"The software essentially functions as AI in that it is just that, infinite velocities to one note. You don't run into that velocity bump that can be found in samples. Take a Piano library, for instance, it doesn't matter how many samples of different velocities of one note you record, there will still be that space in-between the samples that is missing. A Piano in Soundpaint is exactly like a real Piano in that there are no sampled velocities on a Piano, it just works. The infinite velocities in Soundpaint makes it so a Piano library plays like a real Piano. The response is more realistic. We developed a new sound format specifically for Soundpaint so we could do this. Soundpaint is meant to sound realistic like an analog instrument, but can also be made as synthetic sounding as you want."
I was expecting something that generated digital 3D graphics based upon spectral synthesis, which could then be transformed into 3D rendered objects which would react to how you played an instrument.
What's been shown so far are 3D objects animated and rendered in Cinema 4D. Cinema 4D has what is called Sound Effector, that uses sound to affect the movement of objects. Oddly, it's not being used in these video clips, so I don't see the point as pretty as the CGI is.
If I had spent 8 years on something, I'd have done enough to be able to show a screenshot of it, which is more useful than random 3D animated videos which shows nothing of it. I've made full, highly complex 3D promo videos myself for GUI designs I've created over the years, and integrated the product into it... it's weird to me to not see something like that.
....
I don't get the velocity aspect of this, because the higher the velocity you hit something, the louder the sound. Having more layers of something doesn't necessary mean that it's going to sound better either, more often than not, it leads to distortion the harder something is hit. Drop a bowling ball on a piano key from a great height, it will break the keys. Real grand pianos obviously don't use samples, they use strings and hammers of which the sound reverberates in and around the room (or outside environment) of which it's struck.
There are limits in which a piano player can hit the keys naturally as well, that's no different from having velocity limits or in the case of synthesizers having a sensitivity level of 127. That's not going to change regardless of the software used. Some plugins like 'Open Air' in Presonus Studio One is used to create the characteristics of a real room environment so again if you aim to create an authentic sound then you'll need to take that into consideration as well and beyond that 3D immersive environments for authentic simulations of sound.
Anyway, I'm still wondering what's been created here.
