Well, Robin, you definitively want to add that dampening field to your instruments.
And polarize the hull plating and realign the chronodynamic power module. (Sorry, I could not help it. This is how much of what you guys are saying sounds to me. )
Musical: automatic music generation
- kikito
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Re: Musical: automatic music generation
When I write def I mean function.
- Robin
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Re: Musical: automatic music generation
Yes, indeed. Thanks, Jamie! I don't know whether that exact one, because it seems the dampening effect changes for different length notes.kikito wrote:Well, Robin, you definitively want to add that dampening field to your instruments.
Yeah, that's not good. Procedural music should really be able to prevent boredom, shouldn't it?Jamie wrote:And I think it's not so good for video game music because when played over and over, after about 10-15 minutes you want to kill yourself.
Oh, and this is the thesis that (subconsciously, I'd forgotten about it at the time of writing Musical) inspired me: http://www.ru.nl/publish/pages/641151/s ... is2012.pdf It is way more complicated and interesting than what I have been doing (and more than Jamie as well, I'd say).
Last edited by Robin on Tue Nov 27, 2012 10:22 am, edited 1 time in total.
Help us help you: attach a .love.
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- Prole
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Re: Musical: automatic music generation
It is very interesting ! Good Idea !
Re: Musical: automatic music generation
I had bookmarked this for later, and only recently rediscovered it. Jamie's generator is awesome! And I think I can make some very nice things with it
One question tho. When I had like ten tabs open, sound got kinda trashy. Now I'm not sure if it's the CPU or RAM... but it makes me doubt the usability of this in an actual game. Maybe if I reduce the sampling rate? Or the bits per sample?
Edit: I reproduced the trashy sound, and it has nothing to do with CPU or RAM. It's more common when playing more than one sound at once, but other than that, it's pretty random, so I don't know. Reducing the sampling rate to 22050 fixed it somehow (reducing the bits per sample to 8 makes it suck).
One question tho. When I had like ten tabs open, sound got kinda trashy. Now I'm not sure if it's the CPU or RAM... but it makes me doubt the usability of this in an actual game. Maybe if I reduce the sampling rate? Or the bits per sample?
Edit: I reproduced the trashy sound, and it has nothing to do with CPU or RAM. It's more common when playing more than one sound at once, but other than that, it's pretty random, so I don't know. Reducing the sampling rate to 22050 fixed it somehow (reducing the bits per sample to 8 makes it suck).
- ArchAngel075
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Re: Musical: automatic music generation
I got an error,
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main.lua 4
Could not open file composer. Does not exist.
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Using windows 7 - x64 - Love 0.9.0
Tried extracting and using but same issue.
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main.lua 4
Could not open file composer. Does not exist.
-
Using windows 7 - x64 - Love 0.9.0
Tried extracting and using but same issue.
Re: Musical: automatic music generation
That's because these music generators were made for 0.8.0 and haven't been updated to 0.9.0. You can try running them with 0.8.0, or see if you can change the code to be compatible with 0.9.0. It wasn't hard to get the core elements of Jamie's mgen working with it.
- Robin
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Re: Musical: automatic music generation
That's right! I coincidentally updated my original thingy to 0.9.0, as it happens:
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- musical.love
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Help us help you: attach a .love.
Re: Musical: automatic music generation
I don't know if live coding has been mentioned, but this concept made me think of this. He seems to use random numbers often in his works, but I think he procedurally deletes and adds code blocks so you'd have to table or formulate musical song structures, and then variation becomes a problem. Food for thought.
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