[squeak-dev] Re: [Pharo-project] audio and pharo

Stéphane Ducasse stephane.ducasse at inria.fr
Tue Aug 9 11:09:11 UTC 2011

Ok if you want that you should build a roadmap and start assembling pieces that exist
and people will certainly join.
Now we are musicians (except people from the Haute ecole musicale de Geneves)so this is difficult for us to 
work on that. 


On Aug 9, 2011, at 3:23 AM, Brad Fuller wrote:

> On Mon, Aug 8, 2011 at 12:40, Stéphane Ducasse
> <stephane.ducasse at inria.fr> wrote:
>>> That's unfortunate. :-( Ok. thanks for the reply.
>> yes but if nobody helps we cannot do everything.
>> What are you looking for?
> (I created a msg, but it went to the bit bucket some how.... See if I
> can remember what I wrote)
> There are various native packages - MIDI, FM, wav, piano roll music
> player, etc. and external ones like Siren, mu0, but I'm looking for
> interactivity. If Squeak/Pharo had tools to create audio content where
> the composer could build interactive music, or the sound designer was
> able to adjust audio parameters dynamically, it would allow content
> designers - or even product designers - a way to build audio richness
> into their products.
> Let's take a vehicle, like a car, as an example. Usually, not always,
> but usually sound designers will record various samples of an car
> engine at different engine RPM settings and at different engine LOADS.
> At playback, these files will be crossfaded to build a coherent engine
> sound. In a simplistic set up, the  pitch of the first sample will be
> shifted until it reaches the crossfade area of the next sample... and
> on it goes up to the highest RPM. In this way, a full engine sound can
> be created by just changing the pitch (the reason for the crossfade is
> that a sample can only be pitch shifted so far and beyond that will
> sound artificial.)
> To make it more realistic, another variable, LOAD, is added which
> allows crossfading between two samples, at the same RPM, to allow
> timbre to change --  simulating engine load
> Ok, too much information. But, you get the idea. Having a tool to
> build this interactivity (it doesn't have to be as synthetic as the
> example) and then using the resulting assets to be added to a product
> (hmmm, like the EToys car demo) would allow interactivity.. more than
> just selecting a sound to play, which is what we have now.
> For an example, see FMOD Designer
> (http://www.fmod.org/index.php/products/designer). Free to
> download/use. Something like this, with an accompanying engine, could
> probably be easily built in Squeak or Pharo.
> b
>>> On Mon, Aug 8, 2011 at 00:51, Henrik Johansen
>>> <henrik.s.johansen at veloxit.no> wrote:
>>>> On Aug 8, 2011, at 3:00 49AM, Brad Fuller wrote:
>>>>> Has pharo improved/added any audio related classes since the fork?
>>>>> Thanks,
>>>>> brad
>>>> Improved, no.
>>>> Kept what you'd find in Sound-* in Squeak up to date? Sort of.
>>>> Though there were problems with loading it in 1.2/1.3 I'm not sure was resolved correctly, you can find the code in PharoSound repository on Squeaksource.
>>>> As for improvements, you could check out http://forum.world.st/ANN-SqueakMovieMorph-Alpha-plays-any-video-file-playable-by-QuickTime-td3168532.html#a3169711
>>>> (make sure to use a VM including the plugin)
>>>> Cheers,
>>>> Henry

More information about the Squeak-dev mailing list