Exploring Audio and Geometry

This is some R&D I've been working on as a side project. The satisfying interaction and sound and shape is something I've been trying to create for years. It turns out Houdini is an excellent tool for this as It's flexibility allows audio to be created directly from f-curves, from geometry, samples or from MIDI and then manipulated in myriad ways. But it can be kind of tricky so these posts are me working out how to use the software and exploring ideas, they are not finished pieces.

I've only just started to scratch the surface so will keep posting as I have time to explore. The aim is to create something which goes beyond the experimental to the coherent and beautiful but I'm not sure what that is yet.


Update: This work has had a really nice reception, being featured in Creative Application plus screenings at Ars Technica. I've also made this piece which is based on some of the MIDI techniques shown here.

There’s also some additional, more polished pieces (Piano Shapes, Neon Interpolation, Auto Interpolation) that I made with Google’s Magenta algorithm.


21.01 'The Harmonograph'


Harmonograph, the precursor to the oscilloscope. My version is MIDI and audio driven. It uses the notes in the chord ratio relationships to build the patterns. It
uses the audio intensity to drive the turbulence and overall size. It's pretty much based on this book.


20.01 'Machine Drummer'


really had time to make something nice (or funky) with it, really it's a proof of concept.



1.01 'Circles Within Circles'



The basic elements are exported from Houdini into Cinema 4D where cloners and splines are used to create additional geometry for render. I then finished with a simple composite and mix in After Effects and Audition.



2.01 ‘Bach, The Goldberg Variations, BWV 988’

I used a MIDI file to create the geometry in Houdini. I then moved the geometry into Cinema 4D to make it more interesting and render it.


18.01 ‘Piano Waves’

----------LISTEN IN STEREO----------
The piano phrase is based on a sine wave pattern.
The phrase is played at 4 speeds x2 x1 x0.5 x0.25.
The right channel an inverted version of the left,
you can see this in the animation.


6.01 ‘Fireflies’

----------LISTEN IN STEREO----------

The pitch of each 'firefly' is determined by it's height and we it's left/right position also defines it's place in the stereo spread.



6.01 ‘Sine Cosine Audio’


-------------LISTEN IN STEREO-------------
Pitch based on Y position and cosine.
Stereo based on X position sine.
Z position controls volume although it's not too apparent here.


6.01 'Music of the Spheres'



Each planet has a pitch based on it’s size. This wave is multiplied by a frequency based on the day length of each planet (it's rotation).
Volume and stereo panning is based on the planets postiion relative to the camera.

In some of these renders I increased the speed of the system to see what would happen.
Given some time and tweaking I think this system could make some really interesting audio visuals. It's fun to build and just see what comes out.

The initial idea is Pythagoras'.



6.01 ‘Strange Attractor’


-------------LISTEN IN STEREO-------------
Pitch based on Y position and cosine.
Stereo based on X position sine.
Z position controls amplitude.
Strange Attractor based this tutorial by Entagma.


'10.01 Primitives’

2D primitives trigger audio. The audio pitch is based on the length of the side.

'10.02 Stereo Primitives’

also used primitive shapes with odd numbers which give the rhythm a less symmetric feel.



'11.01 Curl Noise Evil ’

The particle system drives the audio. I like it because it feels kind of audio.

'12.01 Gridify Audio ’

Particle system drives audio.
Pitch Controlled by Y postion and direction change

'16.01 Son Clave Round ’


Here it is repeated and offset in a ‘round’ like ‘row row row your boat’ with different instruments.



5.01 ‘Beat Wheel’



In the first example drum samples are triggered by each shape. If the shape is changed by adding or deleting points, so too will the rhythm.


The second example uses procedural sounds. The length of each 'stem' denotes the volume of the drum hit.




3.00-04 Audio Geometry Exploration

A few audio geometry tests created in Houdini and rendered in Cinema 4D



4.03 ‘Mad Rush’

outwards. A fairly simple setup but interesting to see the geometry in Glass' music.


17.01 ‘Organ Phase’

The idea of this is taken from Steve Reich's phase concept; playing one sequence at an incrementally different speed to another parallel clip.



7.01 ‘Echo’ by Sibbs (Excerpt)

A radial EQ created in Houdini and rendered in Cinema 4D.
Echo by iamsibbs.com/


14.01 Cog