Cycle One: The Movement-Based Sound Explorer

As I began thinking about what I wanted to make my cycles about, I found myself gravitating towards a question I had previously been interested in when beginning to work on my senior project at the beginning of the year: How might technology allow for the creation of new modes of musical interface, where the relationship between audience and performer is almost entirely dissolved?

My primary resource was Max/MSP, as I know it best of all the computer music softwares, and I find it very useful for the development of new ways of making music.

Going into this cycle I knew one of the central resources that I could use to help me answer this question was Google MediaPipea real time motion capture software that uses webcam input as opposed to dedicated hardware/software that requires mo-cap suits. This allows for systems which anyone can easily interact with, even without knowing how the system works or what each mo-cap landmark is controlling. I handled this part of my patch in TouchDesigner, as the Max integration of MediaPipe has some difficulties I don’t have time to get into here.

My main goals for this cycle were to create an interface to interact with sound that was fun, interesting, but also left room for potential emergent behavior when left in the hands of different users.

My TouchDesigner network, which takes the full MediaPipe data, selects only the landmarks I wish to use for musical control, and sends them over OSC into Max. I am also sending the black image with dots into Max over NDI as a monitor for movement. As this was just the first cycle, I only used the right wrist for control. I plan on implementing control for both limbs in future cycles.

The second major piece of software I used was the Fluid Corpus Manipulation (FluCoMa) toolkit for Max/MSP (also available in SuperCollider and Pure Data). This toolkit uses machine learning software to analyze, decompose, manipulate, and playback a large collection (or corpus) of samples. I initially chose this piece of software as one of its modes of playback is a 2D plotter which can map two different aspects of the sample analysis on to an X and Y axis. I thought this would be a perfect interface for MediaPipe control as the base 2D plotter uses mouse input, which I found to be detrimental to using it as an “instrument.”

The 2D plotter as it appears in the UI of my patch, the black square is where the MediaPipe skeleton is received over NDI.

I had initially wanted to expand the idea of the 2D plotter to a 3D one, as I felt being able to interact with the patch in a 3D space would be much more natural. However, I found expanding the logic to work in 3 dimensions was a much more difficult task than I’d thought, so I decided to stick with the 2D plotter for this cycle.

An overview of my Max code. The folder of media that the user wishes to analyze is dumped into the fluid.audiofilesin object, which concatenates them into one continuous buffer. It receives the OSC MediaPipe data on the left, which is then routed through the “query” subpatch, which figures out the nearest points in the plotter to the scaled MediaPipe data and sends it to “playback,” where a play~ object is told what part of the combined buffer to play back. By doing this, movement within the camera frame becomes an analogue to movement in the plotter.
Inside “playback” subpatch.
The analysis portion of my Max patch. It runs each sample (cut up by the “slicing” subpatch” in the earlier photo) through Mel-frequency cepstral coefficient (MFCC) analysis, a short-term feature extraction technique. Through fluid.bufstats~ and fluid.bufflatten~, the buffers which store the features of the MFCC analysis are concatenated into one single channel. The following subpatches “normalization scaling,” “fit kdtree,” and “dump normalized data to points” are used to group the MFCC data into 2 distinct dimensions, normalize the values, and then send them to the plotter .js object.

Results

I thought that I was mostly very successful with the goals I set out to accomplish. Everyone wanted to try out the patch, which I thought was a testament to the “fun” and “interest” aspects of it. The controls were also quickly picked up on, which was a goal of mine, as I’m interested in systems that audiences can interact with regardless if they’re conscious of the mechanics of that interaction or not. I was most interested to see how different people had their own unique ways of interacting with it as well. Chad, for example, was really trying to make something rhythmic and intelligible out of it, while others were going all over the place, or looking for specific sounds.

Some missed opportunities that I want to expand on in future cycles is the use of the Z dimension in controlling the playback of samples, as well as the use of multiple limbs to control playback. As you can see in the video, users were somewhat restricted in how they could control the patch by the Z direction not doing anything, as well as the fact that only the right hand could trigger sounds. By expanding this idea to 3D, instead of two, and allowing for the use of multiple limbs, I think it’ll give people more freedom in how they interact with the corpus of sounds.

This was the first real project I’ve done with FluCoMa, and thus I learned a ton about its mechanisms, particularly the storage of non-audio data in buffers. This is a concept used a lot more in environments like SuperCollider or Pure Data, as Max has some other objects for storing that kind of information. However because of the way the machine learning tools in FluCoMa work, it needs to store all of the information it may need in RAM. This was also the first project I’ve done sending OSC data between different apps on my computer, which had a bit of a learning curve as I discovered OSC data sends as strings, instead of floating point numbers. This didn’t create any real difficulty, as the conversion took no time, but it did make me aware of an important aspect of using OSC (particularly with Max, as certain objects process strings/floats/integers differently).