So my question is, how can Perlin Noise be appropriated to spatial audio? Or maybe just audio?
Have a look at these Perlin Noise images.
I’m searching for a ‘sound’. I dont know what it is, but I do know what it is not. I use my creativity to invent orders or patterns. I then use my technical/programmatic skills to implement them in spatial sound. Then I use my ears to approve or reject the result.
Its not very fruitful. And its just dawned on me that this is not how Xenakis did it.
The artist-conceiver will have to possess knowledge and resourcefulness in domains as varied as mathematics, logic, physics, chemistry, biology, genetics, paleontology (for the evolution of forms), human sciences, and history–in short a kind of universality, but a knowledge founded, oriented by and toward forms and architectures.
Xenakis. ‘Music Composition Treks’ 1985.
I dont think Xenakis invented forms, rather, he learnt them from the sciences and appropriated them to composition. I wonder if there is a sort of isomorphic parallel when one translates ‘real world orders’ to sound. I wonder if the form *does* carry through … or if in fact Xenakis just had a special skill of knowing or understanding how a form could be given life in sound.
I’ve been subconsciously avoiding diving into the sciences to discover new forms. Too much technical and not enough creative output is exhausting, for an artist. But I think this has been a mistake. I know Jorn Utzon also researched and explored natural forms in his architecture. And there seems to be a lot of evidence of this approach in the digital graphic arts.
I recently came across Cinder, an open source C++ framework designed for artists working in digital media. Reading through the docs, I see lots of references to something called Perlin Noise. Its result is very similar to fractal geometries. Essentially, by throwing in a bit of Perlin Noise (into whatever digital process one is doing), there seems to be an increased degree of reality. Perlin Noise simulates some kind of order which is pervasive in the real world.