Wave Whistle — 3D print

The Wave Whistle uses the contours of a digital audio wave form to define the shape of a musical instrument, turning a visual representation of digitized sound into a physical sound making object.

This first prototype uses one on my favorite recordings as source material — Sam Cooke performing “Bring it on Home to Me” live at the Harlem square club in 1963:

The 3D model was created using Illustrator and Vectorworks and printed on an Objet Connex500 3D plastic printer at NYU’s Advance Media Studio

Digital Fabrication: CNC Turret Punch

fabrication method

Punching machines are used to cut shapes into sheets of material by ramming it with a punching tool at high force.  Simple manual punching machines can hold a single punch/die set while large CNC machines with multi-station turrets can often accommodate 60-70 and automatically switch between them.

Automated machines grip a sheet of material and move it into position on an XY matrix where a ram containing a male punch tool strikes it from above while a female die catches it from below.  Cut pieces are collected in the die and deposited.  Punch and die shapes vary greatly and can be used in combinations to create complex shapes or use multiple hits in rapid succession to “nibble” contours.

A common approach is to make “shaker” parts by leaving “micro ties” around the cut parts to hold them in place during fabrication.  These are then shaken or tapped with a rubber mallet to separate the finished pieces.

Like laser cutting, punching is primarily a 2D process, though some machines are able to nibble, thread tap, engrave, mark bend, extrude or produce arcs, louvers, grids, countersinks while punching.

CNC punching machines commonly handle up to 1200 hits per minute and many  have automated loading systems allowing for continuous operation.

It is often faster and cheaper than laser cutting if you’re using basic shape, non custom shapes or can be used in combination with a laser cutter to achieve a balance of complexity and efficiency.

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towards a mechanical buzzimba

The buzzimba or buzz-a-phone was a tuned percussion instrument created by percussionist Billy Dorn.  It consisted of a series of hollow plywood boxes, open on one end with overhanging flaps on the top and bottom and closed on the other with a circular membrane.  It’s sound, which is almost like a staccato bass clarinet, was favored by “exotica” artists of the 50s and 60s, particularly Juan Garcia Esquivel.  Here’s his version of “Sentimental Journey”, prominently featuring the Buzzimba in the left channel:

I would like to recreate a buzzimba using digital fabrication techniques, most likely CNC router, and build in mechanical midi automation.

The Percussion Arts Society has some good information about the instrument online including some basic measurements of the keys:

http://www.pas.org/experience/onlinecollection/buzzaphone.aspx

NYC Immigration Song — Data Representation

NYC Immigration Song is an interactive data representation that sonifies and visualizes New York City Immigration data from 1855 -2000.

Here, it is running at the default tempo and scale

and this video demonstrates the interactive features: scaling, navigation and tempo:

Data Representation of NYC immigration data from 1855 – 2000.

The data is represented as follows:

Distance from point of origin to NYC (based on latitude/longitude data):
-Pitch of note (lower = longer distance)
-Stereo pan of note (spread from left to right according to how far East or West of NYC the point of origin falls on the map)
-Length and position of line

Number of people:
-Volume of note (louder – more people)
-Number of repetitions of note (1 rep = 1000 people)
-Alpha value (opacity) of line

Data source:
U.S. Census data as compiled in the Encyclopedia of New York City 2nd Edition

Lev’s Adventures in Etherland – Video Game/ Score for Theremin

More documentation coming soon!

Work in progress video demo — the game has changed somewhat but this demonstrates the theremin control:

Description

Lev’s Adventures in Etherland is video game that uses the theremin, an early electronic musical instrument played without touching, as a controller, prompting players to generate music as they play the game. The movement of the player’s right hand in relation to the theremin’s vertical antenna controls both the pitch of the instrument and position of the player on screen. The prizes and obstacles that prompt movement are generated to create a stochastic score for the player to perform as they attempt to score points. As a player’s score increases, sonic elements (analog electronics and electro-mechanical percussion) situated around them become activated, creating a bed of sound over which the game is played.

This project is a playful exploration of the theremin as one of the earliest natural motion user interfaces and of the video game as a tool for structuring and controlling music.

Technical

The game is programmed in Processing and uses the

Here is the interaction/signal chain:

  1. Player controls pitch of theremin by moving hand in relationship to the vertical pitch antenna->
  2. Analog audio output from theremin is sent into computer via USB interface->
  3. Program uses FFT analysis to map pitch of incoming signal to movement player on screen->
  4. As the player scores points, different flashing light patterns are triggered in the corners of the screen->
  5. Optical sensors (photo resistors) positioned on the screen read the light patterns and control the pitch of two simple analog synthesizers and the rhythm of a mechanically actuated drum


testing the optical control of the synth:

construction of synth: