1.1 Concept
In version V the sound has two layers. The macro layer is a voice for every flock: each flock that forms in the swarm sings its own drone, shaped by that flock's position, order, size and shape. The micro layer comes from individual boids: every time two boids meet, a short note sounds. And the macro tunes the micro — while the swarm is scattered, the notes fall like free, irregular rain; as flocks align, the notes lock onto the harmonics of their flock's drone and become a chord. An optional third layer, the beat, can join them: a flock crossing an invisible grid strikes its own partials (2.4.5).
The guiding principle is logic first: every sound must be traceable to something the flock did. The test for any change is whether a listener with closed eyes could tell what the swarm is doing.
Swarm Synth V is both an instrument and a composition tool. As an instrument it will be played by the user; as a composition tool it is played by a score — a timed text file — and rendered to video. Live performance can be recorded as a score, which gives the composer better possibilities to create a new song.
1.1.1 From IV to V
In one sentence: IV was a work in which boids make sounds; V is a work in which emergence itself becomes music.
- From individual to flock. In IV each boid made sound, forty of them overwriting five oscillators. In V the flock sings — an emergent entity that exists in no single boid, measured, given an identity (born, merging, splitting) and a voice. Individuals remain, as the encounter notes.
- Relation, not motion. Sound comes from boids relating to each other: an encounter between two, a flock among many, a flock crossing space (the beat). Moving boids without rules — the starting state — are silent.
- Order is harmony. A flock's order becomes consonance: scattered is bell-like, aligned is the harmonic series, and the individual notes are tuned to their flock as it aligns. A flock forming sounds like separate voices finding one chord; even the beat strikes the flock's own partials.
- Logic first. IV's mappings were partly accidental (exact pixel matches, a precedence slip) — part of its rough charm. V puts a measuring layer between motion and sound, so every sound can be traced to what the swarm did; for visitors it becomes an instrument whose cause and effect can be learned.
- From improvisation to composition. IV was played live and vanished. V can also be written, repeated and refined: scores and takes reproduce a performance exactly, and the sound atlas builds knowledge of the instrument.
What carries over: IV's simple, retro visual language (now on white paper; IV's black remains as a theme) and its three sliders, starting from radii of 0, and the idea that lines in space sound when crossed — IV's sine strings return as V's beat grid. V doesn't leave IV behind; it follows IV's question further, from “can boids make sound?” to “can we hear what boids make together?”
Side by side, in detail:
| Swarm Synth IV | Swarm Synth V | |
|---|---|---|
| structure | everything inside Boid, globals |
16 modules, pure flocking logic |
| source of sound | individual boids overwrite the oscillators | every flock's voice + every encounter's note |
| four sines | four independent “strings” | one timbre per flock (4 partials) |
| pitch | heading of the crossing boid (a precedence slip gave 0 or negative Hz) | height of each flock |
| harmony | fixed | each flock's order: bell → chord |
| oscillators | only 5, but tens to hundreds of play / amp calls per frame on one triangle (last call wins; the sliders were also drawn 40 times per frame) | every sound its own voice; one update per flock per frame, interpolated sample by sample |
| individual notes | one triangle retriggered dozens of times per frame | one-shot notes, 24/s max, tuned by their flock |
| space | mono | stereo per flock and per note |
| input | MIDI (MidiBus) + mouse | keyboard, mouse sliders and a MIDI controller (2.7.1) |
| output | live only | live, scores, exact video renders |