Sound Design group comments (Joe & Lisa)
May 1st, 2008
The collective goal of our class was to create an interactive system in the SMALLab environment that enables users to explore the concepts of sacristy and sustainability while performing in roles that encourage collaboration and evolving levels of engagement. The sound element plays a large role in the system, as it serves as an indicator of user health, and provides broad-level feedback to all participants. The challenge in designing the sonic equivalent to the feedback provided by visual cues emerges when trying to create audio cues that are relevant to both the individual and the participants as a whole.
The generation of sound is dependent on data sources provided by the interaction model. Using this data, we define the global health of the system as the balance between the water supply status and the combined statues of the regulator, urban user, and agricultural user. The interpreted “health” of these actors drives the generation of sound, which can be heard by all users and observers. In order to utilize the distributed nature of the SMALLab environment, we project sound through two speakers mounted on the Small Lab frame, as well as through two omnidirectional speakers (created by Curtis Bahn and Stephen Moore) located on either side of the agricultural and urban user space. User activity in each user space shapes the audio feedback coming from the speaker pair closest to that user. This broadens the distribution of sounds, which reinforces the roles played by each participant and provides each user with localized, individualized feedback.
Using the SCREM architecture, SMALLab’s protocol for integrating streaming data and network communication between different programs, we constantly monitor the flow of data from the interaction and computational models. For the audio component, we followed the SCREM render engine protocol to create three Max/MSP render engines, one for each of two users (urban and agriculture), and one to dynamically alter/filter/play back an audio file. These render engines are used to trigger and adjust filtering and playback options for our audio samples and stream this output to the various speaker locations.
For the first incarnation of this system, we use the PeRColate library by Dan Trueman and Luke DuBois to apply and manipulate a clarinet sound to the urban user’s actions, and an altered and filtered mandolin sound to the agricultural user’s actions. These sounds help establish the amount of activity and identity in the group choreography as a user requests more water. As a complement to user activity, the amount of water supplied to the user by the regulator is summarized sonically by a filtered sample of flowing water. If the water supply channel for a user is ample, the sound is full and the filter is wide. As the regulator decreases the supply, the center frequency of the sample increases and the band pass filter narrows, resulting in a thinner sound and a thinning water supply.
Since chaotic movement characterizes the imbalance of efficiency in a user’s space, this chaos is reflected in the global mix. We seek to demonstrate this through sound by translating the effort VS demand curve produced by negotiations between users. Equilibrium, the ideal state each user strives to achieve, is a relative point on this curve that has been translated to a visual (through the use of graphics) and sonic representation. As the distance from the point of equilibrium grows, effects are applied to the audio samples. An imbalance in the system becomes a perceivable sensation as hi-pass and resonant filters alter the sound.
Due to the fact that the system as a whole is still under development, we encounter several problems in continuing the sound interaction component. For example, because the data from the interaction model is sporadically reported, creating a consistent “flow” of water sound samples proved difficult. When the activity data of each user is reported in a smoother gradation, the evolution of sound will become smoother as well. Future developments in the sound generation component will likely involve a refinement of the audio samples used for each role, as well as improvements in the audio feedback provided to users.
