Immersive Music: Revo:oveR Installation, Lightbent Synth, Max + Unity

As an addendum to the last story, Ivica Ico Bukvic sends along an example of the [myu] Max/MSP + Unity game engine combination in action. Here’s the surprise: Unity isn’t generating visuals. Instead, Unity simulates ripples created by movement in the space, and builds physical models that are sonified and spatialized by Max/MSP.

Speaking of work involving art museums and the combination of Max and Unity, VJ Anomolee notes in comments his own work with the pairing. Lightbent Synth is an in-progress piece with alternative controllers and sensors that produces sound with a novel visual representation (sound’s very quiet in this preview — more hopefully once it progresses):


Lightbent Synth from VJ Anomolee on Vimeo.

Ivica explains the top work:

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More Max+Unity Game Engine Goodness, with Powerful Toolkit for Max, Jitter, Pd

Take a powerful game engine (for animation, 2D and 3D graphics, physics, and on-screen interaction). Add the flexibility of a visual development environment for programming with virtual patch cords, for rich sonic and musical capabilities plus easy interaction with data and input. That’s the idea of combining something like Unity 3D with Max/MSP. In the example from earlier today, the solution simply routed basic data from a Unity-based game to a responsive music engine in Max.

In the case of [myu] – the Max Unity Interoperability Toolkit – that integration goes further still. Developed at the DISIS (Digital Interactive Sound & Intermedia Studio) at Virginia Tech, [myu] allows bi-directional integration of the Unity engine with Max or Pd. The two tools use netsend/netreceive to send data via TCP and glue the two together.

For visualists using Jitter, you can even exchange texture data, which offers some mind-blowing powers for live visuals.

Download at Virginia Tech — bonus, an extension of the aka.wiiremote object so you can use the lovely Wii Fit controller, among various other projects
Discussion on the Unity Community Forums
Discussion on the Cycling ‘74 forum
Virginia Tech DISIS

As an interactive prototyping tool, this should have a lot of potential for lovers of patch-style programming.

Thanks to Dr. Ivica Ico Bukvic, DISIS Director and researcher, for sending in his project. I’ll be curious to see what other people might do with this.

Handmade Music: Creative Hardware + Software, Plus Make Your Own Noise Toy


Wall•E Loves Noise Toys (part 1) from Gian Pablo Villamil on Vimeo.

This Thursday night, if you’re in NYC, you’ll want to be in Brooklyn – and around the world, stay tuned as always to CDM.

Handmade Music projects will again explode into the nerdster party in Brooklyn, with more ways to get involved worldwide. The science fair-meets-music lounge event hits Thursday night, and this time, you can walk home with your very own noisemakers – no musical or electronic experience required.

Tristan Perich, composer, sound artist, inventor, and 1-bit music maker will be onhand from Loud Objects to share the Noise Toy kit. He’ll walk you through making one, talk about how it works, and we’ll make a little racket.

And once we get a few of those kits made, you’ll be welcome to join in an impromptu Noise Toy Ensemble!

If you fancy higher-fi, digital music and virtual reality, we’ve got you covered, too, with a whole bunch of software projects.

  • Noise Toy workshop with Loud Objects / Tristan Perich: Learn how this cheap kit can make glitchy sounds like Bzzzzrrrreeeeepehkhkhkhhhhhhhk! Workshop + kits – make one for free, $10 suggested donation to take it home!
  • Force fields: Pulsantes is pulsating musical sequencer software with interconnected rings and force fields generating rhythms, created by Spanish artist Jaime Munarriz. (Jaime can’t be there, so I’m bringing his work!)
  • Nintendo instruments and organic musical chemistry: glitchDS is a free cellular autamaton-based musical sequencer, ported from Nintendo DS to PC/Mac – this and other sound toys by Bret Truchan.
  • Artificial musical realities: jReality is a Java library for creating real-time interactive audiovisual apps in 3D, with fully three-dimensional sound and visuals, motion tracking, stereo projection, and more. Peter Brinkmann shows off the work of the jReality project, including his own sound components.
  • Wireless Sound Objects by Eric Beug are the equivalent of a wire-free modular synthesizer, for improvisation, performance, and education.
  • Free business-card kits for exploring basic sound circuitry from PAiA didn’t ship in time for last month’s event, but they’re here now — get your free kit while they last, then draw your own sound controllers with pencils!

Presented by createdigitalmusic.com with our friends at music trend-setters XLR8R.com, DIY bible makezine.com, and self-made marketplace Etsy.com

Hosted by artists’ facility and happening location 3rd Ward

7:30pm, Thursday, March 19 – FREE!
3rd Ward is located at 195 Morgan Ave., at the corner of Stagg St., in East Williamsburg, Brooklyn.
(near the Grand St L train)
Directions
RSVP: handmade@3rdward.com

More on the projects – and many of these are available online, so I’m still working on ways of holding virtual Handmade Music parties, too.

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Psychosynth: Free 3D Music Interface, as a Virtual Reactable

The idea of the Reactable is to make music tangible, with control of sound mapped to physical objects you move around on a table. But that hasn’t stopped the Psychosynth from creating a virtual version. (Upside: it’s a lot more portable.)

Psychosynth

Watch the video, but they seem to have made the opening minutes as dull as possible to thin out the non-believers. Skip past the generation of the white noise oscillator (wow, white noise!), and somewhere around halfway through, it becomes laugh-out-loud funny, with trance-style vocals about freeing your mind with free software. (Seriously – it’s awesome.)

While it’s in alpha stage, the software is fully free and open source (binaries available for Debian and OpenSUSE) – and that means this could be a good project to snoop around in or code through, those of you who are eager hackers.

At its heart, it’s simply an interactive modular synth inspired by Reactable. Drag objects around and connect them to make sounds and patterns. Underneath is a powerful C++ synth library, a 3D synth, and even a server version – so even if you aren’t sold on this interface, there are pieces here that could be useful. It’s all virtual now, but that’s not to say you couldn’t add input; support for the input library is planned later.

That said, I don’t think they went far enough with the virtual thing. Next, why not simulate virtual players for the virtual Reactable inside the computer. They could even behave like Sims, requiring regular stimulation and bathroom breaks. Eventually, you could unlock Bjork.

Enjoy. If anyone gets this up and running even in alpha state, let us know.

Previously: tables and tangible, like the lovely acoustic sounds of Etiquette and, of course, Spaces / Roots

Processing 1.0: “We’re Out of Beta / We’re Releasing on Time”

Sorry, had to quote the Coulton anthem for Portal, “Still Alive.”

Processing 1.0 has finished final release status. Why that matters, on Create Digital Motion:

Processing: Revolutionary Creative Coding Tool Now 1.0, No Longer Beta

In my mind, it’s certainly one of the most unusual betas in creative software history. Why this is important for music:

  • Recent versions of Processing include the very stable and wonderful Minim audio library
  • Processing makes an excellent tool for creating unusual graphical front ends for music, with tools like Reaktor, Pd, Max, SuperCollider, ChucK, Ableton Live and many others handling sound (more on that in a story tomorrow)
  • Updates make Processing far more predictable and flexible across platforms, particularly when using new versions of Mac OS, Windows, and Java
  • Better, more stable OpenGL rendering makes your software look fantastic, and this is a lot of the change that’s happened in recent builds

But it’s better to show that rather than talk about it. Stay tuned. Look at me: still talking when there’s science to do!