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Tag Archives: audio

This summer I’m planning to develop a number of new sound object primitives that I can use both in Softday performances and in sonic interaction design. The basic idea is there are three fundamental classes:

  • Impact
  • Deformation
  • Friction

I’m sure that there will be many exceptions to these classes, but when I look at many of the pd-patches I’ve created over the past eight years, I think it may be possible to use this approach, where parameters define things like the material being deformed, the flow of the action (gesture), etc.