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A Sound Driven Game of Life

This project contains a sound-driven version of Conway's Game of Life. The Game of Life runs as a web-based (front end) simulation and a user can interact with it by playing sounds with their (computer) keyboard. These quality of these sounds will then impact the rules according to which the Game of Life evolves. In this way, the Game of Life is not only interact-able, but also interacts with the user: based on the sounds the user plays, the Game of Life will evolve according to patterns that may or may not be intriguing, and the user can adjust the sound landscape to facilitate the evolution of more interesting figures.

Installation Instructions

The project is front end-only JavaScript, compiled with webpack. Building it requires Node.js.

Install the dependencies:

npm install

Run the project in development mod:

npm run start

Build the project to deploy it somewhere:

  build-prod

Usage Instructions

In this application, you can interact with the Game of Life simulation. By playing sounds, you affect how the agents (rectangles, aka cells) in the simulation behave. By changing the dynamics of your play, you can drastically change the state of the simulation.

Computer Keyboard Interaction Mode

The computer keyboard interaction mode turns your keyboard into a primitive synthesizer and drum machine. The following keys are assigned to a sound:

  • Synth (key: tone mapping); the rules of the simulation change when playing a major chord (and then change back when playing a major chord):

    • a: A
    • w: A#
    • s: B
    • d: C
    • r: C#
    • f: D
    • t: D#
    • g: E
    • h: F
    • u: F#
    • j: G
    • i: G#
  • Synth (key: sound mapping); the continuity of your play (how steadily you keep the beat) affects the stability of the simulation. A mostly steady beat with some variance over time keeps the rules of the game stable. Lack of stability will make the agents/cells more prone to die. A very steady beat will facilitate growth of your agent population:

    • x: bass drum
    • z: snare drum
    • c: floor tom
    • b: high tom tom
    • v: low tom tom
    • n: hi-hat (open)
    • m: hi-hat (closed)
    • l: crash
    • k: ride (bell)

Electronic Drums Interaction Mode

The application is configured in way that allows it to also read in the signal of a Roland TD-17/TD-17-L drum sound module. Analogously to the computer keyboard-based 'fake' e-drums, the following drums are supported:

  • Bass drum
  • Hi-hat (closed & open)
  • Snare
  • Ride
  • Crash
  • High tom tom
  • Low tom tom
  • Floor tom

In case there are issues with the configuration of the drum module, or if another drum module should be connected, the application can be re-configured in the file ./src/js/audioInferface.js.

License

BSD 2-Clause License

Author

Timotheus Kampik

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