July 31, 2010

I am ridiculously behind on blogging because of the amount of contract work I have going on at the moment (working Saturdays and weeknights until 2am - not fun!) Anyway, I'll stop whining now.

Below is a video of the talk I gave at PyCon AU at the end of June. In it I talk about my time working for London based "reactive music" company, RjDj, and also about my video game Infinite8BitPlatformer.

I haven't posted an Infinite8BitPlatformer update for ages, and I have been meaning to do so since a lot of progress has been made since my last post, but here's a quick update:

  • Multiplayer code: this is going really well. It's almost at the point of beta release.
  • Contributors: another person has started contributing to the codebase. I am hopefully going to be merging his code this weekend. Julian has put basic chat into the multiplayer code, among other tweaks and bugfixes, and a huge amount of very useful information for other people looking to contribute. He's been very patient about my lack of time!

Anyway, back to work.

July 11, 2010

I've started a new album. It is called squeakyshoecore. It is algorithmically generated acid using some software I wrote. I am going to release it online bit by bit, as I finish each track. I will announce each new track here on this blog.

squeakyshoecore logo

squeakyshoecore

The software makes two different beats and two complementary melodies using random number generators and some carefully tuned algorithms for using those random numbers. The melody shaping rules involve applying a low dimensional random fractal effect on very basic seed melodies, producing a type of self-similarity which seems to sound interesting to humans. The beats are created using a variety of custom rule sets, much like my previous work with algorithmic hip-hop in CanOfBeats and my algorithmic drum-and-bass generator, GhostWave.

After that I manually control how loud each of the parts are present in the mix, what effects are being applied to the different parts, and the parameter values of those effects. I use a midi controller to mix it in real time and record it.

Soon I will make the latest version of the Pure Data patches ("GarageAcidLab") available online under a Free Software license.

Enjoy the first tracks!

P.S. Some other music I've released on the net previously is Cryptolect, end-of-millenium style chopped-up breakbeats.

Oct. 22, 2009

Openlab OpenNight flyer

Thursday 22nd of October, 2009 @ 7:30pm

The Roebuck Pub (SE1 4YG)

  • Rob Munro
  • Jonny Stutters
  • Ryan Jordan
  • Chris McCormick
  • Cane Toad Orchestra

I'm probably going to play a set with my Garage Acid Lab Pd patches, if I can get it together in time.

Sept. 29, 2009

Woohoo, Ullrich von Bassewitz has made a new release of everyone's favorite 8bit compiler, cc65 - the first in a while.

cc65 has C and runtime library support for many of the old 6502 machines, including

  • The Commodore VIC20, C16/C116, C64, C128, C116, Plus/4, 510 (aka P500), the 600/700 family and newer PET machines (not 2001).

  • The Apple ][ and successors.

  • The Atari 8 bit machines.

  • GEOS for the C64 and C128.

  • The Nintendo Entertainment System (NES).

  • The Supervision console.

  • The Oric Atmos.

  • The Lynx Console.

This is the compiler that I used to create aSid, a program which turns your commodore64 into a synthesizer.

Sept. 26, 2009

The zipfile under the image above contains a Pure Data patch which procedurally generates a virtually infinite number of acid and breakbeat loops. I've found that it's quite a lot of fun to play with!

Start by loading the patch called 0_START.pd and then turn up the volume and the cutoff. After that hit the big red button a few times until you hear something you like.

I was making it into an RjDj scene, but I am not really sure if I'll ever get around to finishing it.

Garage Acid Lab screenshot