Help! I’m Trapped in an Acid-Colored Wash of a Thousand General MIDI Pianos!

Better support for music and audio is still evolving (as well as lots of stability and compatibility improvements), but I have faith open-source coding tool Processing [site | on cdmu | on cdmo ] could yield wonderful new visual interfaces for music. Daniel Piker has the latest addition, inspired by a recent post here:

FizzyNumberMusicMaker at Open Processing, a site for sharing Processing sketches – warning, makes sound immediately!

Built on the Game of Life ideas from our friend wesen (of ruin & wesen), this project uses colored cells to trigger elaborate washes of piano sound. He writes:

If the cell’s state is not just simply on or off, but a number in a range then you get all sorts of interesting musical runs and trills. You can also clearly see the connection between the colours and the sound.

The headline sums up the experience of using it. Ah, I remember countless hours spent with a desktop Yamaha GM unit and my old Roland Sound Canvas SC-55. But even if the sound of a thousand attacking General MIDI pianos makes you hide under your desk, you ought to be able to see how a simple interface can yield lots of different results. I can’t wait to see what’s next. Previously:

Build Your Own Game of Life Sequencer in Processing: Video Featuring rwmidi

Since then, I’ve gotten to hang out with wesen in Berlin. Basically, rwmidi has a little ways to go. The biggest issue is how to schedule events. Processing is set up to base timing on framerate, which doesn’t work all that well for music applications, which require greater accuracy. There’s also the tantalizing possibility of figuring out a way to slave Processing sketches to MIDI clock – so you could have Ableton Live running, then pull up a Processing sketch, for instance. wesen is working on those problems, but if you’ve seen good solutions outside the (somewhat limited) Java APIs, let us know.

Sonic Life, Organic Game of Life Sequencer, Hits iPhone and iPod

The fever for creating pulsing, organic sequencers from the cellular automaton Game of Life continues. Now, you can get your Game of Life on with the iPhone and iPod touch, transmitting event control via OpenSoundControl. (Despite publishing this on the music site, this could be great as an additional modulator for live visuals with OSC-supporting software like VDMX!)

The developer describes the app:

The application runs a simple cellular automaton on a grid of cells. The cells can be interacted with by touch and triggers of three different colors can be placed on the grid. The automaton can be set to five different rule-sets, from classic Game of Life to simple horizontal or vertical stepping. Triggers are fired by “alive” cells and send their state as OSC messages to a configurable host on the same Wi-Fi network. Cells and triggers can be randomized by shaking the device.

It’s available now on the App Store, US$.99.

SonicLife project page

Thanks, Dustin!

Previous Game of Life goodness (an incomplete list):
Build Your Own Game of Life Sequencer in Processing: Video Featuring rwmidi

Audio Damage Automaton is Here: Artificial Life-Driven, Stuttering Effects Plug-in

Game of Life as Max App

glitchDS: Free Cellular Automaton Music Sequencer

And, of course, there’s Lazyfish’s wonderful newschool Reaktor creation, which I hope to look at more soon.

Build Your Own Game of Life Sequencer in Processing: Video Featuring rwmidi


Game Of Life Sequencer in Processing from wesen on Vimeo.

Coding-for-artists tool Processing is already popular for visuals, but MIDI and sound have been a serious blind spot. Speaking of our friend Wesen of Ruin & Wesen, he has solved that with a new library called rwmidi, which makes MIDI programming far easier and more stable. He’s also solved the lack of proper Java MIDI support on Mac with the free OSXMidiSPI. You can download both from his site, under “Software > JAVA”:

Ruin & Wesen support downloads

Wesen today shares a screencast showing how you can build a sequencer using rwmidi and the classic Game of Life. For the record, the Game of Life dates all the way back to 1970 and British mathematician John Horton Conway. I really need to do some digging to track just how many computer musicians have applied the Game of Life to musical applications, but suffice to say, they’ve been doing it for quite some time – partly because you don’t need any computing power to make it work. Most recently, we’ve seen in synth form in the wonderful Reaktor ensemble by Lazyfish, Newschool (featured in Reaktor and included with the package), and as a kind of meta-effect from Audio Damage called Automaton.

What’s great about the Game of Life is that it helps you break out of endlessly-looping sequencers. Once you get the basic hang of this code, though, you’re by no means limited to the Game of Life. You could easily create other variations – perhaps a sequencer based on the game Breakout or Tetris, for instance. And this is a great introduction to using the rwmidi library if you prefer to learn from videos. Wesen promises more such tutorials in the future.

Audio Damage Automaton is Here: Artificial Life-Driven, Stuttering Effects Plug-in

What’s in for this season in music software? Cellular automata. You may have been exposed to a cellular automaton in the classic Game of Life; it’s basically a very simple biological simulator exposed as an intuitive, 2-dimensional grid of squares. If tic-tac-toe, Charles Darwin, and a petri dish of bacteria got together in one wild evening, you’d come up with something like this as a result. The Game of Life has been around since mathematician John Conway invented it in 1970, but lately it’s been cross-bred with music software to help patterns escape the rigid, boring repetition of traditional sequencer grids.

Cellular automata is in fine form on the beautiful, strange homebrew sequencer for the Nintendo DS, GlitchDS, which has had ongoing updates. It’s still fun as ever in Reaktor 5’s Newschool preset (old news, but enjoyable nonetheless). But in what’s so far the most anticipated plug-in release of the fall, CA takes on particularly powerful sonic possibilities in the first “experimental” release from beloved plug-in boutique Audio Damage:

Automaton [Product Page, Mac AU/VST; Windows VST]
Cost: US$49.99

Since the cellular automata grid can control anything, it’s what you hook it up to that matters — and that’s especially important, because it means instead of a set of knobs or sequence grid doing the same thing over and over and over and over again, CA “evolves” on its own, bringing much-needed change to your music. Automaton is a combination of a flexible CA sequencer with four effects:

1. Stutter (modulates a buffer, so you can combine Automaton with existing beat loops and patterns)
2. Modulate (a self-modulating ring modulator)
3. Bitcrush (which includes AD’s own “error” setting)
4. Replicate (based on their Replicant effect, which goes even further in the beat slicing realm a la Ableton’s Beat Repeat)

I’ve been playing around with the beta, and it’s just fantastic. I hope to finish off some special CDM presets and share them with you, though I’m a bit behind — let’s see if I can top the presets that come with the tool. One of the hallmarks of Audio Damage’s software in VST format is lots of MIDI learn support, and since it supports VST automation I anticipate some fun combining this with Kore. Either way, think easy tweaking and live performance control.

Now, question math geeks: any other cellular automata aside form the Game of Life that work well with music? I’m sure there are some experimental music projects out there that have used other CA, so link away.

Here are two tutorial videos of the tool in action, in case you haven’t seen them already:

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