have you heard this music?
hi.
I'm looking for music that I can hardly describe. like "contemporary musique concrète" - musique concrète that makes use of the latest dsp and synthesis techniques and breaks conventions of form and harmony. it entirely lacks the element of repetition as a musical base. it doesn't care about sonic consistency - one moment the entire sound space might be filled with, say, a glitchy granular cloud of voice sample, the next moment an analoge synth pad fills out everything, next comes some additive lfo madness. it encompasses elements of "sound scape", noise, experimental. it is less repetitive and more dynamic than typical noise music or almost all electroacoustical stuff that I know. It completely changes timbres, flavours and clolors without ever predictively coming back to them. mangles voices through granular systems, encompasses fx otherwise only heard in scifi and phantasy movies. jumps in your face with aggressive intensity in one moment, next instance hides away in sublime lightness. it doesn't restrict itself to a specific set of instruments / tools. effects like reverb, phasing, distortion, delay etc aren't laid on top of instrument tracks but their parameters are heavily modulated to become integral part of the dynamic nature of its sounds.
amon tobin? - a little maybe but without the need to sound like traditional modern music with a continuing (if only underlying) harmonic / rhythmical base structure.
aphex twin? - same: less focus on drums and (generally) steady rhythmical flow.
noise music? - is far too repetitive in terms of timbre and dynamics (I don't know that much noise, maybe look that way?
generative music? - usually focuses on the composing algorithm more than on the refined sound engineering.
idm? - we need less repetition and more drama.
I specifically add at this point that I am not drunk as I am writing this
Maybe someone heard this kind of sound and has the heart to help a craving listener. I might still add to the description if better words strike me.
cheers,
oyster
How to change startpoint of array playback?
@esaruoho PS....... you are not using [line~]..... you are using [line].
With [line~] it should be fine.
You will need to remove the "1" from the [*~ 1] of course.
It is very hard for us to test, communicate or make corrections unless you upload your patch...... and extremely hard to spot any errors.
Try this....... Microsound-granular.pd ........... if you get clicks then there could be a different problem..........
David.
¿Granular Synth?
@tomascowes I cannot see the video (in any browser).
The screenshot looks like it is the one by Andy Stoke......
If so...... here it is....... fixed........ https://forum.pdpatchrepo.info/topic/11348/andy-stoke-s-granular-pd-patch-help/3
You will need to click the bang above [openpanel] and load a wav audio file to see the image in the graphs..... see below...
David.
Andy Stoke's Granular.pd Patch - help!
@whale-av I know I'm definitely missing something here - from the "clip" object to the second slider of the granular portion of the patch, at least on my end, there is no jumping back and forth. It seems the "set jitter rate" object isn't really transferring to the granular portion and/or the random object in the granular section isn't bouncing back and forth. I know I'm probably missing something extremely obvious, but it's not becoming apparent
EDIT: Aha, pay me no nevermind... you got it! Ah, and you gave me some other neat stuff too. Thanks again!
MAKE RIGHT SAMPLE LOCATOR WORK REGARDLESS OF SAMPLE RATE
Hi Guys! I'm currently working on an extended patch that has adapted current granular patches and added extra functionalities. The idea is to create a practical and creative sound design tool; focussing as mic input as the source...
In the main patch both locators for "pd sampler" work due to the stated sample rate of 44,100hz. However in "pd live granular" the right locator does not work! I know this is because "pd live granular" supports a varying sample rate; depending on the length of the recording.
Could anyone point me towards how to modify the right locator so that it functions for any sample rate?
Pseudo 12-string effect (6 string guitar to sound like a 12 string)
To do this in real-time, I gotta think you'd need a six-channel pickup to make that happen. On a monophonic input, a granular delay that followed the pitch and then did some pitch-synchronous granular detuning might work somewhat convincingly. But polyphonically on a guitar, there would probably be a need for an extensive library of chord fingerings to analyze along with a good estimation of the likely fingering of monophonic lines given that there are multiple ways of playing the same thing on a guitar using different strings.
That would seriously be a cool effect, though.
[vphasor~] and [vphasor2~], subsample-accurate phasors
Hello everyone, long time no see.
I've been getting back into Pd lately and have been messing around with some granular stuff. A few years ago I posted a [vphasor.mmb~] abstraction that made the phase reset of [phasor~] sample-accurate using vanilla objects. Unfortunately, I'm finding that with pitch-synchronous granular synthesis, sample accuracy isn't accurate enough. There's still a little jitter that causes a little bit of noise. So I went ahead and made an external to fix this issue, and I know a lot of people have wanted this so I thought I'd share.
[vphasor~] acts just like [phasor~], except the phase resets with subsample accuracy at the moment the message is sent. I think it's about as accurate as Pd will allow, though I don't pretend to be an expert C programmer or know Pd's api that well. But it seems to be about as accurate as [vline~]. (Actually, I've found that [vline~] starts its ramp a sample early, which is some unexpected behavior.)
[vphasor2~] is [vphasor~] with an additional signal inlet. This inlet expects another positive-ramping phasor and is used for hard-syncing. When the phasor inlet gets a drop--as happens when a the phase cycle starts over--[vphasor2~] resets its phase to zero. It also does this with subsample accuracy by taking the last and first samples of the phase and estimating when it reset. That's why it needs a positive-ramping phasor as the input. If you try to hard-sync with a sine wave or something, it won't work.
As far as I can tell, everything is working, but let me know if you find a bug. I tried to document the code thoroughly as well.
The sources and helpfiles are included in the zip file. It uses the Makefile template, so just type "make" and it should compile.
vphasor.zip
Nebulæ
Nebulæ is a granular sample player/DSP platform in the Eurorack modular synthesizer format. It uses sound files as the source material for creating loops, melodies, granular clouds, drones, pads and otherworldy textures. Ships with a flash drive containing a copyright free sample library recorded and mastered specifically for Nebulæ.
The module is also capable of running Csound and Pure Data files. An expansive library of Csound and Pure Data instruments are available for download with more constantly being added.
Website:
http://www.qubitelectronix.com/#!nebulae/c23nm
Video:
Credits:
http://www.qubitelectronix.com/
Attempting to replicate live granular glitchyness
Hello forum,
I saw this video on Youtube and was inspired to try to replicate this effect in pd (skip to 2:16 for the good stuff).
The author had this to say:
Non-Geeks: This is me playing on some drums and pads fed through a computer. When I hit the drums they get sampled instantly and repeated really fast to make VSnares / Aphex type granulised rolls.
Geeks: The drum signal (SM57 sits on snare, 602 sits in kick) is fed through a granular synth which takes snapshots of the incoming signal if it exceeds a threshold level, samples its frequency, waveform and amplitude, then repeats those grains until it is triggered again. That granular sound is then mixed with the signal from the camera to get some natural drum sound.
Here's my attempt: liveglitch.zip
I tried to make things more interesting by adding an option to have a glissando effect as well as incorporate some randomness into the parameters, but I still can't keep to get it to sound as 'industrial lo-fi' as the author can. Any tips or improvements I could make?
\[vd~\] and continuous data
Hi,
I'm trying to figure out the logic behind the attached patch. [vd~] receives continuous data from a [phasor~]. so the delay value is continuously changing??? why?
Also, I wonder why the sawtooth wave is inverted (by the [*~ -1] and [+~ 1])
Thanks a lot!
http://www.pdpatchrepo.info/hurleur/3-7-2-1-granular-live.pd