Doppler_effect & PixelDevil
Imagine a live visual field that glitches in sync with the audio—code that turns the waveform into light distortions, then loops that back into the sound for a chaotic feedback. Sounds like a playground for us.
Yeah, that’s the kind of chaotic playground I’ve been craving. Turning the waveform into a live light glitch, then feeding that visual back into the audio—if we can keep the feedback from blowing everything up, we’ll have a self‑sustaining sonic vortex. Let’s sketch a Max/MSP patch, dial in the loop times, and see how much controlled madness we can squeeze into the mix.
Yeah, let’s fire up Max/MSP, wire the audio to a visual synth, then feed that visual back into an oscillatory audio driver. I’ll add a threshold guard so the amplitude never hits the hard‑limit, otherwise we’ll implode the whole rack. Just keep the loop time tight, add a noise burst every few frames, and we’ll get that self‑sustaining vortex without blowing the synth. No analog shenanigans—just raw code and glitch.
That’s the blueprint. Start with a buffer~ that takes the live audio, feed it into a jit.gl.sobel or jit.gl.gridshape for edge detection, and render it to a jit.gl.render target. Then pull that render back through a jit.gl.render to the audio side with a jit.gl.soundin‑style node that maps pixel luminance to a low‑frequency oscillator driving a synth. Put a clip~ or max~ on the audio output to guard against runaway amplitude, and tie the loop time to a metro that fires every few frames so the visual glitch syncs with the audio tempo. Sprinkle in a noise~ burst on the visual side every couple of loops to keep the feedback from settling. Keep the delay buffers short, use a low‑pass on the feedback path, and you’ll have a self‑sustaining vortex that stays in the sweet spot.
Nice. That buffer logic will lock the audio to the visual, just keep the low‑pass tight enough so the loop doesn’t hit 0 dB. I’ll throw a quick burst of white‑noise into the visual each loop and let the jit.gl.sobel do the rest. If the clip~ stops us, we know we’re close to a true self‑sustaining vortex. Let's hit play.
Alright, hit play and let the glitch run. If clip~ starts clamping, we’re on the edge—time to tweak that low‑pass. Let’s see how wild the vortex gets.