Posts Tagged ‘Audio’

Fractals and Influences

Tuesday, August 12th, 2008

Fractals have always particularly appealed to me. They seem chaotic and yet orderly. I actually focussed on this concept in year 12 for my major art work which was selected to be featured in 5 galleries across NSW.

One of my fractals

If you look at my Deviant Art account at all, you’ll notice that it is absolutely full of fractal stills. I also had some big A1 and A2 fractal prints on exhibition, as well as an animation, at a recent inter-university festival between QUT and UQ. So I can easily say that fractals are definitely where my love in art is at. Since I first began experimenting with fractals, there has been one particularly big influence in my work, and that has been the work of Scott Draves aka Spot.

Spot’s work has been of interest to me basically since I began working with fractals and it continues to do so.

He has done a lot of work in fractals and started the Flam3, Electric Sheep and Dreams in High Fidelity projects, all of which are quite influential on my work, both in fractals and in other computational arts.

Not all of his work has been focused on fractals, but many of his idea’s share similarities with them. One example of this are his Dub Visuals which take chaotic still images and morph them, to form other still images in a flow similar to that of the evolution of his fractal animations.

I have previously done fractal animations where they are synced with music, both music performed by another artist and music that I have composed myself. However, this hasn’t been done in real time and has been a long process to setup each portion of the animation and sync it up with the music. Ultimately, I would love to develop a way of rendering fractals, even low quality or low resolution fractals in real-time based on audio input. Basically this would be combining the work I have done previously with the basic concepts of what I did for KKB210 where I did a series of lines and boxes that responded to audio input. The lines one was probably getting close, though ultimately no where near as detailed as I would like it to be, and definitely nowhere near as chaotic and fractal-like as I want.

That is my aim though and hopefully I will get to it sooner or later.

Audio Responsive Lines 2

Thursday, June 5th, 2008

There were a few problems with the first responsive lines that I did. Mainly related to visibility. For the lines I decided to make their visibility based on the audio spectrum as well as the volume, so sometimes they vanish altogether when they shouldn’t.

I have mostly fixed this now, it does still occasionally happen but not too often and in general it responds to all audio better than it did before. It is more sensitive overall.

There are some changes to the rotations as well so now there is more variation in how the lines appear, including the illusion of a horizon, so there is a lot more randomness to it.

I have also gone through and added in notes to make it easier to figure out what does what later on, also so anyone looking at it can figure it out relatively easily.

The Quartz Composer file, responsive_lines_2.qtz is available here.

It requires input via the built in mic in Macbook’s or iMac’s. It can of course be changed to accept audio input from the microphone-in, or line-in on Mac Pro’s or Mac Mini’s. With the right plug-in, it can also accept input from iTunes.

The most ideal is via line-in or microphone in as this gives the most control over what exactly the graphics are being synchronised with. However, using the built-in microphone means that no extra accessories are required.

Note that this was done using  Quartz Composer in Leopard.

Audio Responsive Lines

Thursday, June 5th, 2008

I decided to experiment a bit more with the patches I had been using for my responsive particles to try making some audio responsive lines.

The lines turned out to be a bit harder to work with than the particles since there are quite a few more things to control, but they did produce an interesting result.

The Quartz Composer file, responsive_lines.qtz is available online here.

Note that this one involves a lot more flashing than the other’s, so if you are epileptic or just don’t handle rapid flashing colours very well, you are looking at it at your own risk.

Audio Responsive Particles 3

Wednesday, June 4th, 2008

I have changed a few more things in my audio responsive particles again.

One of these changes is the way that the colours are generated. Now there is much more colour variation and a lot more of the smaller particles are coloured as well instead of just being grey. For the best colour variation, music with a large audio spectrum is much more rewarding than music with a small spectrum.

I have also changed the math for the size controls for the particles. The changes allow them to be bigger than they could be previously. The audio volume is multiplied by 2 and then divided by 4. Previously it was divided by 8.

This time around I have also named most of the patches so that they are more easily recognised as well as grouping the related patches and encompassing them with a note about what the group does, so as to make it easier to figure out what relates to what.

The responsive_particles_3.qtz file is available here.

It requires input via the built in mic in Macbook’s or iMac’s. It can of course be changed to accept audio input from the microphone-in, or line-in on Mac Pro’s or Mac Mini’s. With the right plug-in, it can also accept input from iTunes.

The most ideal is via line-in or microphone in as this gives the most control over what exactly the graphics are being synchronised with. However, using the built-in microphone means that no extra accessories are required.

Note that this was done using  Quartz Composer in Leopard.

Audio Responsive Particles 2

Wednesday, June 4th, 2008

Modifying my earlier audio responsive particles, I have now modified the colour control slightly, changed the behaviour of the root particle. Rather than staying predominately off screen, it is now in the centre of the screen and moves around based on the audio volume through the Audio Input patch.

I have also changed the way the particles are generated. Now rather than there being a constant amount generated that move based on audio input, the quantity of particles generated is based on the audio input as well, so when there is no noise, there are no particles. When there is a small amount of noise there may be only a couple of particles and the main particle in the centre will start to become visible, the more noise, the more particles and the more visible and active the centre particle. The Quartz Composer file, responsive_particles_2.qtz is available here.