WCCC_PersonalHell
Sounds Downloaded in the Head

SonicOverLoad
For this week's Creative Code challenge by @sableRaph : Personal Hell, SonicOverLoad is coded mainly in SonicPi with some Python.
OverLoad Design
To Represent the topic, various SonicPi compositions were remixed and layered to represent that muddyness one would expect with the topic. To further follow the theme, a lot of the sounds were sped up to mimic an overload to the ears and the brain. The title and feeling was motivated by the concept of the movie: Lucy, where there seems to be a lot of pain associated if a brain were to download all information possible.
Poetry
The Index
The Process
What sounds shall emerge
What sounds shall submerge
From this Process
Of adding an Index
What will this overload do
When the process adds more stress
That gets intense
In depth with the senses
What feelings will no longer impress
And which mentality will start to regress
As it is being suppressed
Audio
Code
SonicPi (Layered, Remixed, Tempo Changes)
#array created from the python script
vars = [[10, 11, 6, 7, 8, 6, 6, 4, 10, 11, 2, 2, 2, 10, 6, 10],
[ 2, 10, 7, 10, 8, 7, 10, 1, 8, 3, 11, 7, 8, 5, 10, 7],
[ 9, 10, 6, 9, 8, 0, 8, 11, 3, 6, 4, 10, 5, 11, 8, 2],
[ 7, 7, 3, 6, 11, 6, 3, 10, 7, 7, 8, 7, 6, 8, 11, 3],
[ 9, 10, 10, 9, 10, 10, 10, 6, 8, 5, 10, 8, 11, 6, 2, 11],
[10, 10, 2, 10, 7, 5, 5, 6, 7, 9, 5, 10, 11, 7, 9, 10],
[ 7, 10, 10, 10, 9, 10, 6, 10, 2, 11, 8, 8, 7, 10, 1, 8],
[11, 10, 11, 10, 8, 10, 8, 9, 10, 10, 10, 10, 10, 2, 0, 3],
[10, 11, 7, 8, 10, 11, 7, 4, 11, 8, 2, 2, 10, 1, 1, 4],
[ 5, 6, 11, 10, 2, 1, 6, 5, 7, 2, 8, 8, 8, 6, 5, 4],
[10, 8, 4, 3, 10, 7, 11, 6, 8, 5, 5, 8, 9, 7, 7, 10],
[ 7, 11, 11, 2, 9, 3, 9, 8, 9, 11, 7, 6, 11, 11, 4, 2],
[ 6, 10, 9, 11, 4, 11, 8, 3, 4, 8, 11, 7, 11, 6, 3, 8],
[ 9, 8, 4, 4, 11, 8, 8, 10, 11, 9, 3, 10, 11, 10, 7, 6],
[ 4, 5, 9, 4, 1, 7, 10, 5, 10, 6, 11, 11, 0, 0, 8, 7],
[ 6, 10, 10, 11, 10, 0, 10, 2, 6, 0, 0, 6, 10, 9, 9, 8]]
#function that uses the array to control alot of variables
def spooks(looping,randomness,array,samples)
live_loop looping do
use_random_seed randomness
for i in (0...array.size) #overall size of range
for j in (0...array[i].length) #overall length of the array
with_fx :wobble ,amp: [2,1,0.5,0.25,0.15,0.3].tick, mix: [0.5,0.3,0.1].choose do
sample samples ,beat_stretch: array[i][j] + 1, decay: array.shuffle[i][j], rate: array.shuffle[i][j] + rrand(-0.1,0.1)
end
end
sleep [0.5,1,1.25,2].choose
end
end
end
#shuffling the array to make the difference before it hits the loop
#using the Time variable to have the randomness unique amongst the functions
spooks(:scope1,Time.now.to_i,vars,:ambi_haunted_hum)
spooks(:scope2,Time.now.to_i/2,vars.shuffle,:ambi_glass_hum)
spooks(:scope3,Time.now.to_i/3,vars.shuffle,:ambi_glass_rub)
spooks(:scope4,Time.now.to_i/5,vars.shuffle,:ambi_lunar_land)
#5 different battle ship boards with the mine versions
use_random_seed Time.now.to_i
shipyard1 = [[0, 0, 0, 1, 0, 0, 1, 0, 1, 1],
[1, 0, 0, 0, 0, 1, 1, 0, 0, 0],
[1, 0, 0, 0, 0, 1, 1, 0, 0, 0],
[0, 0, 0, 0, 1, 0, 0, 0, 0, 0],
[1, 2, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 2, 0, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 0, 1, 0],
[0, 0, 0, 1, 0, 0, 0, 0, 1, 0],
[0, 0, 0, 0, 0, 0, 1, 0, 0, 0],
[0, 0, 0, 0, 1, 0, 1, 0, 0, 0]]
shipyard2 = [[2, 1, 0, 0, 0, 0, 0, 0, 0, 1],
[0, 0, 0, 0, 0, 1, 0, 0, 0, 0],
[0, 0, 1, 0, 0, 1, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 1, 1, 0, 1],
[0, 0, 0, 0, 0, 0, 0, 0, 1, 0],
[2, 0, 0, 1, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 1, 0, 0, 0, 1, 0, 1, 0, 0],
[0, 0, 1, 0, 0, 0, 0, 0, 1, 0],
[0, 0, 0, 0, 0, 1, 0, 1, 0, 0]]
shipyard3 = [[0, 0, 0, 0, 1, 1, 0, 0, 0, 0],
[0, 0, 0, 0, 1, 0, 1, 1, 0, 0],
[0, 1, 0, 1, 1, 0, 0, 0, 1, 0],
[1, 0, 0, 0, 1, 0, 0, 0, 0, 0],
[0, 0, 2, 0, 0, 0, 0, 1, 1, 0],
[0, 0, 1, 0, 0, 2, 0, 1, 0, 0],
[2, 2, 2, 0, 1, 2, 0, 0, 0, 0],
[0, 1, 0, 1, 0, 0, 0, 0, 0, 0],
[0, 1, 0, 0, 0, 1, 2, 0, 1, 0],
[0, 0, 0, 0, 0, 0, 0, 1, 2, 0]]
shipyard4 = [[1, 0, 1, 0, 0, 0, 0, 0, 2, 0],
[0, 0, 0, 1, 0, 0, 0, 0, 1, 0],
[0, 0, 0, 1, 0, 0, 0, 0, 0, 2],
[2, 0, 2, 0, 0, 0, 0, 0, 0, 0],
[0, 1, 1, 0, 0, 0, 1, 0, 0, 0],
[0, 1, 0, 0, 0, 0, 0, 1, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 1, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 2, 0, 0, 0],
[0, 0, 0, 2, 0, 0, 0, 0, 0, 0]]
shipyard5 = [[2, 0, 0, 0, 1, 0, 0, 0, 1, 2],
[0, 0, 0, 0, 0, 0, 1, 1, 0, 0],
[1, 0, 0, 1, 0, 0, 0, 0, 1, 0],
[1, 0, 0, 2, 1, 1, 0, 0, 0, 0],
[0, 1, 0, 1, 0, 0, 0, 0, 0, 2],
[0, 0, 0, 0, 0, 0, 0, 0, 2, 1],
[0, 0, 0, 0, 0, 0, 1, 0, 0, 2],
[0, 0, 0, 0, 0, 1, 0, 0, 1, 0],
[1, 0, 0, 0, 0, 1, 1, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0]]
def sonification(shipyard,looping,sampling)
live_loop looping do
#iterating the 2d arrays
for i in (0...shipyard.size) #overall size of range
for j in (0...shipyard[i].length) #overall length of the arrays
if shipyard[i][j] == 2 #play every value
with_fx :ixi_techno do
with_fx :echo, mix: rrand(0.4,0.8) do
sample [:loop_safari,:tabla_ghe4].choose, amp: 6, beat_stretch: dice(4)
end
end
elsif shipyard[i][j] == 1
with_fx :ping_pong, mix: rrand(0.4,0.8) do
sample [:elec_blip,:elec_blip2,:elec_bong].choose, amp: 4, decay: 4
end
else
with_fx [:ping_pong,:flanger,:whammy].choose, amp: 1, mix: rrand(0.4,0.8) do
sample sampling
end
end
sleep [0.75,1,1.5].choose #pause in between each spawn, replicating the different thinking processes
end
end
end
end
sample
sonification(shipyard5,:yard5,:ambi_glass_hum)
sonification(shipyard4,:yard4,:ambi_glass_rub)
sonification(shipyard3,:yard3,:ambi_piano)
sonification(shipyard2,:yard2,:ambi_glass_hum)
sonification(shipyard1,:yard1,:ambi_piano)
#In This Remix, I made sure the variables of Aqua was switched in every computation
#Colors pair 1
Aqua = [0,255,255]
Coral = [255,127,80]
#Colors Pair 2
Lavender = [230, 230, 250]
Gold = [255,215,0]
#Colors Pair 3
MidnightBlue = [25,25,112]
DarkOrange = [255,140,0]
#Colors Pair 4
SlateGray = [112, 128, 144]
Crimson = [220,20,60]
def linear_transform(matrixA,vectorA)
#this is the first row of the matrix
row1 = matrixA[0]
#this is the second row of the matrix
row2 = matrixA[1]
#this is the third row of the matrix
row3 = matrixA[2]
#this is the first val of the vector
vec_x = vectorA[0]
#this is the second val of the vector
vec_y = vectorA[1]
#this is the third val of the vector
vec_z = vectorA[2]
#this is the first value of the new vector
vec_x_formed = [row1[0]*vec_x + row1[1]*vec_y + row1[2]*vec_z]
#this is the second value of the new vector
vec_y_formed= [row2[0]*vec_x + row2[1]*vec_y + row2[2]*vec_z]
#this is the third value of the new vector
vec_z_formed = [row3[0]*vec_x + row3[1]*vec_y + row3[2]*vec_z]
#new vector
vec_change = [vec_x_formed[0],vec_y_formed[0],vec_z_formed[0]]
end
def color_det2(loop,row1,row2,spread1,spread2)
#Cramers Rule with Colors
x1a = row1[0]
x2a = row1[1]
b_a = row1[2]
x1b = row2[0]
x2b = row2[1]
b_b = row2[2]
#determinant of main matrix [x1a,x2a,x1b,x2b]
det_a = ((x1a * x2b) - (x2a * x1b)).to_f
#determinant of main matrix but first column replace by b_a & b_B
det_b = (b_a * x2b) - (x2a * b_b)
#determinant of main matrix but second column replace by b_a & b_B
det_c = (x1a * b_b) - (b_a * x1b)
#the solving of the above equations
det_1 = det_b/det_a
det_2 = det_c/det_a
puts det_1
puts det_2
#a ring of halves (120 60 30 15 7.5) then ticks
#line does the same with steps, using it for the sleep chase
bpm_chase = (halves 120, 5)
sleep_chase = (line 0, 4, steps: 4)
live_loop loop do
use_bpm bpm_chase.choose
use_random_seed Time.now.to_i
with_fx :ping_pong, mix: rrand(0.4,0.65) do
sample [:ambi_choir,:drum_snare_hard,:drum_tom_mid_soft].choose, rate: det_1,beat_stretch: (det_2).abs, pitch: det_1/det_2 if spread(spread1,spread2).tick
sleep [(det_1+det_2).abs, (spread1/spread2) + sleep_chase.tick].choose
end
with_fx :echo do
use_synth [:piano,:chiplead,:dull_bell,:piano].choose
play det_2/det_1
end
end
end
def color_det(loop,row1,row2)
#Cramers Rule with Colors
x1a = row1[0]
x2a = row1[1]
b_a = row1[2]
x1b = row2[0]
x2b = row2[1]
b_b = row2[2]
#determinant of main matrix [x1a,x2a,x1b,x2b]
det_a = ((x1a * x2b) - (x2a * x1b)).to_f
#determinant of main matrix but first column replace by b_a & b_B
det_b = (b_a * x2b) - (x2a * b_b)
#determinant of main matrix but second column replace by b_a & b_B
det_c = (x1a * b_b) - (b_a * x1b)
#the solving of the above equations
det_1 = det_b/det_a
det_2 = det_c/det_a
puts det_1
puts det_2
sample
live_loop loop do
use_random_seed Time.now.to_i
with_fx :ping_pong, mix: rrand(0.4,0.65) do
sample [:ambi_choir,:glitch_perc3,:bass_woodsy_c].choose, rate: [det_1,det_2].choose,beat_stretch: [(det_2).abs,(det_1).abs].tick, pitch: [det_1/det_2,det_2/det_1].choose
sleep (det_1+det_2).abs
use_synth :piano
play (det_1/det_2).abs
with_fx :krush do
use_synth :prophet
play (det_2/det_1).abs
end
end
end
end
#this mathematical sections turns the combo of Aqua, Lavender, Gold into Cyber Neon Green
#R,G,B(0,250,40)
color_matrix1 = [Aqua, Lavender, Gold]
first_vector = [1,-1,1]
CyberNeonGreen = linear_transform(color_matrix1,first_vector) #not cybergreen no more due to aqua inclusion
#this mathematical sections turns the combo of Aqua, DarkOrange, MidnightBLue into
color_matrix2 = [Aqua, DarkOrange, MidnightBlue]
second_vector = [1,-1,1.75]
SoftPink = linear_transform(color_matrix2,second_vector) #not softpink due to the aqua inclusion
color_matrix3 = [Crimson, Aqua, Coral]
third_vector = [0.5,1,2]
CucumberIce = linear_transform(color_matrix3,third_vector)
#getting the traces
color_mx1_trace = color_matrix1[0][0] + color_matrix1[1][1] + color_matrix2[2][2]
color_mx2_trace = color_matrix2[0][0] + color_matrix2[1][1] + color_matrix2[2][2]
color_mx3_trace = color_matrix3[0][0] + color_matrix3[1][1] + color_matrix3[2][2]
live_loop :ColorBending do
use_random_seed Time.now.to_i / 2
with_fx :whammy, mix: 0.25 do
color_det(:aquaVcoral,Aqua,Coral)
sleep [0.5,1,4].choose
color_det(:LavenderVgold, Lavender, Gold)
sleep [0.5,1,2].choose
color_det(:MidnightvsOrange,MidnightBlue, DarkOrange)
sleep 2
color_det(:GrayvCrimson,SlateGray, Crimson)
sleep [1,2].choose
end
with_fx :hpf do
with_fx [:wobble,:ping_pong].choose, mix: rrand(0.2,0.6) do
with_fx [:ping_pong,:vowel].choose, mix: rrand(0.25,0.75) do
color_det(:aquaVGold,Aqua,Gold)
sleep [2,4,8].choose
color_det(:CrimsonVAqua,Crimson,Aqua)
sleep [2,4,8].choose
color_det(:AquaVOrange,DarkOrange,Aqua)
color_det(:GrayvAqua,SlateGray, Aqua)
end
end
end
sleep [0.5,1,2,4].choose
end
live_loop :colortwisting do
with_fx :echo, mix: 0.65 do
with_fx :ping_pong do
color_det2(:CybervsSoft,CyberNeonGreen,SoftPink,color_mx1_trace,color_mx2_trace)
sleep [2,4,8].choose
color_det2(:IcevsWarmth,SoftPink,CucumberIce,color_mx2_trace,color_mx3_trace)
sleep [2,4,8].choose
color_det2(:IcevsCyber,CucumberIce,CyberNeonGreen,color_mx3_trace,color_mx1_trace)
sleep [3,6,9].choose
end
end
sleep [0.5,1,2].choose
end
#//3 x 3 matrix sound by random numbers between 0 & 30
live_loop :choirflow do
use_random_seed Time.now.to_i
#using the halves with a random integer
bpm_chase = (halves 120, rrand_i(4,9))
use_bpm bpm_chase.reverse.tick
y = rrand(0,30)
puts y
pos = [y*2,y-21,y,y+3,(y-7).abs,y+5,y/4, y/5+2, y-14]
a = pos[0]
b = pos[1]
c = pos[2]
d = pos[3]
e = pos[4]
f = pos[5]
g = pos[6]
h = pos[7]
i = pos[8]
#//recoding into Matrix Coordinates
A11 = a
A12 = b
A13 = c
A21 = d
A22 = e
A23 = f
A31 = g
A32 = h
A33 = i
#//determinant formula
det_a = a*(e*i - f*h) - b*(d*i - f*g) + c*(d*h - e*g)
trace = a + e + i
normal = Math.sqrt(a*a + b*b + c*c + d*d + e*e + f*f + g*g + h*h + i*i)
#//Adjoint Formula
Adj_a = (A22*A33 - A23*A32)
Adj_b = -1 * (A12 * A33 - A13 * A32)
Adj_c = A12 * A23 - A13 * A22
Adj_d = -1 * (A21 * A33 - A23 * A31)
Adj_e = (A11 * A33 - A13 * A31)
Adj_f = -1 * (A11 * A23 - A13 * A21)
Adj_g = (A21 * A32 - A22 * A31)
Adj_h = -1 *(A11 * A32 - A12 * A31)
Adj_i = (A11 * A22 - A12 * A21)
#inverse formula
#*A-1 = (adj A)/(det A)*/
inv_a = Adj_a/det_a
inv_b = Adj_b/det_a
inv_c = Adj_c/det_a
inv_d = Adj_d/det_a
inv_e = Adj_e/det_a
inv_f = Adj_f/det_a
inv_g = Adj_g/det_a
inv_h = Adj_h/det_a
inv_i = Adj_i/det_a
counter_tick = (line 0, 14, steps: 7)
sample :ambi_choir, decay: Adj_a.abs, rate: inv_a if spread(5,12).tick
sample [:ambi_choir,:loop_breakbeat].choose , decay: Adj_b.abs, rate: inv_b
sample :ambi_choir , decay: Adj_c.abs, rate: inv_c if spread(19,39).tick
sleep [1,2,4,8].choose
sample [:ambi_choir,:tabla_ghe3].tick , decay: Adj_d.abs, rate: inv_d
sample :ambi_choir , decay: Adj_e.abs, rate: inv_e
sample [:ambi_choir,:loop_weirdo].choose , decay: Adj_f.abs, rate: inv_f if spread(27 - counter_tick.tick,195).tick
sleep [4,8,16].choose
puts inv_i
sleep [0.5,1,2,4].choose
end
live_loop :rollback2 do
#making true random as it goes with the actual time
#then using the Math.cbrt to make it a different seed ratio then the above function
use_random_seed Math.cbrt(Time.now.to_i)
use_bpm 360
puts Time.now.to_i
with_fx [:echo,:whammy,:ixi_techno].choose, mix: rrand(0.1,0.6) do
with_fx :ping_pong, mix: rrand(0.1,0.9) do
sample"E:/Creatuve Code Challenges/PersonalHell/Tormented_1.wav",rate: Math.sqrt(dice(25) + 1)/3
sleep [128,64,96].choose
end
end
sleep [0.5,1,2].choose
end
live_loop:rollback do
use_bpm 30
use_random_seed Time.now.to_i
with_fx :ixi_techno do
with_fx :echo, mix: rrand(0.4,0.8) do
sample "E:/Creatuve Code Challenges/PersonalHell/Tormented_1.wav", amp: 6, beat_stretch: dice(4)
end
end
with_fx :ping_pong, mix: rrand(0.4,0.8) do
sample "E:/Creatuve Code Challenges/PersonalHell/Tormented_1.wav", amp: 4, decay: 4
end
with_fx [:ping_pong,:flanger,:whammy].choose, amp: 1, mix: rrand(0.4,0.8) do
sample "E:/Creatuve Code Challenges/PersonalHell/Tormented_1.wav"
end
sleep [0.75,1,1.5].choose #pause in between each spawn, replicating the different thinking processes
end
Python
#battleship is a 10 x 10 board game, for the purpose of this, we will be arranging various new classes of ships
import numpy as np
import seaborn as sns
import matplotlib.pylab as plt
def battle():
#using the 0 & 1 to represent a ship versus the ocean and having a weighted value of 0.8 for ocean, 0.18 for boats and 0.02 for mines
boats = [0,1,2,3,4,5,6,7,8,9,10,11]
prob = [0.025,0.025,0.05,0.05,0.05,0.05,0.1,0.1,0.1,0.1,0.2,0.15]
#by adding the (10,10) instead of 5, able to make an array with the weighted values
shipyard2 = np.random.choice(boats, (16,16), p=prob)
return shipyard2
def plotting(x):
letters = ['A','B','C','D','E','F','G','H','I','J','K','L','M','N','O','P'] #set for the columns
uniform_data = x
ax = sns.heatmap(uniform_data, linewidth=0.5,cmap="Reds") #changing it to blue for ocean representation
ax.set_xticklabels(letters) #setting the ticks of the x axis to letters
plt.show()
return x
plotting(battle())




