(Technical Music Designer | Audio Programmer | Composer)
• Controls Piano Volume and Flanger parameters (Wet/Rate)
• Starts acoustic → gradually becomes fully synthesized
🔴Losing State
• Transitions into a noisy, highly contrasting texture
• Controls Piano Volume and Flanger parameters (Wet/Rate)
• Starts acoustic → gradually becomes fully synthesized
🔴Losing State
• Transitions into a noisy, highly contrasting texture
• Morning → Strings + Organ (Acoustic)
• Afternoon → Pads with gentle noise (Balanced)
• Night → Synths + Effects (Synthetic)
🔵Planet-based Harmony (Minor 3rd Steps)
• Planet A → Bm
• Planet B → Dm
• Planet C → Fm
• Planet D → G#m
• Morning → Strings + Organ (Acoustic)
• Afternoon → Pads with gentle noise (Balanced)
• Night → Synths + Effects (Synthetic)
🔵Planet-based Harmony (Minor 3rd Steps)
• Planet A → Bm
• Planet B → Dm
• Planet C → Fm
• Planet D → G#m
• Sea → Low register
• Land → Mid register
• Sky → High register
🔵Player Height (RTPC Controlled)
• Lowpass filtering underwater
• Highpass filtering in the clouds
• Sea → Low register
• Land → Mid register
• Sky → High register
🔵Player Height (RTPC Controlled)
• Lowpass filtering underwater
• Highpass filtering in the clouds
Were they made with PureData or just going full C++?
Were they made with PureData or just going full C++?