Randomness, Granular Synthesis
Further explorations of randomness (or pseudo-randomness, to be
more accurate in the Digital World), ending with some snazzy
granular synthesis examples.
[note: I was planning to
link the
Wikipedia article on grnaular synthesis
to the words "granular synthesis" in the preceding sentence, but I read
the article and was appalled at how wrong certain aspects of it were.
See especially the part on "graintable synthesis", claiming that
Propellerhead software invented it. Yeah. Plus granular synthesis
is not necessarily based on sampling.
If I had a Wikipedia account I would go in and edit the entry, but
I don't and I'm lazy.]
Links
If you google the phrase "granular synthesis" you will find many many
links. Here are a few links from our class and past classes:
- granulatarize
-- the little SuperCollider 'granular synthesis' app that I made years ago
(but it still works!)
- ag.granular.suite
-- the huge "ag.granular" max patch Bryan showed
- granjlar toolkit
-- Nathan Wolek's 'granular toolkit'; a set of max patches (I mentioned
this in class -- check it out if you plan to get into granular work)
- [jg.granulate~]
-- a granulator max patch built by John Gibson (John is one of the
main contributors to RTcmix)
- older class patches
-- not sure if these are any good or not, but what the heck.
- older class patches
-- ditto (continuation of previous link)
- older class link
-- this one is pretty good. Check out the links, especially
Barry Truax' piee Riverrun
- last year's class link
-- I think this duplicates some of the links for this year.
Class Downloads
- random-fun.zip
-- my (Brad's) class Max/MSP-RTcmix patches showing simple
constrained randomness, along with the basic SuperCollider
soundfile playing code
- bryans-SC3-granstuff.zip
-- Bryan's SuperCollider examples showing the TGrains ugen
use and the famous "babbling brook" simulation
Assignment
+ make some sound with some of this stuff! (or with what we've shown
previously)