Yann Seznec aka The Amazing Rolo brings CDM his coverage of
music tech at the Maker Faire in three episodes today.
As long as there have been computers, violinists have looked for ways of extending the nuances of their physical performance into the digital realm. (Us keyboardists have it easy – we’re used to pressing an array of levers, and a lot of the gestures we make are, arguably, superfluous.) Many of these concepts return to the idea of the bow.
The K-Bow by Keith McMillen Instruments is a Bluetooth-enabled bow with sensors that read bow angle, length, acceleration, grip pressure, and even hair tension. It’s accompanied by software developed in Max/MSP. The bow itself is one of those “if you have to ask, you can’t afford it situations,” at US$4000-5000 retail, though they claim the bow itself – specially-designed kevlar and carbon graphite, anyone? – can compete with more expensive bows even before you add in the sensors.
/* Buy links if custom fields not null and not in cat or search results */ ?>
/* End Buy links if custom fields not null and not in cat or search results */ ?>
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):
/* Buy links if custom fields not null and not in cat or search results */ ?>
/* End Buy links if custom fields not null and not in cat or search results */ ?>
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.
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.)
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.
/* Buy links if custom fields not null and not in cat or search results */ ?>
/* End Buy links if custom fields not null and not in cat or search results */ ?>
The step sequencer. The sixteen-pad drum machine. The piano roll. The step sequencing piano roll. The waveform editor. The multi-track recording. Live music is a dynamic and changing phenomenon, but much of our technology assumes fairly predictable interfaces with time. Elysium, which we saw early this week, breaks out of that mold by defining generative systems that live on a hexagonal grid or “honeycomb.” There’s lots of great reader feedback on that story, and Elysium’s creator wrote in to talk a bit about what influenced him.
I want to highlight two sequencers that you play as if they’re games. (Just don’t play a Vulcan – they always win.)
Robots on a Grid
Al-Jazari is named for a 13th-Century scholar and musician who apparently invented an entire band of water-powered hydraulic robotic musicians with more than fifty facial and body movements per song. (Okay, that clearly deserves a separate post later. So, our Western education is so eager to avoid the achievements of Arabs that we skipped over the fact that he basically invented Disneyland in the Middle Ages.)
Al-Jazari in the 21st Century iteration takes the idea of robotic agents and builds a sequencer around them. Creator Dave built a grid on which you can give the robots symbolic instructions (like up, right, down, left), selected from a gamepad. Each grid square represents a note, with pitch modulated by moving bricks up and down. Like Elysium, the music is generated as events are triggered on the grid. And like Microsoft Research’s (non-musical) game Kodu, the gamepad and a set of symbols make what is essentially scripting easy and transparent. (Few would likely call this “programming” because it doesn’t look scary, but that’s what it actually is.)
Al-Jazari is open source, built in the elegant coding language Scheme (a Lisp dialect) atop a game engine called Fluxus. Dave has extensive documentation on its development, and not only the code but even the textures and models. You can use this yourself on Mac and Linux, but it’ll require some messy compiling. (Thanks for this link, MattH – this is layered with things that blow my mind!)
Mark Burton’s reacTogon was the influence for Elysium. It’s a “chain reactive performance arpeggiator” – that is, it takes the usual, static, repeating patterns of an arpeggiator and turns them into something altogether different, by allowing events to transform dynamically in two dimensions across a hexagonal grid. The interface is a multi-touch controller with physical objects, so there’s a tangible element, as well.
Looking at reacTogon alongside Al-Jazari really demonstrates some of the advantages of a hexagonal grid versus the more traditional square grid. (And if you think about most musical applications, most of what we have is relatively non-dynamic right-angle grids. There’s movement, but only left to right, with start/stop or loop points. One exception: Follow Actions in Ableton Live.)
Al-Jazari requires movement only to tiles with adjacent edges. reacTogon, since it tiles hexagons, has six adjacent tiles instead of four. It can also map a harmonic table, as other musical hexagonal grids do. Now, that’s not to say reacTogon is better than the other – on the contrary, it demonstrates that just one choice – a grid of squares or a grid of hexagons – can create very different musical possibilities. So even if you’re not musically impressed by these examples just yet, think about the possibilities here. We’re still early in software design and musical interface, so early that something as simple as a simple geometric pattern can become an entire composition.
That’s something to ponder on the eve of the music manufacturers’ trade show.
(If anyone has more documentation on Mark or his creation, let me know.)
/* Buy links if custom fields not null and not in cat or search results */ ?>
/* End Buy links if custom fields not null and not in cat or search results */ ?>
Switching tools isn’t a panacea, but it can inspire new ideas, by changing the way you structure your music. Elysium is a powerful new sequencer in development for the Mac the creates generative patterns on a beehive-shaped hexagonal grid. For the hardcore, you can even extend the tool with Ruby and JavaScript.
Elysium is a MIDI sequencer only: it has no sound generation facility of its own. But that makes it an ideal complement to your existing tools and favorite synths; the creator shows it off with Apple Logic Studio (Sculpture physical modeling, anyone?) and Native Instruments Kore.
Elysium [Mac-only public beta, PPC/Intel; 10.5 required]
Most sequencers work like a variation on a score: you compose events in time and it renders those events in precisely the same order each time. Elysium is generative: instead of creating a score, you create a system, and events are determined by the rules of the system. That means the exact deployment of events in time is variable, and things may not sound the same way – or over the same span of time – twice.
To do this, Elysium employs layers, cells, tokens, and callbacks. Huh?
Layers are roughly equivalent to a track in a traditional sequencer; it’s a single grid of cells, each containing a note, transmitted on one MIDI channel. That means, most likely, you’ll use a different layer for each sound you want to generate in your synth or host.
Cells are arrayed in a 17×12 honeycomb (a hexagonal grid), each transmitting one MIDI note. They’re organized in a harmonic table – the three adjacent hexagons around a single vertex, for instance, form a triad.
Tokens are the things that actually do stuff – they’re what make Elysium generative and interactive. Functions currently include Start/Stop, Note (plays an actual note), Rebound (changes direction), Absorb, Split, and Spin (impact movement). Arrange these on the grid, and instead of playing left-to-right as a traditional sequencer would, playback will navigate the spaces on the grid – potentially in unusual and interesting ways. To edit tokens, Elysium uses floating inspector palettes for setting parameters.
Callbacks give you the power to define your own musical behaviors by scripting them, making your musical world more variable. Elysium uses the same JavaScript interpreter as the Safari/WebKit browser, so you can code in JavaScript. Ruby lovers can even work in MacRuby. These code snippets don’t have to be complex: on the contrary, they’re quite simple and friendly to non-programmers, tantamount to saying “Hey, sequencer, I command you to do THIS!”
/* Buy links if custom fields not null and not in cat or search results */ ?>
/* End Buy links if custom fields not null and not in cat or search results */ ?>