Where’s the music II?

The great link dump continues. Part two is a couple of older gig recordings…
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Where’s the music I?

Time was, there was a whole load of music on this site. Until I get round to designing a way to present all that again (or just dump it all on Soundcloud) I thought I’d throw up the links as posts.
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Thoughts on OpenNight #4

Rob Munro was kind enough to upload a recording of the set I played at The FleaPit last Thursday. Download it and have a listen if you weren’t able to make it along. I was pleased with how it went on the whole (and was offered another gig afterwards so it can’t have sounded too bad). The main problem was that it took me a couple of minutes to settle into a groove which isn’t ideal from the point of view of hooking people in who might be thinking about popping to the bar.
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OpenNight #4

I’ll be playing at The Fleapit, 45 Columbia Road, E2 on April 15th. Come along!
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Reasons to love SuperCollider

When I first started to get into the nuts and bolts of sound generation (rather than tweaking someone else’s plugins), I did what a lot of other people do and downloaded Pure Data. It’s a great environment to start playing around in, you connect an oscillator block to a filter block to an output block and you’ve got a little subtractive synth and it’s clear how the signal flows through it.
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Evidence

I made a decision a while back to focus on playing live rather than recording. I’ve spent a lot of time hunched over Cakewalk Sonar tweaking tracks and I daresay I’ll go back to that mode again eventually (or if I’m lucky find a compromise) but right now I want to play. The downside of this is that it can be a bit tricky to explain to people what the hell it is my music actually sounds like.
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Gig at The FleaPit - 11 February 2010

I’ll be playing at The FleaPit on Columbia Road, London, E2 on February 11th as part of one of OpenLab’s OpenNights
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More camera simulation

I’m making slow but steady process with the camera simulation. The blurring effect I mentioned at the end of the first post on this is now in there using the low-pass filter code that I posted yesterday. I’m really happy with how that panned out so I thought I’d post another video and the code. I’ve used a bit of off screen drawing to do this which I don’t recall being covered in the Processing documentation so I’ll write that up for another post.
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A low pass filter in Processing

In trying to further humanise my wobbly camera project I needed some of the parameters to change in a way that was linked but with one of the parameters responding at a slower rate. To do this, you need a low pass filter which will be familiar to anyone that’s spent any time making electronic music (anyone else should follow the link). There are a few ways to implement such a filter but for my purposes a quick moving average version was good enough.
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Un-Steadicam

I was watching videos of neurons growing this morning (it’s nearly work at least) and it occurred to me that it might be fun to get Processing to draw something similar. I had a whole plan worked out with branching, and making the strands repel one another, maybe a bit of L-system action. Not unusually when experimenting with Processing, I did a little bit of the plan, saw something pretty and got side-tracked, in this case by the trails of particles with brownian motion.
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