In case you missed this in comments, CDM reader Trademark has rigged a quick demo of how scratching with the Nintendo Wii remote might work. To manipulate the audio, he’s using the open source Mac/Linux audio programming environment SuperCollier:

If you think of this as a replacement for vinyl, you’ll naturally be disappointed. (The same is true of those plastic jog wheels.) But, while this lacks the control needed for DJing, what it does demonstrate is the accuracy of the acceleration data from the Wii and other similar accelerometer sensors. In fact, you can think of the scratching as a sonification of that movement. I expect more projects may soon grow out of new ways of assigning sound to gesture in the future — and, as proof of concept, this is impressive. Keep them coming; thanks, Trademark!

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  • are you using a ds-to-midi middleware.

    if so, what are you using?

    I'm very interested in doing something like this on my own.



  • I'm in on a project at the moment where we intend to use accelerometers on dancers sending data wirelessly. While working on a prototype of the hardware, we decided it would be fun to go get some Wii remotes and nunchuks, take them out of the cases, and mod the components to what we need.

    Has anyone taken these apart yet? Anything to watch out for?


  • octatone

    what? no code? c'mon.

    share the love bro.

  • Adrian Anders

    The big thing I would change is function of the B-button. Rather than starting playback, it should be used as a "hold" that simulates putting one's hand on the platter. That way, when you stop moving, you stop scratching as well. It would allow for greater control for doing somewhat more controllable scratch moves.

    For play/stop, the A button on top of the controller would be best suited for this.


  • That'd be even cooler if one of the buttons acted as a crossfader (just mute/unmute).

  • Mark

    In answer to Tim Thompson's post (above) here is a link to the Wii internals.


  • Thanks, Mark!


  • Gilbert Bernstein

    I'm not absolutely positive about this, since I didn't collect the data I used myself, but…

    Something many people tend to get wrong in simulated scratching has nothing to do with the controls, but rather to do with the physical needle on the vinyl. I did some research on the link between the "control signal" and the resulting sound, and found you get much more accurate results if you scale the simulated scratching by the velocity of the control signal.

    I'm not positive why this is the case, and I'm not sure too many people know about it, but that's what I found. Thought it might interest someone.

  • rich

    Hey man did u have many problems scaling the wii data im using maxmsp with and im finding the controller to be quite jerky, i also find the controller data sits at around 127 with a max of 255 similiar to most standard joysticks,i have mapped this to a range of 0-127 though now it sits at 64(ish) when not in motion, could you suggest any ways of making the idle position of the wii controller 0? thanks R

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