“ontextC” – Technical Diary 4

What happened so far?

To know where to start modifying the Max phase vocoder, I drew comparisons between the same stretch factors in PaulXStretch and the phase vocoder. To keep the conditions as similar as possible, I changed the FFT size in PaulXStretch to 1024 and turned off all of the other parameters in the processing chain (harmonics, tonal vs. noise, frequency shift, pitch shift, ratios, spread, filter, free filter and compressor), with the expectation that the resulting sounds would just stretch the source sound (a ten second snippet from an acoustic multitrack recording) using the respective stretching algorithm. This would then allow me to hear differences.

When comparing the results, it quickly became evident that while the phase vocoder provided very transparent sounding stretches at lower stretch factors, the aesthetic quality of the Paulstretch algorithm and the smearing it introduces were a) very different sounding and b) more usable for the intended sound design purposes, where especially stretch factors over 10 become interesting and the original sound source becomes almost unrecognisable.

Note: I have now switched to working with the default phase vocoder that comes with Max as a resource example (Max 8 > Show package contents > Resources > Examples > fft-fun > phase-vocoder-example-folder). It has a lot of similar components.

Ongoing

Currently I am in the process of settling on EQ, reverb and pitch shifting modules to use for the prototype. Another more research-based aspect of the project is to figure out how the provided Python code from the old Paulstretch algorithm works, which will hopefully allow me to modify the phase vocoder towards a direction that suits the imagined aesthetic outcomes of ontextC. My supervisors are kindly is helping me with this, since I am not familiar with Python at all.

Results and Reflection

The results of the comparison are useful, because they define the differences that need to be overcome in order to reach the aesthetic results I am looking for with this plug-in. While some of the inner workings of the Paulstretch algorithm still remain unknown as of now, the Python code will hopefully help to figure out what is missing. Furthermore, being able to set the FFT size over 2048 to a value closer to a value along 4400 would be a next step to imitate the workflow that started this project better – the steps that follow will show whether that is a limitation in Max or not.

As a sidenote: The shortcuts CMD + Option + M to open a locked Max patch and CMD + 8 to remove the frame have been proven very helpful.

Objectives for Next Time

  • Prep draft of sound example through all parts of the signal chain -> How does it start, which sound do we want to get to?
  • Check out Phase vocoder template, start to modify parameters in project draft and experiment
  • Settle on other modules in the processing chain

Keep in Mind: Mapping parameters together will become relevant sooner rather than later – it makes sense to research this as well.

“ontextC” – Technical Diary 3

What happened so far?

A recent priority was the comparison of different phase vocoders that are available in Max. With the help of the Cycling74 resources, I tested whether the difference between the modules using polar vs. cartesian coordinates affected my sound sources in a (noticeable) way that would make me choose one over the other – ultimately cartesian coordinates seemed like the better option for my project, also in terms of CPU usage. For windowing, the Hanning window is currently in use.

Furthermore, to better understand the processes the signal goes through within the plug-in, I asked my supervisor about the meaning of phase coherence in this context, and was able to bit by bit (little terminology reference here) connect the theory and the practical application, which will help me a lot going forward.

Ongoing

The evaluation and development of EQ, pitch shifting and reverb modules for my project is ongoing. Fortunately, there are a lot of libraries and resources especially for filtering and spatial effects, so the main challenge here is to find what works best to achieve the sound results I am aiming for, while also being functional and relatively simple to integrate. By studying existing Max patches, even though they might not be 100% what I am looking for, I am learning more not just about the Max environment, but also about best practices and how I could translate certain organisational aspects (comments are so helpful for external people looking at a patch to know what is going on!) and connections into my own project patch. My main resources for this are free patches that I download from the Max for Live library patch page and explore.

Results and Reflection

While it is good to know that there is a phase vocoder that can help me to realise my vision for this project, now it is time to start thinking about how to best integrate it, and define which modifications need to be made in order to make it sound the way I want it to in the context of my project. To do so, I will draw comparisons between PaulXStretch and the Max phase vocoders, to determine limitations, potential areas of improvement and differences in sound quality at different stretch factors.

Objectives for Next Time

  • Prepare and document sound examples to compare between the phase vocoder and PaulxStretch
  • Continue development of other modules

“ontextC” – Technical Diary 2

What happened so far?

Aside from a crude mockup in Max MSP, a diagram helps envision the signal flow and processing points of the plug-in now. The diagram is also quite a handy tool to identify challenges, as it lays the main idea out in a layout that is simplified, but representative of the core idea. Parameters have been defined and narrowed down further.

I have also been provided with copies of all three volumes of Electronic Music and Sound Design – Theory and Practice with Max 8, which I am using as a reference and also a learning opportunity to further familiarise myself with the Max environment.

The objective at this is to research and further refine the direction of the project. At this point, the audio signal chain has the potential to work, but the time stretch unit does not work by integrating PaulXStretch into the patch as an external VST, since the audio needs to be manually imported and exported in the application.

Top Objects

In the mockup, the bangbang object proved very useful to initiate the loading of a list of parameters in a umenu – to experiment, this was done with a list of parameters from Valhalla Supermassive, but the same procedure could be useful later down the line for menus that should operate similarly.

Results and Reflection

The biggest challenge at the moment is the PaulXStretch implementation. The lack of documentation of the application makes it difficult to decipher which algorithms make the parameters work, and since it is at the top of the signal chain it blocks the audio signal from coming through to the next stages of processing. More research on the Paulstretch algorithm will be necessary. Furthermore, the commercial nature of my ideal reverb for this project makes it more difficult to implement, meaning that now is a good point to look into alternatives and emulations.

Objectives for Next Week

  • Research reverb properties, documentation, and open source emulations/alternatives
  • Research publications on the Paulstretch algorithm
  • Find a good tool for pitch-shifting and EQ

Research Resources for Next Week

Timbral effects the Paulstretch audio time-stretching algorithm (Colin Malloy)

An approach for implementing time-stretching as a live realtime audio effect (Colin Malloy)

Max 8 Handbooks (Volume 1-3) – Alessandro Cipriani, Maurizio Giri

Valhalla Lear Resources (Plug-In Design)

“ontextC” – Technical Diary 1

The objective for this week was to refamiliarize myself with the Max MSP environment with the help of a template that was provided to me as well as a series of tutorials on YouTube. The larger objective that this step will help me towards is to create a prototype of my plug-in by first using integrations of VST plug-ins that I am currently using for my workflow which I can then gradually substitute with effects units that I created myself to suit my needs.

The Toolbox

Toolbox Analysis

The Max Standalone series was helpful in some regards, but overall, it felt like the videos included a lot of trial-and-error moments, which made them lengthy and tricky to follow along with. I often found myself trying to rebuild a patch component only to then find out it had lots of issues in it which had to be undone a couple minutes later. I could imagine this might be useful for someone who is not as familiar with how to troubleshoot in Max MSP, but for me it was not the best way to progress. There was valuable information on how to build a standalone project, and the fifth episode of the series demonstrated how to distribute an application to stores. While not applicable to my project at this early stage, this is information I will revisit. The most useful information that I will be taking away from this series is how to build an application (Part 1, from 10:30 onwards), work with dependencies (Part 2), and create presets (beginning of Part 3).

The video by John Jannone managed to integrate a lot of useful information into 20 minutes, and it was relatively easy to follow along with it. Although it is specifically targeted towards synthesizers, it contained useful general information on how to set up umenus to work with parameters from a VST plug-in, manipulate them and save snapshots.

Results and Reflection

With the help of the videos and the template I was able to compile a beginning version of a patch, where a sample is fed through an effects chain. In the patch, I built separate components which might be useful for further prototyping, like a menu module which allows me to switch between external VST plug-ins. I faced some struggles with getting a sample output from PaulXStretch,which I plan on investigating further next week, but all the other plug-ins process the input sample smoothly. Another segment that needs troubleshooting is the umenu I attached to a reverb unit with the intention of being able to manipulate parameters from within Max (marked in red).

Top 5 Objects of the Week

Objectives for Next Week

  • Troubleshoot parameter manipulation tool
  • Properly integrate PaulXStretch/Research why it might not work
  • Start building a spatial effects unit

Research resources for Next Week

A list of resources I stumbled upon throughout my process this week and want to research further because they have the potential to help my project. The scope for these resources is varied and can go from scientific literature to tools that can help me learn more or become clearer on my ideal parameter mapping and UI.

Plug-Ins

Cecilia

Monster Timestretch

Soundmagic Spectral

Prototype Development

Getting Started With Reverb Design Part 1 & Part 2

Literature/Websites

A Tutorial on Spectral Sound Processing Using Max/MSP and Jitter

Juce