Showing posts with label iPod Touch. Show all posts
Showing posts with label iPod Touch. Show all posts

Wednesday, October 10, 2012

Augmented Listening

By Tue Haste Andersen - October 9, 2012

reBlogged from: design mind
 

Stop for a second and listen. Close your eyes, use your ears, and just listen.

Whether you are in a quiet office environment or out on a busy street, you'll be amazed by how many sounds there are around you. Most of us do not pay attention to the ambient sounds that surround us. Our brains filter them out and we don't listen. Yet the sounds we miss can be very enjoyable.

Designed Sounds

Today, what we hear in our daily lives is often designed sound- music and sound effects carefully crafted for games, devices, and products. For example, mission-critical products, such as heart rate monitors used during medical surgery or a plane’s flight deck controls, use distinctive alarming sounds that are designed to be easy to perceive and raise a sense of urgency or danger.
In interfaces for everyday tasks, sound is used to create engaging and beautiful experiences. Sounds can generate a special feeling or underline brand identity while simultaneously providing cues that a command has been received by the system. Most smart phones today come with subtle sounds that indicate the pressing of a touch screen’s virtual buttons. Since there is no way to feel if a virtual button has been pressed, the sounds reinforce the action for the user. Another example can be found in industrial design, where the latest electric cars are being designed with artificial motor sounds. The sounds alert pedestrians to the car as well as reinforce the sense of driving a powerful vehicle. These examples underline the overall trend of sound being used to create an aesthetic experience rather than serving as purely a functional aid to improve interaction.



Blurring the Border Between Listening and Composition

While systems and products are becoming more enjoyable and pleasant to listen to, they are usually not intentionally designed for sound interaction. The emergence of accessible music software on computers and mobile devices is changing this. These programs allow for easy modification of sound by the average user and blur the border between listening and sound creation. The small form and limited complexity of mobile interfaces has forced music software designers to reduce the complexity of their products, resulting in music software that is widely used by average mobile phone users.
Music apps are often top sellers. Popular applications allow people to become mobile DJs, to transform sounds, and to design ringtones.
I was interested in exploring the blur between sound creation and listening when my friend and colleague Matteo Penzo put me in contact with Matteo Milani from the U.S.O. Project sound art group. The ideas and compositions of the U.S.O. Project revolve around the use of noise and ambient sound as a foundation for sound installations and music composition. Together we wanted to create a mobile experience that would support active listening to the everyday sounds that surround us, making the listener a part of a personal sound installation. Instead of creating a tool for recording and transforming sound, we wanted to start from the sounds themselves. Our goal was to reinforce the sounds of the listener’s environment while blending them with more musical sounds. Together the sounds would form a unique experience that could be enjoyed by anybody that has an interest in sound and art.  



Early Experiments

We started with a small prototype app for iOS using simple sound algorithms to blend U.S.O. music with live recording from the iPhone microphone. The prototype was tested with real use cases that included listening to the app while taking a long walk as well as while sitting at the computer in the office. We added many parameters for the user to be able to tweak and play with the sound transformation.The parameters were mapped to on-screen sliders and buttons and to sensors like the accelerometer.
While doing the informal tests we found that the users were struggling to understand the relationship between the parameters and the sound output. Also, in most cases they would end up spending time experimenting with the parameters to discover how they work. The visual interface and controls were clearly distracting, taking attention away from the app’s original goal of reinforcing ambient sounds for the listener.  
Following these early experiments, we decided to take a drastically different approach. We limited the visual interface as much as possible and provided a set of sound themes in the app for the listener to select. This worked much better. All of a sudden the users would pick up the app and, once started, would tuck it away in a pocket while listening to the sounds. Each theme takes sounds from the microphone and blends them with sounds composed by U.S.O. Project. The sounds are blended using sound algorithms, unique to each theme. Each algorithm is carefully calibrated to replicate the work and skill that goes into producing a great listening experience.

Lis10er

The result is Lis10er (pronounced Listener), an augmented sound installation app. Sounds are blended from the listener’s surroundings, creating dynamic music that changes while maintaining its identity. Lis10er provides users with a creative way of listening to their environment and a unique experience with every listen. 


Tue Haste Andersen is Senior Software Architect based in frog’s Milan studio. Tue is a Human Computer Interaction and Computer Music expert, with research ranging from DJ work practices to the use of sound and music in common interaction tasks. He is also the founder and original author of the popular open source DJ software, Mixxx.

Wednesday, March 03, 2010

Open Sound Control (OSC) for Kyma

OpenSound Control is an open, transport-independent, message-based protocol developed for communication among computers, sound synthesizers, and other multimedia devices.
OSC is often used as an alternative to the 1983 MIDI standard, where higher performance, higher resolution and a richer musical parameter space is desired. OSC messages are commonly transported across the internet and within home and studio subnets using (UDP-IP, Ethernet).
The advantages of OSC over MIDI are primarily speed and the comparative ease of specifying a symbolic path, as opposed to specifying all connections as 8-bit numbers. 


Symbolic Sound Corporation has expanded the list of devices and applications that can communicate with its Kyma sound design environment by adding support for OSC to control parameters of Kyma sound synthesis and processing algorithms. OSC communication requires the Paca or Pacarana sound engine.
Using Open Sound Control, users can interact with Kyma using a variety of real-time controllers and software that offer higher resolution and faster update rates than can be achieved using traditional, standard MIDI controllers, such as the newly announced Apple iPad (and compatible iPhone and iPod Touch), the award-winning JazzMutant Lemur multi-touch surface, among the others.
OSC-enabled Kyma X.74 is a free software update for registered Kyma X owners.


Wrapping Other Protocols Inside OSC: MIDI over OSC

Symbolic Sound's protocol for sending bi-directional MIDI streams over OSC

Users can make good use of one of the following applications for sending MIDI over OSC to Kyma (removing the need for a MIDI interface on the computer):

Saturday, September 19, 2009

Generative Music: an interview with Peter Chilvers

by Matteo Milani, U.S.O. Project, September 2009

Generative music is a term popularized by Brian Eno to describe music that is ever-different and changing, and that is created by a system (Wikipedia). I recently had the chance to interview musician and software designer Peter Chilvers, who created the new iPhone/iPod touch application called Air (© Opal Ltd).
Based on concepts developed by Brian Eno, with whom Chilvers created Bloom, Air assembles vocal (by Sandra O'Neill) and piano samples into a beautiful, still and ever changing composition, which is always familiar, but never the same.

Air features four ‘Conduct’ modes, which let the user control the composition by tapping different areas on the display, and three ‘Listen’ modes, which provide a choice of arrangement. For those fortunate enough to have access to multiple iPhones and speakers, an option has been provided to spread the composition over several players.
"Air is like Music for Airports made endless, which is how I always wanted it to be." - Brian Eno


“About 20 years ago or more I became interested in processes that could produce music which you hadn’t specifically designed. The earliest example of that is wind chimes. If you make a set of wind chimes, you define the envelope within which the music can happen, but you don’t precisely define the way the music works out over time. It’s a way of making music that’s not completely deterministic.” - Brian Eno

[via apple.com]


Matteo Milani: Thanks for your time. Peter Chilvers as a musician first: few words about 'A Marble Calm' project.

Peter Chilvers: I happened across the phrase 'A Marble Calm' on holiday a few years ago, thought it sounded like an interesting band name, then started thinking about the type of band that might be. The more I thought about it, the more it seemed to tie up a number of ideas that were interesting to me: drifting textural ambient pieces, improvisation and song. By making it a loose collective, it's enabled me to bring in other vocalists and musicians I've enjoyed working with on other projects - vocalists Sandra O'Neill (who also worked with me on 'Air' for the iPhone) and Tim Bowness, marimba player Jon Hart and flautist Theo Travis.


MM: When did you start working with generative music?

PC: In the 90's I worked as a software developer on the 'Creatures' series of games. When we started on Creatures 2, I was given the opportunity to take over the whole soundtrack. The game wasn't remotely linear - you spent arbitrary amounts of time in different locations around an artificial world, so I wanted to create a soundtrack that acted more as a landscape. I ended developing a set of 'virtual improvisers', constantly generating an ambient soundscape in the background - it was quite involved actually, with its own simple programming language, although little of that was visible to the user.

[...] Peter chose to use his background in improvised music to create an array of "virtual musicians" that would play along to the action on screen. Each composition in Creatures contains a set of "players", each with their own set of instructions for responding to the mood of the norns on screen.

Peter was able to generate much more interesting effects using recorded instruments rather than using General MIDI sounds generated by a soundcard, which can often be quite restrictive. This meant that he could take advantage of the many different ways that a note on a "live" instrument can be played - for example, on a guitar the sound changes greatly depending on the part of the finger used to strike a string, and on a piano when one note is played, all the other strings vibrate too. Also by altering the stereo effects, he could fatten the sound at certain times.

He also made use of feedback loops within the soundtrack. Feedback loops were first experimented with in the 1970s - if any of you can remember Brian Eno, you may be interested to know he composed most of his music then using this method. The idea is that you play a track and record it into RAM (onto a tape back in the 1970s). After about a short while (around 8 seconds in Creatures 2), the loop starts and the original sounds are played back so the composer carries on creating sounds in response to what's gone before.

Behind the scenes, scripts control the music engine and set the volume, panning and interval between notes as the mood and threat changes.

[via gamewaredevelopment.co.uk
]


MM: Why did you choose the Apple platform to develop the applications?

PC: I've been a huge fan of Apple products for a long time, and their timing in releasing the iPhone couldn't have been better. Bloom actually existed in some form before the iPhone SDK was announced - possibly before even the iPhone itself was announced. From the second we tried running the prototype, it was obvious that it really suited a touch screen. And Apple provided one!

The difficulty developers have faced with generative music to date has been the platform. Generative music typically requires a computer, and it's just not that enjoyable to sit at a computer and listen to music. The iPhone changed that - it was portable, powerful and designed to play music.


MM: Who designed the visualizations of Bloom? Eno himself?


PC: It was something of a two way process. I came up with the effect of circles expanding and disappearing as part of a technology experiment - Brian saw it and stopped me making it more complex! Much of the iPhone development has worked that way - one of us would suggest something and the other would filter it, and this process repeats until we end up with something neither of us imagined. Trope, our new iPhone application went through a huge number of iterations, both sonically and visually before we were happy with it.


MM: What kind of algorithms define Bloom's musical structure? Are they specifically based on Brian's requests or just an abstraction based on his previous works?

PC: Again, this is something that went back and forth between us a number of times. As you can see, anything you play is repeated back at you after a delay. But the length of that delay varies in subtle, but complex ways, and keeps the music interesting and eccentric. It's actually deliberately 'wrong' - you can't play exactly in time with something you've already played, and a few people have mistaken this for a bug. Actually, it was a bug at one point - but Brian liked the effect, and we ended up emphasising it. "Honour they error as a hidden intention" is something of a recurring theme in Brian's work.
A forthcoming update to Bloom adds two new 'operation modes', one of which was designed specifically to work with the way Brian prefers playing Bloom.


MM: Does the graphic and audio engine include audio and video standard libraries or you wrote your own classes?

PC: I've built up my own sound engine, which I'm constantly refining and use across all the applications. It went through several fairly substantial rewrites before I found something reliable and reusable.


MM: Is all the code in 'Objective C' or did you use any external application?

PC: It's all Objective-C. I hadn't used the language before, although I'd worked extensively in C++ in the past. It's an odd language to get used to, but I really like it now.


MM: Is Bloom sample based? What is music engine actually controlling (e.g. triggering, volume, panning, effects)? What about the algorithmic side of the music engine?

PC: Bloom is entirely sample based. Brian has a huge library of sounds he's created, which I was curating while we were working on the Spore soundtrack and other projects. It's funny, but the ones I picked were just the first I came across that I thought would suit Bloom. We later went through a large number of alternatives, but those remained the best choices.

The version of Bloom that's currently live uses fixed stereo samples, but an update we're releasing soon applies some panning to the sounds depending on the position of each 'bloom' on screen. It's a subtle effect, but it works rather well.


MM: Would you like to describe your actual and next projects?

PC: I've been involved in two new applications for the iPhone: Trope and Air. Both Apps were intended to be released simultaneously. Trope is my second collaboration with Brian Eno, and takes some of the ideas from Bloom in a slightly different, slightly darker direction. Instead of tapping on the screen, you trace shapes and produce constantly evolving abstract soundscapes.

Air is a collaboration with Irish vocalist Sandra O'Neill, and is quite different to Bloom. It's a generative work centred around Sandra's vocal textures and a slowly changing image. It draws heavily on techniques that Brian has evolved over his many years working on ambient music and installations, as well as a number of the generative ideas we've developed more recently.

I have just had some interesting news: Trope has been approved, it's now available in the App Store!

More information can be found at www.generativemusic.com.

"Trope is a different emotional experience - more introspective, more atmospheric. It shows that generative music, as one of the newest forms of sonema, can draw on a broad palette of moods." Brian Eno
[Brian Eno discussing Generative Music at the Imagination Conference, 1996]

UPDATE: Trope in action!


"[...] I had realised three or four years ago that I wasn't going to be able to do generative music properly – in the sense of giving people generative music systems that they could use themselves – without involving computers. And it kind of stymied me: I hate things on computers and I hate the idea that people have to sit there with a mouse to get a piece of music to work. So then when the iPhone came out I thought: oh good, it's a computer that people carry in their pockets and use their fingers on, so suddenly that was interesting again." - Brian Eno
[via timeoutsydney.com.au]

Related Post: Deep Green: sound design for iPhone App

Tuesday, May 19, 2009

Deep Green: sound design for iPhone App

Deep Green, a new iPhone OS chess application, is out now on Apple Store. It's developed by Joachim Bondo.
This iPhone App is extremely accurate and detailed, also in sound: it was designed by Diego Stocco, who's described to us part of the process to develop the sound effects. These sounds play a big role in augmenting the "real" experience of playing chess on the multitouch device.

Diego is a composer and sound designer working in films, video games and virtual instruments.
He's one of the main sound designers for the multi Award winning Spectrasonics instruments Atmosphere™, Stylus™ RMX and the new Power Synth Omnisphere™. He produces music for Epic Score, a well known L.A. based company specialized in trailer music. Recently Diego completed the score for "The Conduit" a futuristic game for Wii produced by High Voltage Software and published by SEGA.

"The sound design for iPhone is an interesting thing to me, especially with the options offered by the newer version of the OS, it will increase the technical and creative possibilities" - says Diego.

[Diego recording the sounds of individual pieces, move on the chessboard, laid on the desk...]

"The game is really done well and has a lot of sounds associated with any movement. I recorded the sounds of the chess game itself, and various other noises using mainly vintage material. Another interesting thing is that the sound is randomized within the game, every time you move a piece on the board, the sound is different, and the same goes for the engine of Deep Green. The basic idea was to return an analog game experience, combined with a steampunk style."

[A vintage Harp-o-Chord, built in 1899 (the internal label shows the date June 27, 1899). "I found it on eBay, paid $ 10" - says Diego. "I used to create the sound of the checkmate. The thickest string has resonances that reminds of a bell."]


[Diego recording the alarm clock used to create the sound for the Deep Green engine, combined with other mechanical noises]

[The mechanism of the old alarm clock]

[you can reach Diego at diegostocco.com]
[Watch/hear: Playback demo.mov]

Friday, September 05, 2008

TouchOSC

TouchOSC is an iPhone/iPod Touch application that lets you send and receive Open Sound Control messages over a Wi-Fi network using the UDP protocol.

Availabe on the AppStore now.


This allows to remote control and receive feedback from software and hardware that implements the OSC protocol such as Pure Data and Max/MSP.

The interface provides a number of different touch controls to send/receive messages:

  • Faders
  • Rotary controls
  • Push buttons
  • Toggle buttons
  • XY pads
  • Multi-faders
  • Multi-toggles
  • LEDs
[http://hexler.net/touchosc]