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Procedural Music Generator

Development of a online sequencer with procedural generation of melodies

This is a little tool that I'm developing for musical purposes.

It could be used to make infinite and adaptative music for games, mainly for open world games.

But, for now, it's only a prototype on Unity, hope to develop it a little more as soon as I can.

What happens next?

I'm planning to work on:

  • Procedural melody generation (OK!)
  • Multiple voices for melody (OK!)
  • Adaptative, parametrical design (in dev)
  • Friendly user interface (in dev)
  • Harmony
  • Rhythm
  • Bass
  • MIDI output for download
  • Full documentation for use-as-asset purposes

What's going on?

I have used perlin noise for seed-based generation, for what you can modify atributes like octaves, persistance, lacunarity, and so on. Have fun! :)

Tips

Tips that I found nice:

1 - It's cool to combine two melodies with same atributes, but different seeds.

2 - For low sizes or octaves, it sounds more cool for me at lower bpm.

Little explanations

BPM: Beats per minute or, basically, the velocity of the music.

Dimensions: here it doesn't have a clear meaning, but it affects how perlin noise generates the melody. It's associated with the dimensions of the noise and may affect melody's smoothness.

Size: The length of the music (press + to update notes' keyboard)

Seed: it's the key to feed and save the status of the procedural generation

Octave: the number of interactions until the final result. It have greater effects combined with the properties bellow.

Lacunarity: it's a kind of frequency multiple factor for each new octave. For higher values, less smooth will be the final result (with a more detailed shape).

Persistance: it's a number between 0 and 1 associated with the maintence of the fundamental amplitude in each octave, that will naturally reduces (for less-than-1 values)

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Development of a online sequencer with procedural generation of melodies

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