home/ atoms/ gibber-audio-to-visual-mapping

Gibber maps audio objects directly to visual properties using bias and scalar for range control

In Gibber (both v1 and v2), audio-to-visual mapping is performed by assigning an audio object or property to a visual property. In v2, this is a direct assignment: sphere.radius = kick. Because the numeric range of audio objects (e.g., 0–1 amplitude) rarely matches the expected range of a visual property, Gibber provides .offset (bias) and .multiplier (scalar) on the assigned property to scale and shift the values. In Gibber v1, every visual property has built-in metadata about its expected value range, making default mappings automatically reasonable without explicit scaling.

Examples

Gibber v2 with explicit scaling:

k = Kick()
k.trigger.seq(1, 1/4)
s = Sphere()
s.radius = k
s.radius.offset = .5
s.radius.multiplier = 10

Gibber v1 uses metadata to auto-scale: a.rotation.x = b.kick.out works without manual offset.

Assessment

A Gibber v2 mapping of a kick’s amplitude to sphere radius produces nearly invisible radius changes. Identify which two properties you would adjust and explain what each one does. Then describe why Gibber v1 requires less manual configuration for similar mappings.

“you simply assign a audio object to a visual property. For example”
corpus · workshop-notes-audiovisual-programming-wac-2019-charlie-robe · chunk 3