hello, im working on a 64 voice granular synthesis tool.
i want to apply a reverb effect <with diferent parameters> to each grain independently.
which is the best way of doing this? which reverb do you recomend me to use? i was trying freeverb but it consumes too much cpu. and 64 freeverbs makes my computer go slow.
and which is the best way to achieve this in terms of cpu consumption? is it better to have 64 abstraccions, or 64 subpatches?
thanks
p.
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64 seperate reverbs is gonna be hard for any cpu, regardless of which reverb algorithm is used.
may i suggest that an alternative is to send your grains through the same reverb, but to alter the amount of each grain that gets sent into the reverb. so, for example, grain 0 is sent 100% to the reverb, grain 1 is sent 90% to the reverb, and 10% is passed on dry, grain 3 is sent 10% to the reverb and 90% is passed on dry....etc
if think of reverb as the sound of a room, then the mix % is the position of the object in the room.
It is an interesting idea... and 64 reverbs is too many, no matter how you do it. Derek's idea is great! I would just add to it, that you could use just a few voices to cover the range of different settings of re-verbs and pan the grains between the voices (effectively a linear interpolation between reverb effects) to give each grain an unique reverb sound.
On Jan 29, 2008 10:00 PM, hard off hard.off@gmail.com wrote:
64 seperate reverbs is gonna be hard for any cpu, regardless of which reverb algorithm is used.
may i suggest that an alternative is to send your grains through the same reverb, but to alter the amount of each grain that gets sent into the reverb. so, for example, grain 0 is sent 100% to the reverb, grain 1 is sent 90% to the reverb, and 10% is passed on dry, grain 3 is sent 10% to the reverb and 90% is passed on dry....etc
if think of reverb as the sound of a room, then the mix % is the position of the object in the room.
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thanks, but the idea is that each grain can have diferent reverb paramaters. using one reverb doent make to much sense to me...
--- hard off hard.off@gmail.com wrote:
64 seperate reverbs is gonna be hard for any cpu, regardless of which reverb algorithm is used.
may i suggest that an alternative is to send your grains through the same reverb, but to alter the amount of each grain that gets sent into the reverb. so, for example, grain 0 is sent 100% to the reverb, grain 1 is sent 90% to the reverb, and 10% is passed on dry, grain 3 is sent 10% to the reverb and 90% is passed on dry....etc
if think of reverb as the sound of a room, then the mix % is the position of the object in the room.
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well, as charles suggested, set up a few different reverbs of varying decay lengths, and send varying percentages of each grain to the different reverbs.
also, reverb usually has a 'dampening' setting, which will dull the signal as it goes through, so another thing you can try is to mix in a lowpass or bandpass filter after every voice before it goes in to the reverb. if you alter the dry/wet ratio of each voice going into the filter, as well as altering the cutoff and q values for each filter it will make it sound similar to if each voice were going through a different reverb.
Not to mention, I hope you'll be showin' some clips of whatever you come up with... doing something like this is something I have had in mind for a while and I would love to hear the results you get! Are you thinking it can make the grain cloud more "dimensional" this way? That was the idea I had..
km
On Jan 30, 2008 1:06 AM, hard off hard.off@gmail.com wrote:
well, as charles suggested, set up a few different reverbs of varying decay lengths, and send varying percentages of each grain to the different reverbs.
also, reverb usually has a 'dampening' setting, which will dull the signal as it goes through, so another thing you can try is to mix in a lowpass or bandpass filter after every voice before it goes in to the reverb. if you alter the dry/wet ratio of each voice going into the filter, as well as altering the cutoff and q values for each filter it will make it sound similar to if each voice were going through a different reverb.
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Sounds fun
Are you using the [nqpoly4] object to make the granular engine?
S
On 30 Jan 2008, at 06:59, Kevin McCoy wrote:
Not to mention, I hope you'll be showin' some clips of whatever you come up with... doing something like this is something I have had in mind for a while and I would love to hear the results you get! Are you thinking it can make the grain cloud more "dimensional" this way? That was the idea I had..
km
On Jan 30, 2008 1:06 AM, hard off hard.off@gmail.com wrote:
well, as charles suggested, set up a few different reverbs of varying decay lengths, and send varying percentages of each grain to the different reverbs.
also, reverb usually has a 'dampening' setting, which will dull the signal as it goes through, so another thing you can try is to mix
in a lowpass or bandpass filter after every voice before it goes in to the reverb. if you alter the dry/wet ratio of each voice going into the filter, as well as altering the cutoff and q values for each filter
it will make it sound similar to if each voice were going through a different reverb.
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++++ http://art.sewanee.edu/mccoy
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hi there... i think that is anyway VERY dificult to percive more than 3-4 different reverbs. What i like to do is change room properties a lot during the patch so it sounds like changing the rooms - or something like this. you can see my results here http://www.njeremic.echoplex-label.de/files/decay_divx.avi sound is 3 wavetables, verb and a delay have fun
Kevin McCoy wrote:
Not to mention, I hope you'll be showin' some clips of whatever you come up with... doing something like this is something I have had in mind for a while and I would love to hear the results you get! Are you thinking it can make the grain cloud more "dimensional" this way? That was the idea I had..
km
On Jan 30, 2008 1:06 AM, hard off hard.off@gmail.com wrote:
well, as charles suggested, set up a few different reverbs of varying decay lengths, and send varying percentages of each grain to the different reverbs.
also, reverb usually has a 'dampening' setting, which will dull the signal as it goes through, so another thing you can try is to mix in a lowpass or bandpass filter after every voice before it goes in to the reverb. if you alter the dry/wet ratio of each voice going into the filter, as well as altering the cutoff and q values for each filter it will make it sound similar to if each voice were going through a different reverb.
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