Beautiful Music Performed by Mexican Jumping Beans (Really)

jumping beans & .tape. from la bisogno on Vimeo.

What might a jar full of Mexican jumping beans sound like if composing their own ambient music? Scott Worley points us to a musical experiment by his labelmate Daniel Romero aka .tape, on netlabel yo.yo.pang!.
.tape programmed a sound environment in the free multimedia patching environment Pd (Pure Data). Contact microphones listen for the beans to jump, then use Pd’s onset detection (an analysis for transients) to trigger the sounds. Daniel reports the technique is “easy, but wholly effective.”

I’ll say – the music winds up being quite lovely, and rather than having a boring software-based random event generator, there’s something mesmerizing about watching the beans. You can download a free MP3/OGG file of the track, as well (and it sounds as though more projects may be coming):

pet-o-matic [asociación cultural la bisogno]

Descripción original en Español:

empezamos esta serie con la picante unión entre el músico Daniel Romero (aka .tape. ) y Pancho, Emiliano y Marcos, tres frijoles saltarines mexicanos

Sonidos y programación por .tape. secuenciación en directo por los 3 frijoles saltarines mexicanos micrófono de contacto + un “onset detection” en pd para disparar los sonidos. fácil pero rotundamente efectivo.

In other Pd news, the creators of the RjDj interactive/generative iPhone music app, which employs Pd patches, will be holding another sprint. This one will be located in London October 2-4.

Music, Physics, Space in Perfect Fusion: Interview, Creators of Game Osmos

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You’ll want superb music on loop, because it may … take some time to get out of this puzzle.

Musicians and artists now have the power to fuse visuals, sound, and interaction, to make a spectacle, an album, and a game all at once. But with the blank canvas of three different media before you, what form should that fusion take?

Space shooters with pounding electronic beats behind them have cleared some of the way. Now it’s ambient music’s turn. In the game Osmos, you become a mysterious particle, floating amongst gravity wells in various fields of material. By carefully navigating, applying just the right vector force to move through the shifting landscape, you merge with other particles and escape to safety.

http://www.hemispheregames.com/osmos/

The move from “shoot stuff” to “move” or “eat” seems to be rising in popularity, with games like fl0w and Spore’s initial “cell stage” encouraging nonviolent navigation. To me, there’s something happening to the zeitgeist, perhaps a renewed awareness of cosmic (micro- or macroscopic) being, and of movement that draws on free-floating physics.

Even amongst a wave of games in this mode,when you actually play Osmos, you realize that it is something different and special. The design makes ingenious use of different kinds of movement and pacing through its different modes, at one point calling upon you to hurtle around a black hole, then move at nearly imperceptible speeds through a seemingly impossible-to-traverse petri dish of massive particles. No less than a shooter, it connects to the id and survival instinct. Pac-Man, the most successful arcarde game of all time, and one of the few that sucked in men and women in equal measure, was noted for its emphasis on eating as the mechanic. Consuming stuff appeals to everyone.

Of course, this is on a music site, and with good reason: what makes Osmos work is that Osmos is musical. It’s immediately beautiful and delicate, a perfect aesthetic union of the texture of the music and the on-screen arrangements of particles. More importantly, the music is woven directly into game play, providing subtle cues for dangers, and underscoring the pace of gameplay. You can only solve a level by managing speed and motion, and the music helps provide both the literal indications of speed and help your head get into the right zone to lose yourself in the world. If blips in early arcade games helped create a zone of play trance, now we have spectacular ambient soundtrack of music by Loscil, Gas/High Skies [Microscopics], Julien Neto, and Biosphere.

The music isn’t simply a beautiful soundtrack to the game. The game really feels like an extension of the world of the music. Put it all together, and something magical happens in this $10 game: you hear the music in a new way.

I spoke to the lead designer behind the game, programmer/animator Eddy Boxerman, along with musical-sonic collaborator Mat Jarvis aka Gas aka High Skies.

biosphere

Osmos’ music reads like a who’s-who of intelligent ambient music, with artists like Norway’s Biosphere. Photo: Trine Falch.

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Osmos Game Available, with Brilliant Electronic Score

Osmos Trailer from hemisphere games on Vimeo.

Osmos is a glorious glimpse of the fusion of electronic sound and game design many of us anticipate. It is built around a (challenging!) physics-based gameplay style – in the same vein as float-around-the-world games like flOw (and long before that, Asteroids) with procedural design and a perfect, liquid electronic soundtrack. Osmos became available DRM-free yesterday on Valve’s terrific Steam service for US$10 (on sale for a little less this week), and you can buy worldwide from the developer on Direct2Drive. (The developer has temporarily suspended direct sales from their site. Updated: the game is available again direct from the developer. It’s worth buying direct if you want to get a free coupon for the Mac and Linux licenses when they become available. Steam and D2D are great stores that support indie developers, though, and in the case of Osmos you don’t get any DRM with either one.) There’s also a free demo available. Versions for Mac and Linux are coming soon.

The roster of artists working on the music is simply a dream, including Loscil, Gas/High Skies, Julien Neto, and Biosphere.

I’ve already lost myself in the opening levels, and can’t wait to get deeper. CDM will have an interview with the creators by next week, once they recover from the launch.

And yes, indie gaming looks like a very fertile ground for digital artists and musicians, indeed.

Now, I’m not going to say anything else, because I want some time to play the game.

http://www.hemispheregames.com/osmos/

Linux Music Workflow: Switching from Mac OS X to Ubuntu with Kim Cascone

ardourcrop

Here’s a switcher story of a different color: from the Mac, to Linux. It’s one thing to talk about operating systems and free software in theory, or to hear from died-in-the-wool advocates of their platform of choice. In this case, we turn to Kim Cascone, an experienced and gifted musician and composer with an impressive resume of releases and a rich sens of sound. This isn’t someone advocating any platform over another: it’s an on-the-ground, in-the-trenches, real-world example of how Kim made this set of tools work in his music, in the studio and on tour. A particular thanks, as he’s given me some new ideas for how to work with Audacity and Baudline. Kim puts his current setup in the context of decades of computer work. Even if you’re not ready to leave Mac (or Windows) just yet, Kim’s workflow here could help if you’re looking to make a Linux netbook or laptop more productive in your existing rig.

Stay tuned, as I’ll have some other stories on how to make your Linux music workflow effective creatively, particularly in regards to leaping over some of the setup hurdles Kim describes. -PK

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Into the Woods: Wolfgang Voigt’s GAS, an Audiovisual Black Forest at MUTEK

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All this week, I’ll be talking about the artists and events at Montreal’s MUTEK audiovisual festival. There’s nowhere better to begin than at the launch evening of their a/visions series.

Natural landscapes are recurrent themes in electronic music and the metaphors we use to describe them – glaciers and jetstreams. But the Black Forest of Wolfgang Voigt’s GAS, the audiovisual “experience” from the Cologne electronic legend, is an unusually potent descriptor. It’s not so much the real Black Forest’s twigs or leaves or babbling brooks that defines GAS; it’s its density. From its elaborate twirling visual forestry to the saturated sound, GAS is ambient without ever being static, and as deeply enevloping of its visitors as its subject matter.

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