Well, can't seem to figure out how exactely the setup should be. I've put sounds in the scene referencing audio chops, and a microphone, then piping both of those into a spatial audio chop.
There is vague documentation on the use of the acoustic chop but I can't seem to figure out how exactely it's supposed to work. Does anyone know if there is a step by step help or pdf anywhere to actually get the spacial audio chop working? Or can anyone offer pointers?
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Houdini Lounge » any more docs on Houdini Spatial Audio
- andrewlowell
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Houdini Lounge » MidiOUT CHOP not producing MIDI output
- andrewlowell
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Yeah, that software looks cool … there are also things like the kaoss pad entrancer and some other software packages like Resolume
http://www.resolume.com/features/index.php [resolume.com]
What I'm interested in is getting the real logic and renderings to work, I'm not much of a performer unfortunately (got booed out of too many paino recitals in grade school I guess)
Has anyone seen the “House of Sound” in Vienna Austria? There's some interactive a/v artwork there actually.
http://www.resolume.com/features/index.php [resolume.com]
What I'm interested in is getting the real logic and renderings to work, I'm not much of a performer unfortunately (got booed out of too many paino recitals in grade school I guess)
Has anyone seen the “House of Sound” in Vienna Austria? There's some interactive a/v artwork there actually.
Houdini Lounge » MidiOUT CHOP not producing MIDI output
- andrewlowell
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Wow, cool rope guy .. I'm going to have to try to deconstruct that.
I've been learning Houdini apprentice for around 6 weeks coming from a 3ds background of a few years. Personally I feel like switching over because the gigs I seem to have have all been very scripting and render-pass compositing intensive, which I can already tell that Houdini is much better at. I just got done with a crowd sim which almost killed poor 3ds.
Before I got into CG I tried being a mixing engineer out of college and moved to LA, I was the mixing engineer of a trip-hop label and we did tons of midi-beat-making etc. But after two years I was tired of making $3/h so I moved into CG.
Basically, I will feel I've gotten somewhere with Houdini when I can make a crowd fully animated dependent on the music/midi; making compositing effects dependent on midi/sound, and basically automate most moving parts of a music video in some way to modern music.
If you've ever seen animusic they are doing basically everything I'm talking about except for the compositing with 3ds Max/proprietary code … which doesn't help me since they don't sell their software. While I don't much care for their aesthetic thats the best example of music/CG integration I've seen to date.
It's really a shame that these features aren't used to their potential by the CG community at large, but maybe I / others can put together enough examples there could be some renued interest and project direction geared toards that. O well, I have to learn some more Houdini first.
Please keep me informed if you have any cool MIDI/Houdini ideas
andrew@andrew-lowell-productions.com
I've been learning Houdini apprentice for around 6 weeks coming from a 3ds background of a few years. Personally I feel like switching over because the gigs I seem to have have all been very scripting and render-pass compositing intensive, which I can already tell that Houdini is much better at. I just got done with a crowd sim which almost killed poor 3ds.
Before I got into CG I tried being a mixing engineer out of college and moved to LA, I was the mixing engineer of a trip-hop label and we did tons of midi-beat-making etc. But after two years I was tired of making $3/h so I moved into CG.
Basically, I will feel I've gotten somewhere with Houdini when I can make a crowd fully animated dependent on the music/midi; making compositing effects dependent on midi/sound, and basically automate most moving parts of a music video in some way to modern music.
If you've ever seen animusic they are doing basically everything I'm talking about except for the compositing with 3ds Max/proprietary code … which doesn't help me since they don't sell their software. While I don't much care for their aesthetic thats the best example of music/CG integration I've seen to date.
It's really a shame that these features aren't used to their potential by the CG community at large, but maybe I / others can put together enough examples there could be some renued interest and project direction geared toards that. O well, I have to learn some more Houdini first.
Please keep me informed if you have any cool MIDI/Houdini ideas
andrew@andrew-lowell-productions.com
Houdini Lounge » MidiOUT CHOP not producing MIDI output
- andrewlowell
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I'm sorry I wasn't clear, yes that's the feature I was using to send MIDI data out of my MIDI interface (presonus firestation, windows XP SP2), to the piano. It worked fine although the playback lagged a little.
The problem I see is that when it's going “out” it's actually going out of the computer, or at least on my system. When playing a MIDI file from a sequencer etc MIDI is generated in the “in” slots and I can hear sounds. I see the full gammet of MIDI out's on Houdini's MIDI out chop, and I'm sending out to the interface, but alas nothing that's useful to trigger sounds from within my machine.
That's why maybe it could work to send the MIDI data out and then listen to it coming back in again through a different MIDI channel? Who knows.
The problem I see is that when it's going “out” it's actually going out of the computer, or at least on my system. When playing a MIDI file from a sequencer etc MIDI is generated in the “in” slots and I can hear sounds. I see the full gammet of MIDI out's on Houdini's MIDI out chop, and I'm sending out to the interface, but alas nothing that's useful to trigger sounds from within my machine.
That's why maybe it could work to send the MIDI data out and then listen to it coming back in again through a different MIDI channel? Who knows.
Houdini Lounge » MidiOUT CHOP not producing MIDI output
- andrewlowell
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wow, Houdini just played my piano … ok, so the CHOP isnt' broken,
actually I'm not sure how you would get the MIDI out CHOP to acutally play back into the computer, that could be the problem. All of the MIDI out's are going out of my audio interface, and I don't have any In's available in the list if you know what I mean.
Maybe you could physically wire the MIDI out back to the MIDI in, or maybe there is a sound card internal routing procedure to do it?
So, I'm still not sure how you would “hear” the midi via windows. Yes notes are only 0-127 oops
actually I'm not sure how you would get the MIDI out CHOP to acutally play back into the computer, that could be the problem. All of the MIDI out's are going out of my audio interface, and I don't have any In's available in the list if you know what I mean.
Maybe you could physically wire the MIDI out back to the MIDI in, or maybe there is a sound card internal routing procedure to do it?
So, I'm still not sure how you would “hear” the midi via windows. Yes notes are only 0-127 oops
Houdini Lounge » MidiOUT CHOP not producing MIDI output
- andrewlowell
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The MIDI out works perfectly … I tested exporting a MIDI file from Nuendo (audio/midi program) importing a MIDI file into Houdini and then doing the MIDI out and re-importing back into Nuendo.
Some things to watch out for are on the MIDI-In side like having say note scope 1-300 say to get all the note pitches instead of just one pitch. Also to turn on “note amplitude” to get the velocity channels.
I tried generating my own MIDI data with waves and fans etc but since I'm very new to Houdini I didn't get very far, but I'm guessing the channels can be named according to the MIDI info and merged into the MIDI out CHOP.
a few things I do know though, sorry if this is obvious …
Piping the MIDI out chop into the audio out won't work … MIDI isn't audio data, MIDI is note, velocity, pitch, pan, info to name a few, not even necessarily music. They also use MIDI to control pyrotechnics and construction equiptment and probably other things.
MIDI is the protocol, through which a music program or a keyboard gets a note-on command with velocity and volume etc, and the keyboard will go fetch a certain sound of a certain pitch and play it back.
Some things to watch out for are on the MIDI-In side like having say note scope 1-300 say to get all the note pitches instead of just one pitch. Also to turn on “note amplitude” to get the velocity channels.
I tried generating my own MIDI data with waves and fans etc but since I'm very new to Houdini I didn't get very far, but I'm guessing the channels can be named according to the MIDI info and merged into the MIDI out CHOP.
a few things I do know though, sorry if this is obvious …
Piping the MIDI out chop into the audio out won't work … MIDI isn't audio data, MIDI is note, velocity, pitch, pan, info to name a few, not even necessarily music. They also use MIDI to control pyrotechnics and construction equiptment and probably other things.
MIDI is the protocol, through which a music program or a keyboard gets a note-on command with velocity and volume etc, and the keyboard will go fetch a certain sound of a certain pitch and play it back.
Houdini Lounge » MidiOUT CHOP not producing MIDI output
- andrewlowell
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Well, I'm just starting to use this CHOP extensively to do procedural animation with MIDI via techno beats etc … The MIDI in works fine, I haven't tried the out yet but MIDI basically needs two commands to play a note to be heard, the first is a “note on” This might be what's lacking, telling the note when to be struck.
The second is the velocity which is how hard it was struck, and I guess even a third would be the track volume; but this can be easily revised in a MIDI program.
I will try this out later in the day
What are you using the MIDI out for? … if it's just to hear the song a better way to go about it would probably be to use a separate .wav file to hear the stuff. Windows would need to know exactely which sounds to be “triggered” via MIDI .. sequencer programs control this very well using independent sound liberaries most of the time, but I'm guessing windows wouldn't know much about how to do that and would probably reference a low level sound liberary of some sort.
The second is the velocity which is how hard it was struck, and I guess even a third would be the track volume; but this can be easily revised in a MIDI program.
I will try this out later in the day
What are you using the MIDI out for? … if it's just to hear the song a better way to go about it would probably be to use a separate .wav file to hear the stuff. Windows would need to know exactely which sounds to be “triggered” via MIDI .. sequencer programs control this very well using independent sound liberaries most of the time, but I'm guessing windows wouldn't know much about how to do that and would probably reference a low level sound liberary of some sort.
Technical Discussion » Views???
- andrewlowell
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Actually this info was REALLY helpful to me as well … there isn't clear documentation on how to actually switch to bottom or left view, you can home what seems to be a free/perspective viewport but not actually switch using a button-based GUI
Is there a menu somewhere other than right clicking? This should be more clear in the getting started manuals
Is there a menu somewhere other than right clicking? This should be more clear in the getting started manuals
Houdini Lounge » Is it difficult to create Afterburn like shader?
- andrewlowell
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Well, I've used Afterburn extensively and I certainly don't think 3ds Max is the worst of all 3D programs.
However, there is a clear weakness with things like automating render passes. In Houdini this is a snap ..
with 3ds/ABurn different particles and/or Afterburn effects must be manually turned on and off for each render. They introduced something called “scene states” recently which sopposedly were sopposed to help, but these didn't have any ability to turn on and off particles or volumetric effects … which are some of the most render-sensitive things.
When I saw Houdini's ability to make composits and renders both selective as well as dependent I was amazed coming from a 3ds background.
So, to sum it up, Afterburn makes cool fire .. but it's not procedural once you get to the rendering stage which could kill a project or effect.
However, there is a clear weakness with things like automating render passes. In Houdini this is a snap ..
with 3ds/ABurn different particles and/or Afterburn effects must be manually turned on and off for each render. They introduced something called “scene states” recently which sopposedly were sopposed to help, but these didn't have any ability to turn on and off particles or volumetric effects … which are some of the most render-sensitive things.
When I saw Houdini's ability to make composits and renders both selective as well as dependent I was amazed coming from a 3ds background.
So, to sum it up, Afterburn makes cool fire .. but it's not procedural once you get to the rendering stage which could kill a project or effect.
Houdini Lounge » audio seems to be in 8 bit export, any ideas?
- andrewlowell
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Ok, got it to work … the “bchan” export format seems to be a full res audio file. However, it must be “interpreted” by an audio program that can parse raw data.
Adobe Audition has this feature, when importing, specify the sample rate (which in this case is 44100), the resolution “32 bits float”, and data formatted as 32-bit IEEE Float 0.24 whatever that means, 0 input offset.
This will allow high-res audio to be exported from Houdini, I'd still be curious if there is a way to get full-res .wav files out though.
Adobe Audition has this feature, when importing, specify the sample rate (which in this case is 44100), the resolution “32 bits float”, and data formatted as 32-bit IEEE Float 0.24 whatever that means, 0 input offset.
This will allow high-res audio to be exported from Houdini, I'd still be curious if there is a way to get full-res .wav files out though.
Houdini Lounge » audio seems to be in 8 bit export, any ideas?
- andrewlowell
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Hello, this is my first post here … I've been learning Houdini for around 6 weeks, and trying to convert from a few years of 3ds Max. I also might be one of the few who are interested in Houdini for it's audio features (I am a sound engineer as well).
Anyway, I'm trying to export an audio file out of Houdini using the “Save Data Channels” feature by right clicking on a chop node. While this seems to work (saving to .wav format). It exports in an 8 bit file, even if it reads in a 16 bit (cd quality) file. 8bit is a very old sound format, and 16 bit is standard for dynamic range (basically, how many low-high values of volume are there .. with 16 bit there are 65536, with 8 only 256.
I was wondering if anyone knew how to export a 16 bit file from Houdini. Hopefully all these fancy audio recording features and there is a way to get it out into decent quality. I also noticed more posts saying how exporting produced noise etc .. this is probably due to the 8 bit factor.
I'm also noticing in the documentation under “chop internals” that all chops are made of 32 bit floating point numbers, which is considered “high res” audio when it is in .wav format. Hmmm, if there was a command or feature to get it to export that way.
Any suggestions?
Anyway, I'm trying to export an audio file out of Houdini using the “Save Data Channels” feature by right clicking on a chop node. While this seems to work (saving to .wav format). It exports in an 8 bit file, even if it reads in a 16 bit (cd quality) file. 8bit is a very old sound format, and 16 bit is standard for dynamic range (basically, how many low-high values of volume are there .. with 16 bit there are 65536, with 8 only 256.
I was wondering if anyone knew how to export a 16 bit file from Houdini. Hopefully all these fancy audio recording features and there is a way to get it out into decent quality. I also noticed more posts saying how exporting produced noise etc .. this is probably due to the 8 bit factor.
I'm also noticing in the documentation under “chop internals” that all chops are made of 32 bit floating point numbers, which is considered “high res” audio when it is in .wav format. Hmmm, if there was a command or feature to get it to export that way.
Any suggestions?
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