1 Swarm Synth V

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.

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