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Archive 2018: Bassline Synth Modulation in Virtual Reality

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Archive 2018: Bassline Synth Modulation in Virtual Reality

What mistakes did you make last time?

— Oblique Strategies — Eno & Schmidt

The previous VR experiment was rhythmical. Expressive in its own way — you can see that in the recordings — but it had no melodic dimension. No pitch, no sequence, no sense of going somewhere harmonically. That was the shortcoming to fix.

This version added frequency modulation, note velocity, and a step sequencer alongside the synthesis controls. For the first time it was possible to record actual melodies inside the virtual environment — not just trigger sounds, but shape them into something with harmonic intent.

Synthesis Controls

Both Vive controllers serve as hands-on synthesis interfaces, allowing live adjustment of cutoff frequency, resonance, decay, and envelope modulation. The system creates a direct physical relationship between body movement and sound character — leaning into or away from the parameter triggers shifts the timbre in real time.

What the upgrade revealed

Adding more controls solved one problem and immediately created another. The VR headset of that era had a fixed, relatively low display resolution — enough for spatial immersion, not enough for a dense UI with readable labels and fine controls. Everything worked. Nothing was clearly legible. The interface that felt logical on a screen became a blur at close range inside the headset.

The lesson was simple and stayed: VR UI design is not screen UI design scaled down. The medium demands a completely different approach to information density. That became the starting point for the next experiment.

Tools

  • Unity
  • HTC Vive
  • Logic Pro