In this build I am creating drum patterns and shaping the individual sounds that make up those patterns. In the process of doing this I am also recording the audio to a buffer and tweaking the buffer with cut-up, granular and other effects.
It has been a while since I posted the progress of the Subcycle project so I created a walk-through to get readers caught up on some of the new features. I have shifted to Max For Live on this iteration and began using Eclipse to organize the Processing/Java code. This has taken me a long time to make this transition but should help make it easier to update functionality.
For the drum sounds I have Drumaxx running for synthesized sounds and Battery running for sampled sounds. These are running in parallel so for each voice there is a separate patch running in each VST. The Parameters are modified with the touchscreen independently but in all cases a single touch gesture on the X-Axis will cross fade between the sampled version of the sound and he synthesized version of the sound. I love this because I have have never seen this before and I can never decide which technique I like better. The synthesized drums are more malleable and have more interesting parameters to play with but the sampled sounds seem more substantial. I will post a detailed list of parameters and gestures in the future.
Shaping a clap event with a single touch point. Delay effect is applied.
Shaping a sub bass event with dual touch controlling pitch and distortion.
Adjusting delay on distorted clap with a three fingered gesture.
Shaping a bass drum.
Navigating the audio buffer of recently recorded events.
I really like the idea of capturing the sampled events into a buffer and applying cut-up effects to that buffer. In the past I have always relied on drum loops for basis of a cut-up technique. This is much cooler because the providence of the sample is completely irrelevant and the result seems more authentic. In my mind this sort of validates this technique.
Windowing a granular effect on the buffer.
Pulled back view of pattern view and overhead visualization.