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A lot of this thread has gone towards
discussing randomization
algorhythms.
What fascinates me more than pure
randomization is the constraint of
randomness.
Bear with me on this:
When even a good drummer plays a two handed
hihat rhythm there are very small
timbral variations that occur because the
sticks are slightly wieghted differently, the pressure of
each stroke varies just slightly (no matter
how many hours we have tried to make it sound as uniform as possible); the
part of the cymbal changes just slightly, the pressure of the left foot
that keeps the two hi hat cymbals together varies minutely.
All of this cause a slightly percolative
feel to the rhythm no matter how uniformly the drummer tries to
play.............and yet.........the fact that the drummer tries very hard to
play and be heard as consistent
seems to have something to do with the
musical result (think of a creative professional drummer playing
Louie Louie as opposed to a beginning
beginner playing the same thing).
Both can be interesting but the lion share
of listeners probably would prefer the former to the latter.
When we loop (unless we are manipulating the
way, say, an Andre La Fosse manipulates his EDP)
we freeze a performance in time so that ever
deviation from the intended norm (of rhythmic perception) repeats EXACTLY.
What makes that differ from even the drummer
who created it is this exact replication of every nuance of the
pattern.
There's no denying it: this can
be as boring to listen to as listening to a perfectly quantized drum machine
pattern looping over and over.
Assuming the drummer is trying to play as
perfectly replicateable as possible, there are tiny inconsistencies built into a
live performance.
In a way, this could be thought of as
a constraint of randomness. It is, of course, not truly random
but it most certainly can be mapped as a random (with certain limited
constraints) deviation from the norm (or
the intended perfect performance might be a
better way of saying this).
This is where Boid algorhythms come in (if I
can be bold enough to even talk about them because I certainly don't have the
mathematics skills to even understand how they are generated...........please
google Boid algorhythms to see what the experts are saying...........I'm not one
by a long shot).
Birds flocking will stay a relative distance
from every other bird in the flock. The distances will vary
within a certain tolerance (they probably
will never hit each other, nor will they get more than a certain distance away
from each other because they are a flock , for god's sake!
So, the tolerance of how far away and
how close can be a changeable but nonetheless mappable phenomae.
Now consider when the flock changes
direction suddenly:
Simple observation will tell you that
the distances (or tightness of the flocking) will widen slightly as the birds
change direction in both their furthest distance from each other and their
closest distance............it will still stay within a certain
constraint however because they are
flocking for god's sake.
Now that the flock has resumed flying in a
relatively straight line (and that itself has some tolerances and yet you can
map with a straight line where they will end up weeks later), their
relative distances
'tighten up' and go back to their original
status quo.
Why not apply these kinds of algorhythms to
filter resonance, cutoff,
lfo's....................programmable
contrained random deviations from each
parameters beginning setting.
My feeling is that the results would feel
more 'organic' (and, yes, Larry Cooperman, this is a terrible and wishy washy
term if it weren't for the fact that everyone on this list has a strong feeling
for what is meant when it is used).
I've noticed when programming potentially
sterile drum patterns in Fruity Loops Pro that if I find
a change in a parameter (volume, panning,
resonance, cutoff frequency, shift--timing) that produces
an audible difference that I can back that
change off until is barely perceptable.
With every single hi hat pattern I can go in
and make these really small random changes to every single note and the result
is a more realistic (i.e., sounds like a real drummer drumming)
rhythm.
Interestingly enough, one can change
ONLY THE HI HAT PATTERNS in a piece and listeners can sometimes be faked into
thinking that you used a real drummer to either program the piece (via a midi
pad) or that it is actually real drums.
Seemingly, only a small (but distinct)
percentage of things can be randomized to create a more
'realistic' drum pattern.
Check out the controls in the super cool
free VST plugin SUPATRIGGAH. Each major
parameter in this very simple granular
plugin has a control for how random it can get and what the frequency of this
randomization application is.
I just imagine a granular real time plugin
which combines these constrainable randomization algorhythms.
Or better yet, a hardware stomp box that would do the same thing. It's up to a far better man or woman than me to
actually make the damn thing, but I think that would be really
cool.
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