Musical Image Generation with Max/MSP/Jitter


Dr. David Kim-Boyle, PhD.

Department of Music, University of Maryland, Baltimore County, Baltimore, U.S.A.






The author describes the real-time image generation process used in a recent work for piano, resonant glasses and Max/MSP/Jitter. In this work, which was premiered at the 2004 International Computer Music Conference in Miami, images are generated in an unusual way that involves visually capturing and processing the wave-like motions generated in a liquid by the work’s sonic materials. These visual transformations take place in the Jitter environment with a series of techniques analogous to many of the MSP audio processing techniques employed in the piece. The author will outline some of these processes in detail as well as describe some of the aesthetic considerations involving the integration of sonic and visual materials in the work.





Shimmer, premiered at the 2004 International Computer Music Conference in Miami, is a recent work for piano, resonant glasses and Max/MSP/Jitter. During a performance, the sounds generated by the computer and piano are sent to a separate hidden loudspeaker the cone of which contains a small quantity of milk - the speaker cone itself is protected by a thin plastic sheath. The shimmering of the milk is digitally captured in real-time and processed in Jitter in ways that are analogous to many of the audio processing techniques utilized in the piece before being sent to a pair of video monitors on stage.


2. Audio Processing


Two 18oz glasses are placed inside the piano with a small cardioid microphone suspended inside each. The sounds captured from the microphones are processed with Cycling ‘74’s Max/MSP and also amplified and sent to an onstage stereo pair of loudspeakers. [1] The glasses act as acoustic filters and also reinforce certain resonant tones of the piano. This requires the pianist to be particularly sensitive to these tones and to adjust their touch accordingly.


The audio processing performed in the Max/MSP environment uses a series of spectral delay abstractions based on a technique developed by the author [2] as well as TC Electronics MegaReverb VST plug-in which runs on the TC Powercore Firewire. The delay architecture employed in the spectral delay patch is based on a model in which individual FFT bins of a short-time Fourier transform are delayed. The size of the delays, measured in integer multiples of the FFT length, are determined by indexing user-defined buffers which are updated in the signal domain. The spectral delay patch is illustrated in Figure 1.


Figure 1: Spectral delay patch


A signal is used to index a buffer which contains delays, in integer multiples of the FFT length, for each FFT bin. The delay value is then subtracted from the current index to determine the sample number to read from the amplitude and phase buffers of the FFT transform. A delay value of 3, for example, for bin #7 will mean that the magnitude and phase components of the resynthesized bin #7 will be read from bin #7 of the third previous FFT frame.  While this is perhaps a crude way to realize spectral delays, it is computationally inexpensive and simple to implement. This is a particularly important consideration given the additional burden placed on the CPU by the real-time video processing.


Scaling functions, read from another user-defined buffer are also used to provide amplitude control over the frequency response of each delay abstraction. Like the delay buffers, scaling buffers are updated in the signal domain.  A comb and all pass filter combination, with variable feedback coefficients, are also used in the spectral delay patch to simulate a reverberant tail.


Finally, a cascading series of TC Electronics MegaReverb VST plug-ins is built into the patch with reverberation times and high shelf attenuation parameters adjusted during the performance. In practice, these plug-ins bring out certain resonant frequencies in a musically similar way to the resonant glasses effect. The reverbs, seven in all, run on the TC Powercore which significantly frees up the CPU utilization.


3. Video Processing


The sounds from the piano, amplified through the resonant glasses, and the computer-generated sounds are sent to an offstage loudspeaker sheathed in thin plastic. These sounds generate wave like ripples and shimmers through a small quantity of milk poured into the speaker cone. Milk is used as a propagational medium rather than water simply because as a white liquid it contains the full color spectrum and therefore has more potential for processing.


The resonant tones emphasized by the reverberation and resonant glass process during the piece creates visually interesting interference patterns in the milk. The process is a delicate one, however, as the milk can percolate and bubble unpredictably if the loudspeaker is driven too hard. At certain loud points in the piece this is often unavoidable. An example of both of these periods is illustrated in Figure 2.




Figure 2: Interference patterns (left), Bubbling (right)


A small digital camcorder is suspended directly above the milk with its zoom adjusted such that the milk just touches the wide edges of the aperture. The signal from the camera is processed in the Jitter environment. Jitter is a set of external graphical objects for the Max/MSP programming environment which allows live video processing and other graphical effects to be seamlessly integrated into the MSP audio environment. The processed signal from Jitter is then sent to a video mixer before being sent to a pair of video monitors on stage.


The Jitter processing is relatively straightforward although as it occurs concurrently with the audio processing the total CPU usage can be high at times. This can adversely affect the frame rate of the displayed images. While this problem could be avoided by using two separate CPUs, practical performance considerations are then raised. The image captured by the camcorder is processed in parallel by two identical chains of objects. The results from each chain are mixed with varying crossfade values and then blurred with a Quicktime effect in a method similar to that utilized with the reverberation plug-ins.  This processing chain is outlined in Figure 3.



Figure 3: Video processing path


The rotational and zooming process is a simple one. During the performance, the video signal is magnified at various degrees of magnification, rotated and offset. Much of the imagery is focused on the areas where the edges of the milk meet the loudspeaker. The colors are also gradually scaled over the course of the piece. Finally, a jpeg codec is used on the video out signal to help conserve CPU usage. Examples of the image results are illustrated in Figure 4.




Figure 4: Video excerpts from the Jitter Patch


4. Aesthetic Considerations


The successful artistic integration of sonic and visual mediums involves consideration of many aesthetic issues.  Key amongst these are questions of unity. Do the sonic and visual techniques explore the same artistic concerns and to what extent are the processes employed in one medium translatable to the other?


In Shimmer the sonic and visual processes are unified at a very primitive level in that they are concerned with the transformation of representations. In the visual component of the piece, this simply translates to the processing of the shimmering milk. Musically, it refers to the processing of pre-existing works. In Shimmer the materials performed by the pianist, have been drawn from sonorities in Morton Feldman’s 1987 piano work Triadic Memories. Both sonically and visually, the materials themselves become less significant than the resonances one is able to draw from them. The process of their transformation itself becomes, in essence, the focus of the work. The sonic and visual materials are also unified in that the source materials for the visual processing are fundamentally dependant on the sonic materials.


It is often the case that the transformational processes employed in the sonic domain have visual analogies, at least at a broad metaphorical/conceptual level. Spectral processing is akin to color transformation, reverberation finds its counterpart in visual blurring, and visual magnification is like filtering for resonant tones. Unfortunately, it is also often the case that an interesting transformational technique in one medium is not altogether satisfying when applied to the other medium although this is more a result of the mapping techniques applied. For example, the visual realization of self-similar or chaotic algorithms can be strikingly beautiful but when the algorithms are mapped to musical parameters such as pitch the results can be musically crude. The perceptive processes involved in both the sonic and visual mediums are quite different and it is not always the case that musically interesting processes have visual counterparts and vice versa.


Another aesthetic consideration is that when similar conceptual techniques are applied simultaneously in the two mediums, their intrinsic uniqueness can be weakened. Ultimately, the question becomes one of order. Higher order processes are more likely to successfully translate across mediums than lower level processes. This approach was taken in Shimmer where translatable techniques have included those listed earlier – blurring/reverberation, spectral processing/color transformation, magnification/filtering. While many of these techniques are employed simultaneously, at a micro level their evolution is more independent. Aesthetically this creates unity at higher levels while granting the material freedom to develop and explore its own unique potentials at lower levels of order.


5. Future Work


The generation of interesting visual effects from sonic processes continues to be of artistic interest and the author is exploring them in ongoing work. Of particular interest are relationships between spectral processing and color transformations and also between reverberation and blurring. In the latter case the author is developing a convolution blurring technique analogous to those employed in convolution reverberation algorithms. This technique will be applied in a future work for vibraphone and Max/MSP/Jitter.


6. References


[1] D. Zicarelli, “An Extensible Real-Time Signal Processing Environment for MAX,” in Proceedings of the 1998 International Computer Music Conference, Ann Arbor, MI: International Computer Music Association, pp. 463-466, 1998.


[2] D. Kim-Boyle, “Spectral Delays with Frequency Domain Processing,” in Proceedings of the 7th International Conference on Digital Audio Effects (DAFX-04), Naples, pp. 42-44, 2004.