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Post by Dubdrifter on Oct 17, 2023 8:13:14 GMT
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Post by Deleted on Oct 17, 2023 8:41:42 GMT
Perhaps so. I've been using it for procedural generation.
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Post by Dubdrifter on Oct 18, 2023 10:34:40 GMT
Perhaps so. I've been using it for procedural generation. What is “procedural generation”? … can you give more detail? Meanwhile … beware of what’s here already … that’s not so impressive …
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Post by Dubdrifter on Oct 19, 2023 9:03:59 GMT
Personally, I feel Reason’s Objekt is probably a much better tool for generating new ideas on the fly sequenced together to create organic compositions. Eg.
This sounds equally amazing … but more fluid and easier to realise finished music in seconds.
… a bit early to judge … but Synplant 2 might bog down producers … with too many options.
My guess is the great composers of the past would have loved to have had these tools … but would have been hampered and confused, distracted and flummoxed by having too many options … and in the strive for perfection … would have been far less productive … and arguably never got around to FINISHING anything.
Less is more … as they say.🤔
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Post by Orac on Oct 19, 2023 9:05:15 GMT
The music of the Borg
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Post by Deleted on Oct 19, 2023 9:11:48 GMT
Perhaps so. I've been using it for procedural generation. What is “procedural generation”? … can you give more detail?
Look it up. It's simply art that is computer generated. It goes back decades. Remember the film Tron? It was an early 3D CG, so early that it predated a lot of the texture mapping mthods used today. They used procedural generation to create patterns. They were quite basic and relied on fractals (look up Perlin Noise). PG is also used to generate layouts (level design) using similar pseudo-random algorithms. Today we have more power so can use more complex practical or even evolutionary (if time and a guaranteed solution isn't a factor) A.I driven methods.
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Post by Dubdrifter on Oct 20, 2023 7:15:47 GMT
[Look it up. It's simply art that is computer generated. It goes back decades. Remember the film Tron? It was an early 3D CG, so early that it predated a lot of the texture mapping mthods used today. They used procedural generation to create patterns. They were quite basic and relied on fractals (look up Perlin Noise). PG is also used to generate layouts (level design) using similar pseudo-random algorithms. Today we have more power so can use more complex practical or even evolutionary (if time and a guaranteed solution isn't a factor) A.I driven methods. Yes, having the extra processing speed and memory for these evolutionary programmes to create their ‘environments’ is really helpful. I have a piece of interesting antique software Dr T’s KCS Level II music sequencer for the Amiga … a computer that had to be expanded to 2Mb for you to be able to use it in a limited capacity. It is surprising what this programme could do in such a restricted memory environment. archive.org/details/amiga-world-1990-07/page/n81/mode/2up?view=theaterOn the Auxilliary disk of this programme was tucked away a PVG … a Programmable Variations Generator …. which had quite exciting potential at that time … (and today tbh) … as you could tap in variations on certain MIDI parameters … and the sequencer would … through procedural generation … evolve new and increasingly complex patterns in the music. I’m currently trying to re-explore the potential of this rather unusual bit of unique software … but need to expand this antique computer to cope with these new demands on it’s memory … I’m not aware of many people using this PVG today to trawl the boundaries of John Cage-type EVOLUTIONARY compositions.
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Post by Dubdrifter on Oct 20, 2023 7:30:38 GMT
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