Mar 1
I made a major change to the Q Csound file. When I first started writing it, I wasn't able to figure out how to get OSC packets to launch individual instances of the Vox instrument. This meant that the instrument played one arbitrarily long note and shaping the sound to imitate individual notes would be a tedious process. Finding the "event" opcode however, which allows one to create score events on the fly, has allowed me to make the instrument a true Csound instrument.
I've been exploring ways to make Q a bit less robotic sounding, now that I can work note by note. I found an article[1] from what appears to be the early-to-mid 90's that gives some tips for working with the fof opcode I'm using. I'm implemented some light vibrato and vocal fry, and now I'm trying to decide how much I want to randomize these parameters for each note. At this point, the only work to be done on Q will be fiddling with the randomized parameters to get a sound I like. I might use a newer opcode called fof2 that adds some extra features such as glissando control, but I'm not going to move outside the territory of fof synthesis.
I did some clean up with f, putting the server and curses setup in the __main__ body and getting rid of outdated global variables.
I've been writing parts of the paper and I'll post it before our tutorial.