Research Article
Graphical Spatialization Program with Real Time Interactions (GASPR)
@INPROCEEDINGS{10.1007/978-3-319-03892-6_16, author={Thierry Dilger}, title={Graphical Spatialization Program with Real Time Interactions (GASPR)}, proceedings={Intelligent Technologies for Interactive Entertainment. 5th International ICST Conference, INTETAIN 2013, Mons, Belgium, July 3-5, 2013, Revised Selected Papers}, proceedings_a={INTETAIN}, year={2014}, month={6}, keywords={surround sound spatialization interaction trajectories video game engine sound behavior graphical representation color mapping sound installation sound art}, doi={10.1007/978-3-319-03892-6_16} }
- Thierry Dilger
Year: 2014
Graphical Spatialization Program with Real Time Interactions (GASPR)
INTETAIN
Springer
DOI: 10.1007/978-3-319-03892-6_16
Abstract
There is a dominant paradigm that links playback of audio files in a multi-channel sound system. It consists of a "top view" (or 3D) representation of the listening room with speakers set virtually in this space. The main drawback of this paradigm is the lack of order and harmony of trajectories representation leading to highly complex systems. In addition, it is very difficult to have an overview of a sound piece whole spatialization process. GASPR software gives the composer a new graphical representation of trajectories in space and time. It is based on a programmable behavioral video game engine. It is also possible to use any kind of sensors to control it live. GASPR relies on the RGB (red, green blue) color coding working on three axes: time (x), sound setup (y) and intensity of each sound (z). This paradigm opens up new doors for interactive surround sound composition.