«  …24 25 26 27 28 29 30 »

Work with Mark: iStreet - OS X

2006-09-19 01:04 research

At UoW I also rewrote an old installation called The Intelligent Street. Mark d'Inverno and I had worked together on this one earlier and we now wanted it to run on a modern computer (OSX). We also wanted to redesign it a bit and make it into a standalone application.

The original Intelligent Street was a transnational sound installation were users could compose music using mobile phones and SMS. That, in turn, was an extended version of a yet older installation called 'The Street' by John Eacott. This totally reworked 'intelligent' version was premiered in November 2003 and realised as a joined effort between the Ambigence group (j.eacott, m.d'inverno, h.lörstad, f.rougier, f.olofsson) and the Sonic studio at the Interactive Institute in Piteå (way up in northern Sweden).

For the new OSX version, we dropped SMS as the only user interface and also removed the direct video+sound links between UK-SE that were part of the old setup. Except for that, the plan was to move it straight over to SuperCollider server (SC3) and rather spend time on polishing the overall sound and music.

I roughly estimated it would take just a few days to do the actual port. Most of the old code was written in SuperCollider version 2 (Mac OS9) and the generative music parts were done using SC2's patterns and Crucial libraries. So that code, I thought, would be pretty much forward compatible with our targeted SuperCollider 3. But sigh - it turned out that I had to rewrite it completely from scratch. The 'smart' tweaks and optimisations I had done in the old SC2 version in combination with the complexity of the engine made it necessary to redesign the thing bottom up. Even the generative patterns parts. Last I also dropped Crucial library for the synthesised instruments and did it all in bare-bone SC3.

But I guess it was worth the extra weeks of work. In the end, the system as a whole became more robust and better sounding. And standalone not to mention so hopefully it will survive a few years longer.

But I can also think of more creative work than rewriting old code. I've been doing that quite a lot recently. It feels like these old installations I've worked on earlier comes back to haunt me at regular intervals. And there is more and more of them for each year :-)

Proof: Intelligent Street running happily under OSX...

iStreet OSX

Work with Mark: Shadowplay

2006-09-18 23:16 research

Idea

Yet another system Mark d'Inverno and I worked on but never finished had the working title 'shadowplay'. We had this idea about an audiovisual installation where people's limbs (or outlines of bodies) would represent grid worlds. Agents would live in these worlds and evolve differently depending on things like limb size, limb movement over time, limb shape and limb position. The agents would make different music/sounds depending on the world they live in. A limb world could be thought of as a musical part in a score. The worlds would sound simultaneous but panned to different speakers to help interaction.

The visitors would see the outline of their bodies projected on a big screen together with the agents represented visually in this picture as tiny dots. Hopefully, people could then hear the agents that got caught or breed inside their own limbs. We hoped to active a very direct feeling of caressing and breeding your own sounding agents.

There were plans for multi-user interaction: if different limbs/outlines touched (e.g. users shaking hands), agents could migrate from one world to another. There they would inject new genes in the population, inflicting the sound, maybe die or take over totally. Though to keep agents within the worlds they were made to bounce off outlines. But one could shake off agents by moving quickly or just leave the area. These 'lost' agents would then starve to death if not adopted by other users.

Tech

The whole thing was written in Processing and SuperCollider. Processing did the video and graphics: getting the DV input stream, doing blob tracking (using the 3rd party library blob detection) and drawing the agents and lines for the limbs. SuperCollider handled rest: the sound synthesis, the genetics, agent state and behaviours, keeping track of the worlds etc. We used a slightly modified version of our A4 agent framework I wrote about in the following post: /f0blog/work-with-mark-bottom-up-approach/.

The two programs communicated via a network (OSC) and would ideally run on different machines.

I had major problems with programming. The math was hairy and all the features were very taxing on the CPU. We never got further than a rough implementation.

shadowplay screenshot 1 shadowplay screenshot 2 shadowplay screenshot 3

Work with Mark: Array Primitives and Benchmarking the Framework

2006-09-18 13:40 research, supercollider

I spent a lot of time benchmarking the code for the agents in the different versions of the multi-agent frameworks I posted about here earlier. The best performance boost was (of course) when I ported some vital parts of the SuperCollider code to C. So, for example, one CPU-intensive task that the agents had to do a lot was to find out about their surroundings. And another 'heavy' task was to calculate the distance to other objects. Each operation wasn't very demanding on its own, but when hundreds of agents would do this at the same time, we really needed the speed of the C primitives.

Below is the C code I came up with. It replaces some of the computational heavy parts in the Surroundings and ALoaction SuperCollider classes. To try them out you'd need to download the SuperCollider source code from github.com/supercollider/supercollider, add my code to the file PyrArrayPrimitives.cpp and then recompile the whole application. To use these primitives you also need to edit the file extArrayedCollection.sc from the A4.zip package posted here earlier.

One issue we then had was to distribute this 'hack'. SuperCollider doesn't have an API for adding extensions like this to the language (but there's a nice plugin architecture for the server). So I had to build dedicated SuperCollider applications including this speed hack.

int prArrayAsALocationIndex(struct VMGlobals *g, int numArgsPushed)
{
  PyrSlot *a, *b;
  PyrObject *obj;
  int size, i;
  double asIndex, w, worldSize;
  a = g->sp - 1;
  b = g->sp;
  worldSize = b->ui;
  obj = a->uo;
  size = obj->size;
  asIndex= 0;
  for (i=0; i<size; ++i) {
    getIndexedDouble(obj, i, &w);
    asIndex= asIndex+(pow(worldSize, i)*w);
  }
  SetFloat(a, asIndex);
  return errNone;
}
int prArrayAsALocationRoundedIndex(struct VMGlobals *g, int numArgsPushed)
{
  PyrSlot *a, *b;
  PyrObject *obj;
  int size, i;
  double asIndex, w, worldSize;
  a = g->sp - 1;
  b = g->sp;
  worldSize = b->ui;
  obj = a->uo;
  size = obj->size;
  asIndex= 0;
  for (i=0; i<size; ++i) {
    getIndexedDouble(obj, i, &w);
    w= sc_round(w, 1.0);
    w= sc_clip(w, 0, worldSize-1);
    asIndex= asIndex+(pow(worldSize, i)*w);
  }
  SetFloat(a, asIndex);
  return errNone;
}
int prArrayDistance(struct VMGlobals *g, int numArgsPushed)
{
  PyrSlot *a, *b;
  PyrObject *obj1, *obj2;
  int size, i;
  double w1, w2, distance;
  a = g->sp - 1;
  b = g->sp;
  if (b->utag != tagObj || a->uo->classptr != b->uo->classptr) return errWrongType;
  obj1 = a->uo;
  obj2 = b->uo;
  size = obj1->size;
  distance= 0;
  for (i=0; i<size; ++i) {
    getIndexedDouble(obj1, i, &w1);
    getIndexedDouble(obj2, sc_mod(i, size), &w2);
    distance= distance+pow(w2-w1, 2);
  }
  SetFloat(a, fabs(sqrt(distance)));
  return errNone;
}
int prArraySurroundings(struct VMGlobals *g, int numArgsPushed)
{
  PyrSlot *a, *b, *c, *d, *areaArraySlots, *indexArraySlots, *outArraySlots;
  PyrObject *obj, *areaArray, *indexArray, *outArray;
  int areaSize, outSize, i, j, worldDim, area;
  double w;
  a = g->sp - 3;  //list
  b = g->sp - 2;  //worldDim
  c = g->sp - 1;  //area - as float possible later?
  d = g->sp;  //boolean - exclude/include fix later
  if (b->utag != tagInt) return errWrongType;
  if (c->utag != tagInt) return errWrongType;
  if (d->utag != tagTrue && d->utag != tagFalse) return errWrongType;
  obj = a->uo;
  worldDim = b->ui;
  area = c->ui;
  areaSize = area*2+1;
  indexArray = newPyrArray(g->gc, worldDim, 0, true);
  indexArraySlots = indexArray->slots;
  indexArray->size = worldDim;
  if (IsTrue(d)) {  //--build index array excluding
    areaArray = newPyrArray(g->gc, areaSize-1, 0, true);
    areaArraySlots = areaArray->slots;
    areaArray->size = areaSize-1;
    int j = 0;
    for (i=0; i<areaSize-1; ++i) {
      int temp = 0-area+i;
      if (temp==0) {j++;}
      areaArraySlots[i].ucopy = temp+j;
    }
    outSize = pow(areaSize, worldDim)-1;
  } else {  //--build index array including
    areaArray = newPyrArray(g->gc, areaSize, 0, true);
    areaArraySlots = areaArray->slots;
    areaArray->size = areaSize;
    for (i=0; i<areaSize; ++i) {
      areaArraySlots[i].ucopy = 0-area+i;
    }
    outSize = pow(areaSize, worldDim);
  }
  for (i=0; i<worldDim; ++i) {
    SetObject(indexArraySlots+i, areaArray);
  }
  //indexArray is here... [[-1, 0, 1]] or [[-1, 0, 1], [-1, 0, 1]] etc. for area=1
  //or [[-2, -1, 0, 1, 2]] or [[-2, -1, 0, 1, 2], [-2, -1, 0, 1, 2]] etc. for area=2
  //--all tuples
  outArray = newPyrArray(g->gc, outSize*sizeof(PyrObject), 0, true);
  outArraySlots = outArray->slots;
  outArray->size = outSize;
  for (i=0; i<outSize; ++i) {
    int k = i;
    PyrObject *tempArray = newPyrArray(g->gc, worldDim, 0, true);
    PyrSlot *tempArraySlots = tempArray->slots;
    tempArray->size = worldDim;
    for (j=worldDim-1; j>=0; --j) {
      tempArraySlots[j].ucopy = areaArraySlots[k%areaSize].ucopy;
      getIndexedDouble(obj, j, &w);
      tempArraySlots[j].ucopy += w;
      k /= areaSize;
    }
    SetObject(outArraySlots+i, tempArray);
  }
  a->uo = outArray;
  return errNone;
}

Edit extArrayedCollection.sc (from A4.zip posted in an earlier blog entry) to look like this...

+ ArrayedCollection {
  asALocationIndex {|size|
    _ArrayAsALocationIndex
    ^this.primitiveFailed;
  }
  asALocationRoundedIndex {|size|
    _ArrayAsALocationRoundedIndex
    ^this.primitiveFailed;
  }
  distance {|list|
    _ArrayDistance
    ^this.primitiveFailed;
  }
  surroundings {|dimensions= 2, area= 1, exclude= true|
    _ArraySurroundings
    ^this.primitiveFailed;
  }
}

SuperCollider code for benchmarking...

//speedtest
({
  var size= 100, cSize= 2, rule= 30;
  var world, agents, y= 0, dict;
  dict= ();  /*lookup dictionary for rules*/
  8.do{|i| dict.put(i.asBinaryDigits(3).join.asSymbol, rule.asBinaryDigits[7-i])};
  ACell.rules= dict;
  world= APattern(size);  /*create 1d world*/
  size.do{|i| ACell(ALocation(world, [i]))};  /*fill up 1d grid with agents*/
  world.get(ALocation(world, [(size/2).round])).value= 1;  /*middle agent value=1 as init*/
  agents= world.items;
  while({y<size}, {
    /*here update.  first all agents.sense then all agents.act*/
    agents.do{|a| a.sense};
    /*agents.do{|a| a.location.list_([(size/2).round])};*/
    /*agents.do{|a| a.location= ALocation(a.location.world, [(size/2).round])};*/
    agents.do{|a| a.act};
    y= y+1;
  });
}.bench)

Work with Mark: Bottom-up Approach

2006-09-18 12:57 research, supercollider

After some time Mark d'Inverno and I shifted focus and decided to simplify our ideas. We agreed to work more from a bottom-up approach - letting the agents live within a grid world and visualise their behaviours. Other people have been doing quite some work in this area before, but not particularly many of them have been incorporating sound and music. So we had literature and examples to study and people to ask. It was of great help and I learned a lot about designing multi-agent systems from analysing, for example, Jon McCormack's nice Eden.

So starting out writing our own system, I did a set of classes for handling agents running around in a grid world of 1-3 dimensions. All agents were very simple-minded. They were visually represented with just dots and oh, they could bleep too.

Setting up simple scenarios for these classes helped to pinpoint different system models. It also showed my biggest problems coding this usually boiled down to in which order to do things. The model I tried in turn to 'model' was suggested by Rob Saunders in an article called 'Smash, bam and cell', in were all agents first sense their surroundings and then act. But I constantly had to restructure the code and design. This was harder than I had thought and I think I never came up with an all-around solution.

One example scenario we came up with was the runaway test. It is very simple but can help trying out different designs. It works something like this... Imagine a grid world of say 2 dimensions (we also coded this in 1 and 3D). Agents move about at random speed and direction. If an agent encounters another one blocking its next step, it turns around 180 degrees and flees i.e. moving away in the opposite direction. So far the sense/act cycle is simple: for every update (world tick) it first sense, then acts. But what happens if there's another agent blocking the escape route? So the agents really need to first sense, then if something is ahead, act and turn around 180, sense again and decide if it is possible to flee. Here it'll sense within the act method and that clutters the design. The better solution would probably be to let the agent just turn 180 and wait to flee until the next tick. But perhaps it could also sense behind itself in the first sense round and pause if both escape routes are blocked. There are many possible solutions and creating these small test scenarios helped me to generalise my classes. We also tried the classes by coding the test scenarios as discrete and continuous i.e. if the world was a rigid grid in which the agents only were allowed to move stepwise, or if the world allowed them to move about more smoothly in non-integer directions and speeds.

The SuperCollider code for version 4, including test scenarios and small examples is attached at the bottom of this post and below is some text trying to describe the classes in more detail.

Also, see these QuickTime movies of some test scenarios...


A4 description

There are 3 basic classes. ALocation, AWorld and AnItem. I first describe them and their immediate subclasses. Then AnAgent, AProxyAgent and some subclasses of AWorld. Then I explain a few of the classes used in the test/example programs. Last I write a little about the main loop.

May look at the files A4.sc and A4subs.sc for completion.

ALocation

BASICS:

A place within a world.

.new takes 2 arguments: world and list

Instance variable world is any (sub)class of AWorld. Can be get (i.e. accessed from outside).

Instance variable list is a list of coordinates. Can be get and set. Example: [10] for x=10 in an 1 dimensional world. [10, 20, 30] for x, y, z in a 3D world. The length of the list must correspond to the number of dimensions in the world.

ADDITIONAL:

Locations can be compared with the == method. It takes another location as an argument. A location is equal to another if they exist in the same world and have the same list of coordinates.

The != method is the negation of ==.

Distance between 2 locations can be found with the distance method. It'll return the shortest distance between locations in any dimension.

With the at method, one can query single dimensions. E.g. in a 2D world, location.at(0) will return which column and location.at(1) will return row. The argument is really just index in list above.

The surroundingLocations method. With the arguments exclude(boolean) and area(int) this returns a list of new location objects. This is used for collecting locations to be searched for neighbours. If exclude argument flag is false, this (i.e. the current) location will be counted and included in the list. The locations returned are all positioned next to this location in a cube-like way, covering an area of size: area steps away. To put it in another way: with an area of 1, only directly adjacent locations are returned. An area of 2 gives adjacent and their adjacent locations (as a set of ALocation objects) and so on.

So in a 1D world a location at (0) sent the message .surroundingLocations(false, 1) will give us [loc[-1], loc[0], loc[1]]. And likewise in a 2D world a location at (4, 5) sent the message .surroundingLocations(false, 1) will return [loc[3, 4], loc[3, 5], loc[3, 6], loc[4, 4], loc[4, 5], loc[4, 6], loc[5, 4], loc[5, 5], loc[5, 6]]. Here's the code that resembles this: ALocation(AWorld(2, 10), [4, 5]).surroundingLocations(false, 1). Last example: a location within a 3D world asked to return its surroundings with an area of 3 like this: ALocation(AWorld(3, 100), [40, 50]).surroundingLocations(false, 3).size will return a list of 343 unique locations.

DETAILS:

When a location object is created it check its world's size and wrap around borders (by doing modulo(size) on the coordinates in the list).

The location class expects the world to be of uniform size in all dimensions.

COMMENTS:

SUBCLASSES:

AWorld

BASICS:

A placeholder for items. Superclass for APattern, AGrid, ACube, BugWorld etc.

.new takes 3 arguments: dimensions, size and location

Instance variable dimensions is an integer specifying the number of dimensions for this world. Can be get.

Instance variable size will decide the size of 1 dimension. The world is then created with a uniform size in all dimensions. Can be get.

Instance variable location if defined, will place the world at a location. If left out - no parent. Can be get.

ADDITIONAL:

The clear method takes a location object as an argument and puts nil there.

With the remove method - argument: an item - you remove an item from this world.

With put you place an item in this world. Argument: item

The get method returns whatever item(s) is in a location. Argument: location

Method items returns a list of all items in this world.

neighbours - arguments: item, exclude and area. Returns a list of any items within an item's area (1=adjcent locations) including or excluding the item's own location. If no items nearby then empty list.

neighboursSparse is similar to neighbours above (same arguments and function) but uses a different algorithm for finding nearby items. Where neighbours calculates locations around the item in question and then check these locations for any items, this method might be quicker in a sparse world. It looks through all items in the world and checks if they're nearby.

Running the update method goes through all items in this world, copies them to their own locations. This is to make sure all item's locations and the hashtable stays in sync.

save will write this world, its current settings and all its items and their settings to disk. This allows for backup of longrunning tasks or 'presets' to be loaded.

DETAILS:

COMMENTS:

SUBCLASSES:

AnItem

BASICS:

The lowest level thing that exists in a world. Abstract superclass class for ARock, AMoss, AnAgent

.new takes 1 argument: location

ADDITIONAL:

The method remove will remove this item from its world.

DETAILS:

The abstract init method is used by some subclasses for initialisation.

COMMENTS:

SUBCLASSES:

AnAgent

Subclass of AnItem but is also an abstract class.

Makes sure the sense and act methods are there for all agents to follow.

SUBCLASSES:

AProxyAgent

Subclass of AnAgent. It allows replacing the sense and act methods while running.

DETAILS:

When asked to sense and act, sense and act in this class will instead evaluate functions stored in the 2 class variables senseFunc and actFunc. These can be replaced and coded on the fly! So while the system is running, we can try out, completely rewrite or just slightly modify, behaviour for all agents. Their state is kept (individually) but behaviour changes.

COMMENTS:

APattern

BASICS:

A subclass of AWorld with 1 dimension.

AGrid

BASICS:

A subclass of AWorld that has 2 dimensions.

ACube

BASICS:

A subclass of AWorld that has 3 dimensions.

ACell

used in A4_test1_cellautomata.scd

BASICS:

Subclass of AnAgent. It doesn't move and is used for cellular automata and game-of-life.

Instance variable value can be 0 or 1. Can be get/set.

There's also a rules class variable that contains a dictionary for rule lookup.

ADDITIONAL:

The sense method here collects and stores values from nearby neighbours (by asking the world for neighbours) including the cell's own value.

The act method set the cell's own value to what is returned from the rules dictionary.

ALifeCell

used in A4_test2_gameoflife.scd

BASICS:

Subclass of ACell. Just implements different sense and act methods.

ADDITIONAL:

The sense method here is the same as ACell.sense but excludes the cell's own value.

act will first calculate the total sum of all neighbour's values and then do a lookup in the rules dictionary. The cell's own values is set to 0 or 1 depending on what the dictionary returns.

ARunaway

used in A4_test3_runaway1D.scd, A4_test4_runaway2D.scd and A4_test8_runaway3D.scd

BASICS:

A subclass of AnAgent that sense if something at next location and if so, bleep, turn around 90 and flee.

Instance variable direction is a list of directions in any dimension. In a 2D world: [0, 0] stand still, [-1, 0] go west, [1, 1] go northeast and so on. Can be get/set.

Instance variable freq decides which bleep frequency to play.

ADDITIONAL:

The sense method updates the 2 private nextLocation and nextPos instance variables to figure out where to go and if that location is taken.

Helper method clearAhead returns true if there's nothing in nextPos

getNextLocation returns a new location object at here + directionlist.

getNewDirection method turns directionlist around 90 degrees.

The move method sets this location to nextLocation

The play method will beep at a frequency. And pan the sound left/right depending on location.

ABounce

1D - used in A4_test6_bounce1D.scd

BASICS:

Subclass of ARunaway. Implements getNextLocation and getNewDirection differently so that the agents bounce of each other rather than turn 90 degrees.

direction is here a vector of angle and degree.

SUBCLASSES:


The main loop of the program is usually very simple. For the CellularAutomaton and GameOfLife examples it just draws a rectangle if the cell's value is 1, then call .sense on all agents and last call .act for all agents.

while {true}, {
  agents.do{|a| if(a.value==1, {a.paintRect})}
  agents.do{|a| a.sense};
  agents.do{|a| a.act};
}

Agents that move around (i.e. all other examples) need to resolve conflicts and update the world. Also they always draw themselves.

while {true}, {
  agents.do{|a| a.paintRect}
  agents.do{|a| a.sense};
  world.resolve;
  agents.do{|a| a.act};
  world.update;
}

Updates:

Attachments:
A4.zip

Work with Mark: Cellular Automata

2006-09-18 00:05 research, supercollider

Another thing I played around with while at UoW was cellular automata. Here's a simple one-dimensional CA class for SuperCollider... external link (or attached as zip below)

ca pen example 1 screenshot

And here is some more SuperCollider code I wrote to come to grips with CA...

/*cellular automata /redFrik*/
(
  var w, u, width= 400, height= 300, cellWidth= 1, cellHeight= 1;
  w= Window("ca - 1", Rect(128, 64, width, height), false);
  u= UserView(w, Rect(0, 0, width, height));
  u.background= Color.white;
  u.drawFunc= {
    var pat, dict, rule, ruleRand, y= 0;

    /*
    rule30= 30.asBinaryDigits;    // [0, 0, 0, 1, 1, 1, 1, 0];
    rule90= 90.asBinaryDigits;    // [0, 1, 0, 1, 1, 0, 1, 0];
    rule110= 110.asBinaryDigits;  // [0, 1, 1, 0, 1, 1, 1, 0];
    rule250= 250.asBinaryDigits;  // [1, 1, 1, 1, 1, 0, 1, 0];
    rule254= 254.asBinaryDigits;  // [1, 1, 1, 1, 1, 1, 1, 0];
    */
    /*-- select rule here --*/
    //rule= 256.rand.postln;
    //rule= 90;
    rule= 30;

    pat= 0.dup((width/cellWidth).round);
    pat.put((pat.size/2).round, 1);
    dict= ();
    8.do{|i| dict.put(i.asBinaryDigits(3).join.asSymbol, rule.asBinaryDigits[7-i])};

    //--render
    Pen.fillColor= Color.black;
    while({y*cellHeight<height}, {
      pat.do{|c, x|
        if(c==1, {
          Pen.fillRect(Rect(x*cellWidth, y*cellHeight, cellWidth, cellHeight));
        });
      };
      pat= [0]++pat.slide(3, 1).clump(3).collect{|c|
        dict.at(c.join.asSymbol);
      }++[0];
      y= y+1;
    });
  };
  w.front;
)
ca pen example 2 screenshot ca pen example 3 screenshot

More interesting than these simple examples are of course things like game-of-life.

ca game of life screenshot

Here's one implementation of GOL for SuperCollider...

//game of life /redFrik
(
  var envir, copy, neighbours, preset, rule, wrap;
  var w, u, width= 200, height= 200, rows= 50, cols= 50, cellWidth, cellHeight;
  w= Window("ca - 2 pen", Rect(128, 64, width, height), false);
  u= UserView(w, Rect(0, 0, width, height));
  u.background= Color.white;
  cellWidth= width/cols;
  cellHeight= height/rows;
  wrap= true;  //if borderless envir
  /*-- select rule here --*/
  //rule= #[[], [3]];
  //rule= #[[5, 6, 7, 8], [3, 5, 6, 7, 8]];
  //rule= #[[], [2]];  //rule "/2" seeds
  //rule= #[[], [2, 3, 4]];
  //rule= #[[1, 2, 3, 4, 5], [3]];
  //rule= #[[1, 2, 5], [3, 6]];
  //rule= #[[1, 3, 5, 7], [1, 3, 5, 7]];
  //rule= #[[1, 3, 5, 8], [3, 5, 7]];
  rule= #[[2, 3], [3]];  //rule "23/3" conway's life
  //rule= #[[2, 3], [3, 6]];  //rule "23/36" highlife
  //rule= #[[2, 3, 5, 6, 7, 8], [3, 6, 7, 8]];
  //rule= #[[2, 3, 5, 6, 7, 8], [3, 7, 8]];
  //rule= #[[2, 3, 8], [3, 5, 7]];
  //rule= #[[2, 4, 5], [3]];
  //rule= #[[2, 4, 5], [3, 6, 8]];
  //rule= #[[3, 4], [3, 4]];
  //rule= #[[3, 4, 6, 7, 8], [3, 6, 7, 8]];  //rule "34578/3678" day&night
  //rule= #[[4, 5, 6, 7], [3, 5, 6, 7, 8]];
  //rule= #[[4, 5, 6], [3, 5, 6, 7, 8]];
  //rule= #[[4, 5, 6, 7, 8], [3]];
  //rule= #[[5], [3, 4, 6]];
  neighbours= #[[-1, -1], [0, -1], [1, -1], [-1, 0], [1, 0], [-1, 1], [0, 1], [1, 1]];
  envir= Array2D(rows, cols);
  copy= Array2D(rows, cols);
  cols.do{|x| rows.do{|y| envir.put(x, y, 0)}};
  /*-- select preset here --*/
  //preset= #[[0, 0], [1, 0], [0, 1], [1, 1]]+(cols/2);  //block
  //preset= #[[0, 0], [1, 0], [2, 0]]+(cols/2);  //blinker
  //preset= #[[0, 0], [1, 0], [2, 0], [1, 1], [2, 1], [3, 1]]+(cols/2);  //toad
  //preset= #[[1, 0], [0, 1], [0, 2], [1, 2], [2, 2]]+(cols/2);  //glider
  //preset= #[[0, 0], [1, 0], [2, 0], [3, 0], [0, 1], [4, 1], [0, 2], [1, 3], [4, 3]]+(cols/2);  //lwss
  //preset= #[[1, 0], [5, 0], [6, 0], [7, 0], [0, 1], [1, 1], [6, 2]]+(cols/2);  //diehard
  //preset= #[[0, 0], [1, 0], [4, 0], [5, 0], [6, 0], [3, 1], [1, 2]]+(cols/2);  //acorn
  preset= #[[12, 0], [13, 0], [11, 1], [15, 1], [10, 2], [16, 2], [24, 2], [0, 3], [1, 3], [10, 3], [14, 3], [16, 3], [17, 3], [22, 3], [24, 3], [0, 4], [1, 4], [10, 4], [16, 4], [20, 4], [21, 4], [11, 5], [15, 5], [20, 5], [21, 5], [34, 5], [35, 5], [12, 6], [13, 6], [20, 6], [21, 6], [34, 6], [35, 6], [22, 7], [24, 7], [24, 8]]+(cols/4);  //gosper glider gun
  //preset= #[[0, 0], [2, 0], [2, 1], [4, 2], [4, 3], [6, 3], [4, 4], [6, 4], [7, 4], [6, 5]]+(cols/2);  //infinite1
  //preset= #[[0, 0], [2, 0], [4, 0], [1, 1], [2, 1], [4, 1], [3, 2], [4, 2], [0, 3], [0, 4], [1, 4], [2, 4], [4, 4]]+(cols/2);  //infinite2
  //preset= #[[0, 0], [1, 0], [2, 0], [3, 0], [4, 0], [5, 0], [6, 0], [7, 0], [9, 0], [10, 0], [11, 0], [12, 0], [13, 0], [17, 0], [18, 0], [19, 0], [26, 0], [27, 0], [28, 0], [29, 0], [30, 0], [31, 0], [32, 0], [34, 0], [35, 0], [36, 0], [37, 0], [38, 0]]+(cols/4);  //infinite3
  //preset= Array.fill(cols*rows, {[cols.rand, rows.rand]});
  preset.do{|point| envir.put(point[0], point[1], 1)};
  i= 0;
  u.drawFunc= {
    i= i+1;
    Pen.fillColor= Color.black;
    cols.do{|x|
      rows.do{|y|
        if(envir.at(x, y)==1, {
          Pen.addRect(Rect(x*cellWidth, height-(y*cellHeight), cellWidth, cellHeight));
        });
      };
    };
    Pen.fill;
    cols.do{|x|
      rows.do{|y|
        var sum= 0;
        neighbours.do{|point|
          var nX= x+point[0];
          var nY= y+point[1];
          if(wrap, {
            sum= sum+envir.at(nX%cols, nY%rows);  //no borders
          }, {
            if((nX>=0)&&(nY>=0)&&(nX<cols)&&(nY<rows), {sum= sum+envir.at(nX, nY)});  //borders
          });
        };
        if(rule[1].includes(sum), {  //borne
          copy.put(x, y, 1);
        }, {
          if(rule[0].includes(sum), {  //lives on
            copy.put(x, y, envir.at(x, y));
          }, {  //dies
            copy.put(x, y, 0);
          });
        });
      };
    };
    envir= copy.deepCopy;
  };
  Routine({while{w.isClosed.not} {u.refresh; i.postln; (1/20).wait}}).play(AppClock);
  w.front;
)

Updates:

Attachments:
Pca1.zip
ca1++.scd
ca2-gameoflife++.scd

Work with Mark: Inaugural Talk

2006-09-17 20:37 research, supercollider

A small project I did for Mark d'Invero's inaugural talk November 2004 was to create a sort of entrance music or ambience as people came in and took their seats. I transcribed one of Mark's jazz tunes called Val's song. The head of this song - repeated over and over - formed the basic musical material. Then I coded a few agents that would play and manipulate it. The agents got input from a video-analysis program I had written in Max/SoftVNS. So there was a DV-camera looking at the crowd taking their seats and the program looked at the total motion of 4 different areas of the hall. As the people settled the amount of motion decreased to nearly zero and this made a nice form curve for the piece as a whole... people coming in, mingling and slowly calming down right before the talk.

The agents were allowed control over certain aspects of the music like overall tempo, which scale to use, transposition, volume, sustain and legato of tones and the amount of reverb. And we used SuperCollider plus the RedDiskInSamplerGiga with a grand-piano sample library to get a nice but discrete sound. Unfortunately very few noticed the music system as we did not allow it much volume and the crowd was pretty noisy.

Here's the basic song material Val's song in SuperCollider code...

/*val's song by m.d'inverno*/
s.boot;
TempoClock.default.tempo_(2.2)
(
a= Pdef(\x, Pbind(  /*melody*/
  \root, 3,
  \octave, 5,
  [\degree, \dur], Pseq([
    [-3, 1.5], [0, 1], [1, 0.5], [2, 0.5], [3, 1], [4, 1], [2, 0.5],
    [-3, 1.5], [0, 1], [2, 0.5], [1, 3],
    [0, 0.75], [1, 0.75], [2, 0.75], [4, 0.75], [7, 0.75], [8, 0.75], [9, 0.75], [7, 0.75],
    [8, 1.5], [7, 1], [9, 0.5], [8, 3],
    [-3b, 1.5], [0, 1], [7, 0.5], [7, 2], [0, 1],
    [0, 1.5], [7, 1.5], [7, 0.5], [8, 0.5], [9, 2],
    [7, 0.5], [4, 1], [4, 1], [4, 0.5], [3, 0.5], [-1b, 1], [-1b, 1], [-2b, 0.5],
    [-3, 3], [\rest, 3]
  ], inf)
));
b= Pdef(\y, Pbind(  /*bass*/
  \root, 3,
  \octave, 4,
  [\degree, \dur], Pseq([
    [4, 3], [0, 2], [0, 1],
    [4, 3], [-1, 2], [-1, 1],
    [-2, 3], [-2, 2], [2, 1],
    [-3, 3], [-3, 2], [-2b, 1],
    [-2, 2], [0, 1], [2, 3],
    [3, 1.5], [-2, 1.5], [0, 3],
    [-3, 3], [-3, 2], [0b, 1],
    [0, 3], [-3, 3]
  ], inf)
))
)
Ppar([a, b]).play;

And below is the code I stepped through as a small part of the actual talk. This was just to let people see how we could build music from scratch using SuperCollider. In the end Mark played along together with this on his electrical piano.

/*--setup--*/
s.boot;
a= [0, 0.25, 1, 0, 0, 0.5, 0, 0.25].scramble;
b= [1, 0, 0, 0, 1, 0.25, 0, 0, 0, 0.5, 0, 0.5, 1, 0, 1, 1].scramble;
c= TempoClock.new;
p= ProxySpace.push(s, clock: c);
~out.ar(2);
~pattern1.kr(1);
~pattern2.kr(1);
~pattern3.kr(1);
~pattern4.kr(1);
~out.play;

/*--talk demo--*/

/*definition*/
(
~bassdrum= {arg t_trig, amp= 1, release= 2.5, freq= 100;
  Decay2.kr(t_trig, 0.01, release, amp)
  * SinOsc.ar([freq, freq*0.9], 0, 0.5)
}
)

~out.add(~bassdrum)
~bassdrum.set(\t_trig, 1)

/*change parameters*/
~bassdrum.set(\freq, 70, \release, 0.3)
~bassdrum.set(\t_trig, 1)

/*add an delay effect*/
~bassdrum.filter(1, {arg in; z= 0.2; in+CombN.ar(in, z, z, 3)})
~bassdrum.set(\t_trig, 1)
~bassdrum.filter(1, {arg in; in})

/*play pattern*/
~pattern1= StreamKrDur(Pseq([1, 0, 0, 1, 0, 1, 1, 1], inf), 0.25)
c.sched(c.timeToNextBeat(1), {~bassdrum.map(\t_trig, ~pattern1)})

/*swing*/
~pattern1= StreamKrDur(Pseq([1, 0, 0, 1, 0, 1, 1, 1], inf), Pseq((0.25*[1.2, 0.8]), inf))

/*add more drums*/
(
~snaredrum= {arg t_trig, amp= 1, release= 0.12;
  Decay2.kr(t_trig, 0.01, release, amp) * Pan2.ar(Resonz.ar(ClipNoise.ar(0.3), 1500, 0.5))
};
~out.add(~snaredrum);
)

/*play pattern*/
(
~pattern2= StreamKrDur(Pseq([0, 1, 0, 0], inf), 0.5);
c.sched(c.timeToNextBeat(1), {~snaredrum.map(\t_trig, ~pattern2)});
~pattern1= StreamKrDur(Pseq([0, 1, 0, 1, 0, 1, 0.25, 1], inf), 0.25);
~pattern2= StreamKrDur(Pseq([1, 0.25, 1, 1, 0, 0, 0, 0, 0.5, 0.5, 0, 0.5, 0, 0, 0, 0], inf), 0.125);
)

/*add a bass w/ random melody and change drum patterns*/
(
~bass= {arg freq= 60, amp= 0;
  RLPF.ar(Saw.ar([freq, freq*1.01], amp), SinOsc.kr(0.2, 0, 200, 500), 0.2, 0.1)
};
~out.add(~bass);
)
(
~pattern3= StreamKrDur(Pseq([1, 0, 0.5, 0.5, 0, 1, 1, 0.5, 0.25, 1, 0, 1, 0.5, 0, 1, 0]*0.6, inf), Pseq((0.125*[1.2, 0.8]), inf));
~pattern4= StreamKrDur(Pseq(b*100+20, inf), Pseq((0.125*[1.2, 0.8]), inf));
c.sched(c.timeToNextBeat(1), {~bass.map(\amp, ~pattern3)});
c.sched(c.timeToNextBeat(1), {~bass.map(\freq, ~pattern4)});
)

~out.release(2);
p.clear;

Work with Mark: SuperCollider Sampler

2006-09-17 17:12 research, supercollider

For my work together with Mark d'Inverno I coded a few tools. One of the things that came up was a need for a neutral but nice-sounding way to test aspects of our musical-agents systems. So we got hold of a grand-piano sample library and I wrote a 'giga sampler' like class for SuperCollider. This allowed us to use this massive sample library (2.5GB) and let the agents play high-quality samples instead of cheap MIDI or boring synthesised sounds. So for testing melodies, harmonies and such, this was a good thing.

The trick with the giga sampler is that it preloads a bit from each sound file into RAM and then streams the rest from disk when needed. Or at least this is how I understand it. So using this technique, one can get quick access to a lot more samples than normally would fit in the memory of a sampler. A massive library like ours with full 88keys range, sampled in many different velocities, would occupy ~5GB of RAM (SuperCollider uses 32bit internally), nor could it be streamed from disk (the harddrive would be too slow to access and load the headers to play fast chords progressions without staggering etc).

I spent some time to make my class all-round useful and it can be downloaded from github.com/redFrik/redSampler or simply install by typing Quarks.install("redSampler") in SuperCollider. The class of interest in that package is called RedDiskInSampler.

And here is some testcode for it...

s.boot;
d= ();  /*for mapping midinote to filename*/
r.free;
r= RedDiskInSamplerGiga(s);  /*sampler*/
(
var folder= "/Users/asdf/Documents/soundfiles/bosen44100/";  //edit to match your samplebank
var velocities= #[40, 96];  /*velocities to load*/
var octavesToLoad= #[2, 3];  /*how many octaves to load*/
var scale= #['C', 'C#', 'D', 'D#', 'E', 'F', 'F#', 'G', 'G#', 'A', 'A#', 'B'];
/*so number of samples to load is octavesToLoad.size*12*velocities.size*/
/*lowest note C2= midi 36*/
velocities.do{|x, i|
  var tempDict= ();
  d.put(x, tempDict);
  octavesToLoad.do{|y, j|
    scale.do{|z, k|
      var midinote, pathname, key;
      midinote= y*12+12+k;
      key= z++y;
      pathname= folder+/+x+/+key++".aif";
      key= (key++"_"++x).asSymbol;
      tempDict.put(midinote, key);  /*like (45 : A2_96)*/
      ("loading key"+key+"from file"+pathname).postln;
      r.preload(key, pathname);
    };
  };
};
)
r.play(\C2_96, 0, 3, 1)
r.play(\D2_40, 0, 3, 1)
Tdef(\test).play
a= r.loadedKeys;
(Tdef(\test, {
  inf.do{|i|
    r.play(a.choose, 0, 0.45, 0.1);
    0.5.wait;
  }
}))
(Tdef(\test, {
  b= a.asArray.scramble;
  inf.do{|i|
    b.do{|x, j|
      r.play(x, 0, 0.35, 0.1);
      0.15.wait;
    };
    2.wait;
  }
}))
(Tdef(\test, {
  b= a.asArray.sort;
  inf.do{|i|
    b.do{|x, j|
      r.play(x, 0, 0.25, 0.08, amp: 0.6);
      0.1.wait;
    };
    1.wait;
  }
}))
Tdef(\test).stop
r.free

Work with Mark: Old System Design 2

2006-09-16 00:39 research

Another thing Mark d'Inverno and I did was to try to list all the things our musical method agents possibly could do. This was, of course, an impossible task but still, it gave us an overview and was a pretty fun and crazy project.

version 040511 /fredrik

CHORD:

--

--

--

--

--

--

MELODY:

--

--

--

--

--

--

--

--

--

--

--

RHYTHM PATTERN:

--

--

--

--

--

--

--

--

--

--

EFFECTS: (very much in progress)


«  …24 25 26 27 28 29 30 »