GrainBrain MKII - Granular breaks in LSDj. An old track I brushed up.
Indefinite Hesitation - Weird and depressing.
Nitrojazz 2 - Another short jazzy tune in the same spirit as Nitrojazz.
Quicktime Express - Triplet techno.
Time for some NES-eque and short but sweet Gameboy jazz. Listen at chipmusic.org.
Veqtor is at it again, this time with glitchy ambient/IDM soundscapes generated with MAX4Live. Limit Cycle EP is a four track EP released on Fools’ Forest.
As psilodump once noticed, audio spectrograms can look pretty neat. And it’s worth noting that the more effects of different kinds you throw, the more interesting the spectrum gets, usually. Every little retrig, pitch pitch bend or filter sweep makes the spectrum look cooler. What I especially like about the image above is the pattern that looks like stalagmites/stalactites if rotated 90 degrees.
If you want to know how it sounds, go ahead and click here:
Veqtor just released his second full length album, Parsuitel Orbitelum. True to his style, the album is filled with frenzy drill’d breaks, but this time mixed with generative music and modular synthesis. 06-07/96 brings back that jungle flavour from those golden years. AG Racing is a clearly NES inspired tune with the famous NES triangle and NES-ish noise made by his own creation BitFreak. 4_1g.blu is a partially (or fully?) algorithmically generated piece which continues where 3-Aulien Caexf-9 and Snowflakes from Retrospective EP left off.
Draft of of a Reaktor automatron that I’m working on. Warning, contains no chip sounds whatsoever!
Retrospective EP is the latest release from my friend, and the founder of the OXO Unlimited label, Veqtor. It’s an album filled with drills and ambiences. The overall setting is pretty dark, despite the first action packed jazzy track, Tanuki Jingle. 3-Aulien Caexf-9 is the sound of nitrous oxide. You’re tumbling back and forth and you’re going nowhere in the same time as you’re going everywhere. (If you’ve tried it you know what I’m talking about) Pecking F-key is a breakcore track which I actually tracked small parts of and which is using my Ubertone synth. (Which is a Reaktor synt that I made, that lets you set the ratio of the overtones of the synthesized sound)
For ambient tracks I use this as a litmus test: If they can make me confused about whether a certain sound that I’m hearing is part of the music or from the outside world, it’s probably ambient enough. Snowflakes passed this test when someone down on the street whistled and I wasn’t sure if the sound was part of the song. This track, too, has that slightly sweet smell of nitrous.
What I appreciate the most about this EP is the attention to detail, both in composition and sound design. (The two are really indistinguishable at some point, with this kind of music)
Seb, you ought to check this out. Gamma, you might want to, too.
Little-scale recently posted All 4-bit Waveforms That Have 32 Samples, a Max patch that would generate all possible wave frames that could be used with LSDj, given gazillions years. However, the result was a little boring because it would start out as a 1/32 PWM and slowly progress towards a longer and longer PWM. Even within many years, chances are you’d still have a very low duty PWM.
So I decided to find an algorithm that would produce more interesting sounds and still cycle through all 1632 possibilities. My choice was a pseudo random number generator using a linear feedback shift register. Actually not completely unlike the one in the Gameboy’s noise generator.
However, where the GB’s generator goes through a small number of states, and the buffer constitutes one sample, I’m using the full 16 bytes (32 samples) used in the Gameboy’s wave channel as my shift register. (Equivalent of one frame in the LSDj softsynth)
The shift register is a regular Fibonacci where the two topmost bits are xor’d with each other and shifted in at the bottom. The program is written in spaghetti style hardcore assembly language and the code is 256 bytes big. (The file header is another 80 bytes. So all in all, the program is 336 bytes.) The rest of the 32 kB is zeros, so there’s room for additional functionality. (Suggestions, anyone?)
The visuals are showing the currently playing waveform. The background pattern for the visuals are generated with a simple xor algorithm to make it appear random.
Unfortunately I don’t have a camera with a microphone, or even editing software that can handle the non-standard MOV file that my DSC gives me. So the audio is recorded separately from the video.
Video: (No sound )
And last but not least… The ROM for those who dare and desire to try the program themselves.
shitwave1.zip (637 bytes, zip)
A and B (Or left and right) controls the type of visualization used. Select (Or up) re-seeds the PRNG. Preferably, run this program on real hardware, not in an emulator. If you must use an emulator, use no$gmb.
Time To Get Obscure is a compilation focusing on weird time signature organized by Beware on 8bitcollective. Weird is defined by anything else than 4/4 or 3/4. My track is called Exactyla.
Wonderful little composition performed using solenoids.