Varying timbre

Comments and questions about Absolute Pitch Painter
abminor
Posts: 87
Joined: Wed May 23, 2007 7:55 am

Varying timbre

Postby abminor » Sun Apr 27, 2014 2:20 am

I m thinking. This game doesn't need much changes for us to start recognizing tones outside of it and possibly in music. As I wrote before, I experimented with pressing the space bar several times in a row to produce melodies and I could still hear the categories of pitches. Another member of the forum (sorry I don't recall his name) tried to play midi music with the same midi instrument used in a the game and he could recognize someof the pitches.

So I think just adding a feature to vary timbre would produce results (outside the game). Sure, I understand that we have to wait to complete the game first for the sake of experiment (I guess it would make more difficult to draw conclusion if there were multiple changing factors) but I can tell you I m feeling quite impatient.

I guess I ll just have to keep going and there is still a long way toward the end. I m only at level 4 :(

aruffo
Site Admin
Posts: 1690
Joined: Tue Dec 14, 2004 12:09 pm
Location: Evanston, IL

Postby aruffo » Sun Apr 27, 2014 9:37 am

There is a technical reason I didn't do that-- because changing the timbre isn't just "adding a feature." Realbasic is limited in that it can't produce microtones on the PC, so I have to plot, generate, record, and save all the tones as individual MP3s. For APP, creating another instrument isn't just flipping on an option to choose your instrument (as it is with the other games) but actually means manually creating all 180 microtones for each choice. If the game works with piano in one octave, then it'll be obvious that it's worth it to do the rest... or even to teach myself something other than Realbasic to sidestep the issue altogether.

abminor
Posts: 87
Joined: Wed May 23, 2007 7:55 am

Postby abminor » Sun Apr 27, 2014 5:23 pm

Allright. I see. If it is possible to generate microtones in midi with other languages. You might consider to just write a library in an other language and call it from realbasic. I don't know much about realbasic but most programming languages allow to do that.

Axeman
Posts: 151
Joined: Wed Jul 20, 2005 4:20 pm
Location: New Zealand

Postby Axeman » Thu May 01, 2014 5:56 am

I thought that tembre would be a good additiion too at first but I am beginning to get a feel for the chroma of each note category now.
I think it is good to stay with one tembre at first as it is the category perception that is being developed on the game not the category within a number of tembres.
It was a bit of a surprise tp me to hear the chroma on some notes as I am on level three and I couldnt hear any difference between Blue=grey and brown except height at first. But now I am definitely hearing a difference in quality.
I tried an experiment with my guitar the other day just bending a note up to see when it began to feel like the next semitone. It was a good approximation to the game and also a good listening task. This exercise (on guitar and on APP) feels so much more like refining the sense of chroma to me. More so than APA. I am still playing APA and chord hopper too.

YarnTSS
Posts: 3
Joined: Wed May 30, 2018 6:37 pm

Re: Varying timbre

Postby YarnTSS » Thu Jun 14, 2018 3:03 am

Does Realbasic support the MIDI pitch bend command? If so, then perhaps you can use that to generate the microtones within ETC.


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