Experimenting with technique to make relief more visible. #Mäanderungen
#Mellite 2.41.0 is published now. It continues the work on the Action and Control objects, used to define algorithmic couplings (“glue”) between various objects in Mellite.
Support for closures has been added, allowing to map and flatMap options and sequences of expressions. Some elements changed, such as the Act type in action and control programs, which means that programs that make use of it are not compatible with the way preliminary support had been in v2.40.0. A new tutorial will follow.
I finally made a small mp3 edit from the Riga version of wr_t_ng m_ch_n_ : https://www.researchcatalogue.net/view/665526/698038
I'm starting to document the development process of #WritingSimultan - including Mellite workspaces you can download. Here's a start: https://www.researchcatalogue.net/view/665526/697918
#Mellite 2.40.0 is published now.
It continues the work on the 'Action' and 'Control' objects, used to define algorithmic couplings ("glue") between various objects in Mellite. In this version, particularly the passiving of parameters from a control object into a runner using `runWith` has been added, as well as a way to return values, e.g. from an FScape signal process, using `MkLong`, `MkDouble` etc. along with a `Var` passed into `runWith` from the invoking control object.
If ur in Berlin this week:
DUMPF EDITION #12 CD release concert
Fri Sep 20th, 7 pm
km28, Karl-Marx-Str. 28
Segmod is a non-standard sound synthesis that embraces the discrete nature of digital sound.
Doors 19:00; concert 19:30.
Hanns Holger Rutz
20:30 discussion moderated by Leonie Reineke
Ji Youn Kang
I transcribed some notes on memory (allegedly) and added a soundfile-in-progress
#Almat news - many materials have now been published on the continuous exposition: https://www.researchcatalogue.net/view/381565/381566
Notably, you will find talk videos for 'Simulation and Computer Experimentation in Music and Sound Art' at Orpheus Ghent, and 'Algorithmic Spaces' at ZKM Karlsruhe.
#Mellite v2.38.1 is out - https://archive.org/details/Mellite - including the Negatum genetic programming object. I also published a new tutorial for that object: https://peertube.social/videos/watch/0ae57dac-5f7d-4f0b-87e8-7d49250bb1da
My colleague confirmed this impression; seems to require closed headphones. My theory is that we "hear" a spectrally complementary function, for example notches when there where strong partials, similar to how we see negative afterimages when we look at a static image for a while and then move the eyes to something else.
There is a reference from German psycho-acoustician Zwicker about an "acoustical aftertone", describes as sine components after prolonged hearing of a notched noise.
Another interesting genetically programmed sound: https://open.audio/library/tracks/42839/
scalacollider-code for that sound:
val freq0 = Seq(1.0, 1.02).map(_ * 8.824352)
val freq2 = Seq(1.0, 0.994).map(_ * 7860.8604)
val xi = LFSaw.ar(freq = freq0, iphase = 0.0)
val freq_0 = xi clip2 0.011223611
val lFDNoise3 = LFDNoise3.ar(freq_0)
val cuspN = CuspN.ar(freq = freq2, a = 1.0, b = 0.0, xi = xi)
val mix = Mix(lFDNoise3, cuspN))
val sig = Limiter.ar(LeakDC.ar(mix.clip2(1.0)) * 0.5)
Sound Artist, Composer, Researcher
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