The first memory i have of an audio visual presentation is the first time i saw Fantasia. Some was abastact, most of it was fantasy, all of it rocked my world. The next memory i have of a "visualization" was playing console fighting games(snes) and playing stuff on the radio or Popping in Badmotofinger by Soundgarden. Of course i would stop the tape after "Jesus Christ Pose"(cuz the rest sucked)and rewind it and even cue it up right as the first round of whatever fighting game i would be playing(Most of often it would be Dragon Ball Z 3). -------Russ
Whenever i would be in my room drawing or loafing around I would usually veg-out watching anime with the sound turned down and music blaring from the stereo. So needless to say i've always looked for that connection between the moving image and music. Recently winamp and sonique visualizations have taken a toll on my productivity. Writting a research paper I didn't want to be writting at 3 am i would drawn in and mesmerized by endless colors and myriad of shapes produced by whatever music was playing. -------Russ
Sometimes i would catch myself after sometimes 20 minutes of just staring blankly at the screen, caught in the moment which at this time it would have been listening to Goldie or Diesel Boy, or streaming audio from BassDrive. -----Russ
Electronic music lends itself very well to this relationship with the moving image because of its 'synthesized'and inconcrete nature. More "traditional" music doesn't attempts to create inhabitable visionary soundscapes like in this genre. These worlds are that are woven and inter-woven in endless patterns and dimentions at every second all around the world. But this emphasis is a bit different electronic sub-genres.

Hip Hop(Underground) has a tendency to take culture and restructure, remake, and match it to the beat; in the form of samples usually but sometimes as MCing. Which usually re-tells a story by relating an experience and providing a theme, in the same way as a work of art/culture. Drum and Bass uses this as well but it's more of a sonic landscape. Trance being an even more pure soundscape.

Visuals enhance the aural, and in turn, aural sounds enhance the visual. Imagine immersing yourself into a world where all audible sounds and visual images are constantly in sync, and you have the ability to explore and add to that "world." That is similar to what our world will resemble. Many audio/visual works tend to have an abstract quality to them.
Take the Geiss visualization winamp plugin for example; an abstract array of colors and sound waves are displayed in tune with the music that is playing. Our world however, will be constructed with a more concrete concept: a world structured using sound systems and components, and will still be in tune with sound in the environment.

Audio visual presentation has always captured my interest because it provides a fusion between two closely related senses, and it is always interesting to see how the connection
is made since the possibilities are endless.
--Hyemin

To me, the visual aspect is a direct expression of how one interprets the sounds that are heard, so this translates differently for every person. It is said that under the influence of strong illicit drugs, sounds can sometimes be seen. I imagine it would be something like that of Q-Bert's "Wave Twisters" or a throbbing myriad of colors. Works like Wave Twisters have helped my interest expand and have motivated to create audio visual works of my own. ---Hyemin
Purpose:

Our focus isn't on destruction, as most first-person shooter games, but more on audio/visual elements and production. Players can interact with
the world by actually controlling the music (ie. "sound weapons," traveling from one area to another which causes mixes from one track to another, etc). Thus creating a virtual performance space that reacts to influence by the player.

Weapons:

--3-4 weapons/instruments. Different "sound weapons" producing scratched samples that can be used to add to player interactivity.

--the ability to toggle rapid-fire, which makes the sound weapon go in loop mode.

-- each weapon will be some form of refabrication of audio equipment. Like a "Bass Gun" or even the wave twister itself

Intended Level layout:


--2-3 floors/rooms; each one representative of different genres of electronic music(trance, DnB, Ambient. etc..)

--6-8 sound samples per floor. Each one localized and turned on/off by either a switch or by entering an area in the level.

--Some of the samples may be moving

--The general theme is a retro/hip hop environment similar to Wave twisters. Architecture may resemble and function like oversized mixers, turntables, and other sound producing/processing devices.

--Oversized speakers (ie. subwoofers) will provide a concave area similar to a room, where sound levels will be significantly higher as opposed to the center of the room.

--The center of the room will be a rotating platform, akin to a spinning turntable.

 

Download Demo v1.0(I always wanted to say that......err type that).

---russjman@hotmail.com