Pickin' On ChucK
This piece explores the possibilities of using analyzed audio to create and control sound, the only input controls to the system are a banjo and time. The program keeps track of where transients and detected pitches occur during a recording period and uses that information to play back patterns. Later program riffs off itself, playing a section of recorded pitches followed by its interpretation using the estimated pitch. In the end the density of patterns is determined by the energy put into the system (the banjo)...
The score presented here takes in sound over several intervals and uses them to seed the performance.
- for the first 30 seconds which is intended to be used as texture. This is played back at various places over the recorded section at different rates.
- Next it waits for a tempo, by inputing 4 transients into the system it averages their spacing to get a tempo to use for the rest of the piece.
- This begins a 30 second section where more recording takes place, the program takes note of places in time where transients are detected and puts these into three bins, low, mid and hi. These are then used to play a beat.
- In the last sampling section the program looks for transients coupled with a sufficient pitch detection. When this occurs note is taken of the approximated pitch. At this time an FM voice also comes in and plays a drone which is based on the detected pitch, although it only is looking for pitch detection every couple seconds.
- For the closure of the piece these various parts are all played back by the machine while the overal energy put into the system controls the density of the parts being played. More sound going in makes for more dense tracks. As silence falls on the input the system will gradually decay until its quiet.
source code zip file (spork ~ score.ck)