Listening to art. Playing with audio. Sounding out technology. Composing in code.

Tag Archives: generative

Tangents: Remixing/Rewording, Cellular Sculpture, Bitrate Guidelines, …

Recommended reading, news, and so forth elsewhere:

Rewarding Rewording: The site Translation Telephone, at translation-telephone.com, pulls an Alvin Lucier / “I Am Sitting in a Room Listening” on words. In Lucier’s landmark work, the sound of a recording is heard to disintegrate as a phrase is read aloud in a room, and then a recording of that is played in the room, and then a recording of that recording is played, and so on. In Translation Telephone, you type in a phrase, and watch it cycle from one language to the next. For example, here’s a paragraph from a Disquiet post a few days ago:

The remix takes many forms. Music is remixed, but so too are videos, photographs, words, recipes, buildings, ideas. The remix is a means by which the past is made vibrant. It is the means by which the certitude of any form of documentation is probed and prodded until it loses its illusion of integrity.

And here is how it turned out, after going from English to Macedonian to Hebrew and back to English, with 18 additional languages at various stages in between:

Love is in many ways. The Sound of Music Mixer. But he added, video, photos, graphics, love the structure, how to live. This document is credibility

If a good mantra is a universal one, then Disquiet.com’s — “Just sitting here, listening” — holds up OK. After cycling through Bulgarian, Hindi, and 18 others languages, it came out “Just sit and listen,” which is, arguably, an improvement. Of course there are differences between Lucier’s piece and Translation Telephone, in particular that Lucier’s disintegration algorithm does double duty to provide a sense of the contours of the room in which it is recorded. If there were a parallel in Translation Telephone, what would it be? (Thanks to Paolo Salvagione for the tip. He called it an example of “rewording.”)

Bowl Alone: The intersection of physics and spirituality is a not uncommon one. This video accompanied a brief piece at io9.com that discussed how physicists were exploring the unique properties of Tibetan bowls, which are a popular tool for experimental musicians, especially those interested in the drone.

Max/R.I.P.: Belatedly, an excellent interview with famed computer-music legend Max Matthews done by Geeta Dayal just weeks before his death: frieze.com. Dayal is the author of the 33 1/3 book on Brian Eno‘s Another Green World. When she was prepping for the Matthews interview, she asked, via Twitter, if anyone had any questions for him. (Matthews is synonymous with electronic music, because his first name is part of the name of the popular software Max/MSP.) I’d seen him speak at CCRMA at Stanford several years ago, and had wanted to ask him about the multi-channel mixer he had reportedly built for John Cage‘s 1964 performance of Atlas Eclipticalis with the New York Philharmonic, then under the direction of Leonard Bernstein. Dayal did indeed ask the question, for which I am eternally thankful. This is just an excerpt from her Frieze piece:

GD: Didn’t you build a 50-channel mixer in 1964, for the New York Philharmonic and Leonard Bernstein? For a performance of John Cage’s Atlas Eclipticalis?

MM: [Laughs] Yes, it would have been in the 1960s, because Cage and Jim Tenney were the two conductors; they ran the mixer. The mixer did have roughly 50 input channels, one for each pair of musicians at a given music stand. It was an octopus of wires, and they all came into these two consoles with a lot of knobs to adjust the volumes, and to direct the sound to one or more of about a dozen loudspeakers which were positioned around Avery Fisher Hall. Cage wrote the music for the performers, and he and Tenney ran the mixer during the performance. Even by Cage’s fairly generous standards, it wasn’t what he had hoped for. He added a piano portion, and I forgot the name of his pianist to the piece [David Tudor], and my judgment was that Bernstein stayed as far away as he could get; he couldn’t stand it. And I was just as happy to have him stay away, to tell you the truth.

GD: Did you and Bernstein not get along?

MM: We didn’t get close enough to not get along. But if we had gotten any closer, I would have quit the project.

The instruments did not have contact microphones on them, and of course you don’t want to put a contact microphone on a Stradivarius. I’d encouraged the musicians to bring their second violins, or any old violin, instead of their best violins. I arranged the contact mics to be on parts of the instrument that aren’t permanent, like the bridge, and had gone through quite a bit of trouble to be sure that the contact microphones could be put on the instruments without damaging the instruments. I think most of the instrumentalists didn’t have any trouble with that. So I was really mad at Bernstein when he came in one morning and told the instrumentalists that if they didn’t want to use the mics, they didn’t have to. I think most of them went ahead and used the mics. And Bernstein didn’t come back again. It was a concert series, about four or five nights of this piece, that it was played. Anyhow, it was fun to work with Cage, and it was fun to work with the orchestra, and it was fun to build this rather large mixer.

Board Game: There is something really beautiful about motion frozen, like fast-frame stills of bats in flight and of water drops hitting solid surfaces. And then there are Jeff Cook‘s wood sculptures based on cellular automata, like those in John Conway‘s influential “Game of Life” (via boingboing.net‘s David Pescovitz):

They’re on display at the gallery Chalk (chalkla.com) in Los Angeles through July. More photos from the opening at the gallery’s facebook.com account.

Kick It? Yes You Can: Two worthy musical Kickstarter campaigns, both from New Orleans: There’s the new Chef Menteur album, and a musical house. On the latter: “A growing group of local and national sound artists are working towards interactive instruments that can be built into its walls and floorboards so that visitors can bring the house to life through their touch.”

The Sound of Pixels: During dinner with a friend recently, talk turned, as it occasionally does, to the process of taking one’s physical audio recordings and converting them to MP3s. We discussed various subjects: the reasonable legal right to download files of albums you have already purchased, those scary stickers on old promotional LPs you bought used that say they remain the property of the record company, and, inevitably, the proper bitrate. Certainly not 128kbps, but 192? 320? And should it be MP3? OGG? FLAC? I said I usually rip mine at 320, but I have this lingering fear that a decade from now standard audio equipment will be upgraded in a manner that will make our 320kbps MP3s sound the way that our old VHS cassettes look on fancy new HD TVs. The momentary look of anxiety on his face was straight out of a John Carpenter movie.

Navel Browsing: I need to do a better job of tracking comments I make on other people’s sites. Here are two from excellent newmusicbox.org: A piece by Colin Holter takes apart a quote widely attributed to Duke Ellington (that there are only two types of music: good and bad), and while Ellington did say it, he didn’t mean by it what Holter says it means, and I tried to correct the record. Also, in a separate piece, Frank J. Otieri asks, “What is the sound of music-less music?” and I suggest that the answer is held in a study of phonography, or the art of field recordings.

Archives Anonymous: The great ubu.com site now has a landing page for all its electronic-music goods: ubu.com/emr (via Chris Power, of twitter.com/chrisjohnpower)

App Swap: The remarkable app Reactable appears to be the first major port of a general-interest (i.e., not framed as a next-gen instrument) generative-sound app from iOS to Android: reactable.com.

Playing Defense: Reports on “sonic warfare” generally discuss snazzy new weaponry, but there is recent news of an “acoustic ‘cloaking device’”: bbc.co.uk.

Truly Representing: Diego Bernal is the new City Council member representing District 1 in San Antonio, Texas. This is, indeed, the same Diego Bernal who remixed the Atlanta-based Fourth Ward Afro-Klezmer Orchestra‘s “Ose Shalom” last December for the tabletmag.com Hanukkah remix compilation I produced. Major congrats, man. Do your city proud.

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When a Generative Track Takes On a Life of Its Own

One of the strong suits of Otomata, the browser-based web app of generative-sound ingenuity, is its social component. The app employs a Conway’s Game of Life grid as the basis for collision-based music making, and then lets users easily share with each other those select patterns of which they find themselves suitably proud — like a double helix (see screenshot at right), or one based on the classic Game of Life figuration termed a “glider,” or what an Otomata enthusiast called “a really long loop.”

But if ever a bottle were designed to let out genies, it would be the Internet, and thus audio produced in Otomata flourishes even beyond the well-intentioned cabinet of pattern curiosities that its developer, Batuhan Bozkurt, built into its coding. (An extensive interview with Bozkurt, who is based in Istanbul, Turkey, was published here yesterday: “When Cells Collide.”) Over at soundcloud.com, for example, a search for “otomata” lists a growing number of recordings that take Otomata’s end result as a starting point. One of the strongest is, true to the app, quite simple: it merely applies effects to the Otomata-generated sound, adding a layer of dubby echo, and thus removing some of the self-evident repetition inherent in the original. The track is credited to Terribaddie:

Track originally posted at soundcloud.com/terribaddie.

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When Cells Collide

Istanbul-based 'Otomata' developer Batuhan Bozkurt on generative sound, app development, cross-browser incompatibilities, and unexpected outcomes.

There is a grid, and it is blank, just 81 squares arranged in nine rows and as many columns. Click on any single square, and it lights up: a cell has been activated, and it begins moving upward, toward the top of the grid. When the cell hits the wall, it rebounds, emitting a pinging sound at the moment of collision. The cell then travels down until it hits the opposing wall, again rebounding and pinging at once. Click on two squares side by side horizontally, and watch the resulting cells travel in unison visually, though they are pitched apart. Click on enough of these squares, and the resulting cells will collide with each other, triggering sideways motion and ushering in a new level of sonic and geometric complexity.

Yet for all the potential chaos, for all the unpredictable interactions, the resulting sound is what could widely be described as musical: tuneful, percussive, internally coherent.

Grid, Unlocked: Video footage of Batuhan Bozkurt’s Otomata audio-game in action.

This is Otomata, the grid-based generative music system, or audio-game, or sound-toy, developed by Batuhan Bozkurt, who is based in Istanbul, Turkey. A little more than a month ago Bozkurt announced the free tool’s existence on his earslap.com website. The rules, as he describes them, are simple:

Each alive cell has 4 states: Up, right, down, left. at each cycle, the cells move themselves in the direction of their internal states. If any cell encounters a wall, it triggers a pitched sound whose frequency is determined by the xy position of collision, and the cell reverses its direction. If a cell encounters another cell on its way, it turns itself clockwise.

The resulting wave of Internet-fed curiosity proved just as unpredictable as the sonic outcomes inherent in his creation. The Otomota site received more than a million page views in a matter of days. As of this writing, the above YouTube clip of Otomata in action has had more than 175,000 views. Coverage popped up not only on digital-music sites like createdigitalmusic.com (where Peter Kirn highlights Otomata’s social component, in which users share the result of their experiments), but also consumer-tech site like engadget.com. As a measure of the extent to which Otomata has helped popularize generative sound, note that the comments at Engadget are relatively free of the sort of snarky nay-saying that has been the reader response there to posts about sound art (witness, for an unfortunate contrast, a recent Engadget post about Switzerland-based Zimoun).

Contacted via email, Bozkurt agreed to be interviewed, and what follows is that conversation, lightly edited. He talks about the software-development fine-tuning that yielded Otomata, the promise and precursors of generative art, and some of the unlikely sources of his inspiration, notably the “hang” (“hang drum”), the steel instrument from which he derived Otomata’s tuning and sounds.

Steel Wheel: The “hang” drum, from which Otomota’s sounds are derived

Inevitably, the discussion touches on John Conway’s Game of Life, the popular ur-application of cellular automata, in which simple rules yield complex patterning. Bozkurt is careful to distinguish between the shape-changing algorithms of Conway’s 1970 concoction, and the more straightforward collisions of his own creation.

Primordial Programming: An example of Conway’s Game of Life in action (via wikipedia.org)

The email format of the discussion proved fruitful, allowing us to pursue various tangents, and easily track back to the moment at which conversation diverged. We talked about how he utilizes generative tools in live performance, and about a possible aesthetic parallel between his programmed and composed musical output.

Excellent Birds: Though he didn’t note the Conway-esque figurations at the time, Bozkurt linked to this video of a flock of birds from his twitter.com/earslap account a few weeks after the debut of Otomata.

Bozkurt, who was born in Istanbul in 1983 and continues to live there, is especially eloquent about the way that the ever-changing nature of computer technology shapes his decision-making as an artist and as a software developer. In a manner of speaking, the chaotic realm of digital sound — as exemplified by diverging platforms such as Flash and HTML5, and browsers that have their own idiosyncratic standards — is itself a generative construct yielding unexpected delights.

Marc Weidenbaum: The rules that apply in this game, the way collisions alter the way sounds are triggered — were they the first set of rules that you experimented with, or did you develop them through trial and error?

Batuhan Bozkurt: I have experimented with cellular-automata systems a lot in the past. I always found them fascinating for a multitude of reasons, the most important one being that they included the most essential elements I tend to employ for creating generative art. They have clearly defined states, they use feedbacks (the system is fed back its previous state and generates a new state), they have well-defined rules, and as a result they have emergent behavior. I’ve been programming my own tools to make art for many years and I don’t always work with very simple systems. Working with cellular automata (CA) is like a recreational hobby for me. They are very simple to implement, use, and understand, yet they include almost all of the ingredients I care about.

So if we take my past interest in these types of systems into account, it is an evolutionary step for me. That said, the rules Otomata uses were derived without any type of experimentation whatsoever. The idea just popped into my mind just as I was drifting into sleep one day. Later I thought it wouldn’t work well, or it wouldn’t be interesting at all, but I implemented it anyways to see how it behaves. A few tweaks (not to the rules but to the way they generate sounds) and I liked the result. Actually this was the first time I experimented with such a system. I mean, all the CA systems I’ve worked with in the past relied on neighborhood rules (like in Conway’s Game of Life). Otomata is distinct in this sense (it only cares about collisions) and I’m not even sure if it can be classified as a CA system technically.
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Bloomsong: A Bloom Song (MP3)

A subject of some regularity of late has been not so much whether apps are instruments, as what it means, from an authorship standpoint and a copyright standpoint, that apps are used as instruments.

The discussion coalesced in the comments section to a post at the start of December (“A Bloom Is a Bloom Is a Bloom”). The post took as its subject a recording based on Bloom, the iOS app developed by Brian Eno and Peter Chilvers. During the discussion, one of the participants, named Travis Nobles, mentioned a piece of music he used Bloom in, and that became the subject of a post a few days subsequently (“Bloom + Birdsong”).

Then, via his twitter.com/countrymarxist account, Alec Vance, of the New Orleans electronic group Chef Menteur, provided a link to a track he’d recorded with Bloom. It wasn’t entirely a surprise, since back in September he’d listed Eno/Chilvers’ Bloom (along with Terry Riley’s “In C”) as inspiration for a piece of music he’d recorded; that earlier piece was the subject of a post here titled “Generative Experiment.”

Vance’s Bloom-derived piece (MP3) is quite different than Nobles’ — perhaps more “Apollo” than Thursday Afternoon, to use two Eno recordings as reference points.

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I asked Vance to provide some background on how the piece came together. He wrote back as follows:

Background — Mike Mayfield started the Liteworks project as a outlet to explore more minimal ambient music using vintage electronics after working in more uptempo bands like Electrical Spectacle and the Buttons. Since he’d also played with us in various incarnations of Chef Menteur from time to time, he asked me to join him to recreate some of the music in a live setting. (For the actual live show back Jan 2009 we were joined by Mike from Belong and Joey from the Buttons.)

Since then the two of us have gotten together very sporadically to work on kosmiche-inspired sounds. A few months back we got together to make ambient music for an Aquarium Blu-ray disc, that I also was contracted to develop the iPhone app for. (I think you’ll really dig that app, by the way, and it should be up any day now…)

We were getting together for 2 days last week to record some new pieces Mike had made demos for when you asked about Bloom; I’d played around with it a while back when we were doing Liteworks live rehearsals and it sounded really nice through the Electro-Harmonix Stereo Memory Man (new digital model) that I regretted not trying it again; I’d often thought of using it for a background drone and trying some guitar over it. So I asked Mike if it would be OK if we tried to improvise over a Bloom drone and he said sure!

Mike was playing a Casiotone ct-410v and a Roland Juno-60 synth, as well as a Roland CR-78 drum machine (as heard in “I Can’t Go For That”, and “In the Air Tonight”).

I was playing an Epiphone Riviera with E-bow through a overdrive, delay and/or looping pedal into a ’68 Fender Deluxe Reverb.

I think we had Bloom set to “Freestyle” and let it create the notes, till the end when I added a few as I turned up the delays. I can’t recall which “mood” we had it set to, maybe “Bergamot?”. Plugged in (as above) the EHX SMM2.

The unfortunate hiss was coming mostly from the VOX AC-30 that one channel of the synths, including the iPhone playing Bloom, were plugged into. I actually rolled most of it off, but it still sounds terrible!

More information at backporchrevolution.com.

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Generative Experiment (MP3)

The blog of musician Alec Vance, aleatoric.backporchrevolution.com, takes its name — ale{atori}c, as he displays it in the site’s header — from a useful expansion of his given name. He’s Alex, his blog aleatoric, which Webster’s defines as “characterized by chance or indeterminate elements,” both of which words (chance, indeterminate) are closely associated with the work of John Cage. In a recent post, Vance dug into his exploration of aleatoric music, specifically “generative” music, and his attempts to, as he put it, “start simple.” Of course, as anyone who’s played with Conway’s Game of Life knows, the idea of a simple start is a meaningful one, for from simple starts complex structures may grow. Vance titled the 16th in his series of investigations into generative music “Opalize” (MP3), perhaps after Opal, the former record label of Brian Eno, whom he lists as one of his inspirations.

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Vance’s vision here of generative music — that is, of music that is the result of a system set in motion, rather than of a hard-coded (aka “deterministic”) score that is interpreted — involves setting layers of randomized events atop each other. In this regard, he notes Eno’s Bloom app for Apple iOS, which involved “random ambient music based on a handful of parameters the user defines.” He also credits Terry Riley’s “In C,” whose structure of ambient counterpoint informs “Opalize.” Writes Vance:

I was able to take a simple 2-note passage (that forms the main drone) — playing only very long notes of C and F alternating which you can here, below — then separately for each of 2 additional “solo” synths, repitches randomly and remaps to a note on the C major pentatonic scale. These come and go randomly based on probabilities I set up and on multiples of 8 bars.

Then I added a drum machine loop, which also comes in based on random probabilities.

Finally, I added … some random feedback to the main drone and the drum machine at unexpected moments.

The result is very much as described, a series of shifting plates that provide a kind of doubled randomness: first, the structure of the individual lines, which are often interrupted by sudden variations (a rupture generally softened by the tonality Vance has employed), and second, the manner in which those varied plates interact. “Might be too jarring for the effect I was originally going for though,” he writes of his placement of the drum machine part, but overall the work, which is heard here in a 20-minute example, is only chaotic to the extent that it is lively — which is to say, full of life.

Original post at aleatoric.backporchrevolution.com.

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