Audiovisual Toolchains
What we don't do in this course:
Introduction to SuperCollider (or PureData, or Max) GUIs, Computer Vision, and Interfaces as there is another course on Audiovisual Interaction in the summer semester
Introduction to SuperCollider (or PureData, or Max)
GUIs for interaction and Interfaces as there is another course on Audiovisual Interaction in the summer semester
Computer vision or image analysis
What we want to do:
Learn how visual an audio tools can work together with a focus on the visual side.
Follow generative approaches towards audiovisual design
Learn fundamentals of audiovisual aesthetics
Requirements for production tools
Generative and algorithmic design / compositon
advanced/professional features in the auditive as well as in the visual field
interaction between materials from the visual and auditive domain
Software available for audiovisual design
A growing field of software exists for developing visual or sonic art, each with a varying emphasis on different aspects of development of audiovisual systems:
openFrameworks (C++) →http://openframeworks.cc
Cinder (C++) → https://libcinder.org/
Processing → https://processing.org/
Touchdesigner (modular/patching) →https://derivative.ca
Quartz Composer (modular/patching) → Quartz
Isadora → https://troikatronix.com
VVVV (modular/patching) → https://vvvv.org/
MAX (modular/patching, commercial) → https://cycling74.com/products/max/
Pure Data (modular/patching) → https://puredata.info/
Unity (game engine) → https://unity.com
Unreal engine (game engine) → https://www.unrealengine.com/
Most of the software is mainly focussed on either visual or auditive production (and providing the functionality of other field as an "addon")
Toolchain SC-P5

All tools are specialized in their field
All tools are established (libraries, documentation, tutorials, …)
Available on major operating systems
SuperCollider and Processing are open source / TouchDesigner basic version free to learn
Bottom-up low-level approach of programming: both tools provide means to produce and manipulate material on fundamental parameters
Lean development possible, less overhead than game engines
Last updated