Using Collab-Hub with Max for Collaborative Network Performance / LIVE Session – September 19th
Date and Time: Sunday 19th September 2021 6pm UK / 7pm Berlin / 10am LA / 1pm NYC
Length: approx. 2- hours
Level: Intermediate
Collab-Hub offers the ability to connect multiple Max patches together over the internet, allowing performers across the world to share control data with one another during collaborative performances. In this workshop you will learn how to add Collab-Hub’s user-friendly modules to any Max patch, how to send and receive data between multiple connected users, and how to map that data to the parameters of your instrument or effect. You will also learn techniques for sharing data between Max and web pages, opening the door for building multi-platform networked experiences between mobile devices and your favourite patches.
By the end of this session a successful student will be able to:
- Build a Max patch that connects to the Collab-Hub web server
- Retrofit Collab-Hub modules and mapping strategies into an existing Max/Jitter patch
- Send and receive data in both Control and Event formats between their Max patch and other connected clients
- Explore methods for building advanced messaging networks with the Push and Publish transmission methods
Session Study Topics
- Introduction to Collab-Hub and the Collab-Hub Max client modules
- Sending and Receiving Control and Event data (from within Max patches and/or a web interface)
- Mapping Data to Synthesis Parameters
- Understanding Push/Publish distribution types and Room organization
Requirements
- A computer and internet connection
- A web cam and mic
- A Zoom account
- Access to a copy of Max 8 (i.e. trial or full license)
About the workshop leaders
Nick Hwang is a composer and sonic artist interested in interactivity, collaborative systems, and gameful performance. He is an Assistant Professor in the Media Arts and Game Development program at University of Wisconsin-Whitewater.
Eric Sheffield is a musician and maker currently interested in physics-based modeling, networked performance, and popular music. He currently teaches as Visiting Assistant Professor in both the Music and Emerging Technology in Business + Design departments at Miami University.
Anthony T. Marasco is an Assistant Professor of Music Technology and Composition at the University of Texas Rio Grande Valley. As a composer and sound artist, his works feature custom-made software and electronic instruments, hacked consumer hardware, and networked systems for designing audience/performer collaborative experiences.
Getting confident with Max – September series
Dates & Times: Tuesdays 21st & 28th September + 5th & 12th October – 6pm GMT / 7pm CET / 10am PST / 1pm EST
Level: Beginner
Cycling 74’s Max / MSP offers a vast playground of programming opportunities to create your own sound design and multimedia applications. In this workshop you will build a patch using items from the Max tool bar such as Beap and Vizzie as well using media from your own collection, plus explore ways to open up, reverse engineer and modify existing resources within the Max application.
Series Learning Outcomes
By the end of this series a successful student will be able to:
- Confidently navigate the Max environment to quickly gain access to content and learning resources.
- Deploy resources into a patch.
- Connect and explore these resources to develop ideas for sound and media design, composition and performance.
- Navigate the help file system and reverse engineer existing content in the Max application.
Session Study Topics
- The Tools available in a Max such as Beap and Vizzie modules.
- Playlists and drag and drop media.
- Bpatches, prototypes and snippets.
- The helpfile system.
Requirements
- A computer and internet connection
- A web cam and mic
- A Zoom account
- Access to a copy of Max 8 (i.e. trial or full license)
About the workshop leader
Duncan Wilson (aka Ned Rush) is a musician, producer and content creator based in the UK. Whilst perhaps largely known for his Youtube channel, he has also released music independently as well developing content for Isotonik Studios.
Getting Started with TouchDesigner – September series
Dates & Times: Thursdays: 9th / 16th / 23rd / 30th September 6pm UK / 7pm Berlin / 10am LA / 1pm NYC
Length: 2-hours each session
Level: Beginners curious about creating immersive visuals with TouchDesigner
TouchDesigner is a powerful tool for creating live performances, installations, real time visuals and complex digital systems. In this series of workshops you’ll learn the basic functioning of TD’s node-based workflow and how to use them to create media, use the data to manipulate content and how to organize and navigate your TouchDesigner networks.
Series Learning Outcomes
By the end of this series a successful student will be able to create content by:
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Becoming familiar with the User Interface
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Exploring TouchDesigner’s building blocks
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Constructing dynamic visual effects
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Applying basic audio reactivity and other techniques
See below for all 4 weeks
Series Study Topics
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TouchDesigner User Interface and patching
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How to use building blocks (operators)
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Controlling parameters for dynamic visuals
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Audio reactivity and visual effects techniques
See below for all 4 weeks
Session 1
Topics
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Overview, Interface, Mouse & Shortcuts
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Operator Families & Operator Structure
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TOPs – Texture Operators
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CHOPs – Channel Operators
Learning Outcomes
By the end of this session a successful student will be able to:
1: Navigate the TouchDesigner User Interface and utilise mouse and shortcuts controls
2: Become familiar with operator families and their structure
3: Construct basic networks via TOPs
4: Export CHOPs to create dynamic networks
Session 2
Topics
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SOPs, MATs and Rendering
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DATs
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COMPs and Network Structure
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Palette & Additional Info
Learning Outcomes
By the end of this session a successful student will be able to:
1: Build rendering networks via SOPs and MATs
2: Utilise and apply data via DAT operators
3: Construct custom networks via COMPs
4: Locate examples and info from resources such as the Palette
Session 3
Topics
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Audio Overview
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Instancing
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Building a Project 1
Learning Outcomes
By the end of this session a successful student will be able to:
1: Utilise audio CHOPs within a network
2: Apply audio CHOPs as modulation sources
3: Build basic Instancing networks
4: Begin to construct a bespoke self directed project
Project Overview
During Session 3 and 4, you will build a self directed and bespoke project in TouchDesigner. You will be supported by the workshop leader and the teaching assistants during these sessions. You can incorporate any techniques you have learnt from the workshop series into the project.
Examples include:
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TOPs driven from CHOPs
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Dynamic / generative art
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Audio reactive content
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Basic Instancing network
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3D geometry via SOPs
In session 4 you can share your project to your peers in your Zoom break-out room. You will also be asked to provide feedback on your peers project’s.
Session 4
Topics
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Building a Project 2
Learning Outcomes
By the end of this session a successful student will be able to:
1: Work independently, with support, within the TD environment
2: Apply various techniques from the workshop series to construct dynamic networks
3: Continue to construct a bespoke self directed project
4: Share their work with peers and provide feedback to peers
Requirements
-
A computer with internet connection
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A web cam and mic
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A Zoom account
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A three button mouse or to configure Apple Track Pad appropriately
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TouchDesigner (free version suffices https://derivative.ca/download)
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If you’re on Mac please check TouchDesigner can run on your system (i.e. has basic GPU requirements such as Intel HD4000 or better)
About the workshop leader
Bileam Tschepe aka elekktronaut is a Berlin based artist and educator who creates audio-reactive, interactive and organic digital artworks, systems and installations in TouchDesigner, collaborating with and teaching people worldwide
Splatterbox – On-demand
Level: Intermediate
MaxMSP allows us to go far beyond the stompbox looper. In this workshop, discover how working with simple looping combinations can add up to a rich and layered soundscape. The beauty then lies in the retrospective operations we can apply to the loops with this patch for a very personal and unique outcome.
Session Learning Outcomes
By the end of this session a successful student will be able to:
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Build a custom loop station
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Explore post processing and loop manipulations for unique soundscapes and performances
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Build loops and samples in real time
Session Study Topics
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[Groove ~] many attributes to create contrasting loops and to avoid audio pops
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[Waveform] and [jsui] objects to control and manipulate samples
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[timer] to control recording durations and targets
Requirements
-
A computer and internet connection
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A web cam and mic
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A Zoom account
-
Access to a copy of Max 8 (i.e. trial or full license)
About the workshop leader
James Wilkie holds a Bmus in Film Scoring at Berklee College of Music and an MMus in Sonic Arts from Goldsmiths. This grounding continues to offer James a strong combination of concept and craft.
Storytelling lives at the heart of James’ work as he works with space and the imagination in sound through the creation of ambient A/V compositions, text, and live performances exploring the impact of technology on the imagination and community.
Getting Confident With Gen~ / LIVE Session – Workshop series
Workshop series
Dates & Times: Mondays: 12th / 19th / 26th July and 2nd August 2021 6pm UK / 7pm Berlin / 10am LA / 1pm NYC
Level: Previous experience with Gen~ is required i.e. completion of Getting Started With Gen~ workshop series
Example of topic that students are expected to be knowledgeable with before workshop:
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The Gen~ environment
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Basic audio processing in Gen~
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Gen~ operators and data management
Example of topic that students are expected to be knowledgeable with after workshop:
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Multi Tap Delay operator with cubic interpolation
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Biquad and filter coefficients
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Basic reverb structures
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Basic CodeBox
Develop a myriad of highly efficient signal processing operations in Max using Gen~. In this series of 4 workshops, you will apply signal processing techniques to build and code a variety of patches with Gen~ in Max. The course contains 20 plus custom-made example patches along with audio samples that you will build as exercises during the course and be able to use in your own projects.
Series Learning Outcomes
By the end of this series a successful student will be able to:
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Become confident with the Gen~ environment
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Build various audio processing tools via Gen~ (i.e. flanger, chorus, ping pong delays, multi tap delays, distortion)
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Construct Gen~ filter, equalization and reverb tools
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Become familiar with the Gen~ CodeBox environment
Series Study Topics
-
The Gen~ environment
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Audio processing in Gen~
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Gen~ filter, equalization and reverb tools
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Gen~ CodeBox
Requirements
-
A computer and internet connection
-
A web cam and mic
-
A Zoom account
-
Access to a copy of Max 8 (i.e. trial or full license)
About the workshop leader
Phelan Kane is a Berlin & London based music producer, engineer, artist, developer and educator.
He is currently running the electronic music record label Meta Junction Recordings and the audio software development company Meta Function. He has released the Max for Live device synth Wave Junction in partnership with Sonicstate.
Interaction with Arduino & Max – Workshop series / On-demand
Pricing excluding kit, components to be purchased separately – see kit list in requirements section
Level: Beginner-Intermediate
Want your Arduino to control audio, video, generative 3D visuals, or even Ableton Live? Combine Arduino with Max 8, a powerful visual programming environment opens up many possibilities for interactive installation, generative art, multimedia performance, and more! You will learn very basic electronics, introductory Arduino skills, and how to use sensors and inputs to control Max 8!
By the end of this workshop series you will be able to:
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Create Arduino based electronic prototypes
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Control audio in Max 8 with sensors and your own custom hardware interfaces
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Utilize Max to map software interactions to physical electronic systems
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Apply interaction design concepts for developing installations and performances
Session Study Topics:
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Max 8 to control Digital and PWM output
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Switches and Digital inputs mapped to states in Max 8
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Analog sensors, smoothing data and creating meaningful interactions
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Strengths, weaknesses and limitations of hardware and software.
Requirements
-
A computer with Internet connection
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Arduino / Electronics kit please check you can order all of these parts before the series starts
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Max software – either free trial or full licence
About the workshop leader:
Kyle Duffield is a Toronto based Interactive and Experience Design Professional who creates immersive interactive installations and brand activations. He is also known for his affiliation with the studio and former gallery, Electric Perfume. As an educator, and technical consultant, he has facilitated interactive media workshops and projects with institutions across Canada, Shanghai, and online. Currently, Kyle is participating in Cycling 74’s Max Certified Trainer Program, and is focusing on creating unforgettable technological experiences.
Scripting and Live-Coding Max with Scheme for Max – On-demand
Level: Some experience with Max, plus some experience with any programming language
Scheme for Max brings the power and flexibility of Scheme Lisp to Max, for sequencing, patch scripting, and building complex interactive systems.
In this workshop, you will be introduced to interactive coding with the Scheme for Max object, and will build a performance capable sequencer all in code, that you can interact with live.
Session Learning Outcomes
By the end of this session a successful student will be able to:
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Create interactive patches and programs with the s4m object
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Automate patches by sending messages and scripting in Scheme
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Create sequence playback functions and interact with the Max transport and scheduler
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Create live coding objects in Scheme
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Know how to keep learning Scheme with further online resources
Session Study Topics
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Why Scheme For Max was created and what we can do with it
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Basic Scheme programming: data types, functions, variables
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The s4m Max API: interacting with the scheduler, transport, midi, and GUI
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Samples of Lisp idioms and live coding constructs, and further resources to learn Scheme
Requirements
-
A computer and internet connection
-
A webcam and mic
-
A Zoom account
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Access to a copy of Max 8 (i.e. trial or full license)
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An installation of the Scheme for Max package (free)
Windows: https://youtu.be/EKjpS6H_V8Q
OSX: https://youtu.be/O52ESDQCLgQ
- An installation of a text editor and the ability to edit and save
plain text (code) files
About the workshop leader
Iain Duncan is a musician and music technologist in Victoria, BC, where he is pursuing graduate studies at the University of Victoria in music technology and algorithmic composition.
He is the author of Scheme For Max, and has previously worked with numerous computer music and general programming languages. He also works as a software architecture consultant at Crosslake Tech.
Audio Reactive Shaders with Shader Park + TouchDesigner – On-demand
Level: Intermediate: Some previous experience with javascript, or programming is recommended. No experience with TouchDesigner is needed.
Overview
Explore 3D shader programming through a Javascript interface without the complexity of GLSL. Shader Park is an open source project for creating real-time graphics and procedural animations. Follow along through multiple examples using a P5.js style live code editor. Expand upon the examples and bring them into TouchDesigner to create your own audio reactive music visualizers. Explore the Shader Park community gallery where you can fork other people’s creations or feature your own.
Who is the workshop for?
Artists interested in exploring real-time procedural 3D graphics and animations applied as music visualizations.
Developers with experience programming in javascript, a p5.js style library, or similar language is recommended. Bonus if you know shader programming.
By the end of this session a successful student will be able to:
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Create raymarched 3D shaders with Shader Park
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Intro to TouchDesigner + Shader Park plugin
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Overview of audio analysis
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Create your own audio reactive music visualizer
Session Study Topics:
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TouchDesigner
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Shader Park
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Shaders
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Raymarching
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Audio analysis
Requirements
-
A computer and internet connection
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A copy of TouchDesigner
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A downloaded song(.mp3 .aif .aiff .wav) you’d like to turn into a music visualizer.
About the workshop leader
Torin Blankensmith and Peter Whidden formed a creative-coding organization while at college together. They hosted weekly workshops for students from various disciplines on emerging topics in computer graphics. It was in this group that the first prototype of Shader Park was developed.
Torin is a freelance creative technologist and adjunct professor at the Parsons School of Design in New York City teaching TouchDesigner and Creative Coding. Based out of NEW INC, Torin creates immersive installations, experiences, interfaces, and websites. Torin’s work explores emerging techniques in real-time graphics pulling inspiration from systems and patterns of emergent behavior in nature. This work has translated into creating large scale environments for medical professionals to alleviate stress/burnout, for patients in clinical studies aiding in neuroscience research on brain recovery, and for commercial spaces bringing sanctuary to the urban landscape.
Peter is a creative software engineer whose work spans physics, astronomy, machine learning, and computer graphics. He currently works at the NY Times R&D lab focused on emerging computer vision and graphics techniques. Previously, Pete has worked with CERN to build interactive 3D visualizations used in particle physics. He’s also developed software with the Data Intensive Research in Astrophysics and Cosmology (DIRAC) Institute which enabled the discovery of over 30 new minor planets in the Kuiper belt. Recently his artistic collaborations with Alex Miller of SpaceFiller have been featured in galleries and in a permanent installation in Seattle.
Ample samples – Introduction to SuperCollider for monome norns – On-demand
Level: Beginner (many fundamentals of SuperCollider will be covered)
SuperCollider is an amazing open-source audio synthesis and composition tool.
In this workshop we will focus on sampling and learn how to use SuperCollider to make a fully featured sample player + looper which can be used for triggering drum kits, sequencing partitions, or a chaotic breakbeat style system. We will also learn the basics of applying effects, and finally how to integrate the resulting SuperCollider code into a new script for monome norns.
Summary
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Learn how to use SuperCollider,
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Learn about sample playback in SuperCollider
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Become familiar with sample playback and effect elements of SuperCollider
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Integrate a playback engine into monome norns
By the end of this workshop, you will be able to:
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Learn how to use SuperCollider starting from the basics
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Understand SuperCollider UGens for sample playback and effects
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Write SuperCollider code that can apply effects to sounds
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Play SuperCollider samples in a monome norns script
Session Study Topics
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Understanding UGens for sample playback
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Develop SuperCollider code for effective sample playback
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Use UGens to apply effects to samples
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Norns integration with midi and samples
We have a number of sponsorship places,if the registration fee is a barrier to you joining the workshop please contact laura@stagingmhs.local.
Requirements
-
A computer and internet connection
About the workshop leader
Zack Scholl is a Seattle, Washington based tinkerer who releases music and norns scripts as “infinite digits”.
He has been programming for 12 years as part of his job developing instrumentation and conducting experiments to understand biophysical properties of human proteins.
Tone to drone – Introduction to SuperCollider for monome norns – On-demand
Level: Beginner (many fundamentals of SuperCollider will be covered)
SuperCollider is an amazing open-source audio synthesis and composition tool. In this workshop we will gain understanding of SuperCollider while making a musical drone – a minimal sustained sound with dynamic harmonic variations, in the vein of Sunn O))) or La Monte Young. We will also learn how to add drones to the monome norns in your own drone script.
Summary:
-
Learn how to use SuperCollider, starting from the basics
-
Learn about sound synthesis with SuperCollider
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Become familiar with sound synthesis elements of SuperCollider
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Integrate a SuperCollider script into a monome norns script
By the end of the workshop, you will be able to:
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Understand the fundamentals of SuperCollider code
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Understand SuperCollider UGens for audio synthesis and mixing
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Design your own drone which you can run from SuperCollider
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Add SuperCollider code into a norns script
Session Study Topics
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Basics of coding in SuperCollider
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Workings of audio synthesis UGens and how they can be combined
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Adding UGens for sound modulation
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Communication between norns scripts and SuperCollider
We have a number of sponsorship places,if the registration fee is a barrier to you joining the workshop please contact laura@stagingmhs.local.
Requirements
- A computer and internet connection
- A webcam and mic
- A Zoom account
- A norns device
About the workshop leader
Zack Scholl is a Seattle, Washington based tinkerer who releases music and norns scripts as “infinite digits”.
He has been programming for 12 years as part of his job developing instrumentation and conducting experiments to understand biophysical properties of human proteins.