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If you like this then check out Oxygene pt4 in JS[0].

[0] https://dittytoy.net/ditty/59b8a8d54d

Nice, that's the optimized version - sounds actually a little different than the original one it's derived from. (actually better which I didn't expect) Original: https://dittytoy.net/ditty/24373308b4

I like how music recognition flags it as the original Jarre piece.

I first did stuff like this when I was a teen using a 6502 machine and a synth card - using white noise to make tshhh snares etc. All coded in 6502. The bible was Hal Chamberlin's Musical Application of Microprocessors.

Then of course we had games abusing the SID etc to make fantastic tunes and then came very procedural music in size coded PC and Amiga demo coding that underneath the hood were doing tiny synth work and sequencing very much like dittytoy etc.

Shadertoy even has procedural audio but it doesn't get used enough.

Fantastic to experience all of this!

What‘s going on with all these code-2-music tools these days? See other front page discussion about strudel.cc [1]. Did I enter an established bubble or is there a rising trend? It‘s incredible, though, what people are able to obtain with it, especially when built-up during a live session [2].

[1] https://news.ycombinator.com/item?id=46052478 [2] Nice example: https://m.youtube.com/watch?v=GWXCCBsOMSg

I think the creator of the video you've linked has had a couple videos go viral, which may be part of it
Live coding music/visuals/art has been a fairly major subculture for over 15 years: https://blog.toplap.org/ Prior to that there was plenty of live/interactive code-based music going on within the computer music scene, HMSL (FORTH based)[1] and CLM (Lisp based)[2] come to mind.

Real-time sound synthesis was tough to live-code, or to run in real-time at all, prior to the faster personal computers of the early 90s. (The tracker scene obviously pre-dates this, but in that case the actual sound synthesis algorithms weren't live coded.) In fact, code-to-music dates back to 1951[3], or 1957[4], depending on your definitions. There is a large history of development by many computer musicians following on from Max Matthews' MUSIC-N. The Computer Music Tutorial[5] is a good source for the academic/research institutions/serious composers part of the picture.

[1] https://en.wikipedia.org/wiki/Hierarchical_Music_Specificati...

[2] https://ccrma.stanford.edu/software/clm/

[3] https://cis.unimelb.edu.au/about/history/csirac/music

[4] https://en.wikipedia.org/wiki/MUSIC-N

[5] https://mitpress.mit.edu/9780262044912/the-computer-music-tu...

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I really want something like this as a VST plugin.

I don't imagine making a full song out of this, but it would be a great instrument to have.

I've watched a lot of live coding tools out of interest for the last few years, and as much as I'd like to adopt them in my music making it's not clear to me what they can add to my production repertoire compared to the existing tools (DAWs, hardware instruments, playing by hand, etc).

The coding aspect is novel I'll admit, and something an audience may find interesting, but I've yet to hear any examples of live coded music (or even coded music) that I'd actually want to listen to. They almost always take the form of some bog-standard house music or techno, which I don't find that enjoyable.

Additionally, the technique is fun for demonstrating how sound synthesis works (like in the OP article), but anything more complex or nuanced is never explored or attempted. Sequencing a nuanced instrumental part (or multiple) requires a lot of moment-to-moment detail, dynamics, and variation. Something that is tedious to sequence and simply doesn't play to this formats' strengths.

So again, I want to integrate this skill into my music production tool set, but aside from the novelty of coding live, it doesn't appear well-suited to making interesting music in real time. And for offline sequencing there are better, more sophisticated tools, like DAWs or trackers.

I find trackers to be in the same category you put live coding into, probably DAWs as well, but many people do some amazing things with all three. In the more academic computer music world there is a fair amount of diversity in live coding where it is generally combined with algorithmic/generative techniques to rapidly create complexity and nuance. SuperCollider seems to have the most interesting output here, for me at least; I have seen little that really grabs me but they do show the capabilities of the process and I find that quite interesting. Improvisation and jamming is just not my thing, so live coding falls a bit short for me.
I see it as a neat way for nerds to nerd out about nerd stuff in an experiential way. Like, this is not going to headline a big time rave or festival or anything, but in a community of people who like math or programming or science, sure, why not introduce this kind of performance as another little celebration of their hobby?

Years ago I went to a sci-fi convention for the first time, because I had moved to a new town and didn't know anyone, and I like sci-fi. I realized when I was there that despite me growing up reading Hugo and Nebula award winners, despite watching pretty much every sci-fi show on TV, despite being a full-time computer nerd, the folks who go to sci-fi conventions are a whole nother subculture again. They have their own heroes, their own in-jokes, their own jargon... and even their own form of music! It's made by people in the community for the community and it misses the point to judge it by "objective" standards from the outside, because it's not about trying to make "interesting music" or write the best song of all time. The music made in that context is not being made as an end in itself, or even as the focus of the event, it's just a mechanism to enable a quirky subculture to hang out and bond in a way that's fun for them. I see this kind of live coded music as fulfilling a similar role in a different subculture. Maybe it's not for you, but that's fine.

My wife's (and many other music-lovers') test for whether something counts as "real music" is whether they can perform it live (and sound as good as the recording). Music which is programmed doesn't count, as there's a lot of nuance that a skilled musician with an actual instrument can put into a performance in a split-second as they play.
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For a great example of some (non-live) coded music, I would recommend The Haywire Frontier by Nathan Ho [0]. The whole album was sequenced and synthesized entirely in SuperCollider with no samples, external hardware, or third-party plugins. It's really interesting and a crazy achievement, definitely worth a listen.

For live coding, Switch Angel is definitely someone I would actually go to see live, check out this video of hers [1].

[0] https://nathanho.bandcamp.com/album/haywire-frontier [1] https://youtu.be/iu5rnQkfO6M

Give it some time.

I feel like the newer (ish) tools such as Strudel, and also this here Loopmaster, have a much better toolset for producing stuff that actually sounds great (vs just purely the novelty of "look im coding beats"). Like, Strudel comes with an extensive sample bank of actually quality samples (vs relying on synthesis out of some sense of purity), and also comes with lots of very decent sounding effects and filters and the likes.

Combine that with the ability to do generative stuff in a way that Ableton, FL Studio or Renoise are never going to get you, I won't be surprised if people invent some cool new genres with these tools eventually.

Basically, your comment reads a bit like saying demoscene makes no sense because you can make any video better with Blender and DaVinci Resolve. And this obviously isn't true given the sheer overload of spectacularly great demos out there whose unique esthetic was easy to obtain because they're code, not video. (find "cdak" by Quite for an on-the-nose example).

I'm going to be surprised if this new wave of music coding tools will not result in some madly weird new electronic music genres.

Obviously there's plenty of stuff these tools are terrible for (like your example of nuanced instrument parts), but don't dismiss the kinds of things they're going to turn out to be amazing at.

It's not gonna add anything to your repertoire. It will appear so after some time but it's really just an approach for people who have bad hand-eye coordination and ability to hold a rhythm or a hard time acquiring these skills, or tinkering with DAWs, which have a weirdly annoying first hour use time/learning curve
The language certainly looks nice! Is it open source? I think it makes sense for this kind of tool, since it's inherently "hackery". I mean people who want to write music with code also probably want the ability to understand and modify any part of the stack, it's the nature of the audience.

I'll shamelessly plug my weirdo version in a Forth variant, also a house loop running in the browser: https://audiomasher.org/patch/WRZXQH

Well, maybe it's closer to trance than house. It's also considerably more esoteric and less commented! Win-win?

It strikes me as kind of weird (or maybe a red flag?) that there's no landing page nor an About page.
I was surprised at the audible difference it made to reset the RNG seed for the hi-hat noise function every time it triggered. I’m curious what the justification for doing this is—does the randomness arise from the geometry of the hi-hat itself and not the way you hit it? Is the idea to imitate the sound of sample-based percussion?
SO fun!!!

fun experiment to get you tinkerers started, skip to the bottom play The Complete Loop - https://loopmaster.xyz/tutorials/how-to-synthesize-a-house-l...

Then, on line 21, with `pat('[~ e3a3c4]*4',(trig,velocity,pitches)->`.

Change *4 to *2 and back to *4, to reduce the interval that the "Chords" play. If you do it real fast with your backspace + 2 or backspace + 4 key, you can change the chords in realtime, and kinda vibe with the beat a little bit.

Definitely recommend wearing headphones to hear the entire audio spectrum (aka bass).*

Is there a way to sidechain the bass to a compressor with the kick as an input? otherwise the low end is very muddy.
> and includes a limiter to prevent clipping

It's still clipping terribly in my browser