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Cumulative Pulses

Cumulative pulses Imagine pulse-generators with different frequencies. Pulses are added together to generate control signals, e.g. for pitch, or maybe time. The signals can be presented in an array to be used in a Pbind. The length of this array is determinded by the lcm of all reciprocal frequencies / periods. The number of pulse-generators determines the ambitus of the signals. The signals are repeated palindromes. Example: period | pulses 1: 1 1 1 1 1 1 1 1 1 1 2: 1 0 1 0 1 0 1 0 1 0 Si: 2 1 2 1 2 1 2 1 2 1 1: 1 1 1 1 1 1 1 1 1 1 2: 1 0 1 0 1 0 1 0 1 0 3: 1 0 0 1 0 0 1 0 0 1 S: 3 1 2 2 2 1 3 1 2 2 1: 1 1 1 1 1 1 1 1 1 1 1 1 2: 1 0 1 0 1 0 1 0 1 0 1 0 3: 1 0 0 1 0 0 1 0 0 1 0 0 4: 1 0 0 0 1 0 0 0 1 0 0 0 s: 4 1 2 2 3 1 3 1 3 2 2 1 In this case, the signal is used to play a melody. The separate pulse-generators are shown bij different steps on a randomly chosen scale. For the bass-line the melody is cut in half and each half is played on a different channel in half tempo.

Confetti3aX, John Conway's Game of Life; fast, Xenakis-inspired version

John Conway's Game of Life, Xenakis-inspired version with lots of synths switched on by live cells. The slow, 1-bit-music version can be found at http://sccode.org/1-4YV .

Confetti 3a: Game of Life

It is relatively simple to convert Confetti3 ( http://sccode.org/1-4YU )to John Conway's Game of Life. You just need to change the rules and make sure that any creature that runs of the board returns at the other side. It may be a good idea to speed things a bit up. This may be achieved by using the Xenakis-inspired version: http://sccode.org/1-4YW .

Confetti 3

14 May'15 11:33 in randomgraphics1bit music

Confetti 3 converts random patterns of blocks to more or less structured images. Every block will adapt to the predominant color in its surroundings, taking its upper, lower, left and right neighbour into account. Sound, corresponding to the location on the board, makes for some interesting melodies. This program can easily be converted to John Conway's Game of Life: http://sccode.org/1-4YV .

The Beasties

2 1
16 Jan'15 12:56 in sciencelife simulator

A life simulator. Beasties are running across the screen, eating, finding a mate and eventually dying. Every event has its own sound.

Kaprekar

25 Aug'14 10:13 in arpeggiomathkaprekars constant

Kaprekar Take any four-digit number except multiples of 1111. Sort the digits. Make numbers of the digits in ascending and in descending order. Repeat with the difference. After no more than 7 steps you will reach 6174, Kaprekar's Constant. This makes for some fine music, lasting about 13 hours.

The Collatz Scale

Some time ago a did a thing on a series of numbers, that, as I learned later, was officially called the Collatz problem and it can be found on the Online Encyclopedia of Integer Sequences: http://oeis.org/A070165 . One day I was playing with those numbers on a keyboard and I had the impression, that some notes occur more frequent than others. This implies some kind of tonality. So I rewrote the code to use notenumbers in stead of frequencies. And here is the result. The fourth step, which coincidentally is a C, is dominant and the 10th, F# follows. There is quite some A, B flat, C#, E and G and very little E flat. A flat, B, D, and F are almost absent. So I guess the Collatz scale is: C, C#, E, F#, G, A, B flat, C and you can use E flat as some kind of Blue note or something.

The quest for the prime numbers

11 Feb'13 11:59 in fmprime numbers

The search for prime numbers from 1 to 100 is represented by sound. Channel 1: the numbers, channel 0: the divisors. In the center: a fm-sound with a carrier that is related to the number and a modulator that is related to the divisor. A harmonic sound means the carrier is a multiple of the modulator, so the number is a multiple of the divisor. Therefor a harmonic sound means: not a prime number. When a new prime number is encountered, the list of prime numbers is played.