Not sure which OS you are using but have you looked into Pure Data or Max/MSP these may be what you are looking for.
https://cycling74.com/products/max/
Pure Data is basically the open source version of Max/MSP
If you really just want to design sounds, then consider Max MSP. It is not a DAW. https://cycling74.com/products/max
Scroll mid way through to see videos with audio. I think you may be assuming too much if you're narrowing yourself to just a "DAW".
Not sure what kind of programming you want to do, but Max (https://cycling74.com/products/max) is programmable and has a ton of features, including the ability to host VSTs and exchange midi, open sound control, and audio with other programs.
Pure Data is similar and written by the same author but much less polished. You can accomplish a lot of the same things as Max but it may require monkeying around with plugins.
I think this is the right answer. For OP: The technical term for this would be 'volume automation' or 'level automation'. QLab or SCS will let you draw custom level curves over time for each track of audio playback. It isn't quick to edit on-the-fly, but it will do what you ask.
To approach from an artist's perspective as well, this would actually be quite easy to accomplish in Cycling 74's MAX/MSP software - while it's a paid piece of software, I suggest it because the support is very good. You could go down the open-source route and use pure data instead.
1) install Max/MSP
2) watch a couple tutorials on youtube (this guy is pretty awesome)
3) try to remember to occasionally get up and maybe go outside :)
I bet you could make some insane sounds come out of that DX-7 with some pretty simple Max patches
I come from a C family background as well. I was never sold on the idea of visual programming until I started using Blueprints. However, I have previous experience with Max/MSP, so wiring up nodes isn't completely foreign to me.
I would write a small game completely in Blueprints. It's a great way to familiarize yourself with the UE4 API. You will also learn the limitations of Blueprints, which is okay. Concentrate on keeping your Blueprints clean with liberal use of functions, macros, reroute, event dispatching, and sequence nodes.
After that, recreate the project in C++. Learn about UPROPERTY/UFUNCTION macros and how to communicate between C++ and Blueprints. Think about the level of separation you want. It's common to treat the C++ as the Model and Controller layer and Blueprints as the View layer (be sure to check out BlueprintImplementableEvent).
I guess I should also mention Max (formerly called Max/MSP) - it's not free, but it's really great. PureData is actually a clone (-ish) of it, with the involvement of the original creator of Max. Max has a better user interface, but the two are functionally similar enough that you can usually follow Max tutorials for PureData (though there might be the odd thing that doesn't work the same, or objects that have a different name in Pd). The official Max tutorials are pretty good.
For most interactive audio projects or installations either Pure Data (open source) or Max (Pure Data's proprietary cousin) is the software I'd highly reccommend using. Whichever way you set up the hardware pressure pads, MIDI signals/Arduinos/human interface devices (HIDs) can be easily interfaced with these softwares to trigger the sounds.
I don't know Max/MSP (if this is what you mean) but it's not very hard to do from either windows or linux (and presumably OSx). I can post examples if you like.
>The data being sent back and forth is being transmitted, but its placement in the list is constantly changing
what list?
I once designed a patch for Max that detects the pitch (i.e., the fundamental frequency; the "note") of an incoming sound and pans it hard L/R. It was a little janky/slapped together because I'm not good at programming, but it worked. I can try to dig it up, or you could look into that too. But I don't know a pre-fab option.
Now that I'm thinking about it, though, for music that isn't monophonic, i.e. one note at once, it probably wouldn't work :(
The only thing that comes close as far as I know is Max/MSP/Jitter
Other than that there really isn't anything that combines the comprehensive tool set of a good DAW and Motion graphics package like AE.
I feel all Ableton tracks ‘sound’ the same. Tried it a few times but not for me. Don’t feel that with Cubase at all. Nowadays getting interested in sound generating software’s like Max8: https://cycling74.com/products/max-features
Can you provide some detail on the sorts of sounds you're looking to make?
A similar question came up in another sub (maybe audioengineering?) and someone recommended FMOD. Maybe that would help.
If you're looking for something electronic and synth-y, then VCVrack is the way to go, though it will be a huge time sink like others have said.
Another option is MAX.
Based on the Insta, the artist is using a program called Max also something called Vuo for the visualizations.
I was playing around with a cineversity tutorial that was using Sound Fields with an audio track. So a SF could be used in conjunction with Deformers on shapes then adding Cloners onto those shapes for the visualization effect. Your gonna need to combine a couple of different tutorials to get there in C4D.
I posted the Ableton links 'cos I'm a Ableton user, but obviously Max MSP itself is very good for 3D audio.
Max 8 got a new feature called "MC", which is made for making multichannel audio much easier.
Hey Bo, I would really like to see what you would get up to with Max/MSP , not necessarily for performing, but just because you seem to enjoy combining your skill at music with thinking about non-musical things. Have you ever used it?
If you're not into programming yet, a good start is MAX / MSP, which allows you to make little patches to manipulate sound in a whole bunch of ways using a "visual programming" language.
https://cycling74.com/products/max/
Later on you can start adding your own javascript components to your Max patches, which is what I did to make this one.
I think if you really want to become better at your art you can't think about the immediate problem as improving your efficiency. What makes your friend, and other developer artists quicker is that they've learned to play with sound more - and I believe the best way to do that is to constantly challenge yourself with new constraints; creativity comes from embracing constraints not endless possibilities.
Throw away FL studio for a bit, and try making music from the simplest setup you can think of: like only using a wave editor (like Audacity, Audition or Reaper) and samples from your microphone. Try making stuff in FL only using a 3xOSC and delay. Try screwing around with Max/MSP (there's great tutorials on youtube). Try to make music with cheap or toy synths from used stores (anything with MIDI can do some crazy things). Keep learning new ways of looking at making sound!
I would assume most stage/DJ lighting and DMX stuff would allow audio triggers (though MIDI is probably more common). Most of it is probably computerized, or at least in DMX mixer form factor, not guitar pedals. Then as others have said, if you can program, the sky is the limit. Max/Jitter is probably perfectly suited to this.
check out the related subreddits for more info
It's a version of Max that works within Ableton devices. Great for building your own instruments and effects. The best way to understand what Max is, is to download the demo and play with it - https://cycling74.com/products/max/
You can use max msp to get audio reactive visualizations that you can import into resolume. A lot of patching and hard work. or just go with what u/artnik suggested:
>Have you considered splitting the audio off into a separate file and importing that?
That should be easier :P
MAX/MSP is some kind of programming language for media content (video, audio). It uses a cool visual interface. You can have a read about it here: https://cycling74.com/products/max/#.V4TW5fl96Uk
Jonny has been using MAX/MSP to create unique sound effects at least since Kid A if not beforehand. I remember he talked about it in one of his interviews, taking pride on how his effects sound different than anybody else's effects.
LPF is a short for low pass filter, which attenuates high-frequencies and lets the low ones through, creating that piano effect that you can hear on the Glass Eyes intro.
A lot of them work with graphic artists or designers that they know or live near. I suspect they program the visualizers with software like the Jitter package for Max/MSP. That software is pretty powerful but as a visual programming language is easy to use even for coding noobs.
Max is kind of like Labview for musicians/artists. It does a pretty good job at stringing all kinds of data sources together, filtering, video, audio generation etc.
It is possible to write plugins in java and other languages, and absolutely a solution that would make it easier to interface with the Serial stuff.
I have done data -> Max using Arduinos and Serial data, but I wanted to try the audio approach for this project, to see if I could maybe get better and easier performance from it.
Good advice to sample up to 100hz - Currently I am using the "fingertip" pulse sensors that look at the transparancy of the tissue for detecting pulse. It looks like I can see detailed enough to destinct the P Q R S and T parts of the pulse signal.
If you wanted to get interactive about it there is a visual programming language called Max MSP used by new media and interactive video artists. Using the Cycling 74 plugins you can do some incredible live action responsive designs. Sharp learning curve though.