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Re: How we make experimental noise

Posted: Tue Jul 26, 2022 7:20 pm
by Mickey242
Kniferide wrote: Sat Jul 23, 2022 11:28 pm
Mickey242 wrote: Sat Jul 23, 2022 10:11 pm Been running a Polyend tracker into that ring mod Vatican shoot glass recomened.
I was deep into fast tracker 2 back in the 90s. I did a ton of stuff with it on 386. The 100 mb drive all my projects were on cost me 500 bucks and unfortunately crashed in the late 90s early 2000s. Still sad about it.
Did you ever play with LSDJ or Nanoloop?

Re: How we make experimental noise

Posted: Tue Jul 26, 2022 8:30 pm
by Kniferide
Mickey242 wrote: Tue Jul 26, 2022 7:20 pm
Kniferide wrote: Sat Jul 23, 2022 11:28 pm
Mickey242 wrote: Sat Jul 23, 2022 10:11 pm Been running a Polyend tracker into that ring mod Vatican shoot glass recomened.
I was deep into fast tracker 2 back in the 90s. I did a ton of stuff with it on 386. The 100 mb drive all my projects were on cost me 500 bucks and unfortunately crashed in the late 90s early 2000s. Still sad about it.
Did you ever play with LSDJ or Nanoloop?
I played with LSDJ once many many years ago. Never Nanoloop. I was completely confounded by the release of a hardware version of FT2 and why anyone would want one for anything other than to hold down unpaid bills. After seeing a demo... my nostalgia got to me and I was pretty transfixed about the whole project and glad it exists. I'm never going to use tracker again though because it makes me pull my hair out.

Re: How we make experimental noise

Posted: Wed Jul 27, 2022 8:16 am
by penningtron
I too am digging the Grackles. I've been doing similar things to field recordings lately: "tuning" insects and birds to certain keys using pitch plug ins, running it through weird delays and resonators, and so on. It's a cheap alternative to becoming a synth junkie.

Re: How we make experimental noise

Posted: Thu Jul 28, 2022 7:16 pm
by Kniferide
I just built a Le Strum Midi controller. It is cool... like a midi Omnichord. I'm controlling a Volca FM in the video. Pairs well. Strum pad needs a little work as does the stylus but so far it is good... and works, which is the thing I was hoping for.


Re: How we make experimental noise

Posted: Fri Jul 29, 2022 7:51 am
by Garth
Kniferide wrote: Thu Jul 28, 2022 7:16 pm I just built a Le Strum Midi controller. It is cool... like a midi Omnichord. I'm controlling a Volca FM in the video. Pairs well. Strum pad needs a little work as does the stylus but so far it is good... and works, which is the thing I was hoping for.

Saw your clip on the FB - amazing work as always

Re: How we make experimental noise

Posted: Fri Jul 29, 2022 8:35 am
by twelvepoint
Oh yeah that omnichord is cool as shit. Nice work.

Re: How we make experimental noise

Posted: Fri Jul 29, 2022 2:49 pm
by Maurice
twelvepoint wrote: Sun Jul 24, 2022 6:40 am
Garth wrote: Sat Jul 23, 2022 11:09 pm
twelvepoint wrote: Sat Jul 23, 2022 4:52 am I just say his (prolific!) SNWV Bandcamp releases page and from what I can tell he uses something called Max/MSP, which I'm totally unfamiliar with but seems to be a development environment (or design studio?) for multimedia?
Ok, yeah that tracks - sorry it looks like I misconstrued something. When I asked him about it at Thundersnow I came away w/ the impression he coded it but I think his exact words might have been that he programmed it - derp. NOT the same thing obviously.
I’m way out of my element here but it looks like Max supports code, as well as API functionality, and plays well with external hardware, so I think you were correct! I’d love to get a 30,000 ft look at Max, especially as it relates to external messaging and electromechanical controls. Arduino is my thing because it’s cheap and self contained but it’s neat to see what a more cohesive development environment can do.
Thank you! Just weighing in on this now. Max/MSP is an environment and graphical programming language for working with real-time data, including audio-resolution signals. If you've ever thought, "I'd really like a program that did this, or this...and I can think of how it'd work, but no one seems to make it," then you could probably do it in Max.

There's also Pure Data, which is a similar graphical language and environment, and it's open source. And free. (And initially developed by Miller S. Puckette, who also initially developed Max.) There's an Arduino port of Pd, too, but...it might be rather old; I'm not sure.

In my case, for this most recent series of stuff, I wanted a multi-delay system that was easy to set and update in live performance. I wanted to be able to set delay times easily based on ratio relationships, and also wanted to be able to change them quickly. There are a lot of ways of doing that, but I wanted to have a lot of control over the user interface, as well as be able to evolve and tweak the system with other kinds of pre- and post-processors. So there are a bunch of UI enhancements around some parallel tapin/tapout objects, a convolution reverb, various kinds of sends/returns, etc. It's definitely a work in progress.

I used to use Pure Data exclusively, until there was a promotional discount on Max. Around that time, Pd-extended was deprecated, and all my Pd patches wouldn't work with mainstream Pd any longer. So...I opted to take a break and jump over to Max. But I could do pretty much the same stuff in Pd, with the exception of how I'm using Max's MiRA object. That (plus a tablet app) lets you mirror supported UI elements in your patch to a touch screen.

Anyway, in addition to being a graphical programming environment, Max also supports Node.js and (more interestingly and more powerfully) can generate C with the gen object. It's certainly worth digging into!

Re: How we make experimental noise

Posted: Fri Jul 29, 2022 3:18 pm
by twelvepoint
That’s really powerful and makes me wonder if I should look into it. What I do like about my caveman arduino + rats nest of wires setup is once it’s debugged and installed it’s real lightweight. Also my day job is in tech, so having more electromechanical stuff and less ITB lets me work with my hands more.

Still, really fascinating and your own results are great.

Does the C-code export mean that projects can be build that don’t need a full blown PC and could run on a raspberry pi or similar?

Re: How we make experimental noise

Posted: Sat Jul 30, 2022 3:19 pm
by Kniferide
I played with Max a bit a bout a decade ago and quickly realized I was far too dumb for it. My friend does crazy things with it where he takes GPS data from moving cars to affect the effects of his instruments during live performances. It can do crazy shit. Like, strap Wii controllers to dancers legs and make them control synth patches as they move and shit. Max is wild.

Re: How we make experimental noise

Posted: Sat Jul 30, 2022 7:19 pm
by Mickey242
^I have been using Max/MSP for a very long time but have kind of stepped away because I was spending more time building devices than making music.

I also am dumb*

* reffrence posts on scale length and SM-57's