Wednesday, May 2, 2012

WATER MUSIC

Application of Tessendorf's Interactive Wave Algorithm to Music Composition
Prof. Bruno Degazio
Sheridan College, School of Animation
Oakville, Ontario, Canada
ABSTRACT: 
Interactive Waves, or iWaves, is a computer algorithm developed by Jerry Tessendorf of the Los Angeles motion picture effects studio, Rhythm and Hues, for the realtime graphic simulation of moving water waves. This paper gives some background to the subject of computer simulation of water waves and of Tessendorf's elegant solution to the many problems involved; briefly addresses the aesthetic questions of such a simulation; describes an implementation strategy suitable for musical research; discusses different methods of mapping the simulated waves to musical parameters; and proposes a composition based on the ideas discussed. 
1) INTRODUCTION
This paper attempts to survey both the technical and the aesthetic issues around a particular application of algorithmic composition. Unlike life, it moves from the general to the particular. It first explores some questions on algorithmic composition in general, followed by a discussion of the symbolic value of water in works of art, with a concentration on musical applications.  It then discusses a particular problem, the  computer graphic simulation  of water waves, and a solution known as interactive waves. It concludes with a proposal for a musical work based on the ideas explored. 
ALGORITHMIC COMPOSITION IN MUSIC HISTORY
ALGORITHMIC COMPOSITION IN CONTEMPORARY MUSIC
WATER AS AN AESTHETIC FACTOR IN MUSIC HISTORY
Water as a Symbol - Life and Death
Water in various forms, such as the sea, rivers, lakes, meteorological phenomenon, etc. as an aesthetic element in music and the other arts is intimately connected with its diverse symbolic meanings. Because water is essential to life it tends to function symbolically in its most undifferentiated state simply as a symbol of life. More specifically, because it is a pre-condition to life, it can mean symbolically  the origin of life. “The Spirit of the Lord moved over the Waters” (Genesis 1) and in Hindu myth the World Egg, Brahmanda, hatched upon the water.  And in fact the oceans were, some three billion years ago, probably the first playground of life on this planet. 
Because it is the fundamental substance of life, out of which all life forms have grown and become differentiated in time, water can also function as a symbol of the unconscious, out of which consciousness emerged in childhood, and emerges each morning from sleep. Because of this connection with the unconscious water is also associated with wisdom, as in Apsu, the Mesopotamian watery abyss at the center of the world, the source of wisdom. In the Biblical tradition, the water of Wisdom dwells in a man’s heart and is like a fountain or a spring (Proverbs 20:5). And in the New testament, Jesus says to the Samarian woman, that the water he will give her is a “well of water spring up into everlasting life.” (John 4:14)
Because of its importance as a matrix of life, water is symbolically feminine - the Mother.  Hence the long association of goddesses with the Sea, extending even to our own time, with the Christian Mary in her role as “Maris Stella” and traditional benefactor of sailors and all who live by the sea. The Moon because of its connection with the tides and with the female fertility cycle is traditionally feminine and watery. 
As a symbol of life it is also connected with other fluid substances, such as Wine, Amrita, Soma, Ambrosia, Mead. and especially with  the vital bodily fluids -  tears, blood, semen, and milk. The last of course also confirms the feminine aspect of the symbol. 
These vital substances point to the dynamic aspect of the symbol, since life is by definition dynamic and subject to change “animal” - that which moves, related to anima, soul). The dynamic quality of the libido as experienced psychologically is perhaps the most important connection of these symbols with the aesthetic application in works of art. The fountain at the center of the garden in medieval legend is a symbol of the ever flowing, watery quality of the libido. In contrast to its ever-moving restlessness, still water can symbolize peacefulness (Psalm 23.20)
Because it flows, waves, and is otherwise characteristically in motion, water also can symbolize time, as with “the river that you step into is not the same river you step from”. the river of life, etc.
Water, though essential for life, can also in be dangerous and the cause of death. Floods, storms, drowning, are examples of this aspect of water. The River Lethe, from which the dead drink, brings forgetfulness of life. The Flood of Noah brought death to all mankind except a select few, the reason being the wickedness of the many. Here the symbolic role of water spreads out into another cleansing and rebirth. Water in rough  or violent motion carries the meaning of disorder and chaos (Ezekial 57.20). 
Water as A Symbol of Cleansing and Rebirth

Immersion in water is a worldwide symbol of purification and regeneration. In the Christian tradition this is accomplished via the rite of baptism (second birth into the life of the spirit) and in a smaller way with the use of holy water for various cleansing and purification. 
WATER AS AN AESTHETIC FACTOR IN CONTEMPORARY MUSIC






  1. Thomas Ades - The Tempest m.498  “Tempestoso” - very like old Silent Film “Storm at Sea”
  2. Michel Redolfi  - Underwater Series, 5th Installment: - Sonic Waters (Hat Art, USA) 1984
  3. French Spectralists: 
  4. Horaţiu Rădulescu - Clepsydra (1983) for 16 players with sound icons
  5. Michel Redolfi - Underwater Music
  6. Silver Waves
  7. Pacific Waves



WAVE MOTION AS A MUSICAL MOTIF
In this section I would like to examine a number of representations of water wave motion in musical literature. 



  1. Musical Theater and Opera connected to Water

    1. John Adams --- The Death of Klinghoffer
    2. Wagner - Das Rheingold
    3. Britten - Peter Grimes, esp. Sea Interludes
    4. Gilbert and Sullivan 
      1. --- Gondoliers
    5. --- Gondolier
      s
      1. --- H.M.S. Pinafore
      1. --- Pirates of Penzance
    1. Pietro Mascagni --- Iris
    2. John Adams --- The Death of Klinghoffer
    3. Cole Porter--- Anything Goes
    4. Rodgers and Hammerstein --- South Pacific

  1. Silent Film Stock music- Storm at Sea 

  1. J.S. Zamecnik - 
    Sam Fox Moving Picture Music Vol.1, 
    Sam Fox Publishing Company, Cleveland, Ohio, 1913
    Erno Rapee  

    1. Encyclopedia of Music for Pictures, Belwin, NY, 1925. Reprinted in 1974 by the Arno Press. ISBN 0-405-01634-4
      1. Motion Picture Moods for Pianists and Organists, G. Schirmer, NY, 1924. Reprinted in 1974 by the Arno Press. ISBN 0-405-01635-2






  1. Musical Imagery of Water

  1. Beethoven: storm from Symphony No.6
  2. LISZT: Les Jeux d'eaux a la Villa d'Este
  3. Frederic Chopin
    1. - Prelude, op. 28, no. 15, "The Raindrop"
  4. Claude Debussy
    1. - La cathédral englouté
    2. - La Mer
    3. - Reflets de l'eau
    4. - Jardins sous la pluie
    5. - Poissons d’Or
    6. - Ondine
    7. GRIFFES: The Fountain of the Acqua Paola
    8. Ferde Grofe - Mississippi Suite
    9. Virgil Thomson - The River, from The Plow That Broke the Plains
    10. Jacques Ibert - Escales
    11. Todd Levin --- Swirl
    12. Maurice Ravel --- Jeux d'eau
    13. Ottorino Respighi --- Fountains of Rome
    14. Richard Rodgers --- Victory at Sea
    15. Giacchino Rossini --- Overture to William Tell
    16. Camille Saint-Saëns --- "Aquarium" from Carnival of the Animals
    17. Virgil Thomson --- Suite from "The River"
    18. Ralph Vaughan Williams --- Sea Symphony
    19. Antonio Vivaldi --- 2 concerti, RV 253 and 433, "La Tempesta di mare"

  1. Pieces that represent the flow or movement of Water:

  1. Bach - BWV 26 - Ach wie flüchtig, ach wie nichtig
  2. MacDowell - Sea Pieces Op. 25
  3. Rimsky Op. 46 - By the Sea  *esp. songs 3 and 5
  4. Elgar - Sea Pictures - esp. no.4 - From the Depths, no.6, In Mid Ocean
  5. Grainger - Spoon River
  6. Wagner - Rheingold
  7. Debussy - La Mer (splashes)
  8. Frederic Chopin --- Prelude, op. 28, no. 15, "The Raindrop"
  9. Claude Debussy--- La cathedral engloute
    1. --- La Mer
    2. --- Reflets de l'eau
  10. Ferde Grofe --- Mississippi Suite
  11. Jacques Ibert --- Escales
    1. Matin sur l'eau
  12. Todd Levin --- Swirl
  13. Maurice Ravel--- Jeux d'eau
  14. Ottorino Respighi --- Fountains of Rome
  15. Richard Rodgers --- Victory at Sea
  16. Giacchino Rossini --- Overture to William Tell
  17. Camille Saint-Saens --- "Aquarium" from Carnival of the Animals
  18. Virgil Thomson --- Suite from "The River"
  19. Ralph Vaughan Williams--- Sea Symphony
  20. Antonio Vivaldi--- 2 concerti, RV 253 and 433, "La Tempesta di mare"
  21. Ludwig van Beethoven --- Symphony No. 6, movement 4 "The Thunderstorm"
  22. Jonathan Green --- Symphony No. 3, movement 4 "Water"
  23. Bedrich Smetana --- "The Moldau" from Ma Vlast [My Country]
  24. Jonathan Green --- Symphony No. 3, movement 4 "Water"


2) COMPUTER SIMULATION OF WATER WAVES 
i) History, 1986-2010
This topic has been researched since the late 1980’s because of the enormous practical application to, initially, animated and simulated cinema and, later, interactive computer games.  Two approaches have been dominant in that timeframe:
a) Gerstner Waves
This method is derived from a long-standing oceanographic theory, known as the Gerstner-Rankine wave model or simply Gerstner waves. Simplistically described, this model states that individual water “particles” move in circular or elliptical orbits around a resting position.  There is an interesting Canadian connection with this method, in that the two seminal papers describing it were published by Canadians in the 1986 - Darwin Peachy, of the University of Saskatchewan, and William Reeves, at the time working at animation company Pixar in San Francisco, but formerly of the University of Toronto, Department of Computer Science.
This method had the advantages of allowing a time-based description, hence of being adaptable to moving images. The basic formulae have several parameters that relate directly to interesting aspects of the wave surface, such as  wave height and steepness of slope. It also allowed for effective simulation of such secondary wave phenomena spray and interaction with partially submerged obstacles.
b) Almost simultaneously with (a), another approach was being developed at several places, based on two-dimensional Fourier Synthesis. Briefly, real ocean surfaces were analyzed via Fourier methods to determine the relative weights of the various frequencies. This data could then be applied to a two -dimensional computer graphic surface to “synthesize” analogous wave surfaces. 

TESSENDORF’S SOLUTION
Jerry Tessendorf, of the Los Angels special effects company Rhythm and Hues, bypassed the existing approaches and instead devised a simulation based on the two dimensional convolution.
IMPLEMENTATION IN THE TRANSFORMATION ENGINE
MUSICAL PARAMETER MAPPINGS
COMPOSITION PROPOSAL - WAVELENGTH



BIBLIOGRAPHY
N. Collins, Musical Form and Algorithmic Composition
M. Edwards, Algorithmic Composition: Computational Thinking in Music
J. Harley, Generative Processes in Algorithmic Composition: Chaos and Music, 
Leonardo, Vol 28, #3
A. Fournier, W.T. Reeves, A simple model of ocean waves, in: Proceedings of SIGGRAPH’86, Comput. Graph. 20 (4) (1986) 75–84.
D.R. Peachey, Modeling waves and surf, in: Proceedings of
SIGGRAPH’86, Comput. Graph. 20 (4) (1986) 65–74.
Taruskin, Richard - Does Nature Call the Tune? The Danger of Music and Other Anti-Utopian Essays -  University of California Press, 2008.
Keiji Hirata and Tatsuya Aoyagi, Computational Music Representation Based on the Generative Theory of Tonal Music and the Deductive Object-Oriented Database, Computer Music Journal, 27(3), pp.73-89, 2003.
Masatoshi Hamanaka, Keiji Hirata, and Satoshi Tojo, Implementing "A Generative Theory of Tonal Music", Journal of New Music Research, 35:4, pp.249-277, 2007.
Marsden, A. (2005). Generative Structural Representation of Tonal Music, Journal of New Music Research, Vol. 34, No. 4, pp. 409-428.






================================================================================================================================================



( from http://witcombe.sbc.edu/water/music.html ) 

Water has had surprising prominence in the musical world. It has served as a tool, as inspiration, and even as a performing venue.

Water as a Musical Tool
 The Hydraulis, or Water Organ, was a musical instrument that produced sound using pressure generated by falling water as the energy source.
Water Drums exist in various cultures. The native populations of the Americas constructed a drum within a drum, with the inner instrument being filled with various amounts of water to affect the timbre of the sound. In some areas in Africa and New Guinea, hollow gourds were placed in larger vessels and struck.

Water Gong is the name attached to a modern use of traditional gongs and tam-tams. the instrument was struck and then lowered into a tub of water which lowered the pitch.Likewise, it could be struck while suspended in water, and then removed to raise the pitch.


Water as Inspiration in Music
Water has served composers as musical inspiration for a number of reasons: as the backdrop for opera and musical theater, as an image to be represented in musical sound, as a source of natural sound to be imitated in music, and as a cultural icon.


Water as Musical Venue

 The most celebrated piece of such music was composed in England, by Handel, for a 1717 party for George I upon the Thames. 

Throughout history, composers have been asked to write music to be "played upon the water." Venetian musicians composed much brass music for barges.




Friday, April 20, 2012

Solar Wind - Particle Music for Strings And Timpani


Solar Wind is a visual music piece which imaginatively builds on NASA's spectacular footage of  the great solar flare of June 7, 2011. The piece employs particle systems in both the visual design and as a compositional technique in the accompanying music.

The music is scored for string orchestra, three harps and timpani. A unique application of the  particle system concept to traditional motivic/thematic composition was employed in its creation.  In essence, each individual string instrument becomes a motivic "particle" which has a unique lifetime and musical trajectory.  The composition is the result of the  aggregate effect of these dozens of particles.

The visuals are synthesized from the classic particle system in Apple's Quartz Composer software. The principal determinants of visual intensity, namely particle density, brightness, and lifetime, were created from the same data which created the musical particles heard simultaneously. The output of these various particle systems are further processed through symmetrical reflection.  NASA's spectacular high-definition footage of the solar eruption of June 7, 2011 also appears at several times.

The version offered for presentation at TES 2012 was synthesized using state-of-the-art samples and physical modelling techniques, and has been specially recorded in 16-channel octaphonic sound for presentation in NAISA's unique audio-visual environment. The image was rendered from Quartz Composer in full High Definition using the author's custom software.

A low-res work-in-progress version can be seen here:

https://vimeo.com/40087945



Saturday, April 14, 2012

Recent Compositions

Thought I should keep a list of pieces I've made since beginning the DMA program at U of T.


  • Three Transformations for Strings - appr. 24' in three movements -  for string orchestra, 2010
  • Harmonia - 1hr version (visual music piece)
    • Harmonia - 5 minute version (visual music piece)
  • Enfolding Nows (live performance film score) 12'  - mixed 18 piece ensemble
  • Anthropos-In Memoriam Gustav Ciamaga - 10' - for full orchestra - (visual music piece)
  • Fractal Shiva - 8:00 - (visual music piece) 
  • Indica for Brass Quintet - 7:00 - 
  • The Magic Cauldron - 3:00 - animated film score for full orchestra
  • Best Idea Ever - 2:00 - animated film score for full orchestra
  • True Family Story - 4:00 - animated film score for full orchestra
  • My Pal Geo - 2:00 - animated film score
  • Haydn Davies, Sculptor - 2:00 documentary film, score (partial)
in progress

  • The Wind Embryo - 8:00 - visual music, flute, brass ensemble, 
  • Particle Music for 24 Strings & Timpani
  • Particle Flow

Sunday, April 1, 2012

THE WIND EMBRYO - Rough Cut of EMBLEM 1 from Maier's Chemical Emblems of the Secrets of Nature

THE WIND EMBRYO


This piece is a set musical variations on the first fugue in Michael Maier's series of published in Atalanta Fugiens, Chemical Emblems of the Secrets of Nature, 1618. The text of the fugue speaks about the child who is born in the belly of the God of the North wind, BOREAS.  The fugue itself is revealed in its original form only at the end of the piece.

Because the Emblem is about the action of the wind, I've chosen to use the sounds of wind throughout, as well as featuring the alto flute, a rather "windy"-sounding instrument. The piece also features a 7-piece brass ensemble, low woodwinds including bass and alto clarinets, harps and electric guitar.

Visually, the piece consist of alternating sections employing abstract graphics derived from  Maier's wonderful engraving, and live action scenes of the action of the north wind, shot in a (rather mild) Canadian winter. The graphics were manipulated with Apple Motion and Final Cut Pro X; some additional work was done in Processing. The live action film components were shot with a Panasonic GH2 digital camera.




You can watch the video here: https://vimeo.com/39428199

Particle System Music Tests

Here's some music (work-in-progress)  composed with my particle system software for the Transformation Engine.

The music uses a lot of the Japanese pentatonic harmonic mode known as kumoi. It also uses an ancient Greek rhythmic mode in septuple meter.

http://soundcloud.com/bruno-degazio/particlemusic-1-take2


The second piece is Particle Music for Strings & Percussion. The strings are divided into 20 groups of players, each one representing a particle. In addition there are parts for three marimbas and timpani - all in all 24 particles. This piece is structured harmonically in a rough sonata-form plan. It uses a Turkish rhythmic mode known as Akcak, which breaks a 9-beat meter into 4+2+3.





Friday, March 16, 2012

ART and NATURE

ART & NATURE


It seems to me inarguable that Art is and must be a representation of Nature. Since I sometimes encounter resistance to that idea, I need to explain myself a little more clearly.

I think a lot of people who resist this idea have a narrow view of "Nature" - they perhaps take it to indicate only idyllic farm scenes and bucolic pastures.

artist Grant Wood

Although such subjects are good for certain types of art,  it would be rather silly to restrict artistic expression to only this type of subject matter.

Nature, in my understanding however, means the whole world - idyllic farms, but also all plants, animals, forests, mountains,  stars, galaxies, and last but not least, human nature both internal (psychology) and external (culture.) The alter of course includes human constructions such as great cities, sciences, and the other arts. Viewed in this way, culture is in fact simply a subset of Nature. 

Becasue the word "nature" used in this way is so inclusive it may be argued that it has become useless.t 



discuss Schillinger - introduction to The System, by Arnold Shaw, esp. section 1. Music and Science, section 6. Patterns of Music and Nature


discuss Schenker - Free Composition, preface by Schenker


Tuesday, March 13, 2012

A Particle System for Musical Composition

ABSTRACT
This paper describes the development of a particle system for musical composition.   It employs a generator as described in William Reeves' seminal 1983 paper on the subject, but one in which the particles are musical themes rather than points of light.  This is distinct from an audio-level particle system such as might be employed effectively in conjunction with granular synthesis, because an audio-level process has no "musical intelligence" in the traditional sense as the term is used in discussing rhythm, melody, harmony or other traditional  musical qualities.

The particle-system uses the author's software, The Transformation Engine, as the musical engine for rendering particles. This allows the particle system to control relatively high-level musical parameters such as melodic contour, metrical placement and harmonic colour, in addition to fundamental parameters such as pitch as loudness.  The musical theme corresponding to an individual particle can therefore evolve musically over the lifetime of the particle as these high-level parameters change. 


PRIOR WORK
There seems to be little interest in applying the particle system paradigm to music composition, as distinct from audio processing. There are a small number of prior works in applying the concept to audio streams based on the granulation technique, but I have been unable to find any in which the particles are a higher level structure than audio grains.

I have recently discovered that the commercial software Plogue Bidule has a very simple particle system that outputs a stream of MIDI notes. The compositional application is limited becuase pitches, velocities and durations are all purely random, but the Bidule environment provides further processing modules which improves the situation somewhat. Still, by comparison with the system presented here it is very simple because the individual particles are simply individual MIDI notes. There is no facility to add continuous control data, pitch bend, or note sequences with rhythmic timing.


Randomness is an essential feature of a particle system. This is becuase such a system was designed to overcome the limitations of more deterministic graphic methods. As Reeves says,

"Particle systems model an object as a cloud of primitive particles that define its volume. Over a period of time, particles are generated into the system, move and change form within the system, and die from the system. The resulting model is able to represent motion, changes of form, and dynamics that are not possible with classical surface-based representations." (Reeves, Computer Graphics, V17,n3, July 1983.)




Why a MIDI Particle System?

In a recent article, Robert Rowe (NYU) makes a distinction between  Symbolic and Sub-symbolic music systems (Split Levels: Symbolic to Sub-symbolic Interactive Music Systems, Contemporary Music Review Vol. 28, No. 1, February 2009, pp. 31–42.) Symbolic systems, such as MIDI, employ a high-level description of musical events and therefore implicitly embody a large amount of musical knoweledge. This implied knowledge is a form of structure which can also be restrictive. Sub-symbolic systems, such as audio stream processing techniques like granulation, operate at a low-level. They imply less particular musical knowledge and so are correspondingly less restrictive. Each system has characteristic advantages and dis-advantages. Obviously, for a project like the compositional particle system described here, it makes a lot more sense to use a symbolic system like MIDI than a sub-symbolic one based on audio stream processing, even though the latter might have some advantages in terms of audio-quality.

MIDI (1983), despite all the complaints of its detractors (The Musicians Make a Standard, CMJ) , has been a remarkably long-lived computing standard. Its worst limitations have mostly been overcome by clever extensions to the standard, and one of its detractor's main complaints - the slow speed and uni-directional nature of its cable interconnection - has been rendered irrelevant by the use of high-speed network and software-only systems. MIDI's longevity says something positive about its success as a symbolic system.

A symbolic MIDI particle system has the advantage that each particle corresponds to a complete high-level entity, usually a musical motif consisting of series of notes (but see the examples below for other uses.)  This means that  each individual particle can represent a musical entity in the composition, for example, an individual strand of counterpoint. It would be very difficult, probably impossible, to program a  granulation system so that each grain corresponded exactly to a musical motif.  Because of the sub-symbolic character of the granulation process there are simply no markers in the data to readily indicate the presence of a symbolic entity such as a motif. Conversely, because of the symbolic character of MIDI and the high-lelvle control offered by the Transformation Engine (Degazio 2003), it is very straightforward for each grain to be represented by a musical motif.

On the minus side, MIDI is limited in the number of grains that can be performed simultaneously. Whereas audio granulation routinely uses grains numbered in the hundreds, and visual particle systems sometimes employ millions of particles, the MIDI system described here is limited to just 64, the number of tracks in the Transformation Engine.

To a large extent however this deficiency is compensated by the complexity of the MIDI particle as compared to an audio grain. While an audio grain is typically only a few dozen milliseconds long, a MIDI particle can consist of an entire musical phrase of several measures duration, or even an entire composition. Typically it is a musical motif of several notes, lasting perhaps a few beats.

There also seems to be a perceptual characteristic that limits this deficiency. It might be called a sort of primitive rule of large numbers. Perceptually, once more than perhaps 3-10 musical  entities are employed the listener perceives them simply as "many." At any rate the perception of a great mass of sonic entities does not seem to be diminished by the small number of particles.




Description of the MIDI Particle System - Basic parameters

The basic particle system parameters were adapted from Quartz Composer's simple built-in particle system, which is obviously a slightly-evolved descendant of William Reeve's original design. To summarize Reeve's design, the following are the essential parameters:

1. Overall Flow Intensity (determined by Rate, Variance)
2. Particle Size
3. Particle Lifetime
4. Particle Initial Position
5. Individual Particle Velocity (modified by Attraction, Gravity)



In musical terms these become : 

1. Overall Flow Intensity - same as visual particles except that the driving frame-rate is musically variable to suit various rhythmic situations
2. Particle Size - loudness, i.e. MIDI velocity and breath controller value
3. Particle Lifetime - duration in musical terms (beats)
4. Particle Initial Position - initial pitch location,  (tessitura)

5. Individual Particle Velocity - same as visual particles



MIDI Particle System Settings window





Some experimentation with the MIDI particle brought up a number of differences from a traditional visual particle system. In brief:

  1. smaller number of particles - dozens, rather than thousands or millions
  2. particles are not uniformly similar
  3. greater complexity of individual particle. The particle consists of a musical stream of several notes differentiated by pitch, rhythm, dynamic shaping, articulation and other performance parameters. This is analogous to using a video stream as the particle source in a conventional visual particle system. 
  4. shape of the emitter is not relevant (?)
  5. particle parameters are more individually shaped

The most important differences arise from the item 1 - the MIDI particle system employs a much smaller number of individual particles. This implies its corollary, that the individual particles have a more "personality."

There are of course also some similarities to visual particle systems:

  1. emergent structure 
  2. wide variety of behaviours are possible by adjusting a small number of parameters
  3. behaviours recall natural processes



DEMONSTRATION

32 Clarinet Orchestra
The "orchestra" used for many of the particle system examples consists of clarinets synthesized additively in Wallander Modelled Instrument's WIVI system . Clarinets were chosen because, like string instruments, they consist of a large family of instruments covering the entire orchestral pitch range with a consistent tone quality. Unlike sampled instruments, the WIVI instruments provide continuous control of dynamics and tone colour, a factor which is essential to the simulation of flow in the MIDI Particle system.

The orchestra consists of:
6 clarinets in high E-flat
6 Clarinets in B-flat
6 Clarinets in A
6 basset horns in F
4 Bass Clarinets in B-flat
4 Contrabass Clarinets in B-flat
----------------------------------------
TOTAL: 32 instruments/particles


EXAMPLES:
  1.  slow random drops 
    1. - very low flow rate (0 or 1 particle per beat)
    2. fairly long beat (300 ticks = about 5 sixteenths)
    3. very short particle lifetime


Huron Peeper Crescendo
FrogCroak&DrumCrescendo-0003 - nice illustration of rhythmic randomenss-orderdness
best example is Viemo - Huron Frog Crescendo

* Bubbling Clarinets (BubblingClarinets-0003)  - following some guidelines from Farnell's Designing Sound

Waves - (ThreeClarinetStreamsinWavesV2_0001.aiff)

Random Flow - Beat synchronized (TransitionRandom>Beat_0002.aiff)
Random flow with continuous pitch descent - (Descent-60x60tk3(dfrntSeed)_002.mov

Random Particle flow to four part counterpoint - Prtcls>CounterpointV3_0001.aiff)

Drum rhythm - Randomness to Beat synchronized - (AfricaDrumsConfluenceT3_0001.aiff)

Ant Colony
This example required certain extensions to the Particle algorithm for full effectiveness. In particular, two parameters relating to the selection of MIDI theme were extended with a variance allowance  in order to be randomized on playback. These parameters were (1) the starting position of the theme, and  (2) the time scaling factor.

The first of these has the effect of varying the beginning of each particle's statement of the theme. Without some statistical variation of this parameter each particle begins with an identical opening. Varying the start point is very effective in this example because the 'Theme" is an algorithmically generated random walk (ex. 1) . Varying the start position therefore has the effect of selecting a different segment of the random walk, providing a much more difference set of "themes". The variance of the starting position can be quantized to a musically sensible value, e.g. in this case to 16th notes. THis means that each particle will randomly choose a starting position on a 16th note boundary.

The second parameter varies the playback rate of theme across a wide range, from 1/12 of the original tempo to 24/12 (=2x) the original tempo. This again provides a much more diverse set of particles, very suitable for the representation of the independent paths of hundreds of creatures.

Random Walk - note pitches, with superimposed pitch bend data.








BIBLIOGRAPHY 

Personal Effects: Weaning Interactive Systems from MIDI
Robert Rowe, New York University (robert.rowe@nyu.edu)

https://files.nyu.edu/rr6/public/spark.pdf

[Moore 88] Moore, F. R. (1988). “The dysfunctions of MIDI”, Computer Music Journal, 12(1):19–28..

Wallander, Arne - WIVI Modelled Instruments; www.wallanderinstruments.com