer, execute the kinect tracker.
 2. Open kinectToUnity.pd, check the box. Now pd should be receiving information from the kinect tracker.
 3. Open scene avatartesting.unity. Press play and confirm that the avatar is moving in correlation with the position of the skeleton it is tracking (yours, or a friend’s).
 4. Open ALL_SOUNDS
 5. The soundscape should now be playing, and the position captured by the Kinect should be modifying the sounds in terms of volume, content, and spatialization.

General Function:

1. The Kinect is used to capture the skeleton of the user inside a 4.5m x 3m space. The position of the skeleton inside that space is sent on port 54321.
 2. kinectToUnity.pd receives on port 54321 and sends on port 8000.
 3. avatartesting.unity receives on port 8000, and situates the skeleton within a virtual space corresponding to a real space, and sends on port 9100
 4. soundplayer.pd receives on port 9100 affects the soundscape in function of the captured position of the user.

Soundplayer

1. This patch loops 2 pre-determined sounds and runs them though a crossfader and reverb patch
 2. The crossfader fades between two sounds, determined by position of the user.
 3. The amount of reverberation is also determined by position of the user: further away adds more reverb.
 4. Lastly, the volume is also affected the position of the user.

Channel dispersion

1. The sounds are distributed over 4 speakers.
 2. Using vbap in pd, speakers are set to angles -45, 45, 135, -135.
 3. The sound object position determines the distribution of the sound over these 4 speakers.

Zone Tests

1. The user can trigger sounds by walking through specific areas.
 2. The trigger zones are defined using boxtest to plot coordinates on a grid ( e.g.: boxtest -1 1 1 3)

Credits:

avatartesting.unity created by Zack Settle.
 pd sheefa created by Zack Settle

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