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blue hell
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Joined: Apr 03, 2004 Posts: 24079 Location: The Netherlands, Enschede
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Posted: Sat Feb 02, 2019 1:32 pm Post subject:
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PHOBoS wrote: | 15% seems to be the lower limit before cells die out to quickly, at least with a an 8x8 grid and no wrapping. 25% works nice. |
on a 32 x 32 wrapping grid I'm using 10% by default, seems to do the trick for me there.
Edit: added "wrapping". _________________ Jan
also .. could someone please turn down the thermostat a bit.
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robsol
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Joined: Apr 24, 2009 Posts: 2492 Location: Bristol UK
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Posted: Sat Feb 02, 2019 1:54 pm Post subject:
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PHOBoS wrote: | All sounds come from the Proteus 2000 (thanks bob ) |
Wow! I thought they were from an MI module when I heard it. Great sounds! _________________ Muied Lumens Sub Forum
Bandcamp |
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blue hell
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Posted: Sat Feb 02, 2019 1:56 pm Post subject:
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Here is an example patch maybe illustrating the previous remarks a bit (click on it to get a larger version). It uses three games of life, two running at audio rates for drone like sounds and the other one changing stuff and making a bit of percussion (one percussion thing being a modulation of the reverb time of a reverb circuit set to a small room size, the other uses noise burst driven trough a third-filter).
Edit: added a five minute audio recording from it.
Edit : added "click on it ..."
Description: |
Game of lif patch example |
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143.54 KB |
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This image has been reduced to fit the page. Click on it to enlarge. |
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blue hell - Life example patch audio recording |
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life_example_01.mp3 |
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4.58 MB |
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944 Time(s) |
_________________ Jan
also .. could someone please turn down the thermostat a bit.
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blue hell
Site Admin
Joined: Apr 03, 2004 Posts: 24079 Location: The Netherlands, Enschede
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Posted: Sat Feb 02, 2019 2:19 pm Post subject:
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Nice tune pho :-) _________________ Jan
also .. could someone please turn down the thermostat a bit.
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PHOBoS
Joined: Jan 14, 2010 Posts: 5591 Location: Moon Base
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Posted: Fri Apr 12, 2019 11:51 am Post subject:
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I am doing some more tests with it
The first thing I did was adding a midi keyboard as input. This presented a problem as there are 128 midi keys but I only have an 8x8 grid
(64 keys). I could limit the amount of octaves and I might do that later but visually it makes more sense to have 1 octave represented as
1 row on the LED matrix. The bottom row being the lowest octave and the top row the highest octave. This still limits it to 8 octaves but
that's already a very wide range. Musically it's probably better to limit it to a smaller range.
With 8 columns that means I can only use 8 notes per octave which is not so bad because it sound better anyway than using all the notes.
I limited the notes to a scale and also did this for the midi input (prevents me from pressing the 'wrong' keys ). So each cell is a note which
I can turn on with a midi keyboard and with my current code it will stay on as long as the key is pressed and if you release the key it will
stay on untill the next life generation, in which case it might stay on or turn off (live/die).
The next thing is how to 'play' the cells. You can't play all of them at once,. well I guess you could but that's like smashing a lot of keys at once
and doesn't sound very musical. At the moment it just steps through them in order and every 8 steps there is a 50% chance that it changes
direction. A new generation gets created after 64 steps. You can set this much lower (and I want to make it adjustable) but this means it will also
die out much quicker without any new input. The result is that at the moment it will often repeat the keys you played but in order (up/down)
which is not unlike a standard arpeggiator. I do want to add a random option of course
I noticed a slight 'problem' with the way the keys are mapped though which I already expected. If you only play keys in one octave than unless
it has 3 sequential notes it'll die out in the next generation. So you have to play across a couple of octaves in a short time for anything interesting
to happen. The keyboard I am currently using only has 2 octaves, at least physical keys it has buttons to change octaves, so that makes it a bit
inconvenient. It might not be a bad idea to limit the amount of octaves and link them to multiple rows maybe in a different (reversed ?) order.
One thing I'd really like to add is scale detection. I don't know how hard that is going to be but the idea is to remember the last couple of keys that
are pressed (I think 4 might be enough) and determine a scale from that. so instead of having a fixed scale as I have now it will adjust to whatever
you play. At the moment both the midi keyboard and game of life circuit control the same sound engine (Proteus 2000) but I did a quick test and it
gets a lot more interesting if you use the midi output of another synth (in my case the KORG DW6000).
I'll upload a demo in a couple of minutes,.. _________________ "My perf, it's full of holes!"
http://phobos.000space.com/
SoundCloud BandCamp MixCloud Stickney Synthyards Captain Collider Twitch YouTube Last edited by PHOBoS on Fri Apr 12, 2019 12:29 pm; edited 1 time in total |
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PHOBoS
Joined: Jan 14, 2010 Posts: 5591 Location: Moon Base
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blue hell
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Joined: Apr 03, 2004 Posts: 24079 Location: The Netherlands, Enschede
Audio files: 278
G2 patch files: 320
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Posted: Fri Apr 12, 2019 1:09 pm Post subject:
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Interesting idea .. it is starting to sound nice too :-) _________________ Jan
also .. could someone please turn down the thermostat a bit.
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PHOBoS
Joined: Jan 14, 2010 Posts: 5591 Location: Moon Base
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blue hell
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Joined: Apr 03, 2004 Posts: 24079 Location: The Netherlands, Enschede
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Posted: Sat Apr 13, 2019 8:27 am Post subject:
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Use sorting .. yes .. it is what an arpeggiator set into "low to high" mode (and variations thereof) would have to do .. and that is a nice thing to have yup
o .. after seeing the video and hearing it .. sorting as a sound generator .. hmm .. need to think about that
Edit: some more : https://www.youtube.com/watch?v=kPRA0W1kECg _________________ Jan
also .. could someone please turn down the thermostat a bit.
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RingMad
Joined: Jan 15, 2011 Posts: 427 Location: Montreal, Canada
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Posted: Sun Apr 14, 2019 4:03 am Post subject:
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Wow, I had forgotten about those videos! Really cool. Musically, the bogosort is my favorite. Lo and behold, it's also one of the most inefficient algorithms.
Therefore, music is inefficient?
Many years ago, part of my job every month was to use the radix sort physically on a few thousand punch cards. Well, there was a machine that read one of the digits and divided them into 10 slots, then one had to take each pile and sort those, etc.
.:james:. |
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PHOBoS
Joined: Jan 14, 2010 Posts: 5591 Location: Moon Base
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PHOBoS
Joined: Jan 14, 2010 Posts: 5591 Location: Moon Base
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PHOBoS
Joined: Jan 14, 2010 Posts: 5591 Location: Moon Base
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blue hell
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Joined: Apr 03, 2004 Posts: 24079 Location: The Netherlands, Enschede
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Posted: Sat Apr 27, 2019 5:00 pm Post subject:
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Didnt read too well yet, and didnt listen either .. but seems like you made it into a listening/improvisation thingie, cool
Will check it out better later on .. been making a 12 x 12 life thingie here and there is still room for change on that one .. but currently working on an yet another sequencer with selectable patterns. _________________ Jan
also .. could someone please turn down the thermostat a bit.
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PHOBoS
Joined: Jan 14, 2010 Posts: 5591 Location: Moon Base
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blue hell
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Joined: Apr 03, 2004 Posts: 24079 Location: The Netherlands, Enschede
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Posted: Sun Apr 28, 2019 1:57 pm Post subject:
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Some nice example audio, now reading all your text .. which already resulted in me starting a new 'learning quantizer' module .. so to finish reading may take a while
I could not guess the classical tune being used .. it was pretty whistable tho _________________ Jan
also .. could someone please turn down the thermostat a bit.
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blue hell
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Joined: Apr 03, 2004 Posts: 24079 Location: The Netherlands, Enschede
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Posted: Mon Apr 29, 2019 3:25 pm Post subject:
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PHOBoS wrote: | The game of Life section is actually more a silly feature with some nice visuals than anything else.
I would probably get similar results with just creating random cell maps. but it's fun! |
Not sure .. I'd think it would tend to do "sometheng near" which seems interesting ... still would have to make a "learning life" thingie to test that idea ... but dunno .. eight octaves .. thats a fokking lot ...and also already have four or five or six module ideas from this to be worked out ...
A split module, splitting out an incoming note into its note and octave value .. and the a combiner to do the reverse thing. A queue module which keeps the last N clocked in values and then selects from those with a control input .. maybe with a cross fade option. Then there is the "find nearest" module also clocking in N values from a learn & clock input .. and then it will find the best fit .. which would be an "auto quantizer" without pre-quantization. An inversion module to invert a note within its octave ... and then the auto quantizer I meantioned before and which is now finished it seems.
I always get so creative when I really need to do taxes
(but I did'm today, one day early ) _________________ Jan
also .. could someone please turn down the thermostat a bit.
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PHOBoS
Joined: Jan 14, 2010 Posts: 5591 Location: Moon Base
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Posted: Thu May 02, 2019 12:45 pm Post subject:
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Blue Hell wrote: | Not sure .. I'd think it would tend to do "sometheng near" which seems interesting ... |
yeah, I guess you're right, a bit like a 2D shiftregister. Of course it also depends on how you use the data. Initially I was just counting
the amount of live cells and the result of that doesn't have any correlation with the position of the cells themselves. (themcellves ?).
Right now I am reading them in sequence but I can adjust after how many steps the next generation is created. It's one of the functions
I mapped to a knob and it goes down to 0 which halts it completely resulting in a repeating sequence. The smaller the amount of steps
between generations, the more random it becomes.
Great that you are getting something out of it, looks like you are taking a similar approach with those modules as I did but,. modular.
Actually, I guess I am doing it modular too but without a fancy gui (and far less modules).
Now that I have the autoscale part working I want to go back to using random maps instead of the MIDI input to turn on cells. It does work
(and I will keep it as an option) but it's a bit tricky to get it started with a 2 octave keyboard. I like how it works with midi files though and
if I'd make another one I could link them together through MIDI. _________________ "My perf, it's full of holes!"
http://phobos.000space.com/
SoundCloud BandCamp MixCloud Stickney Synthyards Captain Collider Twitch YouTube |
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blue hell
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blue hell
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PHOBoS
Joined: Jan 14, 2010 Posts: 5591 Location: Moon Base
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Posted: Fri May 03, 2019 4:39 pm Post subject:
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sounds like that's working
Quote: | The low notes can go three times as fast as the high sequenced notes (red ChebGen module does the rate multiplication). |
I have a feature with multiplications of 2 (1x,2x,4x,8x,16x,..) or actually they are divisions. The multiplication factor is picked
at random and the range can be adjusted with a knob. So depending on the setting of the knob it will pick from [1x] (fully CCW),
[1x, 2x], [1x, 2x, 4x] etc..
ChebGen made me think of Chebyshev which made me think that multiplication could be made frequency dependend.
here's how my version currently looks :
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This image has been reduced to fit the page. Click on it to enlarge. |
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_________________ "My perf, it's full of holes!"
http://phobos.000space.com/
SoundCloud BandCamp MixCloud Stickney Synthyards Captain Collider Twitch YouTube |
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blue hell
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Joined: Apr 03, 2004 Posts: 24079 Location: The Netherlands, Enschede
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Posted: Fri May 03, 2019 5:13 pm Post subject:
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PHOBoS wrote: | ChebGen made me think of Chebyshev which made me think that multiplication could be made frequency dependend. |
sin( x) * sin( x) = ( 1 - cos( 2x)) / 2
so .. 2 * sin(x) * sin(x) = 1 - cos(2x)
or 2 * sin(x) * sin(x) -1 = - cos(2x)
or 1 - 2 * sin(x) * sin(x) = cos( x)
so .. multiplying a sine by itself and then doing some scaling results in in a cosinus, or a 'sine like' wave, at double the frequency. The chebyshev polynomials extend that idea to get tripple, quadruple etc. frequencies. There are two sorts of Chebyshev polynomials .. I always forget if I need the first or the second kind ... but it's one of 'm
This can be done for saw waves and for triangluar waves too with some similar trickery, but .. NOT .. for squares
The ChebGen module does rate multipliplication using these ideas, so yes Chebyshev.
Quote: | here's how my version currently looks : |
Real lights alway look better eh _________________ Jan
also .. could someone please turn down the thermostat a bit.
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blue hell
Site Admin
Joined: Apr 03, 2004 Posts: 24079 Location: The Netherlands, Enschede
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Posted: Fri May 03, 2019 5:15 pm Post subject:
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And where the hell did you find that picture of me _________________ Jan
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blue hell
Site Admin
Joined: Apr 03, 2004 Posts: 24079 Location: The Netherlands, Enschede
Audio files: 278
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Posted: Fri May 03, 2019 5:21 pm Post subject:
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BTW .. That pic was an experiment with an old camera that i removed the infra red filter from .. erm .. filing and grinding .. pretty roughly ... .. and then did some image processing to see if I could trace movement . .the output of that gave some colored blocks to show where warm things moved .. now that could be a nice input for a life thing _________________ Jan
also .. could someone please turn down the thermostat a bit.
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PHOBoS
Joined: Jan 14, 2010 Posts: 5591 Location: Moon Base
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