Things aren't always as them seem. CubeTrip navigates sound through multiple perspectives and a journey that's arguably trippy. There is no right way to traverse the cube, every angle tells its own story. CubeTrip Unity Project

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CubeTrip uses a mic input and has 5 cameras that can be switched. Numbers 1-5 on the keyboard control flipping between each of the cameras. Camera 2 is able to freely move around the scene using A (left), S(right), W(up), D (down), and the mouse to look around. A generated chuck script is set to run at an undisclosed time that will battle against your mic input.

Final Build (Mac OS)

Reflection => This project originally started off as trying to imitate water based on a sound input. I wanted to have an object surfing the "waves" of changing amplitudes with a certain destination in mind. However, something entirely different formed that verged more towards the abstract. It became more fluid and I treated objects as interactive art displays. The cameras really gave me a lot of flexibility in showcasing various parts of the audiovisualizer since there's a lot going on. I had also planned to map the spin of the rotation to the envelope of the audio source using script, however I kept running into issues with getting the values I wanted and making object spin. Also wanted to have the ability to toggle between mic input and some audio source, but this limitation led me to having the two sounds interact. I just let the CubeTrip take me where I was meant to be.

Acknowledgements: I want to thank Julia, Victoria, and Nick for getting me through some tough bugs.


Working on this audiovisualizer is fun when things are working, and not so much when you have no idea where to begin fixing bugs that arise. I eventually went with the idea to use a triangle mesh to have a adaptable terrain that changed height based on the mic input. From that, I added a gradient that changed the color of the mesh depending on a threshold of position in the y direction. It was really cool to see these come to fruition and in a way emulate a body of water that changes color when it rises. Unfortunately, I was unable to get rigid bodies to work on the meshes in order to stop objects falling through. I found a couple things that stated it may be because I need to update the mesh collision, but haven't been able to work this out. My code also throws indexing errors immediately when I try to expand the mesh size so I'm not sure what the problem is there. I was able to incorporated spectral history, but kind of lost how I can do the same thing for the mesh. There's alread a z direction being used to populate the mesh with triangles, but not sure how to create an array that holds the memory of this. And tbh, not really sure what to do with the waveform. I thought about making it bounce too or something, but it's not really coming to me yet. So hoping I iron this stuff out and in the process let it take me to the next phase of my project.

Chunity Learning

Going through the tutorials have been an adventure. It's really cool to see all the parts come together, especially when the finished product is a working game! I ended up including the sound that I made in hw1 for the chunity part of the ball assignment. The sound turned out to be really cool and occured in a way I didn't think about when I made the script exclusively in ChucK. I did however have some issues in the the C# scripts at times, the errors don't pop up when I use VSCode and I had to open new scripts in a weird way. However, happy that I got the ball rolling and of course the audiovisualizer was my favorite part. Had a great time playing the project while the video was going as well, added another dimension to watching Ge and Kunwoo! I am a little worried about some of the funciton calling and integrating new things once we put our project ideas togehter. I think I got a gist of what I did, but had a more difficult time with all the uses of the transforms in C#.

For the audiovisualizer, I had a couple ideas maybe where to start. Idea #1 : Bacteria Mania - for this project I was thinking about showing how rapidly bacteria like E. Coli populate a petri dish. Through this example, I was thinking that the wave form could be the individual cells swimming in the agar. The spectral content could be the agar itself, moving potentially in an incubator for instance. Maybe there could be some type of interaction between the two, or I could switch the petri dish out with a tube full of LB Agar. Idea#2: Rock the boat - I could imagine creating a game where the objective is to get a boat on water to a specific location. The water is changed based on the spectrum content and shifts the boat in a certain direction. The objective is to use the water to shift the boat to the correct location by making sounds into the microphone. The waveform could maybe be streaks of lightning across the sky and animating rain or being in a storm would be a good effect.

a storm would be a good effect.