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Generating More of My Favorite Aphex Twin Track

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Re: Generating More of My Favorite Aphex Twin Track

#171
post #156

Earlier quoted context omitted.

I believe the first mainstream game with adaptive music like that was Half Life 2 in 2004.

Mario 64 did it in 1996. For example that early level with the shipwreck, the music morphs as you go into the water and dive around the wreck. If you go out of the water again the music morphs back to the original form.

I'm not sure that that counts. My recollection of that game was that it's a binary choice of being underwater/at the surface, whereas the music in HL2 in a given spot would change depending on what the enemies were doing, how fast you were going, whether or not you were driving, if you found ammo for the rocket launcher, etc.

Re: Generating More of My Favorite Aphex Twin Track

#172
post #28

How do you feel about Alberto Balsam? :)

I'd actually pay for it.

Yes. My favorite Aphex Twin track.

Relatedly, would strongly recommend the Booka Shade DJ-Kicks album - Alberto Balsam is one of the tracks they selected https://www.youtube.com/watch?v=onLPjryBtns

Re: Generating More of My Favorite Aphex Twin Track

#173
I find that perfectly quantized tracks sound artificial over time. Not sure how close “aisatsana” sticks to perfectly on-(half)-beat, but adding slightly random quantization offsets to each generated note could be interesting to lend the results a more "natural" sound

Re: Generating More of My Favorite Aphex Twin Track

#175
post #174

I tend to listen to ambient music. There's radio show on CBC radio 2 -- After Dark, that plays tunes with not too many lyrics.

CBC Radio 2 used to (or might still?) have a similar program called The Signal that was really good. And before it, there was a program called Brave New Waves that was probably my favourite late night show in existence. Really sad it doesn't exist anymore.

Re: Generating More of My Favorite Aphex Twin Track

#177
post #27
post #6

"Selected Ambient Works 85-92" is a quality product.

Probably my favorite album for programming and other work that require concentration. I still haven't encountered anything like it. I wish there was more.

Bibio’s Phantom Brickworks do remind me a bit of stone in focus. I think Capel Celyn is an especially beautiful piece, evenmore so if accompanied by the music clip.

Re: Generating More of My Favorite Aphex Twin Track

#178

On a side note, saw a nice write-up celebrating the recent 25th anniversary of Selected Ambient Works Volume II: https://www.residentadvisor.net/reviews/23648 I feel like that album has a lot of potential for generative experiments. Admittedly, the album has an over-arching tone of eeriness throughout, which isn't something I want to listen to while I work most days. Maybe it would be inspiring to game developers wor…

As mentioned in that article, the eeriness comes from him creating the album through lucid dreaming, allegedly. Here's the original interview about that, its pretty fascinating:

Interview with David Toop, March 1994, The Face

Broaching this subject of dreams, he becomes animated and talks a long streak. "This album is really specific," he says, "because 70 percent of it is done from lucid dreaming... To have lucid dreams is to be conscious of being in a dream state, even to be capable of directing the action while still in a dream. I've been able to do it since I was little," Richard explains. "I taught myself how to do it and it's my most precious thing. Through the years, I've done everything that you can do, including talking and shagging with anyone you feel that takes your fancy. The only thing I haven't done is tried to kill myself. That's a bit shady. You probably wouldn't wake up, and you wouldn't know if it had worked, anyway. Or maybe you would.

"I often throw myself off skyscrapers or cliffs and zoom off right at the last minute That's quite good fun. It's well realistic. Eating food is quite smart. Like tasting food. Smells as well. I make foods up and sometimes they don't taste of anything—like they taste of some weird mish-mash of other things."

...

"About a year and a half ago," he says, "I badly wanted to dream tracks. Like imagine I'm in the studio and write a track in my sleep, wake up and then write it in the real world with real instruments. I couldn't do it at first. The main problem was just remembering it. Melodies were easy to remember. I'd go to sleep in my studio. I'd go to sleep for ten minutes and write three tracks - only small segments, not l00 percent finished tracks. I'd wake up and I'd only been asleep for ten minutes. That's quite mental.

"I vary the way I do it, dreaming either I'm in my studio, entirely the way it is, or all kinds of variations. The hardest thing is getting the sounds the same. It's never the same. It doesn't really come close to it. When you have a nightmare or a weird dream, you wake up and tell someone about it and it sounds really shit. It's the same for sounds, roughly. When I imagine sounds, they are in dream form. As you get better at doing it, you can get closer and closer to the actual sounds. But that's only 70 percent of it."

Re: Generating More of My Favorite Aphex Twin Track

#179
post #171

Earlier quoted context omitted.

Mario 64 did it in 1996. For example that early level with the shipwreck, the music morphs as you go into the water and dive around the wreck. If you go out of the water again the music morphs back to the original form.

I'm not sure that that counts. My recollection of that game was that it's a binary choice of being underwater/at the surface, whereas the music in HL2 in a given spot would change depending on what the enemies were doing, how fast you were going, whether or not you were driving, if you found ammo for the rocket launcher, etc.

Lots of N64 games did this, especially the Rare ones — Banjo-Kazooie had a fair bit of music dynamism, Conker's had even more. It's pretty easy to do, and game devs figured it out pretty early on.

Re: Generating More of My Favorite Aphex Twin Track

#180

Generative music comes full circle. This side of Aphex Twin is more or less directly inspired by Brian Eno's Music for Aiports. Which itself comes out of Eno's generative music experiments.

And you could argue Eno's proceduralism was influenced by Cage, and Cage's proceduralism from Nancarrow... and on and on the family graph of influence goes. Not sure where the full circle is, but there's plenty of thread to tug on here.
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