12 footstep samples (taken from one wav from the sony sound effects library) were loaded into Live's drum rack sampler.
Each footstep on the wii fit board triggers one of the 12 samples at random. At the moment there is a chance that the same sample will be triggered twice in a row, this is less than ideal as that could sound unnatural, I'm looking into ways to rectify that.
Although the PD patch is sending velocity information it is currently inadequate. Footsteps sampled at different velocities may be required but I'm not sure they are attainable. Sorting the samples into perceived velocity order and then triggering them based on the force applied to the wii fit board may work but I doubt that the board
Andy Farnell discusses the superioriy procedural audio over recorded audio for footsteps in Designing Sound. Although his argument is probably true this an attempt at a compromise. Working with audio samples does not take into account the different biomechanical movements made by the foot when moving at different speeds (striking with the heel or ball of the foot when running or walking). I cannot think of a way to rectify this but the ability to input speed information with a wiimote (either by a button press or by pitch or yaw info). [An idea - would attaching a wiimote or nunchuk to the users calf/ shin be able to determine speed information via the accelerometers and then switch to a running/ walking bank of samples when appropriate?]
Screenshot of the PD patch -
I'm finding that the possibilities of the wii equipment are more extensive than I first thought. I'm wondering if this should take priority over the Arduino experiments.
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