Software programming
Enabling creative processes
A spatial sound design tool for designing immersive sound environments
A spatial sound design tool for designing immersive sound environments
Nebula
2009 - 2015
Programming: Jeff Hannam
The development for Nebula started in June 2009 as a response to a personal experience working with visualisation and auralisation tools to create virtual walkthroughs synchronised with a spatial rendering of the virtual environment. Nebula started as a personal project, and it is now the core spatial design tool used by undergraduate students enrolled the SIAL Sound Studios "Spatial sound modelling" elective.
mac/pc
Processions' modular design presents a means for expanding.
Each module contains a point and click interface for connecting modules together.
New projects start with a blank canvas
Processions' modular design presents a means for expanding.
Procession
2014 - 2015
Programming: Jeff Hannam
Inspired by the modular design of Reason and the simplicity of BEAP, Procession is a sound design environment, programmed in Max5, for analysing, creating and processing sound materials.
Applying the knowledge gained from the development of Nebula, Procession adopts a similar framework for managing the complexities of project work. New to this work is a point and click interface for quickly mapping and connecting modules.
mac/pc
developed using unity3d, the visualisation engine responds to changes in humidity, light intensity and temperature.
Bus Projects 2014
developed using unity3d, the visualisation engine responds to changes in humidity, light intensity and temperature.
Breath Clouds
2014
Visualisation programming: Jeff Hannam
Breath clouds is an interactive installation, designed by Chris Cottrell, involving a suite of electronic sensors coupled to a visualisation engine for rendering changes in humidity, light and temperature.
My role in this project was the design of the visualisation engine that recieves realtime sensor updates using OSC via a Max5 patch environment.
mac/pc
A multiscreen, multichannel audio project
A multiscreen, multichannel audio project
Garg{o}yle
2012
Sound design: Jeff Hannam
The sound design for this project uses video point tracking techniques to generate envelopes for modifying parameters within the musical score.
This project was developed as part of Mike Hornblows PhD work.
Trouble tower
2012
Sound design: Jeff Hannam
The sound design for the ipad game, Trouble Tower, involved traditional sound production techniques, and more experimental techniques for composing sounds. For example, the density of sound events (such as the rewards sounds, balloons and stars), were designed in Max5. This offered greater control of sound variables, including, pitch, loudness and timing.
Trouble tower was funded by an RMIT Learning and Teaching Investment fund grant.
fader control for scaling pathways
GUI design
Real-time shape manipulation and playback
fader control for scaling pathways
Pathway designer
2013 - ongoing
Development: Jeff Hannam
The pathway designer is a personal project that explores the process for designing and performing virtual sound movements over a multichannel loudspeaker system. This project is currently in development. More details to come.
ipad
a playful sandbox for designing public spaces.
exploring object placement via touch interface
a playful sandbox for designing public spaces.
A community space
2013 - ongoing
Development: Jeff Hannam
An online sandbox environment. This project is currently in development. More details to come.
mac/ipad