Exquisite Music Video Paints Sound, Rhodes, Moog in Light Paint

In the Pocket (Rhodes and Moog Light Paint) from Ethan Goldhammer on Vimeo.

Fantastic, hip, soulful keys couple with brilliant stop-motion editing, as a Moog and Rhodes keyboard are splashed with light painting, in this new music video from Ethan Goldhammer. (See his blog for more.) It’s the perfect example of how a much-seen technique can retain its novelty when used creatively, especially as the sound itself seems to dance in light-up oscilloscope patterns.

Background:

Original music by Ethan Goldhammer and S. Burke.
Time Lapse footage shot in August 2008 on Block Island, RI.
Stop motion and light paint September 2008 in Cambridge, MA.

The lesson here: gear pr0n and special effects work perfectly when they visualize the way we feel about our musical objects and sounds.

Okay, so how did he do it? Ethan responds:

Ableton all the way. Recorded as loops with an [Akai] apc, then arranged later. The secret is also, making the animations, rendering them in [Final Cut Pro] but then WARPING them in ableton to the proper timing and bouncing them back to FCP.

Nicely done. Of course, this is why some audiovisualists have turned to Sony Vegas for Windows – formerly developed by Sonic Foundry, Vegas is actually half audio, half visual software. On the other hand, Live is a comfortable and flexible tool that does many things Vegas can’t.

Ethan also has a beautiful rendering of “Air on a G String,” the second cut from the legendary Switched on Bach. Wendy Carlos, if you’re out there, please don’t stop Ethan; I’d love to see more collaboration instead.

Air on a G String (Oscilliscoped) from Ethan Goldhammer on Vimeo.

Brainpipe Interview: Creators of Trippy Indie Game Talk Interactive Sound

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Funny, I’m usually able to “acheive” that most days. Ummm… art imitates life?

Brainpipe is a psychedellic journey down the neural pathways, a long, strange trip into the minds of an unusual band of independent game designers. And while some games demand muscular graphics cards or brilliant flat panels, this is one that requires playing with headphones. The immersive sense of the descent down this brain’s pathway is entirely dependent on its sound. While even big development houses often license sound engines, the band of hard-core designers at Digital Eel also rolled their own interactive audio code to make the sounds fully seamless.

Designers and developers Iikka Keränen (the primary coder) and Rich Carlson spoke to me about their work. (They make reference to artist Bill “Phosphorous” Sears, as well.) In the process, they have a lot to say about the design process, about ambient sound design and composition, that goes well beyond just the gaming world. This isn’t just about gaming: it’s truly about digital music.

Digital Eel has won three excellence in audio awards over the past six years from the Independent Games Festival, including, most recently, a nomination for the psychedellic hit “Brainpipe” at the Game Developer Conference this spring. Incredibly, though, says Digital Eel’s Brainpipe, in that time no one has interviewed them about the sound in their games. Independent of the interview, Rich concede to me the challenge of getting people to focus on sound:

People are focused on graphics –and gameplay– and, you know, sound always gets the short shrift, even at game companies.  Sound and music are always the smallest slice of the development budget pie.

But not so at Digital Eel.  Sound and music are integral and integrated with design from the first moment we have something happening on the screen.  We feel it must be, and not just sfx but music, especially music which so often sounds like something….like dressing, something painted on, like makeup or apartment paint to help cover up the picture holes on the walls.

Brainpipe Game Page (with Mac/Windows download links – demos available so if you hate this, you’ll find out!)

Brainpipe on Steam (Windows only)

At a glance:

Engine: Custom

Favorite inspiration: demoscene, The Dig, Star Control II, Stockhausen, Varese, Morton Subotnick, Ussachevsky

Special acheivements: hiding loop points, creating a seamless acoustic descent, tapping into your subconscious

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Auditorium: Free Flash Music Game Creates Music with Streams of Particles

Auditorium is a fascinating free Flash game that turns interactive music arrangement into a series of puzzles. The center of the game is what the creators call “flow” – a visual stream of particles that can be directed to audio “containers” to create sound. The user places circles with icons signifying direction in the stream to redirect the particles where desired. As the stream hits the containers, it produces musical patterns. The results aren’t entirely open-ended – that is, there is a fairly fun puzzle game here, in that you can only “clear” a level by directing the flow of particles through all the objects. But the creators do claim that:

Auditorium is about the process of discovery and play. There are no right or wrong answers; there are many ways to solve every puzzle. To get started, fill up the first audio level.

playauditorium.com

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Ligeti’s Artikulation: What Might Future Digital Notation Look Like? (Plus Twitter Finds)

What does music look like? With new sounds and new technologies, the question is more apt than ever. Tom of Music thing points, via his Twitter feed, to this interesting post regarding Ligeti’s Artikulation:

Visualizing Artikulation [Bad Assembly]

Music notation takes on a different meaning in the age of computers. After all, the essential divide in notation – between sound representation and realization – is blurred in the digital domain, in which we move between visual and sonic information seamlessly and a sound can be reproduced exactly. But, perhaps in that fluid context and without the musical conventions that grew up with notation, the importance of notation becomes that much clearer.

In this case, the classic experimental electronic composition Artikulation by composer György Ligeti has already had a visual score associated with it. Rainer Wehinger created the visuals above after the fact as an “aural score,” intending visuals to present a visible “reading” of the sounds of the piece. That makes the score itself closer to the digital visualizations we see as motion graphics works all over the Web (and on our sister site Create Digital Motion). The point isn’t to create a set of instructions by which you can perform a piece, but a visual counterpart that allows you to (presumably) hear it differently.

To be honest, I’m not always certain what to make of these results. Does this score really help you hear the piece? I’m curious to hear different reactions. But I wonder if the real holy grail comes back to software and interface. Seeing a pre-composed score is already interesting. But make that score interactive, and, in short, you have music creation software. Perhaps we’ll get beyond simple sequencers and step sequencers and start to see a growing number of interactive software designs that play around with that concept. (See Tom’s other thoughts on that today as he looks to Audio Damage’s new Automaton plug-in.)

Side Note: Twittering

If you want to follow us music bloggers on Twitter, I’m (uncreatively) peterkirn; Tom Whitwell is tombola. FriendFeed for me is the same. I haven’t made a CDM Twitter account; if for some reason that interested you, let me know, but otherwise I’m inclined to think RSS is just fine.

And if you have Twitters/FriendFeeds you think I should follow, please do holler.

Resolume 3 Will Merge Audio Effects, Beat Sync with Visuals


Resolume Avenue 3 Introduction from Bart van der Ploeg on Vimeo.

If you’re interested in audiovisual performance as well as audio, here’s an app to keep an eye on. Resolume “Avenue” 3, announced today, is a ground-up rebuild of a popular VJ app. Now, things like GPU-native video may not mean much to the musical readers of this site. But how about features like this?

  • Beat-synced audio triggering alongside video – using the soundtrack inside video clips, or using separate audio files
  • VST audio effects, synchronized to visual effects and controls
  • MIDI and OpenSoundControl (OSC) support
  • Cross-fading of audio and video
  • Beat-synced loops

We’ve been playing with an early betas at the live visualist-oriented Create Digital Motion and will have detailed hands-on reports soon. In the meantime, here’s a detailed look at what’s in Resolume Avenue 3:

Resolume “Avenue” 3 Announced: The Audiovisual App to Beat? [Create Digital Motion]

You can see the results above with Missy Elliot, but naturally this could also be used with very different source material as a glitchy audiovisual experimental ambient set, or as a way of triggering videos and audio backing tracks alongside a band.

It’s not without limitations. You can’t yet use VST instruments, so you couldn’t drop a synth or sampler into your visual set and play that – at least not in the first release, due in September.

But it’s clear an audiovisual convergence is happening. You can add this to the recent debut of GrandVJ, a live visual app with a virtual MIDI keyboard in the display and “Synth Mode” for triggering, or, at the opposite end of the spectrum, the addition of VST effects support in the visual patching environment vvvv. And we’ve likewise seen interesting ways of combining Ableton Live and other music apps with live visuals, as in Momo’s tutorial for A/V cutups with Lucifer.