Stefan Goodchild

Disco Maths

I started messing around with sin/cosin based grid manipulation a few days ago and posted the results on Flickr along with an abstract of the code and equation I used to generate the images.

This prompted Andy Best to amend the code to create two animations. Inspired by his efforts I decided to do my own animation in response.

The music is a quick edit I did of a Sir Drew bootleg 12” I’ve had for years and always loved.

Particle Text

Was experimenting with creating text with particles and a friend who runs the Sound of Habib record label said that he wishes he had time to mess around with stars so this is a little christmas gift for him :-)

TouchOSC and Processing Accelerometer Example Code

Playing with my iPhone and Processing v1 on the train last night I started messing with TouchOSC and thought that this super simple (and fairly rough) example code using the oscP5 library may help someone on their way to interactive wobbly nirvana.

Code after the jump.

Read the rest of this entry »

Audio DNA Source Code

After some prompting I though I would publish some of my Processing source code to see what people made of it. Probably not the tidiest code out there, but these are essentially sketches so figured it didn’t matter too much.

To make this work you’ll need a few bits from around the internets. First up is the FFTOctaveAnalyser class from Dave Bollinger which you need to put in the root of your sketch directory, then you’ll need to download the Ess library.

Finally you’ll need something like Audacity to split an audio file into it’s left and right channels.  Save them as two mono wav files (for some reason AIFF seems to upset it) called <audiofile>.L and <audiofile>.R and pop them in the sketch data directory.

Assuming all this has gone to plan all you need to do is edit the source code on line 4 so the audioFilename variable is the same as the <audiofile> referenced above and click the play button. Give it a second or two (depending on the length of the audio file) and you should see the Audio DNA displayed and find a TIFF version sitting in a folder called ‘out’ in your sketch folder.

Onto the source.  The key to this is it’s not real time.  It scans the audio file chunk by chunk so in this instance it’s faster than real-time.  With some tweaks a similar technique can be used to render out audio reactive Processing sketches that run slower than real-time if that’s your bag.

Read the rest of this entry »

Audio Fingerprints

Portishead Visualisations

I’ve been tinkering with audio visualisations in Processing for a few years now. The three animated ones I was happy enough with to show I have been adding to Vimeo but the still versions had never seen the light of day apart from glimpses as part of the audio player on this site.

I finally signed up to Flickr and added a few higher res artifacts of the experiments over there as Marc Bessant had posted about them on his blog recently so thought I should out the rest myself. There are two kinds that I’ve done. The ‘Fingerprint’ and the ‘DNA’ styles are very closely linked in terms of back end code but produce very different results.

‘Fingerprint’ was the first one chronologically I wanted to get something organic feeling and at higher resolutions and with the right colour palette they can look almost watercolour like. ‘DNA’ was the offshoot. The result of a conversation with the aforementioned Marc Bessent about creating something to etch onto the empty side of a 12” single release. The release happened, but the band in question didn’t go for the designs. Not sure what was used in it’s place.