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From winter
2001 to spring 2003 I was researching and developing software
and code for projects involved with how multiple computers (2/3
in this case) were able to generate live improvised music and
micro-sound music, on their own, as a result of their interactions.
I intend to return to these experiments sometime in 2004, but
I want a break to digest all these ideas, techniques, failures,
successes, blind alleys and the mountain of code I ended up with.
The last stage of this period of the project was the development
of a visual programming language (up to now unfinished and perhaps
abandoned) as a means to define agents and their system of interaction.
The idea was that they would form an autonomous group, a collection
of individual members jamming together, by running a set of independent,
intelligent sonic agents where no human intervention would take
place, once they were started. It was a post-human music performance
created by artificially intelligent programs.
Each computer would run a program that would consist of one or
more of these independent sonic agents, sometimes using just one
computer but running several agents. The computers/agents were
networked using Midi, or, if only one computer a local homemade
protocol was used, which sent information within the program they
contained.
For these agents, I was working on a variety of software architectures
and methods of communication. The architecture consisted mostly
of perception, objects, feature classified objects, control objects,
rule systems, sets of midi generator objects, and protocols of
how messages or musical information was shared. Basically it was
a Perception-Action cycle, which created feedback loops between
each sonic agent. Some systems generated more emergent compositions
while others were tightly constrained. During the beginning of
the project they responded and interpreted each other’s MIDI
note data, musical symbols, but during later stages the information
became more abstract and systems related such as states of program
variables. The series of projects was based around using MIDI,
an extended MIDI technique, which could produce glitch sounds and
more electronic sounding textures from the general midi (GM) tone
generators into which they were plugged into (Yamaha MU128s). These
techniques worked by a continual sending of structured sys-ex data
to the synths as a means to continually adjust tone properties
and produce gestures of sound. Or using a note based granular synthesis
method that produced clouds of sound by using hundreds of notes
per second. The latter technique is inspired by an article I read
in the Computer Music Journal, or was it Interface?, In the early
1990's. I'll find the reference later.
The project was influenced by the ideas and work of the League
Of Automatic Composers, The Hub and the books by Robert Rowe (Machine
Musicianhip, Interactive Music Systems), but I wanted to remove
the human during performance.
to be continued...
Performances
using ISA
I performed 3 concerts using these prilimary systems, all during
2002.
Radar Electronic Sound Bar - Madrid [ click
]
Microsound Lounge - Madrid
Post Digital Tendencies - Madrid [ click
]
Articles about my ISA project
www.ccapitalia.net/paulwebb
El Pais
newspaper
MP3 of one system at work during
performance
on CCapitalia CRC
click
this is the system I
performed at the Post Digital Tendencies in Madrid. The system
comprised 2 agents that communicated and were altering the flow
of each other’s generative sound code as a result of their
interaction. The system was called "codeFlow"
Each agent system comprised multiple generators that could run
parallel, based on a technique in which the agent’s state
would alter the processing path through the algorithms. I first
created the generative algorithms and then expanded these with
lots of control statements, which could alter how this algorithm
got processed (for example skipping code, repeating code). Sonically
I used lots of granular midi techniques, some low chord movements
and rumbling sounds and more bassy, glitchy sounds. For some reason
the agents during this performance spent quite a while stuck into
the same sound type at the start. I guess a positive re-enforcement
was occurring, which locked them into each other. I was worried
this may last for the whole performance but it did come out.
Listening techniques were based on grain densities, spatial gestures
with reciprocations, and frequency domains of grains, levels of
changes in which the other could respond with similar or opposite
attraction. Then overall compositional properties were being altered.
I would need to look into the system again to supply more details.
The comparison of using MIDI to using DSP for generating audio
was obvious. The aesthetic quality of glitch at this time was based
on DSP technique, which gives it its certain sound quality, which
my extended MIDI technique could not reach. But it was really hard
work and took lots of investigation to find these sounds with Midi.
Compared to my work with digital audio algorithms in which this
sound quality just happens, its implicit.
  
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