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Pluck
by Murat
A math-based string simulator.
Download on Apple App Store for $1.99
[Image of Apple App Store download button]
- It's fun to have on iPad with multitouch, especially for kids (even 1 year olds).
- Support this project
Both the audio and visuals are generated using the same math, rendered at different speeds so the eye can see.
No tricks or audio files are used: everything is calculated from raw sine waves, with a theory of how energy is released in a pluck.
- The vibrations are modeled based on how far down the string you pluck from.
- The velocity of midi notes are mapped to both pluck position, as well as pluck strength.
This YouTube video of a slow motion string pluck proves that our simulated result is very close to reality.
[Embedded YouTube video of slow motion pluck]
Technical details:
- Each string is simulated with 12 overtones (integer multiples of the note frequency)
- To calculate amplitude of each overtone, we take the Fourier transform of the plucked string at the time the pick is released
- Higher frequency overtones decay faster than lower frequency overtones
- 72 strings x 12 overtones x 44,100 samples per second = 52,920,000 calculations per second
- Audio buffer of 1024 samples are sent to the GPU to compute in parallel on each tick
There are several directions I can take this project from here:
1. Turn it into an interactive educational tool to teach physics of sound, timbre & music.
2. Turn it into a music learning tool for kids where songs are pre-made as chords that the user can pluck to learn rhythm and feel.
3. Turn it into an interactive art installation
4. Turn it into a game where i.e. a bouncing ball plucks the strings & you try to match the melody
If you are interested in any of the above, please get in touch at murat@ayfer.net or @moyfer.
Pluck by Murat
A math-based string simulator.
Download on Apple App Store for $1.99 [Image of Apple App Store download button]
- It's fun to have on iPad with multitouch, especially for kids (even 1 year olds). - Support this project
Both the audio and visuals are generated using the same math, rendered at different speeds so the eye can see.
No tricks or audio files are used: everything is calculated from raw sine waves, with a theory of how energy is released in a pluck. - The vibrations are modeled based on how far down the string you pluck from. - The velocity of midi notes are mapped to both pluck position, as well as pluck strength.
This YouTube video of a slow motion string pluck proves that our simulated result is very close to reality. [Embedded YouTube video of slow motion pluck]
Technical details: - Each string is simulated with 12 overtones (integer multiples of the note frequency) - To calculate amplitude of each overtone, we take the Fourier transform of the plucked string at the time the pick is released - Higher frequency overtones decay faster than lower frequency overtones - 72 strings x 12 overtones x 44,100 samples per second = 52,920,000 calculations per second - Audio buffer of 1024 samples are sent to the GPU to compute in parallel on each tick
There are several directions I can take this project from here: 1. Turn it into an interactive educational tool to teach physics of sound, timbre & music. 2. Turn it into a music learning tool for kids where songs are pre-made as chords that the user can pluck to learn rhythm and feel. 3. Turn it into an interactive art installation 4. Turn it into a game where i.e. a bouncing ball plucks the strings & you try to match the melody
If you are interested in any of the above, please get in touch at murat@ayfer.net or @moyfer.