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how can I make a smooth theremin?
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TiagoTiago



Joined: 20 Jan 2007
Posts: 710
Location: Brasil

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PostPosted: Sun Feb 25, 2007 10:04 am    Post subject: how can I make a smooth theremin?

does anyone know how I can make a theremin with wiimote and GlovePIE that will trasition smoothlly from one frequency to the next?

using GlovePIE and midi seems to result in noticeable steps as the frequency change...perhaps I'm doing somthign worng....
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ijed



Joined: 22 Feb 2007
Posts: 7

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PostPosted: Sun Feb 25, 2007 11:26 pm    Post subject:

depends on how you want it to work.
You basically need something that plays a note when the wiimote is in a certain range with two controllers to control the pitch and volume (vibrato)
This way uses roll and pitch but you should be able to do something similar using the forces

use the roll to simulate the distance from the antenna and assign this to a volume control. you could then use a threshold on roll which turns on the note when roll is over a certain number and increases the volume as you continue to roll until it's at full volume.

you could work out which note to start playing by where wiimote.pitch is
and start playing that note, then assign wiimote.pitch to a pitchbend or pitch control on your synth to change the frequency up and down.

Am working on a full 96 key range script at the moment but will be incorperating pitch bends as well so will post when it finished
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TiagoTiago



Joined: 20 Jan 2007
Posts: 710
Location: Brasil

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PostPosted: Mon Feb 26, 2007 1:09 am    Post subject:

mmm, so it isn't just mapping the value tot a note.... how would I do that complex way you decribed then?
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ijed



Joined: 22 Feb 2007
Posts: 7

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PostPosted: Mon Feb 26, 2007 9:49 am    Post subject:

I'm guessing you've been trying to use something like this if you're getting jumps

Code:

midi.FirstNote = MapEnsureRange(Wiimote1.Pitch, -90 degrees,90 degrees, 0,127)




This is not the best way but may give you something to experiment with
the key here is to find a pitch control that gives you smooth adjustment not just in semitones. If your triggering a sample it will probably only sound good within a couple of octaves either side of the note it is being played at

Code:

//written by ijed 26-Feb-2007


if pressed(Wiimote1.A)then
  midi.c5 = true
  var.note_on = true
endif

//map 42 to a pitchshift
//map 43 to a volume control
//scale as necessary

if (var.note_on) then
   midi.control42 = MapEnsureRange(Wiimote1.Pitch, -90 degrees,90 degrees, 0, 1)
   midi.control43 = 1-MapEnsureRange(Wiimote1.Roll, -90 degrees,90 degrees, 0,1)
endif

if released(Wiimote1.A) then
  var.note_on = false
  midi.c5 = false
endif

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TiagoTiago



Joined: 20 Jan 2007
Posts: 710
Location: Brasil

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PostPosted: Mon Feb 26, 2007 7:14 pm    Post subject:

I pasted that on GlovePIE and ran it, but no matter how I position the Wiimote I hear the same note beign played...coudl that have soemthing to do with me using KX driver? (http://kxproject.lugosoft.com)
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ijed



Joined: 22 Feb 2007
Posts: 7

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PostPosted: Tue Feb 27, 2007 1:00 am    Post subject:

How are you mapping the controllers? If you use auto map you probably need to comment out 1 controller while you're mapping the other so the automap doesn't get confused.

What software are you using: ableton, cubase, protools?

Also have you tried using the mysteron vsti? It should give you a pretty nice sound no matter which method you use

http://www.kvraudio.com/get/26.html

edit: try
http://www.espace-cubase.org/include/dlvstipc.php?fichierpc=myst11.zip&id=31

KX Driver shouldn't make a difference but check your midi settings in the program you use. The midi yoke port should be able to accept track and remote commands
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TiagoTiago



Joined: 20 Jan 2007
Posts: 710
Location: Brasil

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PostPosted: Wed Feb 28, 2007 7:42 pm    Post subject:

I was hoping to have it done with just glovepie, just have GlovePIE send the commands to the windows midi thing and heaqr it comming from the speakers
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