A Gramophone that Plays the Earth Instead of Vinyl, and a Sonic iPhone Epidemic

terrafon1

Images courtesy Olle Cornéer. Used by permission.

If you think culture has become too disconnected from the Earth, “Harvest” and the Terrafon instrument surely count as a shock to the system. A traditional ensemble picks up an enormous tone arm and transducer and, through back-breaking labor, drag it across arable fields. It’s part sound art and performance, part agriculture. But it certainly counts as a gramophone – it’s just a really big one that reads the grooves of the earth.

Beat juggling with two of these I’m guessing is largely out of the question.

One half of the artistic creative team, Olle Cornéer, writes with a description:

Harvest (2009) is a new art piece for the new instrument terrafon, traditional ensemble and cropland – by Olle Cornéer and Martin Lübcke.

In this performance Alunda Church Choir, conducted by Cantor Jan Hällgren, plays the soil of northern Uppland (in Sweden) on terrafon. Harvest by Alunda Kyrkokör was exhibited at the Volt Festival in Uppsala the 6th of June 2009. Terrafon is a large agricultural version of the horn gramophone, amplifying the sounds in the track it ploughs.

There is more to come. There are still many croplands still untouched by terrafon. The only thing needed is a powerful local musical ensemble that can sweat it out. This is indeed a demanding piece.

terrafon2

Video illustrates what this all means in practice:

read more

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:

read more

Making Music with Fractals

Photo: Lara Sobel plays with naturally-synthesized fractals by burning into wood via high voltage.

Fractals, those wacky self-similar, rough geometries that resemble so many patterns in nature, were once all the rage. Ravers and digital artists embraced them, only to get bored with them, apparently. To billions of years of evolution and natural phenomena, they’re still cool. And to me, there’s still plenty to talk about when it comes to thinking how fractals might be all the rage.

Composer Terran Olson, a musician with a long resume that includes work with the Ives Quartet and Quartet San Francisco, takes on the idea of fractals in a new article. Writing for our friends at Rain Pro – makers of music and visual pro PC laptops – Terran explores how fractal patterns could be applied to sound.

Exploring Audio Fractals

The results are fascinating: they’re a kind of fractal synthesis. Of course, that gets at the heart of the question: just how do you map a visual pattern like a fractal – or anything else visual – to music? The answers aren’t always intuitive. The biggest question is whether to work at the scale of sound (Terran focuses on individual samples and impulses), or to deal with musical patterns. I knew I had read a fractal article in Electronic Musician; sure enough, in 1999 EM did a story on fractals that focused instead on pitch mappings. (Bonus: Bach even comes up.)

Fractals and Music

Composer Gustavo Diaz-Jerez penned that story, and the results tend toward algorithmic music. Many of the tools are now gone, though some survive (Csound) and other tools (Max/MSP, Pd, SuperCollider, Reaktor, ChucK) could certainly fill in.

And, of course, for a truly high-level musical approach to fractals, skip the individual sounds or individual notes and write a whole song, like Jonathan Coulton’s brilliant fractal ode, “Mandelbrot Set.” (It should also help anyone needing to, erm, brush up on their fractal theory.)

Sadly, neither of these articles is especially useful as how-to – great on theory, but not so practical if you haven’t tried these things before. That begs for a new tutorial. Are you working with fractals these days? I’d love to hear what you’re doing.

Tiction: Animated, Nodal Generative Music App in Progress, in Processing

Electronic music is filled with grids and repeating loops. But get off that grid, and you can quickly wind up, well, floating in space. The challenge of marrying music that’s pre-sequenced with music that can generate itself, between self-evolving music and music that you can control live, is the challenge a lot of people are exploring right now. Hans Kuder has been sharing a promising-looking project on the CDM forums, built in the code-sketching tool Processing (site | CDMu | CDMo). The idea: explore nodes live and let your sequences float free on the screen.

Hans writes:

tiction – early prototype 1 from Hans Kuder on Vimeo.

tiction is a sequencing / performance application that tries to bridge generative music with live improvisation. With it you can create looping (or one-shot) sequences whose pitch and controller values change based on screen position. When a node fires its event, subtle or not-so-subtle physical interactions take place, giving life to the system.

Tiction v0.1 is now available as a free download for Mac, Windows, and Linux. I’ll be adding updates over the next couple weeks, but most of the useful features are already in place.

This is just a graphical interface; actual sound happens elsewhere, via MIDI. (Hans includes instructions for inter-app MIDI on Mac. On Windows, you should try MIDI-Yoke or Hubi’s MIDI Loopback.)

The video above is slightly older than the release you get, so there’s an extra reason to go grab it.

Free software + code + description/instructions for Mac, Windows, Linux. Version 0.1; expecting more soon!

Tiction @ Tink Thank Software

Before someone else says it, no, the idea here isn’t entirely new. It’s especially reminiscent of the work done by Toshio Iwai, best known recently for his Tenori-On hardware and ElectroPlankton DS software, who had experimented with similar interfaces — though generally minus some of the physics here. But then, we got a lot of mileage out of simple step sequencers, and they’ve evolved a lot. It’ll be interesting to see what new interfaces people can cook up.

Those of you Processing users, one tip. Hans is using the ProMIDI Java library, but there’s a better library evolving called RWMidi from our friends over at Ruin & Wesen, plus a driver that will fix problems with MIDI support and Java on some Macs — check out OSXMidiSPI for OS X (direct download).

Brilliant work, Hans! Readers with feedback, please pipe up since Hans asked for it; otherwise, I’ll be interested to see how this evolves!

One more video:

read more

Indie Developers Show Fanciful Music Games, Interfaces at GDC

fez_screenshot_2_by_phishy

Imagine this: you have a real-time interface that must be responsive and satisfying, simple enough to be approachable, but sophisticated enough that you’ll want to finely hone your skills over time. You’ll juggle a variety of elements to control with split-second accuracy, but even with elaborate mechanics under the hood, the whole thing, above all, has to be fun.

Sound familiar? It’s a description that’s equally apt for traditional music instruments and modern music software, as much as it is for games. The fact that, once they’re done, a game is often very not like familiar music software and instruments suggests the range of possible solutions to these design challenges. And suddenly, after years in which the games industry clung conservatively to tied and tested models, indie game designers with oddball game designs are grabbing the headlines. Some continue to tackle the meeting point of game and music making. Others offer inspiration for what futuristic 3D musical interfaces might look like.

I unfortunately didn’t make it to the game developer pow-wow that is GDC, but our friend Josh Randall at Harmonix tipped us off with these top picks. Given the blog buzz they’re earning, you may have seen some already, proving great independent game design may not be constrained to obscurity any longer.

Some games are playable on Windows now; Mac users may want to hit up Boot Camp, or watch for release on a console near you. (The pattern seems to be, prototype on PC but ship on consoles where better money can be made.)

read more