Mapping, in the case of graphicscore, is a matter of creating links between combinations of shape and colour, and sounds output by the audio engine. The first mapping is simple – points on the screen trigger sounds at a certain pitch, depending on their position on the Y axis. An array of these triggers is iterated across using a metronome, and sounds are played.
This very simple mapping between points and sound events is an obvious one to the user, and as such is a good basis for crafting the ‘sound’ of the application and creating a feeling of control for the user. Alone, however, this process of triggering samples creates a stark, staccato soundscape. Adding effects alone is not enough to enrich the sound image – for the effects to have a distinct impact, they must be set to such extremes that they become much less effective, and much more difficult to control.
In order to enhance the soundscape, a new voice is added – a pad. The pad is created using delays, taking the combined output signal from the triggers and creating a melange of the various timbres which are in play. The pad becomes representative of the changing overall timbre of the piece, slowing any stark changes, but still allowing the user to have obvious control over the piece.
One thing proved from several failed approaches to mapping in this project is that in order for a clear link between FX, mixing etc… and the shapes/colors drawn to the screen to be made, the FX should be applied globally, thus creating a large and audible impact, and building a connection between cause and effect in the mind of the user. The pad goes some way to blurring any major changes, and in concert global FX and the pad create a full and interactive sonic environment.
The mapping patterns which seem to be most effective at creating this connection between user and sound adhere to the following rules:
- Points -> Triggers
- Shapes -> Distinct sounds
- Colors -> FX parameters
- ‘Meta’ data (alpha, shape proximity etc…) -> Pan, mixing.
For example, the following mapping model seems to provide a flexible and rewarding user experience, and adheres to these rules (for the most part):
- Shape points are counted as triggers
- Each pointed shape triggers a different sample and therefore has a distinct timbre
- Red content degrades the overall sound using bitcrushing and distortion. Green mixes a flanger into the signal, while blue affects two tremolo stages, adding texture
- Ellipses enhance the tremolo effect.
- Shape proximity (busy-ness) mixes the dry signal with the pad (a screen with many overlapping shapes will mix 100% of the pad signal).
- The ‘brightness’ of the pad is controlled by the literal brightness (derived through colour and alpha readings) of the shapes.
Using these rules, there seems to be scope for a great many variations using the same sample set. (This is a rule set in development.)





















































