khofstadter / NeuroSky-SuperCollider

interface and audio neurogame

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neurosky-supercollider

A NeuroSky and SuperCollider interface. An audio neurogame.

The interface (neurogame) has two main parts:

  • neurofeedback system
  • sequencer (can be accessed separately as a GUI)

screenshot

'eeg-devices/neurosky' folder contains documents and mac driver for NeuroSky.

extra:

  1. sequencer can send messages to InScore via R.Hoadley's SuperCollider class;

sequencer to InScore

log

  • 0.2.2

    • added last version of InScore experiment;
  • 0.2.1

    • Fredik adds synths suggestions;
    • some minor changes (manual update): new mix in islets, changed reward tasks;
  • 0.2

    • added new mapping to islet1;
    • user can change TTH as well on GUI;
  • 0.1.9

    • fix for compressor synth (Fredrik)
  • 0.1.8

    • NeuroSky docs and driver added to extra folders;
    • organise synths;
    • made arguments clearer in functions after .value (added UX)
    • panning Ugen parameters are slightly different in each constantSynth. they are can be controlled by the eSenses. one side of the Pan is the same, so when 2 synths are mapped to different eSenses (the higher a value the more in phase the sounds are, the lower, the less in phase)
    • victory sound on track 9 (each islet the same)
    • 3 islets (no sea), challenges are there, but they don't move (so no pressure, users can choose each islet manually)' '
    • synths removed;
  • 0.1.7 (2020-07-09)

    • can choose which eSense controls constantSynth parameter. can add 3rd synth that can be controlled by both (change0 and change 3) in ~fadeConstantSynts
    • manual threshold added (~rewCalcTask simplified)
    • new GUI;
    • automove disables;
    • enter straight into sea (new practice)
  • 0.1.6 (2016-09-05)

  • 0.1.3.7 (2016-06-05)

TODO

  • in sequencer GUI (and perhaps neurogame) add control for how random certain parameters in the synths should be - this could add more variety to the music, especially when it is long looped compositions;
  • better victory sound, perhaps different one for all islets
  • why is slider posting?
  • make videos (nf and sequencer)
  • make reset load at the beginning of each island (~loadFile.value(track:{all},filename:0);)
  • make each islet sound good (rewards, victor sound) - try to use as many reward types as possible;
  • if max counter is above the current save max, than start counting: update GUI as well;
  • TTH should restart when signal goes below TH (not when it goes above TH again)

later:

  • check scale arrays in generate.scd
  • clean code;
  • make new CMW videos;

NOTE

  • tracks start from 0, not 1 (need to be consistent when talking, naming, commenting, etc; )

About

interface and audio neurogame


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