interesting ideas for controller automation ?

Aug 2, 2006 at 10:35pm

interesting ideas for controller automation ?

I have been looking in to ways of automating controller
data and I was wondering if anyone have any interesting
ideas. Of course there is the trusty old LFO but that
is a little cliche and Random is a little meaningless.

A good example of what I am looking for is Cyrille Henry’s
physical modeling library. It basically models Newtonian physics,
allowing you to create some very interesting behaviors.
Check it out, http://drpichon.free.fr/pmpd/
I was wondering if any one else had some other interesting
ways of algorithmicly automating controller data.

Thanks,
Anthony

#27022
Aug 3, 2006 at 1:21am

#81363
Aug 3, 2006 at 8:22am

On 3-Aug-2006, at 0:35, apalomba@austin.rr.com wrote:
> I was wondering if any one else had some other interesting
> ways of algorithmicly automating controller data.

The examples in Litter Power mostly automate MIDI note-on data, but
they could be easily modified for arbitrary controller stufff. And
they are interesting.

– Peter

————– http://www.bek.no/~pcastine/Litter/ ————-
Peter Castine +–> Litter Power & Litter Bundle for Jitter
Universal Binaries on the way
iCE: Sequencing, Recording &
Interface Building for |home | chez nous|
Max/MSP Extremely cool |bei uns | i nostri|
http://www.dspaudio.com/ http://www.castine.de

#81364
Aug 3, 2006 at 12:33pm

The PMPD objects have been kind of superseded by the msd set of
objects — basically the same as pmpd, but less of a nightmare to use:

http://basseslumieres.org/projets.php?id=18

I’ve been fiddling with them lately for a project I’ve been working
on, & they’re a great improvement over pmpd.

The RTC library is fantastic for serial-type generative processes —
I’ve been using it for years.

For a bunch of free probability distributions that aren’t being
constantly hyped on this list, look at the max-alea objects:

http://faia.free.fr/Max_alea/Max-alea_X_2.b1.sit

There are also a bunch of chaos generators out there — I don’t use
them, but check out maxobjects.com, and don’t forget the fuzzy logic
stuff you can do with the indispensable LObjects.

have fun!

M

#81365
Aug 3, 2006 at 2:57pm

Actually MSD does not supersed PMPD as PMPD can do much more
than MSD. MSD is optimized to do mass spring models. PMPD
does that but can also do other things like fluid behaviors,
vortecies, etc…

Anthony

—– Original Message —–
From: mattyo
Date: Thursday, August 3, 2006 7:37 am
Subject: Re: [maxmsp] interesting ideas for controller automation ?

> The PMPD objects have been kind of superseded by the msd set of
> objects — basically the same as pmpd, but less of a nightmare to use:
>
> http://basseslumieres.org/projets.php?id=18
>
>
> I’ve been fiddling with them lately for a project I’ve been
> working
> on, & they’re a great improvement over pmpd.
>
> The RTC library is fantastic for serial-type generative processes -
> –
> I’ve been using it for years.
>
> For a bunch of free probability distributions that aren’t being
> constantly hyped on this list, look at the max-alea objects:
>
> http://faia.free.fr/Max_alea/Max-alea_X_2.b1.sit
>
> There are also a bunch of chaos generators out there — I don’t
> use
> them, but check out maxobjects.com, and don’t forget the fuzzy
> logic
> stuff you can do with the indispensable LObjects.
>
> have fun!
>
> M
>
>

#81366
Aug 3, 2006 at 3:26pm

Fair enough — I never had the patience with PMPD to get into things
involving huge numbers of masses….

M

On Aug 3, 2006, at 10:57, apalomba@austin.rr.com wrote:

> Actually MSD does not supersed PMPD as PMPD can do much more
> than MSD. MSD is optimized to do mass spring models. PMPD
> does that but can also do other things like fluid behaviors,
> vortecies, etc…
>
>
> Anthony

#81367
Aug 4, 2006 at 4:01pm

Hi All

Happy to have something to contribute… and might also impact on your need for multi dimensional controller Anthony…

Here’s a quick demo of some of the work I’m developing for my dissertation in MSc Sound Design at Edinburgh Uni.

http://www.pixelmechanics.com/jr_lcd_xy_throw_demo.zip

In short, it’s an unlimited (in theory) object xy controller that you can play and set points in motion etc.

Made on a mac, but should play nicely on pc.

I think all the things that you need are in there, but there’s more coming… I might even build in the octophonic control you described in another post.

I’ve put some basic notes in the patch.

Have fun, and please provide feedback

Cheers,

Jules

#81368
Aug 4, 2006 at 4:06pm

I should add the work above is partly inspired by SpielPlayer, and the great OS9 app SoundToy by Tonne.

http://www.grotrian.de/spiel/e/info.html

Cheers

Jules

#81369
Aug 4, 2006 at 4:26pm

Hey Jules, that is very cool. One can potential have
many squares, each mapped to a differnet parameters.
I was originally envisioning a joystick like configuration,
but this gives you the ability to create unique interactions.

Thanks,
Anthony

—– Original Message —–
From: Jules Rawlinson
Date: Friday, August 4, 2006 11:07 am
Subject: [maxmsp] Re: interesting ideas for controller automation ?

>
> Hi All
>
> Happy to have something to contribute… and might also impact on
> your need for multi dimensional controller Anthony…
>
> Here’s a quick demo of some of the work I’m developing for my
> dissertation in MSc Sound Design at Edinburgh Uni.
>
> http://www.pixelmechanics.com/jr_lcd_xy_throw_demo.zip
>
> In short, it’s an unlimited (in theory) object xy controller that
> you can play and set points in motion etc.
>
> Made on a mac, but should play nicely on pc.
>
> I think all the things that you need are in there, but there’s
> more coming… I might even build in the octophonic control you
> described in another post.
>
> I’ve put some basic notes in the patch.
>
> Have fun, and please provide feedback
>
> Cheers,
>
> Jules
> –
> http://www.pixelmechanics.com
> http://ddm.caad.ed.ac.uk
>

#81370
Aug 6, 2006 at 8:54am

Great job ! Could you think of implementing some kind of “boucing ball
effect” in order to reduce the speed of the agents gradually, or boost
it when you want after throwing them ?

cheers

f.e

f.e chanfrault | aka | personal computer music
> >>>>>> http://www.personal-computer-music.com
> >>>>>> |sublime music for a desperate people|

Jules Rawlinson wrote:
> Hi All
>
> Happy to have something to contribute… and might also impact on your need for multi dimensional controller Anthony…
>
> Here’s a quick demo of some of the work I’m developing for my dissertation in MSc Sound Design at Edinburgh Uni.
>
> http://www.pixelmechanics.com/jr_lcd_xy_throw_demo.zip
>
> In short, it’s an unlimited (in theory) object xy controller that you can play and set points in motion etc.
>
> Made on a mac, but should play nicely on pc.
>
> I think all the things that you need are in there, but there’s more coming… I might even build in the octophonic control you described in another post.
>
> I’ve put some basic notes in the patch.
>
> Have fun, and please provide feedback
>
> Cheers,
>
> Jules
> –
> http://www.pixelmechanics.com
> http://ddm.caad.ed.ac.uk
>
>

#81371
Aug 6, 2006 at 2:06pm

Anthony & f.e, thanks for kind words…

Re: bouncing ball…

Yeah, the other things I’m looking at (among others) are…

1. Inertia / Energy Transfer
2. Gravitational Pull
3. Elasticity
4. Orbits
5. Explosions / Fireworks
6. Sizing of objects

I’ve also implemented a ‘playhead’ object that sweeps over the box, providing further options for control and sequencing. Again, I’ve gone for an OO approach, so in theory I could have quite a few offset playheads, although I’m starting to notice the effect on CPU now.

The script/patch that I’ve put up is a 30%cpu hit on my 1.67 pBook without adding any signal processing!

Anyway, I hope to have most of the above list in place within the next week or so, although for simplicity I think they’ll take the form of separate scripts… watch this space!

Cheers

Jules

#81372
Aug 6, 2006 at 7:20pm

Awesome, keep us posted!

Anthony

—– Original Message —–
From: “Jules Rawlinson”
To:
Sent: Sunday, August 06, 2006 9:06 AM
Subject: [maxmsp] Re: interesting ideas for controller automation ?

>
> Anthony & f.e, thanks for kind words…
>
> Re: bouncing ball…
>
> Yeah, the other things I’m looking at (among others) are…
>
> 1. Inertia / Energy Transfer
> 2. Gravitational Pull
> 3. Elasticity
> 4. Orbits
> 5. Explosions / Fireworks
> 6. Sizing of objects
>
> I’ve also implemented a ‘playhead’ object that sweeps over the box,
providing further options for control and sequencing. Again, I’ve gone for
an OO approach, so in theory I could have quite a few offset playheads,
although I’m starting to notice the effect on CPU now.
>
> The script/patch that I’ve put up is a 30%cpu hit on my 1.67 pBook without
adding any signal processing!
>
> Anyway, I hope to have most of the above list in place within the next
week or so, although for simplicity I think they’ll take the form of
separate scripts… watch this space!
>
> Cheers
>
> Jules
> –
> http://www.pixelmechanics.com
> http://ddm.caad.ed.ac.uk

#81373
Aug 7, 2006 at 12:44am

Thanx for sharing Jules,
I believe that there is a great potential working with these models in large scale projects. (I will try after the 25th). Evolving composition and network mapping techniques could bring really interesting results.
I would like to propose that rather trying to build one powerful object, it would be possibly better to create a library of them, where each one could have some special characteristics. That would be beneficial for the cpu, but also interesting to investigate as a conceptual approach to composition, as the description of their behavior could create a metaphor in composition also in terms of social interaction.
Looking forward to see the whole project,
Best
Neuromax

Jules Rawlinson wrote:
Anthony & f.e, thanks for kind words…

Re: bouncing ball…

Yeah, the other things I’m looking at (among others) are…

1. Inertia / Energy Transfer
2. Gravitational Pull
3. Elasticity
4. Orbits
5. Explosions / Fireworks
6. Sizing of objects

I’ve also implemented a ‘playhead’ object that sweeps over the box, providing further options for control and sequencing. Again, I’ve gone for an OO approach, so in theory I could have quite a few offset playheads, although I’m starting to notice the effect on CPU now.

The script/patch that I’ve put up is a 30%cpu hit on my 1.67 pBook without adding any signal processing!

Anyway, I hope to have most of the above list in place within the next week or so, although for simplicity I think they’ll take the form of separate scripts… watch this space!

Cheers

Jules

http://www.pixelmechanics.com

http://ddm.caad.ed.ac.uk

———————————
Do you Yahoo!?
Everyone is raving about the all-new Yahoo! Mail Beta.

#81374
Aug 7, 2006 at 2:51am

Something else that can create interesting interactions is a system
that stores energy and releases it, almost like a rubber band. The
accum object is perfect for this. Add in values using the addition
inlet, and then to release with exponential decay, send in multiples
where 0 < coeff < 1. (use a metro to repeatedly decay at an even rate.
For the release trigger, you could set it to turn on above a certain
level, or, what might be more interesting, would be if the accumulated
value is > threshold level, there is maybe a 15% chance of it going
off. This way. it’ll go off eventually, but not always at the same
threshold…

Peter McCulloch

#81375
Aug 7, 2006 at 7:32am

Quote: f.e wrote on Sun, 06 August 2006 02:54
—————————————————-
> Great job ! Could you think of implementing some kind of “boucing ball
> effect” in order to reduce the speed of the agents gradually, or boost
> it when you want after throwing them ?
>
> cheers
>
> f.e

well that is what pmpd does – llok at that guitar
strings example.
connect 2 of those mass objects in a loop and you
have values bouncing up and down.
copy the whole thing and use the second copy as the
vertical parameter = and you have a ball bouncing in
a box.

-110 *jumping because of the neat piano web game*

#81376
Aug 7, 2006 at 7:35am

… and on the topic:

dont forget probability, and of course audio input.
analyze power, peaks, percussive attacks, spectrum
of incoming signal and use it to drive parameters.

#81377
Aug 8, 2006 at 2:40pm

#81378
Aug 8, 2006 at 2:55pm

#81379
Aug 8, 2006 at 3:07pm

#81380
Oct 6, 2006 at 10:15am

Hi All

It’s been some time coming, but here’s some more of the work I was doing using multiple XY controllers (combination of lcd and js)…

As discussed in previous posts, there’s some examples here that make use of gravity, friction and momentum, with a sneek preview of collision counters and orbits.

http://www.pixelmechanics.com/jr_xy_maxpatches.zip

Cheers

Jules

#81381
Oct 6, 2006 at 12:53pm

Hey All,

Was contacted off list to say I’d left an abstraction out of the zip for one of the granulation patches…

save this as jr.cycle~ and you’ll be good to go.

Cheers

Jules

max v2;
#N vpatcher 407 140 1007 540;
#N comlet Phase (sig/float) (0-1);
#P inlet 68 35 15 0;
#P window setfont “Sans Serif” 9.;
#P window linecount 1;
#P message 100 61 38 196617 $2 10;
#P newex 100 37 48 196617 loadbang;
#N comlet cycle ramp out (sig);
#P outlet 15 151 15 0;
#N comlet scale amount (float);
#P inlet 153 37 15 0;
#P message 153 65 52 196617 $1 10;
#P newex 153 87 52 196617 line~;
#N comlet frequency (sig/float);
#P inlet 15 35 15 0;
#P newex 15 116 148 196617 *~ $2;
#P newex 15 64 63 196617 cycle~ $1;
#P comment 29 92 85 196617 # represents arg;
#P window linecount 4;
#P comment 223 39 100 196617 first argument is frequency , second argument is amplitude;
#P connect 4 0 2 0;
#P connect 2 0 3 0;
#P connect 3 0 8 0;
#P connect 11 0 2 1;
#P fasten 9 0 10 0 105 59 105 59;
#P connect 7 0 6 0;
#P fasten 10 0 5 0 105 83 158 83;
#P connect 6 0 5 0;
#P connect 5 0 3 1;
#P pop;

#81382
Oct 6, 2006 at 7:47pm

Hey Jules, these are very cool patchers!
They definitely spark ideas for interesting
instruments. Thanks for sharing.

Anthony

—– Original Message —–
From: Jules Rawlinson
Date: Friday, October 6, 2006 5:17 am
Subject: [maxmsp] Re: interesting ideas for controller automation ?

>
> Hi All
>
> It’s been some time coming, but here’s some more of the work I was
> doing using multiple XY controllers (combination of lcd and js)…
>
> As discussed in previous posts, there’s some examples here that
> make use of gravity, friction and momentum, with a sneek preview
> of collision counters and orbits.
>
> http://www.pixelmechanics.com/jr_xy_maxpatches.zip
>
> Cheers
>
> Jules
> –
> http://www.pixelmechanics.com
> http://ddm.caad.ed.ac.uk
>

#81383

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