I've been having a bit of fun recently with video synthesis and mapping it to 3D objects.
Low-poly cones posing as pyramids.
A bunch of cubes intersecting to create odd surfaces to interact with
After making this I rotate the left cube so that it matched up with the right most cube.
All of this is really simple, the basic patch is this. Audio can be sent individually to the first three inputs for varying colours or send the same audio to each input for black and white (the truest aesthetic).
I'm working on some visual patches at the moment that involve loading up an image with an alpha channel onto a square so that I can play around with it as an object.
The problem is, when I change the image, the previous image is left there.
I've tried pinging my gemhead, I've tried telling pix_image and pix_texture to stop rendering, but when they come back, all the layers of things I've loaded remain there. I've even destroyed my gem window and it's there.
Here's an example image.
Is it just a matter of running different gemheads and objects for each image I want to use?
So I made this patch that would help me do dj type stuff.
ill talk patch here for a while so my file can upload.
be warned, its noisy, unorganised, and at times complete shit. and sometimes that kick will kill you, be careful if you have subs i guess.
and i tried to make it as reusable as possible, unlike everything else i've done which is really good for one track.
so stealing, or "learning" as you might call it from discussions on the forum, i pieced together the best i could do. but ultimately limiting a lot of what i did to the fact i control it with a toy guitar with some 13 buttons(more to come, im going to hack a mouse or joystick to add some more buttons, cc's)
i basically split everything(loop wise) into 4 channels, drums, kick, melodic, rhythm
the kick gets its own channel, that way i can crunch it up and it stays constant while everyone else is slamming about with stutters and whatnot.
so 4 channels, what effects do i need? well a good old fashioned delay and distortion, that will do nicely. the gain goes up to 1.5X too, because i have a habit of turning everything up and up and up, so if i start at .7X, i'm giving myself room for later.
they pan too, but i dont really use that much.
each channels audio gets a fancy stutter deal, and the drums get a high feedback short time delay too.
after that, each has a button to randomly pick a new loop(doesnt seem to work all that well, some never come up, while others repeat themselves)
theres a button for me to trigger kicks when they aren't sequenced. and one to turn off the kick sequence.
thats about it really.
i think its heavily taken from hardoff's patches(really through these patches i was introduced to the whole stuttery world of breaks, and from there discovered breaks and distortion = fun), with bernielomax99's 16 step sequencer thrown in there.
so, there you go, enjoy my wonderful patch, make suggestions on what i should do to make it better, complain that everything i do sounds kind of the same.
(oh one thing though, i think all the delays maybe feed into the one? im not sure it just seemed like that towards the end, but im not sure)
also, this was my first real experimentation with that nifty draw on canvas feature.
edit: complimentary album art.
I'll try get some video of this running on monday afternoon, but it will be camera phone quality.
This is a project i'm doing for uni, you can find a not very descriptive progress blog i'm doing as part of the project here http://shinyrobot.wordpress.com
The idea has evolved a long way since it started.
The sample playback borrows from something hardoff mentioned at some point. and the bass is butchered from obiwannabe(i'm horrible at synthesis, especially bass)
So anyway the project itself is a big dish that you roll golfballs in.
A camera tracks the golfballs in PD, and sends that data around to do different things.
It scribbles up the spiral, and it was originally drawing waveforms which modulated against each other.
It made these nice bubbly metallic sounds.
a bit scratchier and more hollow sounding when it was actually used though.
but after a lecturer suggested i make it sound less like max, i joked about a beatslicer because its something i like doing.
so i did it.
stutters/random jumps/flange type super delay are all picked randomly after being triggered by x and y being equal.
i should might add more triggers, it depends on how i like the ratio when used with the real dish(im just testing on my webcam at home waving around for now)
the bass pitch is being controlled by x and y added together and multiplied by 3, ending up with a range of 0-6
I'm talking a lot.
I'll chuck up a video in a few days.
So I've been playing around with processing lately for this project im doing at uni.
Part of it involves plotting a spiral tracked from a ball moving in a dish.
But then i thought "hey, i'm capturing with PD, i'm getting audio through pd, why not just ditch processing and reduce the strain on the machine as well as OSC latency."
So i started to play around with making GEM draw, but i quickly grew sick of using sliders for my X and Y values and wanted to set up some kind of automation. I knew that plotting a sine wave like this would result in a circle, but i wanted something more interesting, so i had the Y coordinates read the sine wave backwards(it was written to a table)
So rather than draw the same path over and over(i wouldnt be able to see the result after one pass) i decided to offset the sine wave by 1ms each pass.
The result is pretty nice.
it starts something like this, slowly changing the shape of the ellipse
Having let it run a bit longer
I stopped it at this point.
I've attached the patch if you want to play around.
The table is 4410 samples long, so frequencies divisible by 10 will give you a full shape.
Using midi in pd is something I never really got into beyond [ctlin] and the occasional [notein] as a trigger.
So lately, I've drifted a bit away from PD in my music making(although my uni work is almost centered around it) and moved into the world of chiptune and gameboys.
Now, I have the intent of building one of these http://code.google.com/p/arduinoboy/ to sync my gameboy up with my laptop, so i can sync breaks/samples/whatever with the bleeps coming out of my little greybox.
Search didnt provide me with much information except for the existence of [midirealtimein] which works fine with a drum machine I plan on letting go soon to fund some other extravagances.
So I ask you dear PDers, do you know of any way to spit out a midi clock usable by other sequencers and the like?(I'm using nanoloop right now so it can only be set to slave, unlike LSDJ which be a master also)
I was messing around with this patch I came up with.
It's basically a slice based looper, with some sequenced bass and drums(well a kick really)
Heavily inspired by our dear Hardoff, who has become quite renowned at my workplace where i play some of him music on a mix cd i burnt. (apparently these raver kids love it and have it blaring during the night shifts)
Perhaps one day I'll build a more versatile patch. This one is only really usable with my toy guitar control.
I get to perform with this one at uni tomorrow and the day after.
This was just me playing around with it, halfway my dad came through to shout at me about upgrading to firefox 3, so my full attention wasn't on it all.
I think it should be easy stretching it to 5 minutes for uni.
I'll probably record my two performances and upload those too.
come to think of it, if i can fit in a space invaders reference, i'll have made reference to hardoff, obiwannabe(the quote at the end) and dom
And more specifically this post by sunji
"I've been contemplating doing something similar with Lsystems for some time (http://en.wikipedia.org/wiki/L-system). However my brain has never been up to the task. an Lsystem patch could build some pretty neato melodies, I bet."
Has got me thinking about L-systems, and other generative systems.
http://www.pawfal.org/index.php?page=LsystemComposition this is probably the best page i've found in relation to the topic, and I would like to know more.
So any links or suggested reading you could provide me with would be pretty excellent.
Also, i see there is a simple example in the GEM documentation.
I can make some sense from this, but not a whole lot.
If i were to replace the gemlist's with floats i might have a system usable with audio though.
So, to reiterate, any links or suggested reading you could provide me with, or examples of l systems or similar used in audio would be pretty awesome.
I thought this would be an interesting look at what machines we are running Pd on.
Perhaps some of us are expecting too much from our computers?
Perhaps others are well over equipped for what we want to do?
So I'll start.
I do most of my Pding on this computer, a 12" ibook g4. 1.2ghz and 786mb ram.
My other computer which is really just a protools/photoshop/flash laden monster in comparison, is a 20" imac. 2.4Ghz and 2gb ram
Both of these are running osx.
I find the ibook runs everything fine.
But I'm not really doing any heavy synthesis, so the hardest it has to cope with is jumping all about a soundfile.
So I ask you pure datians, what do you use?
On a slightly related question, has anyone considered an eee pc as a cheap system?
So I've been playing around with loopers lately, having lots of fun looping a small part of a pad, played back really really slowly, with delay, so you can get this beautiful atmosphere going.
Then i shoved a drum loop in one day and slowed it down.
"Holy crap... this doesn't sound the way it used to..."
For a second, i was reminded of merzbow by the granulated sounds i could hear. And of course the next obvious step was some overdrive.
And then a accompanying pad to go along.
Talking on irc while doing so, a friend asked me to show him the sounds, which i then went through and recorded.
While adding parts to the patch as i went.(theres a crazy delay that pops up in the middle, which i had to then work some controls out for)
For some reason the pad cuts out early, and i realise now why, because i hadnt connected its delay up to the [writesf].
So my nice fading pad is gone and now just a quick cutout of the drums with some silence at the end.
Anyway, for your enjoyment/tourture i present.
Myspace, i know, but it should be the first track up there.
(as i said, i recorded it on the fly, whilst writing the patch itself, which is probably not the best technique. i may re-record it or do some post production on this track at a later date)
So as part of this project I'm working on, I'm building a simple drum sequencer.
Soon I'll add some synths to it as well and all will be good.
So I thought I'd present some progress and ask for feedback.
Ok, so here goes;
I kind of want a crash cymbal in there, but I haven't quite got that one right.
The hats are the way they are because I read that the 808 had 6 square oscillators generating hats, so I plugged in some arbitrary figures and a decent sound came out.
The snare needs to sound... more 808 ish I suppose.
The stutter switch doesn't sound too nice, but I'm leaving it in for now.
And does anyone have any hints for me to use for generative type sequencing? or will I end up with a non-sensical blargh of sound if i let it run its own deal.
Toying around with the delay, I worked out i could tune my kick with a high feedback and short delay time.
I assume this works kind of on the same principles as ring modulation? (I'm sure obi will jump in with an answer to this)
Would you suggest this as a good way to go about bass synthesizing? I could probably work out some close to tuned pitches if i sat with it.
Any feedback/suggestions/cakes would be greatly appreciated.
(oh, like most of my patches, it seems to have startup problems, but i included a walkthrough of how to twiddle until it works)
edit: also i will need to work on some nice crunchy distortion as well.
Sorry if this is a repost of a repost, but i can't seem to access any sort of list of gem objects, which is really slowing down my learning of how it works, because i can only find new objects through this board, and the help files for others.
So, can anyone provide me with a list? or a link to one? With object descriptions if possible.
and again i apologise if this is a frequent question.
Ah, i realise now this shouldnt be here because its not really a technical issue. But i will add some at the bottom.
My new plans are unveiled!
As if this picture wasn't explanitory enough, I will further use words.
Firstly, this all requires me buying an arduino board, because thats the way i see it working right now.
Essentially i saw that1guy last night, after a good 3 years of missing his shows.This is his "magic pipe" which is a bunch of pipes, covered in piezo triggers and 2 strings which he plays using upright bass techniques.
And it helped me put together an idea in my head while i was waiting.
I've wanted to use a ribbon control for a while, but needed arduino, and it was the actual placing of it on an object which confused me.
Search youtube for some live videos too, its quite amazing what he does.
Surprisingly, he doesn't use any computers for his work,(i was talking to him about this after the show, preaching the gospel of PD), he infact uses just effects pedals on the strings, and an old sp808 which all his triggers plug into.
So I plan on taking this to a new level with the help of PD.
The ribbon control will control pitch, increasing the same rate as it would on a guitar.(so each octave is half as long as the previous) While the "rubberyfoam piezo pad" will be struck with a drum stick to trigger velocity of the note.
This will run into whatever synths i have running in pd (i need to work on my synth building)
There will also be some buttons and switches on the end of the broom, for triggering loops and samples, effects, that sort of deal.
And down at the broomier end, some more for swapping instruments, and maybe a few knobs for "filter sweeps"
Now we move onto the bass kick pedal there, i was thinking 2 of them, one for the bass and one for the snare, using two at once seemed like a complicated thing up until i saw that1guy's mastery.
I will probably be adapting a similar system as his here, with a cowbell with a piezodisk attatched, which has its velocity send into pd to trigger a kick or whatever else.
The buttons on the broomotron will probably run through keyboard guts, and therefore through usb.
While everything else that requires a cc or velocity (which in this case still counts as a cc) will be run through an arduino.
Any questions? Suggestions? Offers of free drinks when i get this show on the road?
Synthesis: Because im still running a version of pd on this computer where the help files won't load, ill need some help getting some nice wompy basses.
Using the keyboard aswell: Is it worth it? or will the arduino have enough inputs? (im not sure how many i will want, so lets just say a lot.)
I found this page http://www.geocities.com/tpe123/folkurban/synthstick/synthstick.html
And it gave me an idea i could use for a uni project next year(most of my projects are pretty open, so ill be able to make it fit)
Basically the idea i had was to set up one or more of these ribbon controls into pd, and by wiping across it being able to playback a file with [tabread4~]
(I'm actually considering building a few musical toys which can all be used together)
My real issue right now though, is input
Considering the fact that audio is sampled at 44100 samples a second, converting the output to midi seems kind of pointless to me because there will be no where near enough range.
But im thinking, this is basically just a giant variable resistor right?
So I should be able to run something through it (say and audio signal, or even just a stable current should work?) then get the amplitude readout using [fiddle~] or something similar.
The only other way I can think is including an oscillator in it like the one on that page, and using pitch as a control.
Another idea i had, involved using a small motor(run by a hand crank or something) to generate a signal which i could pick up in pd.
I'm thinking that by turning the motor, i should be able to generate a different pitch depending on speed, and this could be used.
Any sort of ideas you want to chuck at me in the way of how to get this input working would be appreciated, sometime this week i need to head down to an electronics store and get experimenting.
Heres a little something I came up with today.
It's still a bit buggy, but hopefully someone can point out how to fix those things to me.
Heres how it works:
When you load in a file, the length in samples is loaded, and divided by however many beats you have set.
Through the magic of counting, numbers are sent through [select] and then on to the sequencer.
The sequencer is a series of vertical radios, and to play the file properly through(after choosing the correct tempo) you will need a diagonal line from top left to bottom right.
But as you click around to other squares, you will find yourself repeating certain beats. voila.
Sometimes it decides to count past the numbers ive limited it too because for some reason, a toggle inside module>counting, hasnt undone its self, or was turned on after passing this point.
I just added in a few different metro speeds that suited the loops i was playing.
I think i should stick in something that will stop it playing after a certain time, so rather than have it continue playing the file from the beat selected, if you know what i mean.
If i could work out how to make the sequencers open when the patch is opened that might make finding it easier, right now you have to go into module>sequencer, not too hard i guess.
I would explain it in further detail, but I have dinner and a show to get to.
Criticism and hints on how i could improve this would be much appreciated.
Edit: I'll also add a thanks to obi, with his fairly efficient drum patch, for inspiring the [select] based sequencing.