DIGF-2014-001 Atelier I: Discovery
KeyboardController:https://editor.p5js.org/jatharva2000/sketches/cgBrRB Shared Space:https://editor.p5js.org/jatharva2000/sketches/CJsnUuvvD
Concept and Description of the Project: We spend most of our time chatting in groups, during video calls, even sharing visuals in the form of images and different filters and emoticons. Something that can be equally fun and creative to do especially when you have a lot of people together in a shared space (online or offline) is to have everyone take part in an impromptu orchestra. Since everyone is communicating from home mainly using group video calling with a screen in front of them. Just like how the textbook/novel shows how to program sounds in a commodore 64 console, the idea is to program a musical instrument/soundboard and a visual shared space using p5.js. It will have different sounds linked to different button inputs or different areas on the screen and would also allow users to play with some other variables like pitch to produce unique sounds. The sounds and the type of sounds will trigger a visual on the screen, the visual and the audio will be seen and heard by everyone taking part and all the sounds and visuals from different computers would create an audio visual orchestra. The sounds can be customised in p5.js so arrangements with custom sounds can also be made. The major task was to be to have a foundation for the music and the visuals so that the whole thing does not seem overly ‘random’ even if everyone is pressing random buttons. This problem was solved by mapping the position of the visual object to the keys played by the player. The instruments will be like controllers whereas the visuals will be part of a shared space.
The project consists of one working instrument (player 1) and a shared space that receives and plays the notes. People can play on the piano controller and can listen to everyone’s audio collectively being played in the shared space. The Shared space also features a visual game where the aim is to play music with friends in ways that does not let the floating shape out of bounds. If the shape is out of bounds its game over but with a chance of still recovering the game but if the shape is lost out of bounds the game is over for real.
The shared space and piano are programmed using p5.js.
Player Interaction and Screenshots :
Final Project Video :
In the video the shape is being controlled by one player as he is playing notes to keep the shape in bound, another player joins mid-game (indicated by the change in shape and speed) and it becomes a fight to keep the shape in bound, the subsequent players have two roles: they could help keep the shape in bounds(working together) or try to force the shape out of the bounds (working against each other).
Development and UIThe First process: included creating two basic working piano prototypes out of which would be finalised to be the controller for the shared space.The prototypes were built on P5.js.
Source code prototype1: https://pastebin.com/HDS9XECw
Source code prototype2: https://pastebin.com/HDS9XECw
The Second process :includes one working instrument (player 1) and a shared space that receives and plays the notes. People can play on the piano controller and can listen to everyone’s audio collectively being played in the shared space. The shared space and piano are programmed using p5.js. The final instrument was based on prototype 1.
Piano Controller Code:
The Third process: includes creating a shared space which would be considered as Orchestra’s shared space where the sound is being played on the shared space after the input is given on the controller and the value of the key of the notes is being shared, which will be used to generate visuals.
Shared Space code :
Shared Spaced Video:
The Fourth process: The last and final process consisted of producing meaningful visual interaction in our little audio focused project, There were problems in getting multiple shapes to correspond to different players so we went with having one shape being controlled by multiple players and based the game on how hard it would be to controller a single shape through the canvas with multiple controllers while simultaneously trying to create music. So the final game consists of controlling one shape with other players and making meaningful music out of this chaotic struggle of keeping the shape in canvas bounds. When a new player joins in the shape changes and more the players the faster and harder the challenge. The game is really fun when a conscious effort is being made to keep the music…”musical”. Two roles assumed by the players in this game:
- Working together to keep the shape in bound
- Working against each other to throw the shape out of bounds
Wireframe for planned game:
The planned game was going to be a complete orchestra of audio reactive shapes with new shapes coming with new players and reacting to their sounds. With different sounds from each controller setup interacting with a corresponding shape in a group visual party session in different arrangements.
Make your Commodore 64 sing by Bogas,Ed