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The Kyma Language for Sound Design, Version 4.5

The Kyma Language for Sound Design, Version 4.5

The Kyma Language for Sound Design, Version 4.5

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criterion <strong>for</strong> selection, you can assign a likelihood that any given track will be selected on any given<br />

frame. If you set the Probability to 1, then this last test will have no effect, because any tracks that<br />

have satisfied the other criteria have a likelihood of one — in other words, a 100% chance of being selected.<br />

If you set Probability to 0, then you won’t hear anything, because all tracks have zero chance<br />

of being selected. In this case, we have set it to 1 - !Burbliness, so the larger the value of !Burbliness,<br />

the less often a track will be selected when it is tested. This explains why the sound breaks up more<br />

and more as you increase the value of !Burbliness.<br />

Try changing the setting of Probability to<br />

TrackNumber / 512<br />

This weights the higher tracks more than the lower numbered tracks, giving a kind of probabilistic high<br />

pass filter effect, since the higher tracks are selected so much more often than the lower ones. (!Burbliness<br />

still shows up in the virtual control surface because it also has an affect on the AmpScale in the<br />

LiveSpectralAnalysis. Don’t worry about it, because it doesn’t have too much of an effect other than to<br />

change the overall amplitude slightly).<br />

On occasion, though, a low bloop still gets through, because the lower tracks still have a nonzero likelihood<br />

of occurring. To remedy that, try changing the Probability to<br />

TrackNumber - 32 / 512<br />

This makes the probability of the first 32 tracks negative (effectively zero), and weights the remaining<br />

tracks according to track number.<br />

Skipping Harmonics<br />

<strong>The</strong> final example in this file is called split spectrum.<br />

Notice that the LiveSpectralAnalysis feeding into the SpectrumModifier in this example has the Harmonic<br />

box checked. That means that, in this case, track number is synonymous with harmonic number.<br />

(This was not true <strong>for</strong> the previous examples which did not have Harmonic checked).<br />

Take a look at the parameters of the SpectrumModifier in this example, in particular:<br />

Parameter Setting<br />

FreqScale !Frequency<br />

Probability TrackNumber rem: 3<br />

Seed -0.2<br />

HearAll checked<br />

<strong>The</strong> message rem: is short <strong>for</strong> “remainder,” so this is another way of saying the remainder left over after<br />

dividing TrackNumber by three.<br />

In other words, the probability of the first harmonic being on is 1, <strong>for</strong> the second 2 (but the maximum<br />

probability is 1, so anything greater than 1 is just the same as 1), <strong>for</strong> the third harmonic 0 (because the remainder<br />

is zero), and so on. In other words, the pattern is two harmonics on, next harmonic off, two<br />

harmonics on, next harmonic off.<br />

<strong>The</strong> selected harmonics are frequency scaled, so you can split apart the spectrum of the input as it is<br />

playing, with some harmonics going down in frequency and others continuing as they were.<br />

Uncharted Territory<br />

It hasn’t been possible to do this sort of thing in real time until fairly recently, so anything you develop<br />

with these <strong>Sound</strong>s has a high probability of being something that no one has heard be<strong>for</strong>e. So experiment<br />

and have fun!<br />

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