I've started playing around with digital signal processing using the uConsole and an ESP32.
I recently put together a little Arduino synth that I could take with me to work on when I'm sat on the tram to work.
It's powered by a single Arduino Nano, with the 5 push buttons sending internal MIDI messages. Hopefully the new modules I create with this will go into the Helios Mk2.
Some new audio DSP books have arrived. The Will Pirkle book was from a recommendation from an interesting blog post from Valhalla DSP.
Recently I completed Udemy's FMOD for Unity Course. I can recommend it to anyone interested in learning about responsive audio in Unity. It's 3 hours (took me about 7) and by the end you'll be triggering event and random sounds.
Link to course:
https://www.udemy.com/course/fmod-for-interactive-games/
This week I've implemented a door and key system in my VR game... you pick up a key, and then you're allowed to enter a door. For the user interface, the colored key is displayed on your wrist (and disappears once used).
I've finally started work on the follow up to the $20 synth... The Helios Mk2
It's still very early in development but it's starting to come together. So far it has a keyboard with arpeggiator (plus MIDI so you can use a proper keyboard), a delay, but most importantly of all there's lots more synthesis options :-)
It's probably not the most enticing headlining you've ever read, but it might be of some interest for some! I first saw this effect used in Half Life 2, where they use a flat 2D image and then use code to have it always be positioned towards the camera (so you never see it's flat). Actually thinking about it a little more, all of the enemies in Doom were created in this way. Where as in Half Life 2 they used it sparingly and effectively, I've gone completely over the top and just copied and pasted like there's no tomorrow. I'll be a bit more subtle next time I promise. Here you can see the position change a little clearer:
The C# script is very simple: