ThomasHelzle wrote:Nova 3 is in my personal generative Top 5 for a long time and this one seems to be just as beautiful.
Thank you very much for all your work.
It's really brilliant.
Any plans for making Boids output Midi?
Thanks Tom, appreciated.
I haven't thought about Boids in a while. If it were to get Midi out I would probably remove all the audio/grain/delay processing and make it a plain midi-only modulator plugin. The trick would be figuring out various ways for the flock to trigger midi output. It's probably overkill to assign CC movement to each individual boid, maybe a couple of CCs following the center of the flock, or the density, the width/spread, .. ?? play notes as boids enter/exit a boxed area?
Yeah, that is very tricky. I just find the basic idea so fascinating and beautiful and somehow the current implementation doesn't work for me as well as this idea would have earned it. (Just my personal view of course).
As you said already
- A certain number of specific boids/the center/the goal can be "tagged" to create output. Output could be CCs, pitch, pan or can influence the output of other boids (one boid creates the pan, another the pitch, a third velocity).
- Collision with walls/squares/circles can trigger notes. Not sure how a setup similar to Nova3 would work.
- Pitch on such a trigger could be generated by xy position of another boid for instance.
- Collision/speed/position/vector of tagged boids creates notes. Collision objects could be assigned specific notes. They could or could not influence the path of the boids or have a certain amount of attraction/avoidance (food/hunter/repulsion).
Those could be moving or static.
- totally different idea: the boids swim in a central circular area instead of a sqare which is representing a circular sequencer/circle of fifths like construct where notes/chords are generated depending on density and position of the center of the flock.
Either there is an additional flexible sequencer that triggers readouts of said positions to create regular beats or it works on a collision basis. Hm - I guess that would need plenty of experimentation, much harder to predict the usefulness of the output as in a more regular setup.
- A circular sequencer working like a kind of stepped radar extracting note/pitch etc. from the boid swarm/individually tagged boids/density at the radar-sweep-line/collision with said line. Again maybe combined with a linear sequencer for certain other things. Hmm...
I'll keep it in the back of my mind.
BTW. MbiraGen works great in Bitwig
Last edited by ThomasHelzle on Wed Dec 04, 2013 4:25 am, edited 2 times in total.