Dan Egolf's patented DSP hardware
functions are back using new advanced chips to give you a full spectrum
of acoustic to visual responsiveness.
Sound is received by the MindEye either through the built-in microphone
or through the audio line input via a stereo phono jack. The sound is amplified
and processed using a low noise electronic design with maximum audio frequency
response. The built-in microphone circuit transduces audio signals from
20 Hz to 16 KHz. You can do without a stereo connection because of the
MindEye microphone's exceptional sensitivity. The gain is adjusted using
the right hand knob.
The stereo phono jack (mini 3.5mm type) is used for external connections
used by most CD player headphones, etc. This input is designed for two
line level inputs (approximately 1 Vp-p), which are standard levels coming
from the tape-out of stereos. Musical instruments and other audio equipment
can be connected to this jack. The stereo input impedance of the MindEyes
is 10 K. Its frequency response is 20 Hz to 20 KHz. The two connected audio
signals are isolated from each other at the MindEye input.
Audio signals connected to the MindEye suffer no loss or distortion. The
design permits the audio signals from the tape-out to be split into two
left and two right signals making it possible for both the MindEye and
a recording unit to be connected simultaneously. Use two Y-connectors for
stereo response.
On front of the MindEye module are two potentiometers
for threshold control (left knob) and gain control (right knob). The MindEye
sound sensitivity is set using these controls.
Gain - Right Knob
The Gain adjusts the level of amplification for the built- in microphone
or the line input. The gain control compensates for a wide range of different
volume levels. When using the stereo input first adjust the Gain to zero
by turning it all the way counter-clock-wise. Slow turn the gain up until
the level of energy is right.
Threshold - Left Knob
The Threshold controls the level at which the sound intensity begins
to trigger a graphical response. This control is excellent for adjusting
low level sound sensitivity. By increasing the Threshold, low level sounds
are more easily detected. With a correct adjustment, unwanted background
noises can be filtered from the visual display.
Balance - Trimmer Adjustment
The Balance adjustment can be found between the two level LEDs.
It is factory set for a balanced Bass and Treble threshold levels. This
trimmer adjustment changes the Treble Threshold in order to match it exactly
to the Bass Threshold.
Bass and Treble Level LEDs
Used to monitor channel sound responsiveness. Note: Gain setting
depends on input level and degree of animation energy desired.
The mindEYE "eye" program works fully
with AGA systems. The mindEYE has the power of
AGA generated visual music! The following screen resolutions
are supported:Lo-Res, Med-Res, Inter-Lace, or Hi-Res in standard or overscan
size and in ether NTSC or PAL format for a total of 16 screen resolutions
of which any resolution may have 2,4,8,16,32,64,128, or 256 colors.
Combine MindEye high speed graphics software with Amiga's amazing graphics
hardware and real time music animation becomes reality. The incredible
amount of graphic possibilities means that each and every viewer will discover
graphics never before seen. Kinetic perceptions of sound combine with IFF
brushes, pictures, and synchronized video create live audio-visual animation.
This section expands upon the dynamic aspects so that you can begin exploring
new areas of the MindEye visual music system. The dynamic part of MindEye,
the "Environ", is composed of a number of elements representing
different options and rates. All elements are classified into one of four
possible functional groups. For this discussion, these four groups are
called "Environ Functions".
Environ Functions Main Purpose:
Vista - Arrangement of the Visuals,
Pictures, and Video
Visual - Method of Sound-to-Graphics
Pattern Generation
Fader - Method for Removing a Visuals
Graphics
Modifier - Adjusts and Alters the Visual
and/or Fader
At any one time, an Environ consists of one Vista, one Fader, and one or
more Visuals, with each separate Modifier holding one particular value.
A number of animating options are available in MindEye.
A "Vista" describes the arrangement of the Visuals, Pictures,
and Video. Pictures can appear in the background, foreground, or not at
all. Video can appear undisturbed inside of a defined area while Visuals
paint around it. The screen can fade into video and more.
External video must be synchronized to the Amiga in order for it to appear
correctly. Genlock hardware is available for this purpose. Once synchronized,
video appears in place of the "zero color".
The five Animation Modes are described below:
Normal
In this Vista, Visuals occupy any area of the active screen. Visuals
are placed in front of any Pictures or Video. If external video is used,
it appears in place of the background (zero) color. Fades or Blanks to
video are possible in this mode.
Backdrop
This Vista can be used to reserve areas of the screen for external
video. The reserved areas are defined by the "Mask" which is
created from the last IFF Picture captured or loaded. A Mask is divided
into two regions; one covers the area where the zero color appears in the
IFF Picture and one covers areas with all other colors. The main purpose
of the Mask in the Backdrop Vista is to restrict the Visuals from painting
in areas of the backdrop with the zero color. Visuals paint only above
areas of the Picture where colors (non-zero) appear. The Picture can be
ON or OFF.
Foredrop
When the Picture is ON, it appears in the foreground while the Visuals
dance over Video in the distance. With the Picture OFF, areas of the Picture
where non-zero colors appeared now display Video - or Void Space if video
is not used. Visuals dance behind the masked area and fade out into video.
Visuals are restricted from areas of the Picture where non-zero colors
appear.
Picture OFF
Turns OFF the IFF Picture when using the "Blank" or the "Frame"
Fader. The Mask remains active if selected.
Picture ON
Activate the IFF Picture when using the "Blank" or "Frame"
Fader.
A major part of MindEye visual system is the "Fader",
whose purpose is to clear previously drawn Visuals and make room for more.
The screen not only fades to the background color, but also to one of two
Pictures or to a Brush painting, make a smooth fade between two pictures,
or paint with one Picture while fading into another.
There are five main Faders Modes:
Merge
After entering this mode all Visual effects are merged or painted
onto the screen. Since no fading or blanking occurs in this mode, the Fader
Modifier has little effect.
Dot Fade
Using the Dot Fade, visual objects gradually disintegrate into the
void space or into a picture. This is a very high resolution fader using
small dots called pixels to bring back the desired background. Dot Fade
contains a subset of four Dot fading types, which are selected using the
Fader Modifier. These are Zero, Color, Picture 1, and Picture 2. The Fade
Rate controls the speed at which objects dissolve. A rate of 0 turns Dot
Fade OFF while a rate of 100 is maximum.
Kolai Fade
The Kolai Fader adds the versatile control of the Kolai Visuals
to the fade repertoire. The Kolai Fade is programmable, any Kolai can fade
the screen. The screen can be faded with a brush, or fade to either backdrop!
Combined with other Visuals, the number of screens increase indefinitely.
The Kolai Fade has extraordinary capabilities, using different Modifiers
for tuning.
Blank Fade
This Fader blanks the screen at periodic intervals filling it with
either the ZColor or the BackDrop Picture. Visual painting can be seen
between the blanking intervals. The time between blanks is controlled by
the Blank Rate. As the Blank Rate approaches zero, this mode resembles
the Merge Fader. As the Blank Rate increases, this mode resembles the Frame
Fader, except that painting is seen while the screen builds.
Frame Fade
Frame Fade, similar to Blank, uses the Blank Rate control to set
an interval at which the screen blanks. Painting of individual objects
can not be seen as in Blank Fading. Groups of objects appear instantaneously
and remain for a number of video frames controlled by the Blank Rate.
A Visual is a sound-responsive pattern generation scheme
with distinguishable characteristics. There are nearly 100 different Visuals
each of which is related to a key on the keyboard. Some Visuals are available
from the "Aural" Pull-Down Menu.
A Visual is the prime essence of an Environ. These Visuals produce the
shapes, waves, lines, and patterns with which you are already becoming
familiar.
Most of the Visuals used in MindEye fit into one of two main categories.
They are called Kolai (collage-like) and Mozai (mosaic-like) Other Visuals
include the SCOPE, ATTUNE, the Mouse Visual, Evolve, and the Sprite Visuals.
Kolai Visuals
Kolai Visuals use various sizes, shapes, and colors of geometric
forms to generate Visual Aurals. Each Kolai has its own technique for creating
objects and decorating them about the screen.
The geometric forms created by the Kolai are not limited to being simple
polygons - they can be used as a window to the backdrop picture or to Paint
the Backdrop. The Object selection determines the graphic to be displayed
within the geometric forms. In addition, any IFF brush may be loaded or
grabbed from the screen and then used as the Kolai object.
Another feature pertaining to the Kolai is their ability to be selected
as the fading function when used with Kolai Fade. The Kolai fades to the
background color, the backdrop graphic, or the painting brush when used
as a Fader.
Mozai Visuals
Mozai Visuals interweave intricate colored pixel patterns into Visual
Aurals. The music blends small objects into larger full screen patterns.
Modifiers enliven the Visual screen in many ways. For
example, objects, palettes, painting methods, scrolling rates, fading etc.
can all be altered and adjusted while you observe the results. Enough modifiers
are included to make it very easy to discover an endless universe of Visual
scenes. The modifiers can be learned one at a time. After some time you
will master all the modifiers, however, surprises await even the most seasoned
MindEye tweeker.
There are 17 different Modifiers in all. The Modifier key selections are
located in an organized section of the keyboard, mainly the Number KeyPad
on the right side of the keyboard.
Modifier Summary:
Fading/Blanking
Fade Layers/ZColor
Positioning
Color Drawing
Color Index
Color Palettes
Color Cycling
V-Number
Evolve / Kolai Reverse
Software Sensitivity / Sync
LIVE
Kolai Objects
Mozai Objects
Kolai Fader Objects
Scroll Types
Scroll /BitSplitting
Fading/Blanking
Each Fader has a different method for removing previously drawn
Visuals from the screen. The primary purpose of the "Fading and Blanking"
modifier is to adjust the Fade Rate and the Blank Rate. The Dot Fader and
Kolai Fader make use of the Fade Rate to adjust the speed of removing Visuals,
while the Blank Fader and Frame Fader use the Blank Rate to adjust the
speed at which the screen blanks. The Random Kolai Fader also uses the
Blank Rate to adjust the size of the randomly placed polygons that fade
the screen. This modifier is also used to select optional Dot Fader Modes.
There are four of these named Zero, Color, Drop , and Spare Drop.Both the
Fade Rate and the Blank Rate range in value from zero to 100. A Fade Rate
of zero causes no fading to occur while a Blank Rate of zero causes no
blanking to occur. A Fade Rate of 100 not only causes maximum fade, but
also inhibits any new Visual activity. The maximum Blank Rate causes the
screen to blank at a rate of once every video frame.
Dot Fade Options:
Dot Fade selections can only be witnessed while running the Dot
Fader. Each selection is now explained:
Zero
The screen fades to the background (zero) color in random pixellated
patterns.
Color
Color Dot fading works the same as Zero Dot Fade with one exception.
Random multi-color pixellated patterns intersperse the screen as an intermediate
step to the background color.
Drop
The screen fades out to the Drop Picture.
Spare Drop
The screen fades out to the Spare Drop Picture.
Fade Layers and Background Color
Two more Modifiers, used only in special cases, add to the creative
fade collection. "Fade Layers" and " Background Color"
vary the fade coloring. Fade Layers provides a method to adjust partial
fade to pictures or to the background color. BackgroundColor changes the
actual fading and blanking color.
"Fade Layers" works only
within the Dot Fader realm. A layer corresponds exactly to a color-plane
in the Amiga. By adjusting this number less than the number required in
the current screen format, a partial fade, rather than a full fade, results.
Some of the colors fade-out to colors other than the background color.
Lowering the number decreases the overall fade and the number of colors
that fade to the background. This effect works well using Drop Dot Fade
and Spare Drop Dot Fade. Fade the screen to altered images using Fade Layers.
" Background Color" works
with the Kolai Fader , Blank Fader , and Frame Fader. Adjustments cause
the fade or blanking color to change. The Background Color number corresponds
to a color from the palette in the same manner as the Color Index. The
Background Color offers additional color control by enabling one color
to be selected for fading.
Positioning Modifier
The Positioning Modifier allows one to set the center point of many of
the Kolai visuals. This can be very useful for placing the center point
at an exact location on a picture. For an example, if you have a picture
of an person, and a brush of their head. Position the "i" visual
so that the brushes come to rest (no sound) at the exact location on the
picture that the head should be.
Color Draw Modes
An essential part of the Visual screen is color. The Color Draw
Modes play an important role by determining how the available palette colors
are displayed. Music stimulates color changes in some modes. Other modes
use the object's current screen position to derive its color.
The Color Draw Modes combine with other Modifiers to choose rate of color
changes and the order that the colors are displayed. Each of the six main
coloring modes make use of the Color Draw Rate, Color Index, and Color
Offset to create a variety of different emanations. The user can play the
colors manually using the Color Index and Color Offset.
The Color Draw Rate, ranging from zero to 128 affects the rate of color
changes in each Color Mode. Each CM interprets the number differently creating
its own effect. Each Color Mode is described in the following.
Sound Peaks
Alters the object color upon registering a sound peak. In this mode,
the beats of the music are marked by the colors on the screen.
A sound peak level derived from the Color Draw Rate determines when a new
color paints the screen. A higher draw rate makes it easier for the sound
to surpass the peak, thereby causing more color changes. Lowering the rate
has an opposite effect.
Sound Level
Color Mode 2 uses the direct value of the sound to determine the color.
For example, constant volumes and steady notes lock onto one particular
color. Increasing the note one octave or increasing the volume produces
another color, one four times higher yet another, and so on.
The Color Draw Rate sets a value of proportional sonic-to-color translation.
Increasing the rate reduces the amount of additional sound required to
make a color change. As a result more colors appear, since the number of
color changes increase. Decreasing the draw rate has an opposite effect.
A rate of zero causes one color to appear: the color marked by the Color
Index.
Vertical
Determines its drawing color from the screen location of the drawing
object. This mode tends to create serrated vertical columns of color up
and down the screen. Screens created with this Color Mode are usually excellent
with Color Cycling turned ON.
Raising the Color Draw Rate increases the number of colored columns, while
decreasing their width. The rate can be decreased until only one color
appears. Use the Color Index and Color Offset to select which palette colors
are drawn.
Horizontal
This mode creates horizontal rows of color.
Smoothed Audio
The audio signal is specially processed (smoothed) to filter the multiple
beats of the low notes. After a sound peak is registered, after-beats and
echoes are ignored. Radical color jumps are less likely in this mode. Instead,
a smoother coloring process occurs.
Polar
Draws concentric rings of colors emanating from the screen center.
In this mode, the color is based on the objects radial distance from center.
The Color Draw Rate selects the spacing between two adjacent color rings.
Higher Draw rates produce shorter spacing and therefore more colors. The
Color Index and Color Offset are used to select the colors and the order
of their placement. Cycling the colors accentuates this mode, causing beautiful,
flowing waves of color radiating in and out of the screen.
Bow
This Coloring Mode spreads the full spectrum of your color palette onto
the screen. The Color Draw Rate sets a steady rate at which new colors
appear. A high rate produces new colors faster than your eye can see. Slower
rates display longer spectrums. Only one color will appear if the rate
is zero. Different subsets of color can be displayed using the Color Index
and Color Offset.
Color Palette Modes
Color Palette Modes create beautiful gradually changing screen colors to
the music. These coloring modes differ from the Color Cycling Modes by
changing the actual colors with sound rather than alternating them. One
of the palette modes is used to smoothly fade the colors from one picture
into another.
The Palette Rate adjusts the speed that colors change for all the Palette
Modes. The Hue settings are used to initiate different styles of sound
activated color changes.
Each mode employ their own technique of sound activated color changes.
These modes make use of the Pal Rate to set the speed of color changes.
The Hue value selects a style of color flow. It should be noted that only
colors within the current "Range" are affected by the sound-responsive
Color Palette Modes. The Range is set in the Color Palette Window.
Palette Mode 1 locks the colors to a linear transition from Palette 1 to
Palette 2. The transition is sound activated, No sound, Palette 1 fully.
Max sound or above, Palette 2. Palette Rate (Pal) controls the gain sound
activation.
Example: Load in two of the same pictures of Rudolph, one with and one
without a red nose. Adjust Palette Rate so the reddest nose occurs at the
loudest sound.
Keyboard Palette Selection
A number of Color Palette controls are available in MindEye.
The three major palettes are easily accessible from the keyboard for use
with the current Environ. The ten stored Environs each have their own palette
that becomes available when the Environ is recalled. There is one more
special palette, a sound-responsive one, producing beautiful gradually
changing colors for any Environ or Picture. This palette is invoked when
the Palette Modes are turned ON.
Color Cycling
MindEye adds an extra dimension of flowing colors to the screen using an
effect known as "Color Cycling". Not just your ordinary color
cycling, the MindEye palette steps in time with the music. Color Cycling
is a process where a group of colors change their palette position advancing
or receding one step at a time. To get an idea of what is occurring, enter
the Color Palette Window and click on "Range" twice. Notice the
group of colors progressing in a cycle.
Incredibly beautiful Visuals can result with carefully selected colors
or a carefully drawn Picture. In fact, pictures and palettes can be designed
to take advantage of cycling. Try making palettes that use gradual shading
from color to color and Pictures that place successive palette colors next
to each other.
The Color Cycle Rate adjusts the cycling speed for all the Color Cycle
Modes including CCM 3. Similarly, the alternations of both Reverse Modes
are regulated by the Color Cycling Reverse Rate.
Color Cycle Mode 1 advances colors after registering a sound peak. The
value that the sound parameter must attain to be considered a peak is controlled
by the CC Rate. A higher rate makes it easier for a peak to be obtained,
thereby increasing the rate of cycling. By carefully adjusting the rate,
the beats of music can be seen.
In Mean Audio Cycling Mode , the envelope
of the music is visualized through the varying speed of the Color Cycling.
A higher CC rate intensifies the effect of the music, increasing the cycling
progression.
The Steady Color Cycling Mode, uses
the CC rate to set the cycling speed. Sound has no effect upon this stepping
rate, however, sound can by used to change the direction of cycling using
the Color Cycling Reverse Modes.
Color Cycling Reverse Modes cause oscillations
in the stepping motion of the colors. Smoothed Audio and Sound Peaks cause
the opposing force. Once again the rate is controllable from zero to fast
using the CCR rate.
V-Number
The V-Number is a varying number causing Variations in the Mozai
Visuals. This number ranges from -100,000,000 to +100,000,000 and in many
cases provides a random element to the display. The V-Number is actually
a controlled variable used to select Mozai patterns. In fact, a particular
V-Number always corresponds to the same pattern within the same Visual.
Of course, the music contributes to the pattern as well.The V-Number's
rate is also responsible for some of the pattern's characteristics. For
example, the speed of flowing Mozai objects and waves can be adjusted by
setting the V-number in motion. The V-Number can move the sound-activated
Mozai patterns at a steady rate or propel them through the MindEye universe
powered by your favorite music.
Evolve
The Evolve Visual, 'E' continually changes by making keyboard selections
in sync with the musical peaks. The speed of evolution is adjustable using
the E rate. During Evolve, dynamic screens or Environs may appear that
you want to save. If so, stop the evolution by pressing 'E' again. Screen
activity continues in the last Environ setting. If desired, this Environ
can be stored.
LIVE !
The mindEYE can work with the LIVE ! hardware video capture system.
Objects
Objects are the building blocks of Visuals. The Objects can color
the screen, dance in front of a backdrop, soar behind a foredrop, and disintegrate
into the void space. Kolai objects are totally different from Mozai objects.
Kolai objects change size with the music, opening windows to colorful backdrops.
Mozai objects build screen sized patterns by rapidly painting with smaller
multi-pixel shapes.
Kolai Objects vary depending on the
Visual selected from the keyboard. For example, diamonds and triangles
may paint within one Kolai while another uses hexagrams and crystals to
display the musical aura. Other Visuals use nondistinct geometric shapes,
such as leaves and spikes. The music then warps the shapes for the MindEye
viewer. While music affects the shape and movement of the Objects, the
viewer selects what is to be displayed inside the Object.
Mozai Objects are multi-pixel patterns
that paint or fuse on the screen mixing together to create mosaic-like
patterns. There are eight assorted objects to select from.
Scrolling
The images that paint the music can have their growth shifted, split,
and rolled in a number of ways that you may not have expected. These effects
are described as "Scrolling". They are important to those who
wish to obtain the desired hypnotic state. The screen can be scrolled horizontally,
vertically, or diagonally. Five major Scrolling Types combine with directional
changes and wrap-around ( Rolling ) options to create 20 different scrolling
patterns. The speed of the scroll is adjustable and can be either sound
activated or steady. The five Scrolling Types are:
XY MID Scrolling (Implosion/Explosion)
X FULL Scrolling (Left/Right)
X MID Scrolling (In/Out)
Y MID Scrolling (In/Out)
Y FULL Scrolling (Down/Up)
A modifier to Scrolling is "BitSplitting".
As colors appear on the screen they can be broken into two component colors
splitting apart in different directions. The color breakdown is adjusted
using the BitSplit level. Ghost-like images sway across the screen while
the Visuals race on. BitSplitting occurs only if Scrolling is On - the
image is split as the picture moves.
The Roll function dictates whether
images wrap around the screen or disappear into the abyss. If Roll is ON,
then images scrolled from one side re-appear on the other. If Roll is OFF,
the graphics vanish at the scroll boundaries. This feature works properly
for images shifted left or right. Vertically rolled graphical data warps
as it hyperspaces from edge to edge.
Visual Frequency Key
Like magic, you can press the Visual Frequency Key, '?', and the
Visual frequency response is changed. Visual Aurals are created by reading
two sound parameters from the MindEye and transforming the data into animation
functions. Each sound parameter has a different effect.