Monday, 20 October 2014

Project Mindmap

As I am currently mind mapping ideas the link below goes to a mind-map website where you can view the mind-map that is still ongoing and in progress.

Link: http://goo.gl/KAHolh

Learning and Developing Max/MSP with Step Sequencer Project

In this module we are also learning to use Max/MSP. This is so we can use it to help with out projects. So far we have only covered the basics, but from learning Max/MSP, it has taken me two lectures to realise just how open Max can be. You can create so much. You are only limited by what you can think. To help develop my knowledge with Max, I set out on a task that I knew couldn't be too difficult, but was complicated enough to be a challenge. I decided to build a 16 step sequencer, as I figured out that it could be built using the majority of objects we had all ready learnt. 




















Above is a screenshot of the finished step sequencer in patching mode. The purpose of the step sequencer is a sequencer that could be used with Kong Drum Designer in Reason 7.

The first task was to have a tempo that could be changed. This had not yet been covered in lectures, so through research and using the "help" in Max, I was able to learn how tempo was used.


The tempo has a default of 120 beats per minute with a beat multiplier of 1. The last part, beat divisions of a whole note, was confusing. However, eventually I figured the division could be used to divide the whole bar into 16 parts, which was helpful for the 16 step sequencer.



The next section used parts we had already learnt, such as: button, counter and % object. This allowed max to count up 16 bangs to a tempo and then loop back to 1, thus creating the 16 steps.



The select objects were used for two purposes. The first is the 0-15, which routed the bangs to 16 corresponding buttons steps. (see image below). This created not only a visual indicator, but also created the 16 bangs needed for the next section. The 0, 4, 8, 12 select object was used to create a click tempo but only clicking on the 4 beats of the bar. It works by being connected to a click object which is connected to an ezdac~ object. It's also routed though 4 buttons (shown below) for a visual indicator.   


After going through the buttons, the bangs are routed through ggate objects. Ggates had not been covered yet, however, their purpose was obvious from their visual interface and name. The ggates act as a switch to allow data through when opened by a trigger. After connecting all the bangs up to the ggates, each ggate was then connected to their own corresponding trigger. The triggers would become the interface the step sequencer would be controlled with.


Once the ggates have been triggered, the bang will be routed to a number message. There are 16 number messages ranging from 36 to 51. Each number message represents a MIDI note, 36 being C up to 51 being Eb. These MIDI notes were chosen as these are the MIDI notes used to control the Kong Drum Designer.

Finally the messages are routed to a makenote object and then to a noteout object. This sends the sequence out of Max to Reason.



Other features of the sequencer include: tempo control, on/off trigger (which can be triggered with the space bar), default button (which resets the tempo back to 120) and a reset button (which resets the whole sequencer.


When the sequencer is put in presentation mode, it is laid out in a very simple manner that is easy to use and simple in looks. 

This project took a total of 7 hours to complete, including research. Overall I am pleased with how the sequencer turned out. I'm most proud of how I didn't compare to other peoples sequencers as I knew this would make me aim to match other people's sequencers rather than create my own. It also meant that all thought processes were my own so the learning curve was much greater as it allowed me to learn from my own tests and failures rather than follow a tutorial.

A link to copy Max Patch Code:

Further development of the sequencer I would like to do:
  • Make it more visually pleasing by including a background, customizing switches etc.
  • Add more features such being able to change sounds within the sequencer, eq, compression etc.
  • Possibly the ability to add or remove sequences within the sequencer itself without changing the patching itself. So the user could have a customized 4x16 Step Sequencer or a 20x16 Step Sequencer. 
It is possible this could develop to be a final project but the primary purpose was not to be a final project, more of a practice.

Objects used in this project:

  • Key
  • Number
  • Select
  • Tempo
  • Button
  • Counter
  • %
  • Select
  • Ggate
  • Trigger
  • Message
  • Makenote
  • Noteout
  • Slider
  • Click~
  • Ezdac~
  • Comment




Introduction

This module requires me to create a prototype project, which will eventually lead to a final project, that reflects an idea based around something interactive in relation to sound. The first lecture discussed sound in a form of "sound space". This interests me in the idea that sound and music can be more than just a structural "song, composition, or film/T.V/game". It is still very broad however in what it is I can do. The second lecture covered a more specific idea of mobile creations or creations created using mobile technology. That included personal recorders and mobile apps. This interested me more as it also covered Binaural Microphones which I have an interest in.

I first came across Binaural Microphones when listening to a piece of audio that gave you the impression you were getting your hair cut called 'Virtual Barber Shop' (see link below). When remembering this I had a few ideas on how to create an interactive space that could simulate a similar experience like that. As this is my main idea I want to explore at the moment, my first task is to research further into Janet Cardiff, who explores the idea of using Binaural Microphones and interactive guides.

Link to Virtual Barber Shop: https://www.youtube.com/watch?v=IUDTlvagjJA