Doppler_effect & PixelDevil
PixelDevil 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.
Doppler_effect Doppler_effect
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.
PixelDevil PixelDevil
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.
Doppler_effect Doppler_effect
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.
PixelDevil PixelDevil
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.
Doppler_effect Doppler_effect
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.