au_vector: Troy Innocent 2002


au_vector investigates new opportunities for sound design in digital media. Following an investigation of current work in this field, potential was identified in the development of sound objects in virtual space. Interactivity, movement, and the combination of synthetic sound and image were the key elements explored in the model. Interactive software was developed, comprising six audiovisual environments explore different aspects of these key elements. When using the software you can mix the environments in and out, switch cameras, and alter the motion of the camera. The result is a performance system featuring a complex interplay of spatial sound and image.

Realised at Monash University with the assistance of an ARC Small Grant.

 

Environments
1. SphereDrum


as the individual loops move along their path at different speeds, the mix of sounds constantly changes as they move in and out of sync with one another. With the camera set to follow a particular sphere, the mix changes dramatically again as the listening point is rotated to keep up with the sound. The result is quite dynamic, although the results are somewhat hard to control.

2. Cubik


by linking the positions of the sounds to positions of several cameras in the space expands the flexibility of the system. 8 cubes x 10 paths x 6 cameras = 480 potential combinations. Displacing notes in space expands the notion of using space as a dimension of sound by distributing the melody and the listener into the environment. Further potential in the use of smaller objects to define the structure of larger objects can be seen in the shifting cubic geometry.

3. P-field


each sound is attached to a sphere model which is invisible, apart from a particle system which is generated from it’s surface
description of result: the transparent nature of the spheres creates a sense of floating in the space. Complex sound timbres have been combined with complex visual representation (multiple particles) in a simple 3D sound mix. As the spheres move at constant velocity and have no direct interactive relationship with the camera, the result is a more gentle sound mix in comparison with (a) and (b).

4. Proxa


two sound parameters, volume and pitch, are being effected in this environment. This results in many more variations on the source sound than in any of the other environments. Using proximity as a trigger for events increases the effect of selecting different paths for the sound. Wireframe representations allow the overlap and intersection of objects to be more visible.

5. Plana


the sound objects in this environment are quite large, resulting in more overlap of sounds in the 3D mix. Visually, this environment is interesting as the camera’s field of view is filled with moving textures. When viewed from a distance, the stack of planes combine to form a larger object.

6. Array


this environment has the most direct relationship between the user’s camera and the sound objects. Selecting different paths results in different sequences of sounds being triggered in the array – it performs like a musical sequencer with tracks that may travel in three dimensions. It is possible to play this array by quickly alternating between different cameras.