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Use perlin/simplex noice to generate multiple "layers" to be used to control various (arbitrary) axes:
pitch / velocity
freq / resonance
attack / delay
sustain / release
R/L balance
Up/down positioning (binaural support)
Chord progressions (could be done with banding / gradations)
That works for a single instrument at a time ... for every instrument, you could have different layers for the various attributes (big storage jump), or you could use the same layers for each instrument and just use values at different distances from a given point (i.e., a 2D ball -- in the formal maths sense -- around a given point to determine which instruments are played).
Use perlin/simplex noice to generate multiple "layers" to be used to control various (arbitrary) axes:
That works for a single instrument at a time ... for every instrument, you could have different layers for the various attributes (big storage jump), or you could use the same layers for each instrument and just use values at different distances from a given point (i.e., a 2D ball -- in the formal maths sense -- around a given point to determine which instruments are played).
Papers of possible interest:
Depends on:
Specific scenarios to explore:
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