It looks good to have the joystick move by itself :)
I am still exploring. What it does now, is that I can feel the impact of an percussive sound, and at the same time feel the pulse the computer/machine is creating. So this makes the joystick less vague, my actions become embedded in the rythms they create , sort of. My orginal background is in accoustic instruments, and I always miss the physical interaction with most electronic controlers. What I am working on is to match the "feel" of the joystick with the sound aspects that I am controlling. FF is not just pushes, you can also set spring effects, so for instance, if there is a filter with a strong resonance, and you control the pitch with the joystick, you can set it up that you feel when you get into the resonance area. It might push you towards the resonance or away from it, with a deadband on the resonance. Obviously you can hear it if you make a sound, but if the sound is only made when you press the trigger it s nice to have a touch interface of where you are. That way you don't ave to look at the screen f.i.
All in all, it makes the computer a much more physical musical instrument, instead of a box on desk where somebody is doing something that may or may not be related to the sound you hear. With most laptop performances I always suspect that the players are playing quake and I am hearing a CD.
Gerard
Maurizio Umberto Puxeddu said at "Re: [PD] Re:[OT] How do your performance environments looks like?."r[2003/04/10 19:00]
Hi Gerard.
Thanks for the description of your set and how you use it.
One question: how does force feedback affects your music?
I mean: the difference between a physical slider, a on-screen slider, a pad, an hv control or the cnmat strumming surface (thanks you Hans-Christoph) is quite obvious but I don't understand the implications of ff in the performance of music.
Maurizio Umberto Puxeddu.