Drums

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Drums

Postby conz » May 12th, 2013, 3:01 pm

My first little project in Unity with Rift and Hydra is a test with a drum kit.

Download Version 0.01a (Alpha - Proof of concept)
Windows: http://www.vrchannel.de/rift/DrumsVR_v_0_01a.zip (~21.0MB)

UPDATE 16.5.2013:
Added Keyboard keys for:
- J: bass drum
- H: hi-hat

UPDATE 14.5.2013:
Have enough space in RL around you!

Image

Controls on Hydra:
- Analog Sticks: L: rotation and hight, R: position
- Trigger L: for HiHat
- Trigger R: BassDrum
- Left Button 3 + Right Button 4 will reset the rift. (look stright ahead and press both buttons)

F1 gives the Tuscana HUD. All keys are the same as in the tuscana demo.

optional Controls with pedals (Only MS Sidewinder right now)
- Pedal L: for HiHat
- Pedal R: BassDrum

--------
Original post:

Video: http://vimeo.com/66023452

Image

Model of the Drum Kit is CC-BY 3.0 by cephei on Blend-Swap.

Very hard to play with no resistance. And I can't play drums at all. ;)
And the Hydra seems a little bit to laggy for this, but it's fun to play. 8-)
Last edited by conz on May 16th, 2013, 1:41 am, edited 6 times in total.
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Re: Drums

Postby sinoth » May 12th, 2013, 10:18 pm

Would love to have the executable to mess around with :D

Seems cool, and I like your wrist-GUI. One problem with simulating drums is you reallllly need to be able to kick the bass drum. Not sure how we can do that with the Hydra other than a button press. OH! Just put your freakin keyboard on the ground and hit the spacebar key! Would work great until you get into it and stomp your keyboard too hard XD
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Re: Drums

Postby conz » May 13th, 2013, 12:06 am

Thank you sinoth.

I'll post the demo later. I have to clean it up a little bit and have to remove some glitches.

It will be only for windows, because I use the TextToSpeech from the OS. A voice system is one way to avoid onscreen display for informations. That's one reason why I have the wrist GUI, too. With that I have an alternative for an onscreen menu.

My current mission is to calculate the speed of the impact on the drums, with that I could change the volume in relation.

sinoth wrote:OH! Just put your freakin keyboard on the ground and hit the spacebar key! Would work great until you get into it and stomp your keyboard too hard XD
:lol:

For that I have thought about my old Sidewinder driving wheel with pedals. I have to figgure out how to read the padals in unity. It will be really tricky to change the sound for the high hat depending on the pedal.

But that would add an additional requirement for the demo. :(
- Windows with Audio (Headphones are recommended)
- Rift
- Hydra
+ Driving wheel with pedals

In this demo I am missing the position tracking (and I can't use a hydra for this bec. need them for the hands). I'm surprised that this is a situation where I notice the lack of movement so extreme.
Last edited by conz on May 13th, 2013, 1:27 am, edited 2 times in total.
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Re: Drums

Postby sven » May 13th, 2013, 12:35 am

Awesome idea! Do you plan to release it for public consumption? 8-)
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Re: Drums

Postby conz » May 13th, 2013, 12:40 am

Yep, I'll release a version soon, but I have to ask for your patience.
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Re: Drums

Postby AleksBeer » May 13th, 2013, 1:57 pm

That's awesome! This could be an advancement for practicing musical instruments without disturbing your household..!
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Re: Drums

Postby conz » May 13th, 2013, 2:30 pm

AleksBeer wrote:This could be an advancement for practicing musical instruments without disturbing your household..!


Hehe, since I have added my pedals, it's not that silent anymore. :mrgreen:
I must place some thick felt below it, to absorb the sound.

The pedals are working better than the hydras. But far from perfect. I have the impression, that the practicing will not that effective. ;)
To be honest, it looks better than the result sounds. :(
Maybe I have to come to the conclusion, that the proof of concept has failed. :cry:

I'm reducing the scene to the drumset and basic functions right now, to upload an executable (tomorrow).
And I have no real alternative for user without a sidewinder wheel with pedals, to play the bassdrum and the hi-hat closing.
Other pedals seem to have a different wirering. The Sidewinder has a third joystick ID for the left pedal. Other pedals are using one joystick ID for both pedals.

Using the hydra trigger for bass and hi-hat feels very bad and unintuitive.

The feeling with hydras and pedals is very entertaining, but the resulting rythm sounds horrible.
I have tried to play music in background and accompany with it ... no chance. :(
Last edited by conz on May 15th, 2013, 2:04 pm, edited 1 time in total.
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Re: Drums

Postby mouja » May 13th, 2013, 3:58 pm

I'm so glad that someone started this drum Rift project. I was thinking about that when I was holding the hydra for the first time. But I'm not a developper, just a stereographer.
Your sample pic looks very good also. you make my day with these post, thanx.
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Re: Drums

Postby drash » May 13th, 2013, 4:44 pm

I love this so much... this looks like an absolute blast!

Keep us updated!
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Re: Drums

Postby conz » May 14th, 2013, 3:02 pm

Download the Demo in my first posting.

I have reduced the functionality to the drums.
If someone has different pedals than MS Sidewinder (Wheel), I'm willing to try to include them, too.

But I'm not that happy with the overall result.
The controlls are to laggy.
Maybe I have to think about a different signal to trigger the hit. The change of velocity or something like that. Right now I'm using colliders.
And the lack of position tracking is clearly noticeable, bec. you are moving so much with the "rythm".

Have fun and I'm curious about your experience.
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Re: Drums

Postby XavierMidnight » May 14th, 2013, 3:54 pm

If you map all the pedals to regular keyboard buttons, i can use a makeymakey to make any of my hardware pedals work.
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Re: Drums

Postby conz » May 14th, 2013, 4:12 pm

ok, will add keys for it in my next version.
Keys have the downside, that they are digital (on/off) with no analog values. The Hi-Hat could have more than two states.
I have planed to use the velocity for the volume of the hit.
My pedals have a range like a joystik from -1.0 ... 1.0. The same with the trigger on the Hydra (0.0 ... 1.0). There I can calculate the velocity depending on the values of the last frame.

For the basic function of pedals the key solution maybe makes sense.
Last edited by conz on May 15th, 2013, 12:51 am, edited 1 time in total.
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Re: Drums

Postby Vaerraent » May 14th, 2013, 7:01 pm

Maybe somebody should whip up an Android client and basic server app to register a sharp jerk of the Android device (as registered by the accelerometer) as a keypress over a Wifi network? That way you could just stick your Nexus or whatever in your sock and jam on :)
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Re: Drums

Postby WormSlayer » May 15th, 2013, 9:14 am

Just tried this one out but it crashes when I hit the start buttons on my Hydra? :(
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Re: Drums

Postby conz » May 15th, 2013, 9:22 am

Oh no! NOOOO! :(

What is your OS?
Do you have problems with other unity apps with Rift and Hydra?

You are the first person who posted after my download link...

Is there anybody out there ... who has run my app with success?

EDIT: Do you use the Razor driver or the Motion Creator 2 by sixense?
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Re: Drums

Postby zaptruder » May 15th, 2013, 11:09 am

Just tried it out with my Rift and Hydra.

Works fantastically. I don't know how to drum, but that didn't stop me from having a whole shedload of fun with it.

It does take a bit of getting used to... but once it started to heat up, it seemed incredibly natural and intuitive to me.

Again, that might be because I'm not a drummer, but it was a cinch hitting targets out of view as though they were there.

It further iterations of it, it'd be nice to get a volume thing going dependent on how long it's been travelling and the speed of impact. That's what would really set it way beyond a simple midi drum instrument.

It's a great demo and great proof of concept! Fully encourage you to further develop it. You know... you might even be able to invent the world's first virtual reality instrument - that cannot exist except within virtual space!
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Re: Drums

Postby RoTaToR1979 » May 15th, 2013, 12:53 pm

Amazing!

I am not a Drummer, but i see potential for a lot of familys with parents which dont want to have "real/loud" Drums... ;)
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Re: Drums

Postby conz » May 15th, 2013, 1:54 pm

Thank you RoTaToR1979 & zaptruder

WormSlayer wrote:Just tried this one out but it crashes when I hit the start buttons on my Hydra? :(


Does it really crash? Or is it running in background?
I'm using the Motion Creator 2 software for the Hydra, not the Razor app.
There I have to deactivate the "Default Mouse Pointer". With the "Default Mouse Pointer" profile I have the problem, that the windows start menu will pop up when I press the "Start-Button".
(Same with the onscreen keyboard poping up on (I think) "Button 4" on the right controller.)

To other devs: How do you ensure, that there is no driver profile in conflict with your unity controls?
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Re: Drums

Postby conz » May 16th, 2013, 1:42 am

@XavierMidnight
XavierMidnight wrote:If you map all the pedals to regular keyboard buttons, i can use a makeymakey to make any of my hardware pedals work.


I have added some keys in the version 0.01a for the bass drum and the hi-hat.
H: Hi-Hat
J: Bass Drum
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Re: Drums

Postby 3Jane » May 20th, 2013, 1:12 pm

Ooops, ended up replying in the wrong thread!

Nice job on the drums :)
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