Datamosh 1.0
Audio reactivity
Make the mosh pump with the music using Audio Amount, and use Resolume's own audio linking for everything else.
There are two ways to make Datamosh move with sound: its own Audio Amount, which pushes the mosh with the music, and Resolume's audio linking, which can drive any parameter.
Audio Amount: the mosh pumps with the kick
Audio Amount adds the audio level to Mosh Amount, so each kick pushes the picture into the mosh and it recovers between hits.
- Make sure Resolume is analysing audio (its audio input or the playing clip's sound).
- Set Audio Band to Bass (the default) to follow the kick, or Full Range to follow everything.
- Set Audio Amount to about 0.3 to 0.5 to start.
- Set Mosh Amount to a low baseline, about 0.2. The audio pushes up from there.
Because Audio Amount adds to Mosh Amount instead of taking it over, you can still ride Mosh Amount, press Trigger and play Hold while the audio pumps underneath. The headroom the audio has is whatever is left above Mosh Amount:
- Mosh Amount 0.2: the audio has 0.8 to play with.
- Mosh Amount 1: the audio has nothing to add.
Full Range reads quieter than Bass for the same music, so it usually needs a higher Audio Amount.
Resolume's audio linking: everything else
Datamosh's own audio drives one thing, the mosh gate. To make any other control move with the music, such as Motion Gain, Softness, Chroma Drift or Spread, use Resolume's own audio linking: click the cogwheel beside the parameter and pick an audio (FFT) source. You get a frequency range you drag on a spectrum display, gain and fall controls, and a choice of which audio drives it.
It is more flexible than Audio Amount in every way but one: a parameter linked to audio belongs to that link, so linking Mosh Amount itself takes the slider away from you. Audio Amount leaves Mosh Amount in your hands. Use both:
- Audio Amount for the mosh itself.
- Resolume's linking for the character: Motion Gain on the kick for harder smears, Chroma Drift on the hats for colour fringing.
Recipes
Pressure on the kick. Audio Band Bass, Audio Amount 0.4, Mosh Amount 0.2, Style Melt. The picture sits in a light mosh and lurches on each kick.
Clean until the drop. Mosh Amount 0, Audio Amount 1, Style Bloom. Quiet passages stay clean, and anything loud blooms. Bloom sets Decay to 0.1; raise it to 0.2 or 0.3 if you want it to recover faster between hits.
Hands on top. Any of the above with Hold mapped to a key (see Playing it live): the audio drives the texture, and you punch in full mosh when you want it.