1st milestone. A parade of sounds.
Absolutely all samples are played for the full duration, without changing parameters, in three (sometimes four) layers.
The sequence was determined using a random number generator.
After that, the sounds were grouped into a table.
2nd milestone.
The milestone contains one complete cycle of 25 phrases, each of which is divided into 30 equal segments (it can be seconds, minutes, divisions of the sequencer grid, etc.). It is these segments that measure the duration of the sample.
Phrases are a closed event - the transition of sounds to the next phrase is not provided at this stage.
Randomness affects the following parameters:
p = tonality (from -12 semitones to 0)
d = sample duration (from 1 to 6 time intervals). If the sound is shorter than the dropped duration, it is played again.
R = reverse
x = pause or inability to play the layer. The length of the pauses is generated individually for each phrase. There is a possibility of alternating the number of layers from 2 to 3.
It is necessary to understand that this method of selection, calculation, recording and designation of parameters is not the only correct one.
3-rd milestone.
This milestone is built by analogy with the previous one, but contains one complete cycle of 16 phrases.
Phrases are a closed event - the transition of sounds to the next phrase is not provided.
Randomness affects the following parameters:
p = tonality (from -12 semitones to 0)
d = sample duration (from 1 to 6 time intervals). If the sound is shorter than the dropped duration, it is played again.
R = reverse
x = pause or inability to play the layer. The presence of pauses is minimized and their length is generated individually only for the 4th and 5th phrases. There is a possibility of alternating the number of layers from 2 to 3.
Ens Dormir
All sounds were placed in an array and random variants were programmatically selected from them.
After going through several stages of sorting, they were collected into one track and processed.
With the help of the code, the spectrogram was changed by randomly dropped values. The code is implemented in the python programming language.
By means of the algorithm, all samples, in random order, were translated into images and binary representations of colors were inverted into reverse codes. They were also edited in Photoshop using a brush and filters, superimposed in several layers on top of each other.
This was followed by a reverse translation into sound and an overlay on the main track.
Four copies were made to apply different types of processing to each.
The individual layers were processed with a reverb, distortion effect, several types of filters, the use of feedback and combined into the final track.
Applecore
The project is built using plugins built into Ableton and Max For Live, as well as several vst from Fabfilter.
Some of the sounds are conventionally divided into groups formed into four tracks: percussion, effects, noises and voices. Another track is separately occupied by sound that is not included in the groups. The remaining sounds are placed in three granular synthesizers.
Next comes the work with effects. The feedback network plugin was output to two tracks, which randomly converts the sound into a constantly changing loop.
Two more delay effects were used on two tracks and randomization of their parameters was configured using the device randomizer plugin.
On tracks where granular synthesis was used, random changes were introduced using device randomizer, indicating the randomization of the beginning and end of loop playback. The midi contains repeating notes, but with the help of the chance note plugin, changes were constantly being made. Also, with the help of device randomizer, changes in filtering and delay parameters were configured.
This ensures that new results are obtained with each playback.
s-u-nDOWN
1) Distribution of samples by category.
I would like to make a reservation right away that the distribution is subjective and was based on associative thinking. But there are also precise selection criteria (sound time, pitch, rhythmic and melodic component, etc.).
Thus, the sounds are divided into the following categories:
1) Atmospheric: industrial sounds, cyber, nature, long pedals, city, man, radio, long sounds.
2) High: glitch, drone, melody, rhythm.
3) Medium: glitch, drone, melody.
4) Low: drone, rhythm and melody.
5) Rhythmic: bass, medium, high, percussion.
6) Short: high, medium, low, glitch, kick.
Each sound was assigned an ordinal number.
2) The distribution of sounds by layers.
Layers are formed by categories. There are three layers in each category. The distribution takes place using a randomizer. A range is entered into the random number generator: from the first ordinal number to the last. This action is performed in turn with each subcategory. The dropped sound is assigned an ordinal number again, which will reflect the order of appearance in the collage. Sounds can be repeated repeatedly.
The first distribution is on the "Atmosphere" layer. For example: the first random lot starts with the subcategory "Industrial", and one sound is selected, the next in the category "Cyber" and so on, until there are 56 samples in each layer. (56*3=168). The remaining 2 sounds are scattered randomly in the range 1-3.
The 3rd, 7th, 12th phrases show a more static sound and were generated according to a different scheme. The term nodd is introduced - the number of separations by duration. The layer is divided into equal segments, the size of which is determined randomly - by dropping a certain numerical value.
nodd 1 = 30:1= 30
nodd 2 = 30:2= 15
nodd 3 = 30:3= 10
nodd 4 = 30:5= 6
nodd 5 = 30:6= 5
nodd 6 = 30:10= 3
nodd 7 = 30:15= 2
nodd 8 = 30:30= 1
nodd, whose value is 1, 2, 3, implies a physical stretching of the sound, since the duration of the sounds is less than these values.
3) Loading samples into the program, according to the order.
The overall tempo of the track is 60 BPM. Samples were loaded in layers, starting with the "Atmosphere" layer. They were taken as the basis of the entire collage. There are three audio tracks for each one. The sounds are loaded in the order determined by random, but they are arranged in different configurations along the tracks. It can be simultaneous sounding of tracks, alternately, only 2 tracks, only one, staggered, through the beat, etc. The placement of samples on the tracks changed every 12 bars. The finished collage sounds 223 bars.
After creating 3 layers, a random was used to distribute the sounds of the "Low" category. The range of random numbers was 1-223. the number that fell out showed the clock on which the sample should have been located. This method was chosen because the number of sounds in this category is much smaller than the others and it is difficult to distribute them randomly throughout the project. Also, most of the low samples are short in sound time and they are more suitable for small inserts. If a random number fell on an already occupied track cell, the number generation was repeated.
The method of distribution by beats using random was also applied in the category "Rhythmic", in the subcategory "Bass". The clock range was taken from 1-223.
In the subcategory "High" samples were located every 20 clock cycles. The subcategory "Percussion" was scattered around the track, as well as "Bass" with the help of random. This is due to a small number of samples. The sounds with an average sound are located every 14 bars, starting from the 14th.
The rest of the sounds were distributed either strictly after a few bars, or manually, to fill in the pauses in the collage. At the same time, the order of the appearance of sounds was observed and preliminary listening and sound selection were excluded.
In the "High" category, the sounds were distributed either manually or by random, as well as by calculating the intervals between bars.
4) Processing of collage layers.
To determine which effect or treatment to apply to the layer, the randomness method was used. For this purpose, outsiders who are not related to the creation of the collage were involved. They were asked to choose several actions with 6 tracks. The choice was made blindly. For this purpose, the effects were selected:
Maximum reverberation
Maximum overload
Reverse
Increase the layer by 0.5 tones
Decrease by 1 tone
Delay Average
Bitcrusher
Metallizer
Octaver
Saturation
Chorus
Tremolo
Vibrato
Vinyl
Equalizer
Enigma
AMP Simulator
Rotary
Panning:
Centered
On the right
Leftward
Floating
Each track of the collage is saved separately in WAV format and uploaded to a new project for processing.
5) Post-processing.
Post-processing is carried out over the general mix. The processing effects are also selected by third-party people. The total number of selected effects is 6. 3 effects are used for processing.
Selected Effects:
Reverb
Overload
Tremolo
Vibrato
Metallizer
Amp simulator.
All effects are set to average values.
For the final processing were used: metallizer, tremolo and overload