Beamz Laser Harp Makes Faux Music, Demeans Girl in Penguin Sweater

You’re not cool now? You will be, as your hands dance to the rhythm through the magical lasers.

A few moments of your playing, and nothing could possibly convince me that you didn’t grow up on the streets of Jamaica, banging oil drums you salvaged and hammered into shape.

Whoops, sorry — had to snap out of that for a second.

So, okay — it seems the beamz laser harp we saw last week comes with special algorithmic software that makes music play basically regardless of what you do. The problem with laser harps in general is they tend to the button-pressing variety: that is, you’re waving your arms around like crazy, but really the laser sensor is either off or on. (There are ways around that, but … well, not here.)

Watch closely as someone leaves their hand in front of the harp and does nothing. And this, of course, is what real instruments have going for them — that you have to work hard to play them, and that’s actually kind of the fun of it. It’s like basketball: if you just held down a button the entire game and a robot played for you, it would be easier, but that wouldn’t necessarily be better. Even as a computer game, we expect multiple buttons, and actual difficulty. If you waved your hands around and wore sunglasses and had a $600 gadget from Sharper Image and pretended to play basketball, that wouldn’t be much of an improvement, either. I’m not sure why music is excepted from this rule, but then, many things about this world provide amazement and confusion.

Yes, technically Guitar Hero / Rock Band does the same thing. Except that it has actual difficulty. And has real songs. And is fun. Whereas this is painful. And it’s about as expensive than Rock Band plus a PS3.

That leaves two questions.

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Refresh: Asides

Noatikl Generative Music Engine Pricing Lowered: $99

Noatikl, a new generative music engine, generated some interest when we looked at it earlier this week. I’ve just heard from the creator that after receiving some feedback on the pricing, they’ve chosen to launch it at a lower price point than originally announced: US$99 "for non-commercial use of a single noatikl variant for a single operating system." You can upgrade to the suite and get a commercial license for $99 more. Figured that was worth a quick note to those interested.

noatikl: New Generative Music Engine, So You Can Rock Out Like Eno


Soundscape #1 from Umcorps on Vimeo.

Tired of waiting for Spore, the upcoming Will Wright game that will feature organic, generative music by musical legend Brian Eno instead of … looping … the same 8 bars of audio … over and over again? Want to explore your own oblique strategies in music making and create evolving generative compositions? noatikl could be for you.

Co-creator Pete Cole, who evidently found us by googling Eno, wrote us last week with the details:

intermorphic (http://www.intermorphic.com) yesterday launched the noatikl generative music engine.

You can think of noatikl as a "spiritual successor" to the (no-longer available) Koan generative music engine, which of course was used extensively by none other than Brian Eno; who you mentioned a while back in the context of Spore. Brian created his seminal "Generative Music 1" with the Koan system back in 1996.

As you’ll see from the site, noatikl has been created from scratch, is Windows and Mac compatible, and is available in a variety of plug-in variants. There are also quite a few demo and tutorial videos available on both myspace and vimeo.

noatikl Overview

umcorps Videos on Vimeo (tutorials + musical examples)

Pete Cole Videos on Vimeo (still more tutorials + musical examples)

The price tag is set at US$179 (standalone) to $249 (suite) US$99 (standalone non-commercial) to $199 (suite commercial) under a new pricing scheme, with academic pricing available. I have to say, even if you’re not interested in buying a new tool, anyone with a passing interest in the possibilities of generative music will want to spend a little time with the videos — some fascinating ideas in there.

Windows and Mac tutorials (in HD, no less) after the jump. Thanks for the couple of tips I got on this; back from Australia and catching up now!

Previously:

Brian Eno, with Wright on Spore and Generative Systems, Sound, and Paintings

Brian Eno to Create Generative Soundtrack for Spore; Algorithmic Productivity Busting Follows

(I think CDM should issue a "Seeds, Not Forests" t-shirt.)

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Free Gravity-Simulating Music Generator, Built in Java

Free, Web-Based Music Generative Applet Built in Java

It’s the music of the spheres. Or at least, the music of the various, floating geometric shapes, bouncing around a virtual galaxy with gravity simulation. Kepler’s Orrery is a (newly) open-sourced generative music maker, based on a gravity simulation algorithm. As bodies collide, they make sound; it’s a bit like what would happen if you crossed a music box with a snow globe. Different worlds represent different songs. You can reach in and grab some of the objects, so it’s possible to “perform” with the project.

The application runs directly in a web browser (assuming your Java is up to date), and since it’s open source, digging around in the code could inspire your own Java-based musical environment.

Kepler’s Orrery Project Page, with notes, source code, and a live applet
Creator Simran Gleason Talks About the Project on java.net in a podcast (MP3)

And yes, there are some similarities here to the generative music of Brian Eno (soon to be heard in the upcoming Will Wright game Spore) and sound artist/composer Toshio Iwai’s ElectroPlankton game. Perhaps we have a whole genre of musical creation in the works here.

Related:

Brian Eno, with Wright on Spore and Generative Systems, Sound, and Paintings

It’s pretty stunning to watch Brian Eno, one the major pioneers of our time in terms of thinking about musical form, onstage with Will Wright, one of the major pioneers of our time in terms of thinking about game design. Here’s Brian Eno in conversation with Will Wright, chatting about the kind of generative systems that drive their collaboration in Wright’s upcoming game Spore. There’s plenty of Web coverage of the game itself: here, they go the classic generative model, cellular automata, and talk about how an unbelievably simple set of rules can yield immense complexity. CA was developed decades ago, but as we learn more about the power of DNA, that message seems even more powerful today. As Eno succinctly puts it, making art this way is about “seeds, not forests.”

Generative music is, of course, of great interest to game composition, because it makes the musical score as dynamic and unpredictable as the game itself, rather than simply a background of looping music. Whereas some composers are actually looking to more complex recorded scores, others are coming full circle to music more tightly tied to the game.

It’s great to see Eno and Wright return to the simplest of models as a conversation. I’m eager to learn more about the music specifically being composed — or engineered, depending on how you look at it — for Spore, and hope we can bring you more details closer to the release.

Thanks to Synthtopia for pointing this out; they’ve got additional videos with more coverage of Spore itself:

Will Wright and Brian Eno On Spore [Synthtopia]

Lots of other great stuff has been hitting Synthtopia of late, as well, so do check it out!

Brian Eno 77 Million Paintings

In other Eno-mania news, Apple has a profile of Eno as visualist, and his new digital painting project 77 Million Paintings. The model in visualism as in music is generative, working with seeds.

Profiles - Brian Eno [Apple.com]

77 Million Paintings [Official Project Page]

77 Million Paintings Interview [YouTube]

Eno’s background was in art, so it’s nice seeing the fusion of music and visuals — something we’re all about.

Anyone else with some good Eno stuff, Spore or otherwise, send them our way!