Handmade (and Handheld) Music in Brooklyn, Plus Online Stream, Thursday

The Gamelatron at the Chelsea Museaum Teaser

Handmade Music hits Brooklyn again Thursday night with a terrific lineup:

  • Robotic gamelan instruments with the Gamelatron, created by Zemi17 and the League of Electronic Musical Urban Robots (LEMUR) – check the video above!
  • Rescued PDAs and iPods making music, with the Linux-powered ReWare project (which even allows you to run Pd on an old iPod), by Hans-Christoph Steiner – expect a box full of handhelds making noise
  • Gestural Android handheld music, as I demonstrate the possibilities of the Google Android platform and G1 phone for OSC
  • The Arduino-based Hard/Soft synth, designed by Gijs Gieskes and built by MAKE’s Collin Cunningham

Full project details at:

http://handmademusic.noisepages.com/

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Twitter Everywhere: More Tweet a Sound, SuperCollider Code, Richie Hawtin + Traktor

Sadly, Richie Hawtin’s copy of Traktor doesn’t talk to you directly. “We’re about to go on. I’ve got my files cued up.” “Oh, Richie’s hands are sweaty today. Ugh.” “Hey, who’s that hottie who just got onstage?” “I hope he uses all four of my decks.” “I’m sorry, Dave, I’m afraid I can’t do that. lolz” Photo (CC) Caesar Sebastian.

For everyone who thought Twitter was just about “i m eating a ham sandwich lolz,” the desire to use connectivity to actually be connected continues to win out in unexpected ways. So far this month, we already saw the use of Max/MSP. Now, Twitter is showing up in the geeky, open source sound tool SuperCollider and in DJ sets in Traktor by Richie Hawtin.

Tweet a Sound, to the Max

twitter_subpatch First, some updates on Tweet a Sound, the sound design tool in Max that lets you share synth presets.

Creator Andrew Spitz has an updated story on adding a cleaned-up subpatch to Max/MSP. It uses the Ruby programming language to access the Twitter API. (You should be able to port to Pd, too – I have to look closer at this.) Correction: Ruby is implemented as JRuby, so it runs on the Java virtual machine – and there is a Java implementation for both Max (mxj) and Pd (pdj)

This means, if you’ve got a Mac or Windows copy of Max/MSP, you can now send Tweets from your patches. And that should open up still more possibilities when Max for Live becomes available, for Ableton fans.

How To Send A Tweet From Max/MSP { sound + tutorial }

Even if you’re skeptical about Twitter per se, if you’re interested in using Ruby and Max, this should be a good starting place for other APIs, too.

Friends of mine like Francis Preve have gone utterly nuts for this.

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Augmented Reality DJ: Scratch it with a Camera, Plus AR Resources


AR scratching from vanderlin on Vimeo.

“Augmented Reality” is a fancy term for describing ways of using computer vision to overlay digital intelligence on images. In other words, you can, for instance, scratch a vinyl record using a camera – plus a tag for identifying the object’s position in 3D space.

Cambridge-based designer Todd Vanderlin put together an elegant demonstration of the possibilities here, and his video has accordingly been making the rounds. (See: Synthtopia – and I actually heard about it this morning from a high school friend. The power of the Internet.)

Todd has more details on his site, which includes all kind of wonderful projects, like laser sound fountains and, always favorite around here, creepy circuit-bent baby dolls.

AR Scratching [Todd Vanderlin]

There’s actually some work to this: you need to figure out how the album is spinning. And of course, because this is augmented reality and not reality, there’s real potential here to imagine a new kind of vinyl DJing in which normal physics don’t apply.

From the video description:

I was playing around with some AR markers the other day and came up with this idea. taking just a plain old vinyl record and attaching an AR marker to the label you can track the record in 3D space. The next question was, can you scratch the record?

So by figuring out the velocity of the records rotation and applying it to the payback of the audio you can scratch. There is some digital noise that needs to bee worked out, but sounds pretty good. Its still really hard to scratch, it takes some practice but is super fun. The next step is to figure out some nice triggers for different modes. I like the idea of not needing a turntable but the actual spinning of the record helps with the scratching and playback. I made a couple modes, one where the record is paused and you can just scratch through the song. The other looks for zero velocity for x time and then continues on with the song. If there is velocity you then are scratching and the audio is affected. I think that this project has some legs can’t wait to play more.

I Want My Augmented Reality TV

So, this has sufficiently inspired you and you want more augmented reality? We’ve got more for you.

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Handmade Music March Noise and Mayhem Recap; Call for Stuff Next Thursday

Wonderful things happen when you invite lovers of noise together in a room. Musicians and non-musicians, electronics geeks and first-timers, folks pick up a soldering iron — often for the first time — and cause utter mayhem. So we again had a fantastic time at Handmade Music last month. I’ve just gotten the photos in, so decided to share.

We’re looking for folks to bring stuff to Handmade Music on 4/16 – see the bottom of the article and give us a shout if you have software or hardware creations to share. They don’t even have to work, entirely – this is the place to find people to help give advice, so we like even partly-functioning inventions.

Even if you live far, far from Brooklyn (like back in Old Amsterdam), the featured March projects are within reach:

  • Loud Objects Noise Toy was the star of the evening. Lesley Flanigan and Tristan Perich of Loud Objects — superstar composers and sound artists themselves — were onhand as patient teachers and guides in the ways of Noise.
  • glitchDS on PC and Mac: The DS homebrew creator Bret Truchan delighted with not only his mobile gaming creations, but a netbook running a new PC cellular automaton MIDI sequencer, ported to Processing. More on that soon. (See the image captured by Make Magazine’s Collin Cunningham.)
  • Pulsantes I got Jaime Munarriz’ strange Processing + Pd pulsating rhythmic toys working on a PC – thanks, Jaime, for the virtual contribution!
  • jReality Peter Brinkmann demonstrated the sonic capabilities of audiovisual virtual reality framework jReality. Intense stuff – you don’t even need to use Cartesian coordinates. Elliptical, baby!
  • Networked Objects: Eric Beug brought by his DIY wireless synth modules and an iPhone for control. This progress is under development, so I hope it makes a repeat visit.

By the way, in case you wondered what happens when a bunch of people play all their newly-built Noise Toys at once? It sounds something like … this (and sorry, my digicam mic was entirely incapable of capturing the resulting sonic chaos):

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Teaching Adaptive Music with Games: Unity + Max/MSP, Meet Space Invaders!

Game Audio: Selected Student Works from Matt Ganucheau on Vimeo.

In the early days of game sound, musical soundtracks were all largely adaptive and interactive, fused with the sound effects of the game and the logic of gameplay. Scores were less Alfred Newman or John Williams, more Spike Jones. Today, game music has the potential to reinvent composition itself, to help us reimagine what makes a musical score as on-screen user action drives musical ideas. But with a few, notable exceptions, most modern titles have opted for big, Hollywood-style soundtracks – and the linear composition that goes with them, as though someone just took a film score CD and hit play.

It’s one thing to talk about that in theory. Better yet: give it a shot yourself. So why not teach game music as its own discipline?

Matt Ganucheau, a composer, sound designer, and interactive developer/artist, is teaching just that, working with students at Expression College in Emeryville, California. The accelerated course works with the elegant Unity game engine and a clone of the legendary Space Invaders arcade game, adding music built in Max/MSP. If Max seems an unlikely choice, its open source cousin Pure Data (Pd) is actually integrated with the game engine for Electronic Arts’ Spore, with music by Brian Eno working with EA’s Kent Jolly and contributor Aaron McLeran. So, this could be the wave of the future. The first problem: figuring out how to actually compose.

The results are astonishing, given that the students were just learning Max and had extremely limited amounts of time. I asked Matt to write up for CDM how the coursework evolved; he shares his process and what he learned as a teacher. We’re also working on open sourcing the coursework content and the patches, which we’ll soon provide both for Pd and Max/MSP. I’m doing some work on the game side so that you can play with game mechanics in Processing. Stay tuned for more on that.

We spoke a bit about this process – and interactive music in general – with Xeni Jardin and Boing Boing in their Game Developer Conference livecast a week ago Friday. Edited video of that coming soon.

Here’s Matt on the coursework itself:

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