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DarkBASIC Professional Discussion / real-time audio performance (for computer music)

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Amadeus
22
Years of Service
User Offline
Joined: 20th Apr 2003
Location: United States
Posted: 8th Feb 2005 06:20
hey folks,

I'm a moderate DBPro user, I've compiled a few environment engines and ambient elements (birds, fish, etc.), however, I've taken some time away from the programming elements and jumped deep into music composition.

Right now, I'm considering concepts of interactive computer music, and MaxMSP is too expensive for me, plus I already have DBPro, so the cost is nothing to start work. My question/suggestion for the folks at DB is related to implementation of standard audio commands that you find, for instance, in Audacity, such as generating sinewaves in real time, or creating a white noise, or generating effects to alter the sound on the fly. Granted, I understand this stuff takes serious hardware for the most part, unless you wanted to run all the subroutines and generate a file from them and then load the file after it's all processed.

Is there such a way already to do this? If not, where could I look to start building this myself?

Life is a tale told by an idoit, full of sound and fury, signifying nothing. - MacBeth
Mobiius
Valued Member
22
Years of Service
User Offline
Joined: 27th Feb 2003
Location: The Cold North
Posted: 8th Feb 2005 08:34
You can use EAX effects in real time so you could use them to your advantage.

1800+ XP - GeforceFX 5600 - 256MbDDR - 60Gb Hdd - XP Pro (SP2)

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