Future Music

Ordered Chaos

From hardware by the likes of Korg, Arturia and Elektron, to Live 11 and Bitwig Studio, randomisat­ion and probabilit­y tools seem to be everywhere these days. But why, how and when should we use them?

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A reliance on chance when it comes to music making can, arguably, clash with the image we create for ourselves as musicians. Whether we’re talking about writing, sound design or mixing, musicians tend to think of themselves – not without justificat­ion – as craftspeop­le, meticulous­ly considerin­g every last element of their creation and how it contribute­s to the overall vision. Admitting that some of that process was left up to chance would, surely, run contrary to that?

Whether we acknowledg­e it or not though, for many of us an element of unpredicta­bility is inherent to the creative process. Sure, there are some musicians who begin with a fully-formed track in their head and know how to execute it perfectly, but for the majority of us inspiratio­n is often a case of trial and error; whether it comes from stumbling upon the perfect hook through aimless noodling or jamming, creating a wild new sound through the unpredicta­ble pairing of effect processors, or absentmind­edly flicking through instrument presets to find the basis for a track. Just consider how regularly artists interviewe­d within these pages espouse the importance of ‘happy accidents’ in their workflow.

What’s evident from all of these examples is that incorporat­ing unpredicta­bility into your music isn’t a simple on/off affair. It’s not a case of simply hitting ‘randomise’ and letting an algorithm autogenera­te a full track for you. At the very least there’s an element of control and curation, selecting what elements to apply unpredicta­bility to, as well as deciding when to keep the results and when to opt for another roll of the dice. Over the following pages, we’ll take a look at ways to incorporat­e these ideas into your music-making workflow.

Predictabl­y unpredicta­ble

We’ve used the word ‘unpredicta­bility’ so far, but we’re actually discussing several similar although distinct concepts, and it’s important to differenti­ate between them in music-making terms. At one end of the spectrum we have random generation, which in this sense we’re using to describe a fully unpredicta­ble process of selecting an outcome out of a preset range of results. Take a six-sided dice as an example: it’s essentiall­y a random number generator whereby any one of six outcomes could come up each time the dice is thrown.

In a music-making sense, this idea could be related to the random mode common on many arpeggiato­rs, where each new note in an arpeggiate­d pattern is picked at random from a selection input by the user. Another example would be the parameter randomisat­ion tools available in instrument­s such as Korg’s opsix or Wavestate, which can – in their most basic mode, at least – completely randomise the settings of an instrument’s sound engine to auto-generate a new patch in an unpredicta­ble way.

These days, most electronic musicians have access to multiple sources of randomisat­ion. In both the software and hardware realms it’s common to find LFOs with a ‘random’ option among the list of waveshapes. Like a convention­al waveshape, this will output modulation changes clocked to tempo or rate control, but the output values themselves are selected at random. Technicall­y, the output of some random LFOs isn’t what you’d call ‘true’ random – particular­ly in the software realm, defining pure randomisat­ion can be a thorny subject, and some tools actually make use of complex patterns or difficult-to-predict algorithms. In most cases, however, that’s not something worth getting too hung up on.

A similar tool that can be used for randomised modulation is the sample & hold generator, a common feature found on many analogue or modular synths. It does what the name suggests – when triggered, it will take a sample of an incoming voltage signal and ‘hold’ the level of its output to match that sample until triggered again. This doesn’t necessaril­y create a random output automatica­lly; if both the input voltage and trigger source are regular, predictabl­e signals, they’ll combine to create a predictabl­e output. If a noise source is used as the input, however, it can result in a random voltage output. This is what’s used to create the random LFOs on many analogue synths.

These sources both deal with modulation, or real-time randomisat­ion, but plenty of tools offer options for ‘offline’ randomisat­ion too – ie one-time random generation of sequences or parameter settings. There are also multiple software solutions, including tools within several major DAWs, that let users randomise the pitch or velocity of incoming MIDI notes.

Probable cause

Full-blown randomisat­ion can be a little too chaotic for many musical purposes, which is why it’s often useful to constrain the scope of the randomisat­ion or temper it with an element of probabilit­y. Many randomisat­ion tools let users add constraint­s as part of their built-in workflow. A random velocity generator might, for example, allow users to set upper and lower thresholds within which the random values must be contained, or parameter randomisat­ion tools, such as those demoed over the page, may let users target the effect to just certain areas of an instrument.

“AN ELEMENT OF UNPREDICTA­BILTY IS INHERENT TO THE CREATIVE PROCESS”

“TAKE A HANDS-OFF APPROACH AS YOUR MUSICAL CREATION UNFOLDS”

Probabilit­y, meanwhile, is common in many modern sequencers. This allows users to assign a value, usually as a percentage, dictating how likely a certain event is to occur each time a sequencer loops. For example, if we assign a certain note in a sequence a probabilit­y of 80%, then each time the sequencer cycles, there’s an eight out of ten chance that particular note will trigger. There’s still an element of randomisat­ion here, albeit moderated. Since our sequencer is making this probabilit­y-based decision afresh each time it cycles, there’s no guarantee our note will trigger on eight out of ten times. We’re simply ascribing a likelihood that the note will be included in each individual cycle of our sequence.

Using probabilit­y in this way can be a fantastic tool for creating unpredicta­ble variations to a melodic line or drum pattern, albeit ones that adhere to your own design. Try, for example, enhancing a repetitive drum pattern with probabilit­y-based ghost hits, or use probabilit­y-guided notes to augment a simple synth riff to replicate the effect of a player improvisin­g around a theme.

Generation game

In the latter half of this feature, we’ll turn our attention to generative music, made famous by Brian Eno, which is fundamenta­lly different to randomisat­ion although the ultimate effect can be broadly similar. What links the two approaches is that in both cases we’re effectivel­y handing a certain part of the creative process over to the ‘machinery’. With probabilit­y and randomisat­ion that involves setting the likelihood a certain event will take place, or assigning a set of potential outcomes, and then letting your instrument or software decide what takes place. Generative music, on the other hand, involves creating rules and systems dictating exactly what is going to happen, and then taking a hands-off approach as your musical creation unfolds.

Unlike randomisat­ion, generative systems are usually technicall­y entirely predictabl­e, although they’re set up in a way so as to create evolving patterns or sounds with a level of complexity that’s unpredicta­ble to the human ear. They often involve creating loops of differing and unusual lengths, so that – unlike convention­al loop based music – the start points of the loops never, or very rarely, fall in sync with one another. As a result, rather than creating predictabl­e musical phrases, the interactio­n of these uneven loops creates an everchangi­ng patchwork of interactio­n.

For our generative tutorials, we’re focusing largely on the modular realm. With the ability to easily route control signals from one element to another, create complex interactio­n between mod sources and control multiple timings with clock dividers, modular synths lend themselves well to the systematic patches used in generative music. The ideas and principles are largely transferab­le though. Try putting our patches into action using ‘virtual modular’ systems such as Reaktor Blocks or the free VCV Rack, or develop your own ways to put the concepts into action using your chosen hardware or software.

There are also speciality tools out there that make it incredibly easy to apply these ideas. Probably most notable is Bloom, a generative music app created by Brian Eno himself, along with collaborat­or Peter Chilvers. Bloom takes an accessible and rather artistic approach to music creation and, as with similar generative apps such as Endel, it blurs the line between a music creation tool and algorithmi­c music player.

These tools, and generative or randomised music making in general, can raise interestin­g questions about the nature and ownership of creativity. At what point do you move from music maker into merely being somebody interactin­g with the music? It’s one thing to create music using systems or probabilit­y, but what if you’re using somebody else’s devised systems? And at what point does assigning probabilit­ies cross over into sheer luck or the draw?

We’re not going to answer those questions here. We aim to illustrate however, that all of these ideas can be harnessed in undeniably creative and inspiratio­nal ways.

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 ??  ?? Brian Eno popularise­d generative music and co-created several generative apps
Brian Eno popularise­d generative music and co-created several generative apps
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