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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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tem. However, you can drag a <strong>Sound</strong> module from anywhere in the user interface (the <strong>Sound</strong> file window,<br />

another open <strong>Sound</strong> editor, a MIDI grid, etc.) and place it into the signal flow path.<br />

Probing, Prisms, and History<br />

You can listen to the sound at any point along the signal flow path by selecting an icon and using<br />

Ctrl+Space Bar. For example, if you select and play the GenericSource in the example we’re constructing,<br />

you will hear the unprocessed A/D input. If you select the HarmonicResonator, you will hear the<br />

GenericSource as processed through the resonator. In a sense, when you select and play an icon, you hear<br />

that <strong>Sound</strong> and everything to the left of that <strong>Sound</strong>. You are listening to the chain of processing up to the<br />

point that you have selected.<br />

In other words, the modifiers in <strong>Kyma</strong> are nondestructive. You can always go back and listen to the unmodified<br />

sound just prior to where the signal enters a modifier. A modifier is like a sonic analogy to a<br />

prism or a lens: when you look at an object through a lens, you observe a systematic distortion of the object<br />

that tells you something about the structure of the lens, but the lens does not change the object itself<br />

— just the way you see the object when looking through the lens.<br />

One side-effect of nondestructive modification is that each signal flow diagram becomes a history of the<br />

steps you took in order to create it. As you work on a sound, you are leaving a trace of all the operations<br />

you applied in order to reach the end result. This means you can apply the same process to another<br />

sound source later, simply by substituting the new sound source <strong>for</strong> the old in the signal flow diagram.<br />

Replace<br />

To replace <strong>Sound</strong> A with <strong>Sound</strong> B, drag B into the <strong>Sound</strong> editor, and drop it on top of <strong>Sound</strong> A. Alternatively,<br />

you can select and copy <strong>Sound</strong> B, select <strong>Sound</strong> A, and then paste.<br />

Be<strong>for</strong>e After<br />

For example, say we wanted to replace the GenericSource with a recording read from the disk. Find the<br />

DiskPlayer module in the Disk category of the prototypes, drag it from the prototypes into the <strong>Sound</strong><br />

editor, and drop it on top of the GenericSource icon. (If you are in front of your computer, try this out.)<br />

Advisory Dialogs<br />

If you are replacing one <strong>Sound</strong> source with another, a dialog asks you to confirm that you want to complete<br />

the action:<br />

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