Beatesthesia: Free, New Processing-Based Music Visualizer/VJ Tool

By vade


Beatesthesia Custom Visulizer from olly gore on Vimeo.

Beatesthesia is a new open-source, cross-platform VJing/music visualizer application programmed in Processing. It sports some interesting design decisions, including an audio-reactive user interface. Its an interesting idea, and is certainly pretty and definitely novel. At first glance, I didn’t like the blinking UI; it struck me as being far too distracting, but, after second thought, it’s a pretty decent way of conveying content and disambiguating a UI elements purpose. Well done. Check out the Vimeo video and home page to get a feel for its capabilities.

Beatesthesia strikes me as being more of a music visualizer than a fully featured VJ application, but it’s open source, which means it will grow as it pulls in a dedicated user base. Beatesthesia’s website also hosts shared projects, so you can explore other users visualizations. [Ed. For what it's worth, it looks like more than just a visualizer to me -- especially as you start to edit the ways in which it works and make more elements "performable" -- and if you don't like this specific implementation, you could certainly code your own in Processing! Anyone performing with this or building something similar, let us know. -PK]

Why FreeFrameGL 1.5, Open 3D Plug-in Format, Rocks Our Teenage Party World

image Bart from Resolume has posted some details of the release of FreeFrame 1.5, including OpenGL-based FreeFrameGL:

FreeFrame 1.5 Release

Here’s why it makes us smiling, happy visualists:

  • Open and wide: It’s open, and supported by multiple hosts (the creators of VJamm, Resolume, and Salvation all contributed to the 1.5 team)
  • GPU, go! It gives you GPU-powered goodness, meaning more flexibility, power, and speed for 2D and 3D effects alike
  • More pixels, more frames: It runs at higher resolutions and frame rates
  • Third Dimension: It supports 3D functions and pixel shaders for joyous new eye candy
  • Timing: A timing function allows time-dependent visual effects like particle systems and physical simulations (tasty!)
  • Developer-friendly: Sample projects (Microsoft Visual Studio, Delphi, Xcode) and source should help get coders up and running — and the coders then turn out goodness for you non-coders
  • User-friendly: If you don’t want to code, you can expect lots more awesome plug-ins for your VJ app of choice.

Join us in CDM Labs: If you’re interested in joining a special CDMotion team working on additional documentation and sample projects, give me a holler. Otherwise, stay tuned.

Pictured: one of the Resolume team’s plug-ins in development.

Anyone up for doing the Death Star?

From the Comments: Sanch TV’s Generative Visuals in vvvv

By Jaymis

Cat hit up the Amoeba Dance comments with a link to Sanch TV’s work in vvvv.

Apart from some smooth motion and subtly textured shapes, Sanch is also collaborating on an AV act “Va”, with quad-screen visuals:

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Faux Quartz Composer in Java, for Cross-Platform Nodal Visuals: Bean Machine

beanmachine

It’s still early in development (read: it often crashes), but The Bean Machine applies nodal, patch-based development to Java. The interface is mysteriously close to Quartz Composer, down to capabilities, UI, and even the 3D cube tutorial. Personally, I use Java because it can do things Quartz Composer can’t, but it’s interesting nonetheless — and raises, again, the question of why we don’t see more tools that try to meld the capabilities of code and patches.

The cool bit: nodes are Java Beans, so you really could use this to combine the best of both worlds if it matures. No download yet, but we’ll be watching … perhaps it will inspire other developers, as well.

The project is labeled “experimental”, but could be worth a look. Developer Jerry Huxtable has lots of other goodies for Java-heads on his page, including lots of 2D image processing stuff and a map editor — Processing lovers, might want to pop this into your del.icio.us.

Bean Machine @ JH Labs

JH Labs main page with lots o’ projects

Digital Tools Interviews Paris Graphics on Homebrewed Mobile Game VJ Tools

The nicely-growing Digital Tools blog has an excellent interview with visualist Paris Treantafeles, who works with lo-fi 8-bit-style visuals using tools he’s built for GBA and the Linux-powered Gamepark.

Interestingly, while a lot of people will dismiss the 8-bit movement as “nostalgic” — implying it’s just 20-somethings pining for their Mario-playing childhoods — Paris’ inspiration was originally vintage analog synthesizers. And synthesizing graphics is his main interest:

I concentrate on creating graphics from scratch. That’s pretty much all I do. Other people like using movie clips and manipulating them, but from my point of view it’s a good exercise to see what you can do when you have to create everything from scratch. It gives you an appreciation to form and color.


Hally // Blip Festival 2007: The Videos from 2 Player Productions on Vimeo.

The synthesis/sampling argument I think is very much related to the way electronic music is produced. I find that focusing on either one can be a good exercise — see our friend Troels sampling Coke bottles, for instance.

It’s nice stuff, but I do hope, particularly here in the US where the VJ/visualist scene has had trouble gaining broader recognition, that we start to see other styles on genres forming more coherent “scenes” in the way 8-bit has. Of course, what has happened for people like Paris is he’s found strong advocates in the musicians, which seems to be a key element (and has helped strengthen the visual work done outside chiptune music, as well).

Video Tutorial: Make Your Own Video Mixer, with Free, Open Source Pure Data

After twenty years or so of music software, you’ll often find that what you need to do is creatively satisfied by what’s available in pre-built tools. But video is often another matter: even if a VJ tool does what you need some of the time, there are times when you need something that doesn’t exist (or even something simpler, to perform a specific task). You might not be ready to invest hundreds of dollars in Max/MSP/Jitter to do that, of course. Enter Pure Data, Max’s free, open-source cousin. Like Max, it lets you quickly build custom tools by visually “patching” objects on-screen — ideal for modular video tools. But unlike Max, it costs nothing, it runs on Mac, Windows, and Linux, and because of the rich Pd community and a good relationship with the Max community, it has some tricks of its own.

Beau, aka DJCypod, writes to share his excellent video tutorial on building a simple 2-way mixer in Pd. Beau, if you ever need a second career, I think you could do relaxation recordings; I felt my blood pressure dropping. Next time I have students getting nervous about Pd or patching, I’m sending them to this video. (Well, and also because it’s really easy to follow.)

Totally beginner-friendly, so newbies will get rolling fast. And as a long-time Max user, it served as a nice introduction for me, too.

Pure Data Video Mixer: YouTube, Internet Archive

You’ll also need the Pd Extended Release; see our previous story

I’ll be building some Pd software mixers this month, so I’ll be sure to report back! (Any requests, or tips from those of you who know Pd better than I do?) Now, if only I could easily integrate Processing with Pd, as you can with Max. (At least Pd does have Java support of its own.)

Pd, Open Source Patching for All Platforms, Now Easier and More Visual

Pd on Mac

Pd as eye candy? Believe it. vade sends this shot of his work with Pd on Leopard.

Pd, aka Pure Data, is the free and open-source cousin of Max/MSP/Jitter. It’s powerful — even sometimes having technical advantages over Max — but has suffered from complex installation and dependencies, poor documentation, and an unpolished interface. Enter Pd-extended, a distribution that fills in those gaps. Pd-extended’s maintainer Hans-Christoph writes up what this is all about in an introduction on Create Digital Music, friendly even if you’re new to the Pd world.

Pd, Max’s Free Cousin, Gets Polish and Ease in Extended Build

Visualists should be especially interested in this latest release, because it offers much-improved out-of-the-box support for custom-patched 3D and video — especially if you’re on a Mac, for the PiDiP (though there are Windows and Linux improvements, too, and GEM works even with Windows).

Mac OS improvements:

  • Image and video-processing PDP/PiDiP work out-of-box
  • Anti-aliasing of boxes and lines in the interface
  • New, purty icon

Linux:

  • A .deb package for Debian and Ubuntu, with GNOME menu support. (`Bout time! Wonder if this means we’ll see it in the big Ubuntu repositories?)
  • New icon

All platforms:

  • GEM, the quasi-Jitter-like 3D and pixel library, has working shader support. Ed.: Truly outrageous.
  • New libraries: mapping, msd, mrpeach net/OSC, flib
  • [comport] is robust on all platforms (can you say Arduino?)
  • Font-face and -font-weight command line options
  • New font and layout is the exact same size on all platforms to the pixel. (previously you’d see some serious cross-platform glitching)

Pd Extended Release

And lest you have a bad taste in your mouth from the fugly older releases of Pd, Anton (vade) sends along the picture at the top of this story, showing the new UI from the Pd 0.40 dailies running on Mac OS X. Anton is also working on porting some of his brilliant visual patching from Max to Pd — and he’s living proof that even a Max die-hard can find at least some use with Pd, too. (The two environments are really, really close — sometimes confusion switching between them is because they’re so close, the differences can be confusing.)

Mobile Gaming Linux MIDI Means Synced Visuals and Trackers and Goodies

Via Create Digital Music, what’s great for chiptune fans and mobile gaming musicians is also good for VJs and visualists. (Thanks, MIDI!)

Marc, Arkaos dev and homebrew game maestro alike, has posted video results of successful MIDI output on the Linux-based GP2X handheld game system, running Little GP Tracker, a MIDI tracker app:

He points out this is equally powerful for visuals:

Of course, another application would be also to use the 2x as sequencer to
drive sequences on any midi-aware VJ program. So you could for example write
an audio track using 6 channels and use the two remaining to have perfectly
sync’ed video :)

And, heck, you could also use the tracker as an interface for visuals. Or use the GP2X as a controller. Or use the tracker to sync other lights / DMX / robotics. Or … well, lots of possibilities, really.

The trade-off is that the GP2X doesn’t have much in the way of physical controls — no stylus control, for instance. But the ability to develop more easily for the platform via Linux, and the fact that this is really an affordable mobile computer, has major appeal.

Little GP Tracker (LGPT)

Still want a stylus? Mario compatibility?

Hacked MIDI Support for Nintendo DS: DSerial [Create Digital Music]

And as Marc points out, the upcoming F200 from GamePark will have stylus input. It’s a beautiful thing.

OpenGL 3.0 is (Nearly) Here; Why Use DirectX?

3D goodness means getting cozy with your local graphics API — and getting ready to nerd out in a big way. OpenGL continues to progress with a major overhaul. It’s a way off, but you’ve still got lots of eye candy with OpenGL 2.1. So … if you’re not Electronic Arts or Bungie, is there really any reason to use DirectX?

With the release of Windows Vista, we’ve been hearing a lot about DirectX, Microsoft’s Windows-only API for accessing graphics hardware. Of course, most of what you’ve been hearing is Windows gaming lovers complaining because they have to upgrade to Vista just to get DirectX 10 — and they take a compatibility and performance hit for many existing games as a result. (The latter isn’t DirectX 10’s fault; it’s a side effect of a new driver and display model in Vista itself, which impacts OpenGL and DX9, as well.) So what’s going on in the OpenGL camp? At SIGGRAPH, OpenGL 3 was announced. The full spec isn’t available yet, and actual OpenGL 3 hardware will be some ways off, but the future looks bright. In a presentation on the new OpenGL, NVIDIA’s Michael Gold pointed to these major hallmarks:

  • Getting “back to the bare metal” for performance. This includes cutting back on overhead, streamlining the API, and actually revamping the object model in a way that should boost raw speed.
  • Simpler, more efficient application development.
  • Simpler driver development.

So that all sounds good. The object model appears to be the major change, with new object meta-classes that make it easier and more efficient to, well, make stuff. Good luck deciphering this at this point (I expect it’ll be easier once the real spec is out), but here’s more on the announcement, with slides:

OpenGL 3.0 Birds of a Feather at SIGGRAPH
PDF with slides, via NVIDIA’s Michael Gold

Us visualists, of course, can leave most of this to developers and hardware makers. What’s nice is that when we do want to make things look slick, we have access to a cross-platform 3D API in tools like Processing/Java, Pure Data (via GEM, etc.), and Max/MSP/Jitter.

As it happens, I’ve been looking at both OpenGL and DirectX solutions while putting together tools and frameworks to do new 3D work.

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Pikilipita, VJ Software for Game Boy and GP2X Game Consoles, Updates and GBA Carts

Pikilipita Advanced

GBA eye candy? You betcha. Pikilipita Advanced running on the GBA in screen caps … hook up a Game Cube with Game Boy Player and you’re ready to go.

Pikilipita is a wonder: the developer has created a VJ app that runs on Windows XP and GP2X (Pikix), and even Game Boy Advance cartridges (Pikilipita Advanced). The apps have been getting feature enhancements and other good news lately. Let’s start out with the GBA stuff — which you can now get pre-loaded on a real GBA cart for use on your Game Boy or GameCube with player:

I’ll do my best to release Pikilipita Advance on real cartridges before summer 2007 if at least 100 people are interested in this product.

Its price shouldn’t be higher than £25, 35€ or US$ 50. If you think you’ll buy one, please get in touch with me using the contact form below.

Update: cartridges should be ready at the end of June!

(If you want to order the carts … presuming there’s still time/availability … check out contact info on the site.)

Pikix

Mobile, game-ready Linux as visualist tool: Pikix running on the open game portable from Game Park.

Pikix, the software for XP (yawn) and GP2X Linux-based game console (yay!), has also been getting new features, each dubbed with zany names that put Ubuntu to shame: Fat Dolphin, Delicious Marmot, and most recently, Cheesy Caribou, which adds features like this:

  1. New version of the Kouky2x codec: better compression rate: files are 20% to 50% smaller than with previous codec version
  2. USB keyboard compatibility (via cradle)
  3. Special effects: extreme contras, negative colors, zoom, hue colorization
  4. Video in and out points

Nothing earthshaking for your fancy-schmancy computer-based VJ app, it’s true … but can you fit your VJ rig into a space this small?

GP setup

Pikilipita VJ Software