Strategies for making crazy beats.

Mar 7, 2006 at 9:33pm

Strategies for making crazy beats.

Get a tight rythmic audio loop. It should be exactly 1 measure long. Then:

1. Calculate the bpm of this loop. loop bpm=60000/(loop length in ms/4)
2. Auto sync your loop playback to BPM. (Playback speed)=(proejct bpm/loop bpm)
3. Use groove~ with loop points
4. Every [quarter note, or whatever] decide on a new loop *start point* that is on a sensible division of the beat [1/4th, 16th, 8th, 128th]
5. At that time also decide the new loop end point, also falling on sensible beat divisions. ( Loop end)=loop start + (random integer)*[32nd note length in ms]
6. Every so often [1/4 note] decide a new playback speed. This new speed should be as calculated above, then x2 or x4 or x8 for sensible rolls, other values for more esoteric beat structures.

Right there you have a way to make a loop go crazy. Now the question is how to sequence the value changes, by hand or by some generative technique. OR live interaction with midi controllers?

What else are people doing??

#24767
Mar 7, 2006 at 10:06pm

youd get even more crazy noises if you didnt have to
start with a tight rhythmic loop. i guess you want to
recording the washing up or something.
theres an unlimited number of ways to make rhythmic
structures out of sound, in real time, or sequencing.
you got to quit your dayjob and buy thick curtains!
tracker type software is a good way to have very fine
structural control, try copying and improving renoise
or octamed
learning to actually play percussion, or remembering
the phrases as words may help you make structures. its
not just a software problem

good luck!

#72145
Mar 7, 2006 at 10:40pm

Good points chirokopter. I agree that using beatless/arhythymic sounds can be very cool to make rhythyms. My example was for a more “fractalized loop recycler”.

I see how you could get an infinite amount of *tones* from say, a WAV of the washer using BPF, FFT, fm, playback speed, etc. You could make anything from oonz to tick.

The part I’m brainstorming on is ways to make the beats *crazy, yet cohesive* Without having to “do it by hand”. So then it becomes about generating the pattern, the hit placement, accents in volume and tone, little rolls, etc. That way, the computer can suriprise you, and you can develop rhythyms you wouldn’t think of.

#72146
Mar 7, 2006 at 11:13pm

metasequencing, sequencing a sequence , can make
fractal like beats, with a degree of control.
i use logic to sequence sequences made in max msp
sometimes, or max to sequence max sequences, or you
could use touch tracks in logic to jam sequences. you
can also sequence trackers like renoise with another
sequencer i think. its like the first level makes the
word, and the second level makes the sentences. the
harder part is to make the paragraphs and chapters,
and write a good story
you can make vst instruments or use rewire to get
things to talk. i like building sequences with max
cause i can change all the parameters very easily to
get a totally new sound from a given sequence

#72147
Mar 7, 2006 at 11:27pm

I’ve been working on something similar recently. I’m working with random source sounds and imposing envelopes on the sounds to give them percussive attack and decay characteristics.

In order to create a rhythm from the sounds i created a master beat bang using phasor~ and with 2 or 3 rate~ objects i created various subdivisions of the master beat.

I made a patcher which randomly chooses between the bangs from the master beat and it’s subdivisions. It’s still quite basic but it’s early days for this patch.

There are some audio examples on my news page

good luck,

john.

#72148
Mar 8, 2006 at 12:04am

i found rate~ a bit clumsy to synchronize, its was
easier to multiply by the number of divisions you
want, then use pong~ to wrap the result between 0 and
1, keeps it all synched up

you can use the phasor divisions over the random
sounds to make gain/pitch/whatever envelopes by doing
maths to turn them into nice little curves. also you
can use the phasor to do superfast fades to get rid of
clicks .

#72149
Mar 8, 2006 at 12:42am

or you can use messages to change
the position in the buffer and mess
the code up to get it a bit more
untight like this plug-in does it

#72150
Mar 8, 2006 at 2:27am

will you guys plz post your patches ?!?
This will be interesting if we could all share our ideas on this same rhythm topic. I didn’t quite fully understand everyone’s patch.

#72151
Mar 8, 2006 at 3:05am

hmm. I can understand using the message and selecting the start&end-points method to control groove~’s beats, but I cannot understand how to use the pong~, rate~, phasor~ to do the same thing.

How do I sync groove~ by using pong~ or those objects ?
>>also you can use the phasor to do superfast fades to get rid of
clicks .
And that sounds very interesting, too.

I’d really appriciate for your advice since I’m working on the exact same topic at the moment. thx.

#72152
Mar 8, 2006 at 10:29am

heres a patch using play~
you could do a similar thing with wave~
groove~ isnt so useful with phasors, but its possible

max v2;
#N vpatcher 51 109 1143 784;
#P window setfont “Sans Serif” 9.;
#P number 511 104 35 9 0 0 0 3 0 0 0 200 200 0 222 222
222 0 0 0;
#P window linecount 1;
#P message 690 146 43 196617 size \$1;
#P window setfont “Sans Serif” 10.;
#P newex 551 500 27 196618 1;
#P newex 551 477 51 196618 loadbang;
#N vpreset 2;
#X append 1 2 13 191 517 flonum float 1.35 ; 17 59
202 flonum float 0.34 ; 22 431 505 flonum float 1. ;
25 267 583 number~ list 0. ; 33 33 518 flonum float
0.34 ; 36 362 322 flonum float;
#X append 1 2 24.285715 ; 38 177 685 multiSlider list
0.457014 0.769231 0.687783 0.524887 0.719457 0.642534
0.782805 0.737557 0.484163 0.375566 0.217195 0.076923
0.095023 0.20362 0.180995 0.162896 0.171946 ; 44 344
498 number~ list 0. ; 50 104 511 number int 17 ;;
#X append 2 2 13 191 517 flonum float 1.08 ; 17 59
202 flonum float 0.99 ; 22 431 505 flonum float 1. ;
25 267 583 number~ list 0. ; 33 33 518 flonum float
0.99 ; 36 362 322 flonum float;
#X append 2 2 70.714287 ; 38 177 685 multiSlider list
0.556561 0.832579 0.466063 0.244344 0.104072 0.031674
0.515837 0.58371 ; 44 344 498 number~ list 0. ; 50
104 511 number int 8 ;;
#P preset 544 530 47 27;
#P window setfont “Sans Serif” 9.;
#P window linecount 2;
#P comment 281 480 119 196617 other maths here will
make gates or decays;
#P user number~ 498 344 551 359 9 3 3 2 0. 0. 0 0. 250
0. 0 0 0 221 221 221 222 222 222 0 0 0;
#P window setfont “Sans Serif” 10.;
#P window linecount 1;
#P newex 496 313 62 196618 *~ 10000;
#P newex 690 461 58 196618 listfunnel;
#P newex 688 104 101 196618 buffer~ data 1000;
#P newex 689 497 61 196618 peek~ data;
#P newex 495 290 65 196618 index~ data;
#P user multiSlider 685 177 211 223 0. 1. 17 2681 47 0
0 2 0 0 0;
#M frgb 0 0 0;
#M brgb 255 255 255;
#M rgb2 127 127 127;
#M rgb3 0 0 0;
#M rgb4 37 52 91;
#M rgb5 74 105 182;
#M rgb6 112 158 18;
#M rgb7 149 211 110;
#M rgb8 187 9 201;
#M rgb9 224 62 37;
#M rgb10 7 114 128;
#P window setfont “Sans Serif” 9.;
#P newex 404 255 29 196617 t b f;
#P flonum 322 362 35 9 0 0 0 3 0 0 0 221 221 221 222
222 222 0 0 0;
#P comment 359 362 81 196617 length div (ms);
#P comment 560 33 99 196617 master phasor rate;
#P flonum 518 33 35 9 0 0 0 3 0 0 0 200 200 0 222 222
222 0 0 0;
#P comment 549 107 99 196617 divisions per cycle;
#P newex 408 202 47 196617 * 1000.;
#P comment 569 195 81 196617 pitch;
#P window linecount 2;
#P comment 567 303 81 196617 use this to drive offset
somehow;
#P window linecount 1;
#P comment 553 347 38 196617 offset;
#P window setfont “Sans Serif” 10.;
#P newex 523 242 51 196618 -~ 0.5;
#P newex 524 265 55 196618 round~ 1;
#P window setfont “Sans Serif” 9.;
#P user number~ 583 267 622 282 9 3 3 2 0. 0. 0 0. 250
0. 0 0 0 221 221 221 222 222 222 0 0 0;
#P comment 565 289 81 196617 division number;
#P window setfont “Sans Serif” 10.;
#P newex 214 491 27 196618 *~;
#P window setfont “Sans Serif” 9.;
#P flonum 505 431 35 9 0 0 0 3 0 0 0 200 200 0 222 222
222 0 0 0;
#P newex 349 55 47 196617 * 1000.;
#P newex 369 201 29 196617 t b f;
#P newex 368 231 27 196617 / 1.;
#P newex 352 77 29 196617 t b f;
#P flonum 202 59 35 9 0 0 0 3 0 0 0 221 221 221 222
222 222 0 0 0;
#P newex 354 100 31 196617 !/ 1.;
#P user scope~ 42 194 143 251 256 3 128 -1. 1. 0 0. 0
0. 102 255 51 135 135 135 0;
#P user scope~ 37 82 138 139 256 3 128 -1. 1. 0 0. 0
0. 102 255 51 135 135 135 0;
#P flonum 517 191 43 9 0 0 0 3 0 0 0 200 200 0 222 222
222 0 0 0;
#P window setfont “Sans Serif” 10.;
#P newex 205 308 27 196618 +~;
#P newex 205 256 27 196618 *~;
#P newex 202 141 27 196618 *~;
#P newex 200 200 69 196618 pong~ 1 0 1;
#P window setfont “Sans Serif” 9.;
#P message 686 47 30 196617 read;
#B color 10;
#P window setfont “Sans Serif” 10.;
#P newex 686 77 124 196618 buffer~ spool 10000 2;
#P user ezdac~ 207 560 251 593 0;
#P newex 178 400 66 196618 play~ spool;
#P newex 201 108 60 196618 phasor~ 1;
#N vpatcher 498 187 1098 587;
#P window setfont “Sans Serif” 9.;
#P window linecount 1;
#P newex 112 59 29 196617 sig~;
#P inlet 109 36 15 0;
#P inlet 73 59 15 0;
#P outlet 80 271 15 0;
#P inlet 143 37 15 0;
#P window linecount 0;
#P newex 79 130 45 196617 *~ 100.;
#P newex 85 173 35 196617 -~ 99.;
#P newex 85 193 38 196617 *~ -1.;
#P newex 129 150 31 196617 -~ 1.;
#P newex 126 105 32 196617 /~ 1.;
#P newex 85 215 59 196617 clip~ -1. 0.;
#P newex 29 174 54 196617 clip~ 0. 1.;
#P connect 6 0 0 0;
#P connect 9 0 6 0;
#P connect 1 0 8 0;
#P connect 0 0 8 0;
#P connect 6 0 5 0;
#P connect 5 0 4 0;
#P connect 4 0 1 0;
#P connect 3 0 5 1;
#P connect 10 0 11 0;
#P connect 2 0 6 1;
#P connect 11 0 2 0;
#P connect 2 0 3 0;
#P connect 7 0 2 1;
#P pop;
#P newobj 281 457 60 196618 p de-click;
#P window setfont “Sans Serif” 9.;
#P window linecount 2;
#P comment 543 422 100 196617 fast fade to kill click
#P window linecount 1;
#P newex 367 258 27 196617 / 1.;
#P comment 718 412 165 196617 enter offsets for each
division here;
#P connect 4 0 14 0;
#P connect 9 0 15 0;
#P connect 12 0 5 0;
#P connect 10 0 9 0;
#P connect 17 0 4 0;
#P connect 33 0 17 0;
#P connect 4 0 10 0;
#P connect 9 0 11 0;
#P connect 11 0 12 0;
#P connect 23 0 6 0;
#P connect 5 0 23 0;
#P connect 50 0 10 1;
#P connect 1 0 11 1;
#P connect 43 0 12 1;
#P connect 3 0 23 1;
#P connect 23 0 6 1;
#P connect 9 0 3 0;
#P connect 36 0 3 1;
#P connect 16 0 36 0;
#P connect 22 0 3 2;
#P connect 17 0 21 0;
#P connect 21 0 18 0;
#P connect 18 0 16 0;
#P connect 19 0 1 0;
#P connect 37 0 1 0;
#P connect 20 0 19 0;
#P connect 31 0 19 0;
#P connect 50 0 20 0;
#P connect 50 0 16 1;
#P connect 18 1 16 1;
#P connect 37 1 1 1;
#P connect 20 1 19 1;
#P connect 33 0 37 0;
#P connect 13 0 31 0;
#P connect 26 0 39 0;
#P connect 39 0 43 0;
#P connect 43 0 44 0;
#P connect 10 0 27 0;
#P connect 27 0 26 0;
#P connect 48 0 46 0;
#P connect 47 0 48 0;
#P connect 26 0 25 0;
#P connect 49 0 38 0;
#P connect 8 0 7 0;
#P connect 42 0 40 0;
#P connect 50 0 49 0;
#P connect 38 0 42 0;
#P pop;

#72153
Mar 8, 2006 at 10:37am

Another nifty tool for beat craziness is stutter~. You
can use objects like bonk~, or better still, Tristan
Jehan’s segment~, to trigger stutter~ when it detects
peaks. You can further tune the peak detection using
filters.
I built a Pluggo called ’19′ (pronounced
‘n-n-n-n-nineteen’, of course)that does this. It could
probably do with updating – I notice that the Read Me
refers to OS 9, for example – but you can find it at
http://www.wildfrontear.co.uk/plugs .
Perhaps I’ll have a look at updating it today, if I
get a minute
cheers
Roger

#72154
Mar 8, 2006 at 11:05am

hi, nice little patch !

however there seems to be one mistake. the numberbox “divisions per cycle”
should go into the LEFT input of [!/ 1.] in order to smooth the clicks.

here’s the corrected version:

max v2;
#N vpatcher 51 109 1143 784;
#P window setfont “Sans Serif” 9.;
#P number 511 104 35 9 0 0 0 3 0 0 0 200 200 0 222 222
222 0 0 0;
#P window linecount 1;
#P message 690 146 43 196617 size \$1;
#P window setfont “Sans Serif” 10.;
#P newex 551 500 27 196618 1;
#P newex 551 477 51 196618 loadbang;
#N vpreset 2;
#X append 1 2 13 191 517 flonum float 1.35 ; 17 59
202 flonum float 0.34 ; 22 431 505 flonum float 1. ;
25 267 583 number~ list 0. ; 33 33 518 flonum float
0.34 ; 36 362 322 flonum float;
#X append 1 2 24.285715 ; 38 177 685 multiSlider list
0.457014 0.769231 0.687783 0.524887 0.719457 0.642534
0.782805 0.737557 0.484163 0.375566 0.217195 0.076923
0.095023 0.20362 0.180995 0.162896 0.171946 ; 44 344
498 number~ list 0. ; 50 104 511 number int 17 ;;
#X append 2 2 13 191 517 flonum float 1.08 ; 17 59
202 flonum float 0.99 ; 22 431 505 flonum float 1. ;
25 267 583 number~ list 0. ; 33 33 518 flonum float
0.99 ; 36 362 322 flonum float;
#X append 2 2 70.714287 ; 38 177 685 multiSlider list
0.556561 0.832579 0.466063 0.244344 0.104072 0.031674
0.515837 0.58371 ; 44 344 498 number~ list 0. ; 50
104 511 number int 8 ;;
#P preset 544 530 47 27;
#P window setfont “Sans Serif” 9.;
#P window linecount 2;
#P comment 281 480 119 196617 other maths here will
make gates or decays;
#P user number~ 498 344 551 359 9 3 3 2 0. 0. 0 0. 250
0. 0 0 0 221 221 221 222 222 222 0 0 0;
#P window setfont “Sans Serif” 10.;
#P window linecount 1;
#P newex 496 313 62 196618 *~ 10000;
#P newex 690 461 58 196618 listfunnel;
#P newex 688 104 101 196618 buffer~ data 1000;
#P newex 689 497 61 196618 peek~ data;
#P newex 495 290 65 196618 index~ data;
#P user multiSlider 685 177 211 223 0. 1. 17 2681 47 0
0 2 0 0 0;
#M frgb 0 0 0;
#M brgb 255 255 255;
#M rgb2 127 127 127;
#M rgb3 0 0 0;
#M rgb4 37 52 91;
#M rgb5 74 105 182;
#M rgb6 112 158 18;
#M rgb7 149 211 110;
#M rgb8 187 9 201;
#M rgb9 224 62 37;
#M rgb10 7 114 128;
#P window setfont “Sans Serif” 9.;
#P newex 404 255 29 196617 t b f;
#P flonum 322 362 35 9 0 0 0 3 0 0 0 221 221 221 222
222 222 0 0 0;
#P comment 359 362 81 196617 length div (ms);
#P comment 560 33 99 196617 master phasor rate;
#P flonum 518 33 35 9 0 0 0 3 0 0 0 200 200 0 222 222
222 0 0 0;
#P comment 549 107 99 196617 divisions per cycle;
#P newex 408 202 47 196617 * 1000.;
#P comment 569 195 81 196617 pitch;
#P window linecount 2;
#P comment 567 303 81 196617 use this to drive offset
somehow;
#P window linecount 1;
#P comment 553 347 38 196617 offset;
#P window setfont “Sans Serif” 10.;
#P newex 523 242 51 196618 -~ 0.5;
#P newex 524 265 55 196618 round~ 1;
#P window setfont “Sans Serif” 9.;
#P user number~ 583 267 622 282 9 3 3 2 0. 0. 0 0. 250
0. 0 0 0 221 221 221 222 222 222 0 0 0;
#P comment 565 289 81 196617 division number;
#P window setfont “Sans Serif” 10.;
#P newex 214 491 27 196618 *~;
#P window setfont “Sans Serif” 9.;
#P flonum 505 431 35 9 0 0 0 3 0 0 0 200 200 0 222 222
222 0 0 0;
#P newex 349 55 47 196617 * 1000.;
#P newex 369 201 29 196617 t b f;
#P newex 368 231 27 196617 / 1.;
#P newex 352 77 29 196617 t b f;
#P flonum 202 59 35 9 0 0 0 3 0 0 0 221 221 221 222
222 222 0 0 0;
#P newex 354 100 31 196617 !/ 1.;
#P user scope~ 42 194 143 251 256 3 128 -1. 1. 0 0. 0
0. 102 255 51 135 135 135 0;
#P user scope~ 37 82 138 139 256 3 128 -1. 1. 0 0. 0
0. 102 255 51 135 135 135 0;
#P flonum 517 191 43 9 0 0 0 3 0 0 0 200 200 0 222 222
222 0 0 0;
#P window setfont “Sans Serif” 10.;
#P newex 205 308 27 196618 +~;
#P newex 205 256 27 196618 *~;
#P newex 202 141 27 196618 *~;
#P newex 200 200 69 196618 pong~ 1 0 1;
#P window setfont “Sans Serif” 9.;
#P message 686 47 30 196617 read;
#B color 10;
#P window setfont “Sans Serif” 10.;
#P newex 686 77 124 196618 buffer~ spool 10000 2;
#P user ezdac~ 207 560 251 593 0;
#P newex 178 400 66 196618 play~ spool;
#P newex 201 108 60 196618 phasor~ 1;
#N vpatcher 498 187 1098 587;
#P window setfont “Sans Serif” 9.;
#P window linecount 1;
#P newex 112 59 29 196617 sig~;
#P inlet 109 36 15 0;
#P inlet 73 59 15 0;
#P outlet 80 271 15 0;
#P inlet 143 37 15 0;
#P window linecount 0;
#P newex 79 130 45 196617 *~ 100.;
#P newex 85 173 35 196617 -~ 99.;
#P newex 85 193 38 196617 *~ -1.;
#P newex 129 150 31 196617 -~ 1.;
#P newex 126 105 32 196617 /~ 1.;
#P newex 85 215 59 196617 clip~ -1. 0.;
#P newex 29 174 54 196617 clip~ 0. 1.;
#P connect 6 0 0 0;
#P connect 9 0 6 0;
#P connect 1 0 8 0;
#P connect 0 0 8 0;
#P connect 6 0 5 0;
#P connect 5 0 4 0;
#P connect 4 0 1 0;
#P connect 3 0 5 1;
#P connect 10 0 11 0;
#P connect 2 0 6 1;
#P connect 11 0 2 0;
#P connect 2 0 3 0;
#P connect 7 0 2 1;
#P pop;
#P newobj 281 457 60 196618 p de-click;
#P window setfont “Sans Serif” 9.;
#P window linecount 2;
#P comment 543 422 100 196617 fast fade to kill click
#P window linecount 1;
#P newex 367 258 27 196617 / 1.;
#P comment 718 412 165 196617 enter offsets for each
division here;
#P connect 4 0 14 0;
#P connect 9 0 15 0;
#P connect 12 0 5 0;
#P connect 10 0 9 0;
#P connect 17 0 4 0;
#P connect 33 0 17 0;
#P connect 4 0 10 0;
#P connect 9 0 11 0;
#P connect 11 0 12 0;
#P connect 23 0 6 0;
#P connect 5 0 23 0;
#P connect 50 0 10 1;
#P connect 1 0 11 1;
#P connect 43 0 12 1;
#P connect 3 0 23 1;
#P connect 23 0 6 1;
#P connect 9 0 3 0;
#P connect 36 0 3 1;
#P connect 16 0 36 0;
#P connect 22 0 3 2;
#P connect 17 0 21 0;
#P connect 21 0 18 0;
#P connect 18 0 16 0;
#P connect 19 0 1 0;
#P connect 37 0 1 0;
#P connect 20 0 19 0;
#P connect 31 0 19 0;
#P connect 50 0 20 0;
#P connect 50 0 16 1;
#P connect 18 1 16 1;
#P connect 37 1 1 1;
#P connect 20 1 19 1;
#P connect 33 0 37 0;
#P connect 13 0 31 0;
#P connect 26 0 39 0;
#P connect 39 0 43 0;
#P connect 43 0 44 0;
#P connect 10 0 27 0;
#P connect 27 0 26 0;
#P connect 48 0 46 0;
#P connect 47 0 48 0;
#P connect 26 0 25 0;
#P connect 49 0 38 0;
#P connect 8 0 7 0;
#P connect 42 0 40 0;
#P connect 50 0 49 0;
#P connect 38 0 42 0;
#P pop;

ciao

oliver

—————————————–
sent through klingt.org webmail
—————————————–

#72155
Mar 8, 2006 at 9:08pm

Cool! Great suggestions guys. I havent tried using phasors like that yet. I use mostly line~ for envelopes and click removal. Is there a disagvantage to that?

I made another chaos beat generator last night. This time, instead of chopping loops, it triggers a “one-shot” buffer to play with different parameters.

Its based on a 32 step grid. For each step, it can do the following:

- Probability of hit (0%-100%) – multislider
- Range of random velocities – range bar
- Range of random pitches – range bar
- Vol Envelope (just decay really) – Range Bar
- Probability of a hit being a roll (skip if no hit)- multislider
- Roll speed (skip if no roll)- list (1/16, 1/32, 1/64)

So with the push of a button, all those parameters are set. The range bars are cool because you can select a random value from the range, for subtle (or none) to drastic dynamics.

This method seems to work very well. So far I’m getting some cool rhythyms, even though the rolls are still buggy!

#72156
Mar 8, 2006 at 9:31pm

You crazy maniacs…

I recently built a patch that works with the “simpler” object in Live, to do
these kinds of cuts, except at reaction of the computer keyboard, ala
Daedelus, and the Bitbox by Nate Crabtree. basically, it divides a sample,
or loop into even slices, and then jumps around depending on where in the
loop you start it. pretty simple, but gives a great reactive feeling, and
leaves the cutting to your own improvisation. Its pretty nice.

Computo

#72157
Mar 8, 2006 at 9:54pm

This sounds like the Slice-n-Dice Pluggo plugin…

Dan

Dan Nigrin
Defective Records
202 Hack / PC-1600 User / VSTi Host / OMS Convert / Jack OS X
http://www.defectiverecords.com

http://www.jackosx.com

#72158
Mar 8, 2006 at 11:44pm

Quote: earthman wrote on Wed, 08 March 2006 14:08
—————————————————-
> I made another chaos beat generator last night. This time, instead of chopping loops, it triggers a “one-shot” buffer to play with different parameters.
>
> Its based on a 32 step grid. For each step, it can do the following:
>
> – Probability of hit (0%-100%) – multislider
> – Range of random velocities – range bar
> – Range of random pitches – range bar
> – Vol Envelope (just decay really) – Range Bar
> – Probability of a hit being a roll (skip if no hit)- multislider
> – Roll speed (skip if no roll)- list (1/16, 1/32, 1/64)
—————————————————-
would you care to share the patch? buggy doesn’t bother me…

#72159
Mar 8, 2006 at 11:54pm

yeah a lot of these sound great…

#72160
Mar 9, 2006 at 12:15am

yeah I’ll share the patch. Its on my comp at home, not here at work. So I’ll try to drop it tomorrow. Glad there’s interest.

It brings up a side note, that is I myself would rather have a verbal or pseudocode explanation than a patch, because probably 1/2 my fun comes from figuring this stuff out. The other 3/4 of the fun is playing with it.

:-)

#72161
Mar 9, 2006 at 12:42am

if anyone has a good solution for writing a sequence
that is not in equal sized steps, and implementing
that in a phasor~ driven soundslicer, i’d be
interested.
i know techno~ does it sort of, but the technoui
interface is limited, and seems better for synth work,
than cutting samples
A more grid based sequencer, with a simple way of
describing notelengths that can be used to drive a
phasor~ is what im trying to make (with limited
success). it would probably be possible to do with lcd
or java i guess….

#72162
Mar 9, 2006 at 12:56am

Quote: earthman wrote on Wed, 08 March 2006 17:15
—————————————————-
> It brings up a side note, that is I myself would rather have a verbal or pseudocode explanation than a patch, because probably 1/2 my fun comes from figuring this stuff out. The other 3/4 of the fun is playing with it.
—————————————————-
yeah, but the problem is I’m already losing 1/4th of my time worrying I’ve got too little time and another 1/4 undecidedly messing around : )

on the rhythm side, I’m looking for ways to get more varied timing and a different feel than the 4/4 metro random gibberish I usually throw about.

#72163
Mar 9, 2006 at 3:07am

Thanks guys, yeah great ideas.

I been working with the groove~ object for a long time, and as some one had posted before, play~ syncs much better than groove~ when phasor~ driven. I just noticed that today. thx for the tip.
I wanted the groove~’s interpolate-mode, but play~ sounds just as good.

About the beats who are tired with the 4/4,
I recommend for you guys to use “messages” and “miliseconds”.
I do not know how this will work with phasor~ and play~,
but i used “ms” rather than “beats”.

Instead of calculating beats,
I would recommend for you to calculate in miliseconds, and use that information.
Just randomly trigger your actions not on precise beats.
Trigger those information on your feel.
Not on same divided beats.
You won’t miss a beat unless you have the whole groove.
Which in this case, your whole loop length.
Play~ will keep on playin’ even when you randomly trigger anything. You can make it like that.

And use a simple math like, 1/4=1/8X2=1/16X4=3/12.
“message”+”ms”+”random maths” will rock.

good luck.
Hope to see any beat patches.
Would love to be influenced by you guys.

#72164
Mar 9, 2006 at 9:36am

Have you had a look at Lgrid ? Not sure if it’s
available for Windows yet, and I couldn’t find it on
maxobjects.com, but it’s part of Peter Elsea’s
Lobjects,
cheers
Roger

#72165
Mar 9, 2006 at 10:42am

that would be a beautiful object if you could change
the colour scheme…it gives me a head ache after

#72166
Mar 9, 2006 at 12:53pm

nobody mentions burnt toast by twerk et al !!!

http://www.audibleoddities.com/twerk/

code for it is a bit of a labyrinth, but wot an app for beat slicin.

justin

#72167
Mar 9, 2006 at 5:43pm

On 8-Mar-2006, at 22:08, kristopher wrote:
> I made another chaos beat generator last night. This time, instead
> of chopping loops, it triggers a “one-shot” buffer to play with
> different parameters.
[schnipp]

Those of you who haven’t yet looked at the Litter Power examples for
generating rhythm and pitch structures should find
http://www.bek.no/~pcastine/Litter/Examples/> well worth looking at,
particularly the Poisson Rhythms and Pink Counterpoint examples.
These are also implemented as Collectives and Standalones for those

These are only tip of the iceberg of what you can do and I’m working
on more examples. The nitty gritty is that Litter Power gives you a
far more flexible vocabulary of random number generators than what’s
bundled with Max/MSP. Uniform and Poisson and Binomial and Black
Noise distributions all *sound* different.

While I’m here, I should also mention that the iCE.lattice supports
random shuffling of row playback with different kinds of groupings.
Lattice is particularly amenable to those of you coming from a
Tracker background.

– Peter

PS: I solemnly swear to tighten up my .sig as soon as I get
Subversion installed, configured, and populated.

————– http://www.bek.no/~pcastine/Litter/ ————-
Peter Castine | ^
| Litter Power & Litter Bundle for Jitter
pcastine@gmx.net |—————————————————-
pcastine@bek.no | iCE: Sequencing, Recording, and Interface Building
4-15@kagi.com | for Max/MSP
| Extremely cool
| http://www.dspaudio.com
| http://www.dspaudio.com/software/software.html
|—————————————————-
| http://www.castine.de/ Work-In-Progress

#72168
Mar 9, 2006 at 6:51pm

Hi Peter..

ur ICE package sounds very interesting !! is there any demo / trial available for download… or maybe a standalone made with ICE ??
I think i wanna buy it, but i would, as with anything else like to check it out a bit first…

#72169
Mar 9, 2006 at 7:05pm

Is ICE available on the PC?

#72170
Mar 9, 2006 at 7:12pm

Here’s an update on the iCE demo status: Anthony has been working
hard on some examples, and the first one should be available Very Soon.

I don’t have an exact date, but it is looking quite close…

Best — Peter

————– http://www.bek.no/~pcastine/Litter/ ————-
Peter Castine | ^
| Litter Power & Litter Bundle for Jitter
pcastine@gmx.net |—————————————————-
pcastine@bek.no | iCE: Sequencing, Recording, and Interface Building
4-15@kagi.com | for Max/MSP
| Extremely cool
| http://www.dspaudio.com
| http://www.dspaudio.com/software/software.html
|—————————————————-
| http://www.castine.de/ Work-In-Progress

#72171
Mar 9, 2006 at 10:29pm

On 9-Mar-2006, at 20:05, apalomba@austin.rr.com wrote:
> Is ICE available on the PC?

We know that there has been interest from Windows users, but at this
point in time all I can say is we don’t have a Windows version
available. Sorry.

Best — Peter

————– http://www.bek.no/~pcastine/Litter/ ————-
Peter Castine | ^
| Litter Power & Litter Bundle for Jitter
pcastine@gmx.net |—————————————————-
pcastine@bek.no | iCE: Sequencing, Recording, and Interface Building
4-15@kagi.com | for Max/MSP
| Extremely cool
| http://www.dspaudio.com
| http://www.dspaudio.com/software/software.html
|—————————————————-
| http://www.castine.de/ Work-In-Progress

#72172
Mar 9, 2006 at 11:17pm

YEAH! Very nice thread people, I’ve found out about some cool stuff. Thanks!

I am still planning on posting my patch. However, it contains a bunch of sub patches.. So whats the policy, do people just .ZIP it all and attach it?

#72173
Mar 10, 2006 at 9:58am

Attachments don’t work on the forum. Open the patch as
text and copy & paste it into your post (or host it
somewhere else & post a link).

So long as you mean genuine sub-patches (ie. things
you put int an object box and call ‘p something’),
they’ll be included in the text you paste; if otoh,
you mean abstractions ie. patches that you’ve
previously saved and then referred to in your main
patch, you’ll need to paste these as well and let us
know what you’ve called them.

Btw, another neat object to check out for crazifying
beats is 2dwave~
cheers
Roger

#72174

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