Video

Biography: Sarah GHP
Sarah GHP is an American living in Berlin. She is interested in graphic improvisation and what happens to images when you push them too far. Sarah is inspired by the abstract animations of Norman McLaren and Adam Beckett, as well as the everyday graphics of her childhood in Southern California. She is also very active in the livecode community.
Description
Scribble process
This video is a combined software–hardware project, with a computer-generated live sketch fed into an analog framebuffer for manipulation. (See images.) Software
The base sketch is driven by La Habra, a Clojurescript framework I wrote to help write SVGs live. The project also makes use of VDMX to handle routing the video out of the laptop. Code Hardware
The software sketch is converted from HDMI to the Eurorack 1V format demanded by the LZX Memory Palace, a digital-analog framebuffer and effects unit. This conversion process goes through a Blackmagic HDMI to SDI mini-converter and the Blackmagic SDI to Analog converter. This signal is then sent into the LZX TBC2 for conversion to the 1V signal.
Resources

Sarah GHP X C_Folle — Scribble

Music

Biography: C_Folle
I have right now a median of 43 minutes daily screen time on Instagram
and
7073 Unread mails
and
33 Spams
and
I received a like from a comment I posted on YouTube 9 days ago,
by the way,
The last bookmark is a YouTube video titled "How to spot Generative AI? (even if it has all 10 fingers and toes)"
but
I love music
and
SOMEONE just liked a message I sent
and
I have 69 tabs open right ( there's usually more >:) )
Description
I work on SuperCollider since 2020 (I'm not sure but it's around this time) and worked before that on Pure Data (since 2017, i'm pretty sure of this) and even before this I was messing around with ppooll, a environment for computer music improvisation made with Max (Msp).ppooll.klingt.org

And since I started diving deeper into computer music, using more complex tools than classic DAW softwares, I've been mostly focusing my work on granular synthesis because I thought this was a technique with a lot of potential and suited my way of observing (this word is very important to me) the world and generally crafting, creating. I give importance to details anywhere, everywhere, thinking that most of what I see on this planet, in this life, is made of a group of particles, unit, individuals is comforting to me. I spend a lot of time doing micro composition which is thinking about the identity and behavior of each audio particles and how they interact with each other (through superposition/layering/overlapping, phase cancellation, modulation between each other and much more) in the bodies of particles that I want to be generated by SuperCollider (scsynth).

I could not have made the synthesizer I'm using right now that I made on SuperCollider without the work, examples and documentations of ALBERTO DE CAMPO,
precisely the Microsound chapter from the SuperCollider Book (MIT Press), the tutorials by
ELI FIELDSTEEL on YouTube and one video by ALIK RUSTAMOFF (Reflectives on YouTube) about microsound, granular synthesis.

It is also very much inspired and based on the techniques elaborated by Curtis Roads on his book Microsound which is to ME, my sort of Holy Text. If YOU are interested in granular synthesis, YOU should have this book around, in your place, bag or computer. If YOU don't understand it, just keep it around, YOU'll come back to it later.
The synth itself is one grain, commonly called grain, but could be called a particle, atom, audio dot, audio pixel, fragments........ . . . . . . . . .
that has its amplitude modulated by an envelope, a window. The content of one single unit before its AM (amplitude modulation) could be anything:

a sound file on your computer,
an input signal for a microphone,
a wavetable being played,
a generated noise
etc.

The unit is then spawned, emitted by one or several patterns, the moment I spend the most time on is when I compose these units, I can determine the amplitude of each individual unit for example or the shape of the envelope or its length.
The result is an assembly of these particles, forming an assembly of micro sounds that can be called "sound object". Depending on the rate at which they are being spawned, they can be one perceived auditive event or rhythmic sequence of these grains.

It could be said that it is basically a synthesizer, sampler being played very very fast, potentially fast enough so we can only hear one tone.
Resources