September 26, 2012

Enough Formaldehyde To Choke A Horse...

by Chris Randall
 



After a disheartening false start, which entailed pretty much starting over from bare metal (protip: might want to have some idea of what you're gonna code before you start coding) I have my personal R&D project at a state where I can start playing with it. This is part of a larger schema I have, where I'm determined to prove (to myself, mainly) that we, as musicians, can move past our absolutely ludicrous love of "vintage" technology that most of us have never clapped eyeballs on in real life, and start to grab the future by the ears and shake it about a little bit.

So my study of environments that don't shamelessly ape the traditional recording studio and its inherent limitations has only just begun, and this is very much a work-in-progress that will most likely take years, but the video above is the first footage of some of my ideas in this regard beginning to take shape in usable fashion. The R2 app itself is created in Cinder for portability; currently all the audio stuff is a Max 6 patch, because DSP is most assuredly not my strong suit. I could have conceivably done everything in Pd, then built libPd in to the app, but frankly, I'd rather pull my own fingernails out than deal with that, so here we are.

I think it's probably pretty obvious what's going on in the video. I haven't built the master control section or the FX page yet, but the four loopers are more-or-less in working order. Essentially, they are 1/2/4-measure circular buffers, and you can record a loop and overdub to it at this point, and move the endpoints of the loops arbitrarily. (Although for my own purposes, I've quantized the loop points to 16th notes against the master tempo.)



On the lower half of the screen are 5 control nodes; each one controls a different parameter for X and Y so for, e.g., the filter, X is resonance and Y is frequency. I have a more sophisticated schema in mind, but I wanted to try out the playability of this method first. For the drums, I just instanced Maschine in the Max patch. I'll build a full drum machine that is appropriate to the environment at a later date, but Maschine is working fine for right now.

Anyhow, you get the general idea, I imagine. I have a fairly grand vision for this whole thing, but there's a lot of exploring to do first. Thoughts? Comments? Criticism?
 
 
 

34 comments:

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Sep.28.2012 @ 5:15 PM
dj empirical
@boobs said:

"but then again i haven't played live in years and still prefer the days when the DJ was up in a booth somewhere under a little lamp that you sort of would be reminded was there now and then when you glanced up in the corner."

a friend & i had a (sadly) short-lived dj night where we tried to keep the lighting as low as possible most of the time, definitely aiming mostly toward this type of vibe. it's a fucking uphikll struggle these days, and though my friends & i still try, to some extent, it's nearly impossible.
 
 

 
Sep.29.2012 @ 7:06 AM
BlueSpark
As for the spinning translucent shape eye candy thing, I think it would be cool if that was somehow generated from analysis of the final audio output. That kind of feedback seems like it could add to the vibe the player feels, if not the audience.
 
 

 
Sep.29.2012 @ 9:08 AM
RGiskard
Cinder and Max sound like a great combo to prototype this kind of application. Are you using just ctlin and ctlout to interface with Max?
 
 

 
Sep.29.2012 @ 11:46 AM
Chris Randall
No; I'm doing it all OSC, so UDP-Send and UDP-Receive. I'm using the OSC-Route object (I forget where that comes from; that big Stanford wad, maybe?) for simplicity's sake.

-CR
 
 

 
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