Working with Hydra this past week has been quite a joy. This visual has been one of my favorites so far, a slowly evolving pattern that grows and grows in richness and complexity. So alive and so beautiful.
I’ve been practicing visuals with Olivia Jack‘s wonderful system Hydra the past couple of days and I have been enjoying it very, very much. It’s been a blast to have a higher-level abstraction layer to work with over coding GLSL shaders directly. I suppose a big factor in my joy is that I tend to spend a lot more time with JS than I do GLSL too. 😉
I think knowing some shader programming and practices certainly made learning Hydra a lot quicker than it would have been otherwise. Still, lots to learn and practice. 🙂
A quiet meditation developed using four processes made up of bit-shifting and bit-masking operations. The rules, or “laws”, of each process are not complex on their own but together create an intricate texture and rhythm.
I’d like to share a Csound user-defined opcode port of the “Virtual Analog Model of the Lockhart Wavefolder” by Fabián Esqueda, Henri Pöntynen, Julian D. Parker and Stefan Bilbao that was presented at SMC 2017. The paper reference is:
F. Esqueda, H. Pöntynen, J. D. Parker and S. Bilbao, “Virtual Analog Model of the Lockhart Wavefolder”, in Proceedings of the 14th International Sound and Music Computing Conference (SMC-17), Espoo, Finland, July 5-8, 2017, pp. 336—342.
The authors have placed a website with the original paper, errata, and a Max/MSP/gen~ implementation at:
The test instrument follows the recommendations of the paper to use a cascaded wavefolder structure with input gain and DC offset parameters. (See figure 9 in the paper.) The sampling rate is 88.2khz as mentioned in the paper to deal with anti-aliasing issues without having to use oversampling.
An example render of the test CSD file is below, modulating both the gain and DC offset parameters:
I’m very excited by all of the wonderful sonic possibilities! Bravo to the original authors for their work!
Practice session today using additive pitch hexbeat rhythms to generate melodic contours.
Each hexbeat() is generating sequences of 1’s and 0’s which are then multiplied to alternate between things like 7 and 0. So if I add one that alternates between 2 and 0, I get 9,7,2, and 0 as possibilities. Then with say 4 and 0, I get additional combinations. With the patterns of different lengths (I’ve been using mostly prime number lengths) it generates a nice long overall pitch pattern, which is then masked by the rhythmic hexplay() pattern. I then add a choose() to say “play 70% of the time” and I find all of that together is quick to write, generates good variety, but has an underlying structure that is stable. (It’s been on my mind how to mix randomness + stability in interesting ways and I’ve found these explorations have been leading to some interesting pattern generation.)
This desmos graph visualizes an example of a 3-part hex pitch rhythm added together:
(Click on the “Edit on Desmos” link in the graph to turn on/off visualization of the various individual hex pitch rhythms.)