Awesome! Yes, I did a 3D boids implementation a while ago too… x, y, and z outputs would be great too! (See below.)

I haven’t yet tried installing from Github to Norns, only from Maiden… will see if I can do that soon.

I am indeed eggsovereager - glad you liked the 1DCA video! It’s kind of an oldie but a goodie, and while I love watching a single ruleset play out, particularly for the chaotic ones like, famously, Rule 30, I thought it would be nice to switch them up too… I actually did a 1DCA implementation in Orca too - I might try copying that over to Norns Orca next, actually, for a nice visual output on screen as it generates rhythmic patterns…

3D boids:

1DCA implemented inside Orca and driving rhythms:

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That’s amazing! That’s great to know.

https://www.instagram.com/p/CIOxoAaAi2w/

cc’ing @matthewdavid + @andrew since the topic came up in leaving community discord…

sonification of celestial imagery (as shown above) seems like a great idea for a norns script! users could have control of tempo and how data corresponds to frequency, amplitude, and duration of sounds generated

output could be variable, either using internal synth engines / midi / or crow-based cv (along with ii enabled jf and w/synth control)

also would be fun if small images could be loaded from the lib folder for analysis and usage within the script

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A supercollider implementation of the Buchla 700 from Prof. Aaron Lanterman here… b700ish/b700ish.scd at main · lantertronics/b700ish · GitHub

Might be an interesting idea to translate to the norns?

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norns script idea!

rainstick:

a physical simulation.

-a visual representation of a rainstick is a simple vector/wireframe model of a tube (where you are allowed to see within).

-lines of various lengths represent tines inside the rainstick.

-default functionality is for grains striking rainstick tines to trigger an internal synth engine.

-the internal synth engine sounds like a rainstick without using any samples.

-the internal synth engine heavily specializes in noise and percussion sounds.

-tines of shorter length have a higher pitch, but (perhaps unrealistically) are just as likely to strike as tines of longer length… only so that higher notes may still play as frequently as lower ones).

-adjust the angle of the rainstick with an encoder or CV via crow or MIDI.

-hold rainstick in place vertically and have grains generated by CV or MIDI input appear appear at the top and then disappear upon reaching the bottom side of the rainstick.

-alternatively automate the angle of the rainstick with an LFO.

-LFOs may be free or synchronized to a clock.

-ability for the rainstick to automatically rotate once nearly all grains have fallen.

-ability to map additional LFO’s to various parameters.

-ability to change tube length and width.

-ability to make the ends of the tube resonant membranes (like a tuned drum head)?

-ability to change tube/membrane material?

-ability to change tension and dampen the membranes?

-ability to change grain weight and friction.

-ability to change tine springiness.

-ability to change gravity?

-ability to increase or decrease number of tines.

-ability to increase or decrease number of grains.

-ability to increase or decrease size of grains.

-the size of grains may be varied randomly if desired.

-tine scale mode (tines are tuned to a scale) with ability to randomize the order of notes.

-microtonal scale support.

-ability to adjust tine strike velocity sensitivity or turn velocity sensitivity off.

-ability for tine strikes to output MIDI note and velocity.

-ability for tine strikes to output CV (gates and somehow maybe notes) via crow?

Apologies for the overuse of the word ability and I don’t have the ability to make this. :wink:

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Related to @mlogger’s idea of sequencing/chaining psets, what about making them switchable via MIDI? Would be a step towards that direction. Each pset could contain a MIDI message that is used to load the pset in question (e.g., a program change message).

That would make sequencing norns scripts with something like an Octatrack or a foot controller really easy.

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Small improvement idea here… but it would be nice to have syntax highlighting for Supercollider files in Maiden too.

Even though I primarily develop engines in Supercollider on my MacBook, I eventually need to wrap it in a Crone class on Norns. I find that I end up making a lot of silly syntax errors since I don’t have highlighting in that environment.

I think treatment of just comments, numbers, strings, and basic keywords could go a long way.

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i don’t know if it would even be worth implementing this on norns without some kind of touchpad device, but when i think of imaginative fun new sequencers, this korg kaoss physics implementation is pretty much what comes to mind. might be some way to do it with the grid?:

i forget where i read it but one article mentioned that you can kind of flick the pad or something and the velocity will trigger the ball’s motion. here’s a little description from musicradar:

The pad is part of Korg’s new Kaoss Physics feature which models a ball rolling on a surface and/or bouncing off walls. Using the pad you can control the ball, or have it automatically triggered via a Gate + Damper.

The virtual environment allows to either have the walls slow down the movement of the ball, like a cushion or bounce off the walls, accelerating the ball’s movement much like a pinball machine

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i’m sorry, but the music industry is always playing catch-up.

9 years ago, with multi-point gravitation, friction, wall bouncing, blah.

here’s the code: corners/corners.js at master · monome-community/corners · GitHub

the simplicity of the code is amusing: basic mechanics that you’d learn in first year high school physics.

needless to say, easily portable to whatever. would even look much better now with var-bright.

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oof, give me that w/ crow cv outputs

i forgot how many of the older max scripts had their business logic in js. soo easy to port to lua - i nornsed one of my older grid libs in a single laundromat visit once

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I took a second look at this last weekend and it was looking like more work than I could dedicate at the time. The acme editor which is the basis of the editor in maiden does not have a syntax file for Supercollider. While it is possible to convert language modes from TextMate to acme when I tried that it generated regex code which JavaScript said was invalid and broke the build.

I’m sure it is possible if someone has the cycles.

Regarding the crone integration, it is possible to load the crone classes into the normal desktop Supercollider and work there as opposed to on device.

By the way, is there any way to increase the default font size in Maiden? Ever since the most recent update, the text on the code page has been tiny and almost unreadable. Zooming in on the browser works, but also makes text in the other panels huge in comparison.

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Idea: Pinball machine

(hadn’t seen @encephalitislethargi s post when I posted that :slight_smile: )

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I put this guide to getting local engine development working on Mac together that might help in the mean time:

This way I was able to avoid doing any SC coding on device.

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Regarding the presets system:
I am the only one who loses presets because I forget to check that im on save and not on load?
I guess it would be a bit cluttery to have an ‘are you sure’ on an overwrite of a slot?

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I was looking for an easier way to implement crow functionality for any script that doesn’t have it yet. Rather than learning how to code this functionality myself, I was wondering if there is something like arcify but for crow rather than arc? Or is adding crow input or output trivial enough with most scripts that I should simply learn how to code the crow functionality myself?

I had also considered the possibility of mapping a crow input from within the MIDI mapping menu. I understand that it’s currently a MIDI mapping menu, but could it also be used for this purpose somehow, maybe with a future norns update?

it wouldn’t be too bad to write this ! i’d recommend making the modification to one script, and with those skills you can spin that code into a simple library function that other script authors could include in their script

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Has anyone ever thought about trying to clone Laurie Speigel’s Music Mouse on norns?

I know just enough about norns development to be tempted by such a project, and not enough to be scared… :joy:

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:slight_smile: Funny, I started hacking on this idea with grid input earlier this week…

Might be fun to collaborate?

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I’m not sure this is the right thread for this, but I’ve been wondering about scales vs modes and am curious as to how viable generalizing modes of each scale would be.

For example: I’ve been working a lot with the lydian augmented scale, which is the third mode of melodic minor. Right now, I can get the right pitch collection by selecting e as the root, and melodic minor as the scale, but if the interface of a given app is focused on an eight note octave, then the picture is slightly shifted from where my idea wants to sit.

I guess what I’m asking is, how hard would it be to add a feature where the mode of a selected scale could be used?

So in my case, the I would select root e, the melodic minor scale, and mode 3.

Conceptually it would introduce some redundancy as you would have several ways to then focus on every diatonic mode, for example, but it would also mean that any non-trivial pitch collection could be stated once and generalized for every permutation. I would also open up some new musical angles to work with if the script you’re working with is just one part of a larger harmonic or melodic landscape.

Sometimes you just need that leading tone in the bass, you know?

Barring that, how would I go about just submitting this scale to add to musicutil, if I get the entry to the table ready?

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