Interactive Sound Performance With Hologram
This is an interactive sound performance patch I created using Max MSP and Jitter. As a musician, I perform to engage the audience with my music through listening. However, I wanted to further my performances with an interactive, visual element that can engage my audience both visually and aurally. My Max and jitter patch receives live input from my guitar playing, processing the incoming sound with effects I created using msp (delay, chorus, etc. to create an orchestral polyphony of guitar notes). With this, I created a visual particle system that attracted and repelled based on the incoming volume of my guitar, or any incoming sound from the audience. To augment the project visually, I cut a custom acrylic trapezoid based Pyramid structure that converted my particle system into a hologram. Overall, I allowed the audience to participate and make noise to create interesting visuals between the Meters and Hologram, further engaging them with my performances.
Interactive Visual Performance Tool
This patch utilizes Jitter to create a 3D background with a series of 2D objects using jit.lumakey. i created this patch as an interactive performance tool using mouse control from the user to manipulate the graphics on the screen. The project explores various shapes and effects and how careful mapping of screen coordinates to mouse coordinates with relation to shape size, rotation speeds, positions, etc. can be used in a real performance installation requiring visual feedback.
Interactive Sound Performance Tool
I created this patch as an exploration of interactivity through keyboard input. One of the many instruments I use to compose music on is the piano. What I created for this patch was a unique system for playing the piano using processed audio from the computer and the keyboard as the piano keys. I mapped the specific keyboard keys to the positions of the keys on the Piano (relative to the notes I chose for this patch), creating an intuitive interface for the user. The notes I chose are based on the both minor and major 7 scales
Algorithmic Composition in the Style of Aphex Twin
As a musician, I wanted to explore computer generated audio as another tool to create musical compositions. In my Max patch, I used msp objects to create various sequencers to act as the melody. These sequencers were based on counters and metro objects featuring sin waves as the choice of sound. To complement these sequencers, I created chords through polyphony using poly objects also featuring sin waves for the audio. All of these sounds were then stored in various presets to form the composition.
Granular Synthesis Patch in the Style of Einhander Game Music
Einhander is one of my favorite games, and the soundtrack is equally fantastic. To replicate the structure of the pieces, I created a patch that utilized both real audio from my bass drum and computer generated audio. I used the computer audio to form a baseline for the composition (a sequencer). Using the metro objects and counter objects, I used real bass drum notes and triggered the sound files at various times to form the beat. I then create a granular synth using real chords I recorded on my keyboard that were loaded in an triggered in the patch. The patch is then looped and stored in a preset object.