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Stream Operator
Joined: Oct 13, 2007 Posts: 6221 Location: near Austin, Tx, USA
Audio files: 267
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Posted: Sun Feb 03, 2008 1:56 am Post subject:
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I am currently listening to our song in mp3 form at the following link:
http://www.freedomodds.com/audio/math1.mp3
This is just the first version and I'm open to what it needs, narration, video, or just longer songs in some cases. Also I have a few more to dig up and contribute. |
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kijjaz
Joined: Sep 20, 2004 Posts: 765 Location: bangkok, thailand
Audio files: 4
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Posted: Sun Feb 03, 2008 10:23 am Post subject:
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Our sounds are all amazing! This is exciting. |
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Inventor
Stream Operator
Joined: Oct 13, 2007 Posts: 6221 Location: near Austin, Tx, USA
Audio files: 267
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Inventor
Stream Operator
Joined: Oct 13, 2007 Posts: 6221 Location: near Austin, Tx, USA
Audio files: 267
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Posted: Wed Feb 13, 2008 4:22 am Post subject:
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I dug up some old video that I had created, but had no purpose. It is mathematically based because the blobs are governed by math in their shape and interaction, plus their radial motion is sinusoidal. It's kind of cool to watch. Here it is:
http://www.freedomodds.com/movies/blobs.mov
hmmm i'm not sure if the above link will work, it's a high resolution video and it's 26MB in size. I couldn't play it or download it, so let me know if you can see that. I'll render it in lower resolution if that didn't work.
It can be fine-tuned by changing things like the number of blobs, number of colors (only like-colored blobs melt into each other), size of blobs, etc.
Thanks to Blue Hell for the particle simulation idea.
Anyway it seems to be a good video for our song, if nobody else objects. What do you think? |
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blue hell
Site Admin
Joined: Apr 03, 2004 Posts: 24079 Location: The Netherlands, Enschede
Audio files: 278
G2 patch files: 320
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Posted: Wed Feb 13, 2008 1:50 pm Post subject:
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Inventor wrote: | hmmm i'm not sure if the above link will work, it's a high resolution video and it's 26MB in size. I couldn't play it or download it, so let me know if you can see that. I'll render it in lower resolution if that didn't work. |
Download is OK, but VLC, RealPlayer, VirtualDub, WinDvd, PowerDvd, QuickTimeAlternative all refuse to play it for me, unfortunately. _________________ Jan
also .. could someone please turn down the thermostat a bit.
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Inventor
Stream Operator
Joined: Oct 13, 2007 Posts: 6221 Location: near Austin, Tx, USA
Audio files: 267
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Posted: Wed Feb 13, 2008 4:50 pm Post subject:
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Blue Hell wrote: | Inventor wrote: | hmmm i'm not sure if the above link will work, it's a high resolution video and it's 26MB in size. I couldn't play it or download it, so let me know if you can see that. I'll render it in lower resolution if that didn't work. |
Download is OK, but VLC, RealPlayer, VirtualDub, WinDvd, PowerDvd, QuickTimeAlternative all refuse to play it for me, unfortunately. |
OK, it took 3 tries but the following MPG plays on my system, it's just that being 12 MB I have to wait for the whole thing to load and then press play - but that's just my player and network connection, not yours.
http://www.freedomodds.com/movies/blobs2.MPG
The only main critique i have is I wish there was more blob-type action at the beginning and end of the sequence, but whatever. |
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blue hell
Site Admin
Joined: Apr 03, 2004 Posts: 24079 Location: The Netherlands, Enschede
Audio files: 278
G2 patch files: 320
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Posted: Wed Feb 13, 2008 5:42 pm Post subject:
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Ah an ever lasting universe
Nice one ! _________________ Jan
also .. could someone please turn down the thermostat a bit.
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Inventor
Stream Operator
Joined: Oct 13, 2007 Posts: 6221 Location: near Austin, Tx, USA
Audio files: 267
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Posted: Wed Feb 13, 2008 11:05 pm Post subject:
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Now here is the full composition. It has 20 seconds per song and the video big bang cycles once per composition, sort of like a timer effect.
http://www.freedomodds.com/movies/mathymusic.mov
I tested the link, it works, and it has "hints" so you start viewing it right away. Any comments on our video? |
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Inventor
Stream Operator
Joined: Oct 13, 2007 Posts: 6221 Location: near Austin, Tx, USA
Audio files: 267
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Posted: Thu Feb 14, 2008 8:40 am Post subject:
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Oh, and ty for comment, Blue Hell. I changed it a little, adding more blob-melting and 200 unique colors for the spheres. I can't stop watching it, I have it on loop in my player and it just blobs the universe over and over again, haha. |
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Frostburn
Joined: Dec 12, 2007 Posts: 255 Location: Finland
Audio files: 9
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Posted: Wed Feb 20, 2008 1:41 am Post subject:
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I'm sure most of you know what the mandelbrot fractal looks like but how does it sound like?
Let's take a spiraling dive in to the fractal around the imaginary unit to find out:
Code: | class Fractal{
256 => int max_iter;
4.0 => float bailout;
#(0.0,0.0) => complex seed;
complex z;
fun int mandelbrot(complex c){
seed => z;
0 => int i;
while( (z$polar).mag < bailout){
z*z + c => z;
if(i++ > max_iter) return 0;
}
return i;
}
fun int julia(complex c){
c => z;
0 => int i;
while( (z$polar).mag < bailout){
z*z + seed => z;
if(i++ > max_iter) return 0;
}
return i;
}
}
fun float triangle(float val){
return Std.fabs(val-Math.floor(val*0.25-0.25)*4.0-3.0)-1.0;
}
//Dive in to the mandelbrot fractal with an exponential spiral to #(0,1)
Step i => WvOut w => dac;
"mandelbrot.wav" => w.wavFilename;
Fractal f;
0.0 => float theta;
float e;
int iter;
for(now + 7::second => time later; now < later; samp => now){
Math.exp(-0.01*theta) => e;
#(e*Math.cos(theta),1.0+e*Math.sin(theta)) => f.mandelbrot => iter;
(iter + 1.0 - (f.z$polar).mag/(f.bailout*f.bailout) )/16.0 => triangle => i.next;
0.01 +=> theta;
}
w.closeFile(); |
_________________ To boldly go where no man has bothered to go before. |
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kijjaz
Joined: Sep 20, 2004 Posts: 765 Location: bangkok, thailand
Audio files: 4
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Posted: Fri Feb 22, 2008 1:19 am Post subject:
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This is one thing i'm prototyping, and something like this'd be great to share in this project.
it sounds really mathematical, but still easylistening and easy to use.
the value generated by a[0] can also be used with scales to produce a more tonic sound.
you can adjust mainModulo and hear out some variations / licks.
there'd be a total of mainModulo variations.
Code: | // Bebop Modulo Machine - prototype version 0.1 for demo
// by kijjaz@yahoo.com
// licence: Attribution-Share Alike 3.0
// You are free:
// * to Share — to copy, distribute and transmit the work
// * to Remix — to adapt the work
// Under the following conditions:
// * Attribution. You must attribute the work in the manner specified by the author or licensor (but not in any way that suggests that they endorse you or your use of the work).
// * Share Alike. If you alter, transform, or build upon this work, you may distribute the resulting work only under the same, similar or a compatible license.
16 => int mainModulo;
60 => int baseNote;
180.0 => float BPM;
minute / BPM => dur beat;
Flute s => dac;
s.gain(.5);
int a[4];
0 => a[0];
1 => a[1];
0 => a[2];
mainModulo => a[3];
0 => int iteration;
do
{
<<<a>>>;
a[1] + a[2] +=> a[0];
a[0] +=> a[2];
a[3] %=> a[0];
a[3] %=> a[2];
a[0] + baseNote => Std.mtof => s.freq;
s.noteOn(.5);
.4::beat => now;
iteration++;
if (iteration % mainModulo == 0)
{
0 => a[0];
(iteration / mainModulo) % mainModulo => a[1];
0 => a[2];
mainModulo => a[3];
}
}
while(true);
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Inventor
Stream Operator
Joined: Oct 13, 2007 Posts: 6221 Location: near Austin, Tx, USA
Audio files: 267
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Posted: Fri Feb 22, 2008 7:53 am Post subject:
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OK, I added those two songs to the project. I'll re-record later when we feel that we are done with the contributions. |
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Frostburn
Joined: Dec 12, 2007 Posts: 255 Location: Finland
Audio files: 9
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Posted: Wed Feb 27, 2008 2:04 pm Post subject:
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After deeply reflecting on the nature of the Pythagorean comma there arose an urge to explore the consequences varying the process that lead to it's existence.
Another math patch:
Code: | SinOsc s => dac; //Have I've seen this patch somewhere else...
//Try different octave sizes:
6.0 => float octave => Math.log => float lnoctave;
1.0 => float m => Math.log => float lnm;
while(true){
<<<1.0 +=> m>>>;
m => Math.log => lnm;
0 => int i;
while(i < 40){
{
//Raise m to the power i and divide by octave until we're bellow octave. Chuck to a freq input and listen to some chord arpeggios.
//200.0*Math.pow(mult,i)*Math.pow(octave,-Math.floor(i*Math.log(mult)/Math.log(octave))) => s.freq;
Math.exp(5.3 + i*lnm-Math.floor(i*lnm/lnoctave)*lnoctave) => s.freq; //The same as above.. well ok ln(200.0) = 5.298317367...
i++;
0.1::second => now;
}
}
} |
_________________ To boldly go where no man has bothered to go before. |
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