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README

basic premise

There are four automata presented within the PApplet. The first controls several parameters to which the instrumentalist 

Strange attractors
Recording of CAMUS (other automata-produced music)

LISTENING LIST:


==============================

NEW DESIGN PRINCIPLE:

The bassist is playing a game. The interface provided gives a very playable
"score" which changes per the automata (described below). The way in which the
instrumentalist articulates and expresses what is delivered on the screen then
changes the automata, which of course feeds back to the bassist's
instructions...

Top-left automaton:
------------------------------
Vertical height represents pitch (not in in order low-->high, but scattered),
horizontal width represents the "weight" of that pitch (only certain pitches can
be transmitted to the bassist at once). This representation is meaningful, since
the rules of this automaton give patterns that are very tight, difficult to
change, and have a very high periodicity.

As this automaton uses traditional GoL rules, it does tend (or parts tend) to
stabilize after a certain period of time. This is the trigger for a change in 

Top-right automaton:
------------------------------
The difference in population (which changes quite variably, per traditional GoL
rules, coupled with changing cells per bass interactions) gives a distance
between "ticks" of events. Each "tick" goes on a timeline, presented to the
bassist. The bassist then plays a specified note (see above) at the given
tick. In this way, a variable sense of tempo and rhythm is given by this
automaton. 




TALKING ABOUT RHYTHM...

Musical events are calculated from FRAMES, which are snapshots in time taken by
the CAMusic program at arbitrary regular intervals. At each FRAME, we produce
one or more pitches that are sent immediately over to the scoreViewer max patch
for display onto the performer's screen. Each FRAME also produces a time-offset
from the current moment in time (a time-to-go) for some musical event in the
future. This number is also sent to max, and is inserted onto the scrolling
"rhythm tape."































========================================
STUDIO STUDIO STUDIO STUDIO
========================================

Working on actual generation of music at this point. I have been rethinking this
piece as more of a piece that acts like a game. Ideally, the final output
(program, max, etc.) is something that can be packaged together and played by
anyone on any computer (think: computer game/toy).

Problems: 
	  1. Will music be interesting?
	     a. Just started working on this, so prob. not yet
	     b. Also have to consider processing
	     	i. Have no idea what kinds of processing...
	  2. What kind of interface will performer want?
	     a. A sort of "game-style" interface that makes performance fun.
	     b. Some way of tracking accuracy/assertiveness and inaccuracies in playing
	  3. What kinds of sound treatment? How to treat the treatments?
	     a. Should this be something that is pre-determined, running off of
	  input from bass/automaton?
	     b. Should this be something the performer herself may select? (**)
	     c. Treatment specifics/parameters should probably be arbitrary...

	1. Accuracy of playing ~~ "contributions to life"
	2. Richness of tone ~~ adding to the "culture"
	3. Choices of treatments ~~ perspective on automation, the
	human-determined machine quality
	4. 


TODO LIST

+ FLIP_CELLS looks like it might not be turning off cells? At least not as often
as I think it should.
+ Separate functional code from code that does rendering/graphics
+ Remove debugging statements, minimize the amount of printing that goes on in
general

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