Experimental music from very short C programs
category: code [glöplog]
Whipped together a 128 byte implementation of the first one for the Atari VCS in about 30 minutes. Due to the TIA being what it is, the output is limited to 5-bit PCM. Check it out:
Binary - works fine in Ubuntu's Stella and probably on the real thing, but not in the Windows version of Stella (it doesn't like programs omitting VSYNC)
Code
Binary - works fine in Ubuntu's Stella and probably on the real thing, but not in the Windows version of Stella (it doesn't like programs omitting VSYNC)
Code
"music". right!
I thought that the demoscene is all about niche bullshit.
http://ihku.org/~dvb/test.wav
one line of code
some crap music
oh well, wasted 5mins at work ;)))
one line of code
some crap music
oh well, wasted 5mins at work ;)))
A message to Viznut and his noize-generator ref. http://countercomplex.blogspot.com/2011/06/16-byte-frontier-extreme-results-from.html. nice try! but i have a noize-generator that takes 13 bytes.
actuall, i see that there are 4 bytes for the actual random generation routine, which is the same amount of bytes i have in mine. if anyone ever manage to reduce this to 3 bytes, i will buy you a beer!
ooh hey. One of those one-liners is attributed to a "visy."
...Maybe it's our visy?
...Maybe it's our visy?
THE LAST POST DOES NOT EXIST.
YOU DID NOT SEE THE LAST POST.
YOU DID NOT SEE THE LAST POST.
CANNOT BE UNS3EN.
Oh, hello there.
I'm a little bit surprised that this video has already gathered 3500+ views in less than two days and has inspired people far beyond the demoscene to try something similar. Perhaps it was a good idea to publicize some unpolished preliminary experiments (blame Visy who originally shared the code fragments on Google+ the day after we played around with them on IRC).
One potentially fruitful path of future exploration would be softsynths that combine semi-chaotic math with some deliberately chosen synth functions. This would ideally allow for dramatically size-reduced executable songs that still sound good. Also, the same functions that generate rhythms and musical structures for a song could also be used to drive various parameters in visual effects. This could lead to e.g. <=256-byters with a lot of interesting audiovisual variance.
I'm a little bit surprised that this video has already gathered 3500+ views in less than two days and has inspired people far beyond the demoscene to try something similar. Perhaps it was a good idea to publicize some unpolished preliminary experiments (blame Visy who originally shared the code fragments on Google+ the day after we played around with them on IRC).
One potentially fruitful path of future exploration would be softsynths that combine semi-chaotic math with some deliberately chosen synth functions. This would ideally allow for dramatically size-reduced executable songs that still sound good. Also, the same functions that generate rhythms and musical structures for a song could also be used to drive various parameters in visual effects. This could lead to e.g. <=256-byters with a lot of interesting audiovisual variance.
i was wrong, this is actually a bit fun.
MidKnight: yes, it is indeed I.
if you *really* want to dig into such music, I found it handy, to use that site here, that fills the waveout with javascript.
That means, you can build up a sine there and have full open source and can get the codes you need (for example for a a sqare or sabretooth sine)
http://www.egonelbre.com/js/jsfx/
in the end I turned back to 4klang :)
That means, you can build up a sine there and have full open source and can get the codes you need (for example for a a sqare or sabretooth sine)
http://www.egonelbre.com/js/jsfx/
in the end I turned back to 4klang :)
Found this on twitter:
http://www.bemmu.com/music/index.html
Online version to play with it :D
via @0xabad1dea
http://www.bemmu.com/music/index.html
Online version to play with it :D
via @0xabad1dea
Bird-techno: t * ((t>>11|t>>8)&92&t>>4)+sin(t>>6)
20 byte symphony for c64. type this into your hex editor:
7C 00 45 A2 29 1F A8 65 A1 45 A2 05 A2 29 3F 99 00 D4 50 EE
7C 00 45 A2 29 1F A8 65 A1 45 A2 05 A2 29 3F 99 00 D4 50 EE
Oh men, i love you all! :)
Quote:
http://www.bemmu.com/music/index.html
oh the joy!
(t|(t>>9|t>>7))*t&(t>>11|t>>9)
<3
t * ((t>>12) & ((t>>6) | (t>>10) | (t>>2)) & (t>>8))
t * ((t>>12) & ((t>>6) | (t>>10) | (t>>2)) & (t>>8))
(t >> 5) | (t << 3) + ( t * 12 * ( (t>>13) | ( (t>>1) | (t>>10) | (t>>2) ) & (t>>8) ) )
Oh the headaches.
Oh the headaches.
Nystep: great one, sound like Dig Dug arcade game :)
great stuff!
my try:
t*t^t>>4^t>>6|t*t&t>>10
my try:
t*t^t>>4^t>>6|t*t&t>>10
(t*(t>>8|t>>9)&46&t>>8)*4|(t&t>>13|t>>6)
I call it "Lost in Space"
And a small program for testing with BASS: http://pastebin.com/MRyf472f
I call it "Lost in Space"
And a small program for testing with BASS: http://pastebin.com/MRyf472f
Cool stuff!
You can use inequalities to script in changes to the beat (even though that's kinda cheating).
My first attempt:
((t>>t%24>>t%12<<t%6)|t>>30)-4*sin(.2*t)-(t>65300)*5000*cos(0.001*t)
You can use inequalities to script in changes to the beat (even though that's kinda cheating).
My first attempt:
((t>>t%24>>t%12<<t%6)|t>>30)-4*sin(.2*t)-(t>65300)*5000*cos(0.001*t)
Sure, it wasn't the intended purpose, but...
Can you guess where this is from?
((t%40000)<5000)*(t%(8000/392))+((t%40000)>7000)*((t%40000)<12000)*((t%40000)%(8000/523))+((t%40000)>14000)*((t%40000)<19000)*(t%(8000/555))+((t%40000)>21000)*((t%40000)<26000)*(t%(8000/420))
Can you guess where this is from?
((t%40000)<5000)*(t%(8000/392))+((t%40000)>7000)*((t%40000)<12000)*((t%40000)%(8000/523))+((t%40000)>14000)*((t%40000)<19000)*(t%(8000/555))+((t%40000)>21000)*((t%40000)<26000)*(t%(8000/420))