We will spend the first few sessions exploring Digital Audio Signal Processing. This will cover synthesis, sequencing, filtering, sample loading and playback, panning and rudimentary analysis. Following this we’ll be looking at audiovisual interaction using video and 3D graphics.
Session 1: Introduction to the course: What is Creative Programming? (June 1, 2016)
Session 2: Sound Synthesis and Control (June 15, 2016)
Session 3: Real-time recursive filters, LFOs, and Sample playback (June 29, 2016)
In this session we will learn how to use Maximilian’s built-in filters to create a subtractive synthesizer and an LFO, and get some insight into how these work. We will also learn how to load in a sample and play it back.
Session 4: Building a Drum Machine/Sample Playback Device, Manipulating Samples, and Using Envelopes (July 13, 2016)
During the first half of the lesson we will be working to create a drum machine using sample players and sequencer skills from the previous session. Following this we will be looking at various ways of manipulating sample playback to create interesting effects, and learn how to use basic envelope generators to control parameters. We will also look at an advanced example demonstrating how to create a polyphonic music device.
Session 5: Audio Visual Composition: Contemporary Work by Audiovisual Creatives (July 27, 2016)
This session will look at how to get basic information from our sound algorithms and use it to map graphical parameters to make basic audiovisual synthesizers. We will explore a range of generative drawing techniques including the geometric systems, non-linear systems and noise. We will also look at controlling generative drawing through audio, and using graphics parameters to control sound.
Session 8: Memo Akten Guest lecture (September 7, 2016)
Memo will take you through a bunch of simple systems for the creation of audiovisual art.
Session 9: Pixel Pushing – 2D and 3D systems using algorithmic and generative graphics (September 21, 2016)
In this session we will look at a range of approaches for creating images using pure pixel pushing. We’ll make classic fractals, Chladni patterns, and look at how to create our own DIY 3D environments without any openGL, including an introduction to generative 3D geometry and superformulae.
Session 10: Audio Features And Their Uses (October 5, 2016)
In this session we’ll be visualizing audio features using various forms of analysis. Here we can do great effects with not much coding, but getting started is a headache, and we can make this part easier. We will also introduce frag shaders as a mechanism for manipulating images.