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About pernyblom

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  1. Online Procedural Music Editor

    I have now improved some of the tutorials: New Tutorials Some of them are just outlines but they will soon be fleshed out
  2. Hello!   This should actually be a reply to an old topic about my procedural music editor:     Anyhow, the editor is now available here:
  3. A lot of generative music

    [quote name='MA-Simon' timestamp='1350775405' post='4992294'] Very Impressive! Regarding the endings, you could try something like slowing down the last few notes in some sort of ritardando. [/quote] Thanks! I insert a song end slowdown with a 30% chance at the moment. I also try to implement a more dynamic tempo model, using [url=]this article[/url] as inspiration. There will be a setting for this in the final tool though
  4. A lot of generative music

    [quote name='Moritz P.G. Katz' timestamp='1350608933' post='4991613']<br />One thing I've noticed is that ending the track doesn't seem to work very well yet - though they do end on the tonic, it sounds like the song's just falling apart somehow or there's some instrument "lagging behind", doing a little ending motive that seems out of place.<br />[/quote] I totally agree. The main problem is that I haven't created any special "end motifs" yet for harmony and bass (and melody actually). The current motifs assume that they should connect with something that follows, which sometimes sounds OK when another phrase follows. Like you say, it sounds bad at endings and and also when there is a lot less content that follows. I cheat with the melody motif by always using a single long note at the end of phrases. I am also working on to improve the combination of instruments and the breakdowns. The module is now much better parameterized so you can for example change only a small part of a song and keep everything else. Thanks for listening and the feedback. I appreciate it a lot!
  5. A lot of generative music

    Added some more videos: [url=""]... Filter effects[/url] [url=""]...Tonicization[/url]
  6. A lot of generative music

    Added: [url=]Youtube video playlist with some handpicked songs[/url] Not much new stuff (some velocity transformations) but it has a better presentation and set of songs (audio is also normalized and compressed).
  7. A lot of generative music

    [quote name='bschmidt1962' timestamp='1346892027' post='4977029'] Can you have it spit out a level 0 midi file? Then you could pass it off to an orchestrator/recorder, though to be fair you would have to tell them not to change the MIDI file in any way. Have you looked at how musical phrasing would create subtle (or not so subtle) changes in key velocity (affecting both volume and timbre). I think starting to deal intelligently with velocity as you currently do with note value would make even the GM performances sound massively more 'real'. [/quote] I can output MIDI files. Those MP3s are actually rendered MIDI files where I tried to use a reasonably good soundfont, but as you say, it doesn't sound good When you speak about note velocity, do you mean the strong/weak distribution between beats/subbeats and measures/hypermeasures? I have dealt with that in one of my previous system but haven't implemented it yet in this new one. Another thing I'm working on is local tempo changes (ritardantos etc.) and also adding random position offsets which can also make it sound more real. I also forgot to mention that I have been inspired by the material at [url=][/url], the static/dynamic harmony syntax part.
  8. A lot of generative music

    [quote name='bschmidt1962' timestamp='1346861823' post='4976875']<br />Do you have any links to papers that discuss what you're doing?<br />[/quote] I don't have any links but it is a mix of several techniques: * Constraint-based voice leading (four-part) * Maximum likelihood harmony planning and figuration * A lot of tricks to divide the large problems into smaller ones I once read a thesis about using constraint solvers for voice leading, but I decided to use soft constraints and optimization instead since it is more flexible, but also more expensive. Most of the techniques/constraints are just directly translated from standard harmony books (harmony, voice leading, phrase structure etc.). I used to be an AI researcher so I know a lot of tricks for translating problems into a computer-understandable form Thanks for giving me good advice about the sound and for your time!
  9. A lot of generative music

    [quote name='jwezorek' timestamp='1346866980' post='4976910'] What's the difference between this system and your last system? [/quote] This system uses constraint solving/optimization and planning for almost everything which means that it supports proper voice leading, adaptive figuration and "smarter" harmony planning. The previous system used none of that. It used patterns for everything without any lookahead. The previous system was however reactive and could change the music according to real-time inputs. The current is a lot more static but can support that eventually.
  10. A lot of generative music

    [quote name='jwezorek' timestamp='1346863080' post='4976883'] At work so can't listen now ... but was wondering if your system is still Java-based? I think that's what you said a while ago... [/quote] No, it is currently all Javascript. This is a completely new system that was originally intented for web client use, and therefore JS was selected.
  11. A lot of generative music

    [quote name='bschmidt1962' timestamp='1346861823' post='4976875']<br />In fact, never use GM again [/quote] Yeah, it doesn't sound great I am thinking about hiring someone who can do this well. Also, I need a good composer that can help me improve the system and choose at least one specific musical style to target.
  12. A lot of generative music

    Hello! I have improved my generative music system and added some proper voice leading and structure. EDIT: [url=""]...Another Youtube video with some filter effects[/url] EDIT: [url=""]...Youtube video playlist with some handpicked songs[/url] Here are 40 songs that the system generated with a single seed as input: [url=""]1[/url], [url=""]2[/url], [url=""]3[/url], [url=""]4[/url], [url=""]5[/url], [url=""]6[/url], [url=""]7[/url], [url=""]8[/url], [url=""]9[/url], [url=""]10[/url], [url=""]11[/url], [url=""]12[/url], [url=""]13[/url], [url=""]14[/url], [url=""]15[/url], [url=""]16[/url], [url=""]17[/url], [url=""]18[/url], [url=""]19[/url], [url=""]20[/url], [url=""]21[/url], [url=""]22[/url], [url=""]23[/url], [url=""]24[/url], [url=""]25[/url], [url=""]26[/url], [url=""]27[/url], [url=""]28[/url], [url=""]29[/url], [url=""]30[/url], [url=""]31[/url], [url=""]32[/url], [url=""]33[/url], [url=""]34[/url], [url=""]35[/url], [url=""]36[/url], [url=""]37[/url], [url=""]38[/url], [url=""]39[/url], [url=""]40[/url] Yes, they sound a bit similar sometimes and the mixing is sometimes terrible (the melody drowns in other stuff) but it is still kind of cool I think [img][/img]
  13. Editor for reactive/generative music

    New video: [url=""]Music module integrated into game prototype[/url]
  14. Editor for reactive/generative music

    [quote name='jbadams' timestamp='1300940447' post='4789805'] Seems like a pretty cool concept -- I assume you're aiming for something where a composer would set up pre-sets in the editor, and then different triggers in game would effect the inputs to produce music that fits with the current gameplay? Do you intend this to be used by traditional composers, or is the idea to allow those who lack musical skill to be able to produce their own tracks? [/quote] The editor consists of two layers: A generative music module and a state machine where actions execute before each measure. The generative music module has a lot of support for generating a single measure and also keeping track of a harmonic rythm and scale. The state machine is used for generating structure (phrases, parts etc.) by executing actions that set properties in the music module. It is also used for handling parameter inputs with scripts. I will add some "wizards" that can be used by those who lack musical skills. However, if you want to make your own modules or heavily modify generated/existing modules, you have to know a bit more about music. My own musical skill level is unfortunately very low (but slowly increasing), so I could really use some help
  15. Hello, I have created an application for composing generative/reactive music. It is available here: [url=""]Reactive Music Language Editor[/url] The main idea is to build a state machine that executes actions (parallel/serial/repeat etc.) one measure at a time. The actions set properties in a music generator module that has a lot of functionality for melody, harmony and percussion. There is also support for scripting (JavaScript). There are presets available but they are not very good. They demonstrate some of the features though. If you can't/don't want to run the application, you can watch some lame videos instead: [url=""]Music module integrated into game prototype[/url] [url=""]Game Module WIP[/url] [url=""]RML Editor Video[/url] [img][/img]