Blender DAW
The blender’s daw project relies on Audaspace api. First of all, a piano roll editor has to be developed. Piano roll riffs has to be placed in the VSE and played with a sound synthesizer defined in a node based audio editor. In the node based audio editor, a synth is made from Audaspace algorithms of audio synthesis and filters. The node based audio editor should also be used to filter audio and video clips, using it without oscillators (only filters). In the node based audio editor, audio modifier options should be automated with f-curves. A single riff in the VSE should be associated with a single generator, but more riff can be associated with the same module. Same goes for filters applied to audio or video clips. A simple audio synthesis demo can be found at wiki.blender.org/index.php/User:NeXyon/GSoC2010/Audaspace Please also enable audio capture from microphone and MIDI file import and export. Also add a sample player to play pre-synthesized waveform and a soundfont player for MIDI files. Last, add sound waveform operators +, - and *. My name is Ivano. P.S.: DAW = Digital Audio Workstation
4 Comments
There's a great open source DAW called Ardour. Blender doesn't need this.
This proposal is enormous in scope. As such, it really needs a lot more thought and detail put into it to be actionable. It touches multiple parts of Blender's backend code as well as its interface. I see that your idea is to integrate into the editors already existing in Blender (which is great, BTW), but how will this look in the interface? How can we guarantee that these new features don't interfere with the primary functionality in these editors?
The idea is fun, but there are a lot of questions to be answered before anyone can really take much action with it.
Please, can we discuss this further? If so, write me to berserk82 dot ia at gmail dot com
wow, this is old - what would be sort of cool - build a user interface in the 3d space and trigger the VST with it, like you would a midi..