ILAN SALOMON-JACOB



Blot (Audiovisual Composition)

2024


Creative Coding, Electronic Music Composition, Sound Design

This is an audiovisual composition made in Raytone, a node-based audio visual sequencing environment. I was introduced to Raytone by its authors, Eito Murakami and John Burnett and ChucK creator Ge Wang at a Stanford CCRMA summer workshop.

The goal of this project was to create an interactive composition with a number of parameters that a user/performer could control (with sliders in Raytone or MIDI), changing the sound and graphics in real time. There are three instruments in this composition — drums, ‘pluck’, and bass — all synthesized (without the use of audio samples) in ChucK. This use of ChucK code integrated into Raytone allows for more variation in performance, since the alterable parameters affect the creation of the sounds, not just the post processing of them. The graphics, written in GLSL, are meant to be a visual representation of the sounds and their mutation, following a minimal geometric aesthetic that reflects the use of basic waveshapes in the sound synthesis. In total there are twelve alterable parameters, all controlling aspects of the sound, and all but two controlling aspects of the visuals. By adjusting these parameters with intention, one can perform the composition differently each time, with fully synchronized visual accompaniment.

Special thanks to Eito, who helped me devise a system for visualizing a delay effect, and assisted me in coding a weighted moving average algorithm to smooth out parameter changes that sounded choppy.

Percussion Sequencer

2024


Creative Coding, Sound Design, Interface Design, Electrical Engineering

For the final project of my interactive media design class this fall, I chose to make a percussion sequencer with physical interfaces for sequencing, synthesis and effects parameters. Going into the project, I wanted the sequencing interface to be minimal but intuitive, and the synthesis parameters to be limited yet versatile. In terms of the effects interface, I wanted to encourage the user to feel out the parameters instead of being overly intentional, making for a more expressive tool. My broader goals included striking the right balance between predetermined values and user control, and designing my sequencer with the ability to integrate into a greater system.

In the process of assembly, I determined that I wanted to allow users to scroll through and toggle on and off the 16 steps of the sequence, making only a knob (in this case a rotary encoder) and a button necessary to edit the sequence (which would be represented by LED strips). I also narrowed down the synthesis parameters to include the most essential for my device: tone (represented as the ratio of a triangle wave to white noise), pitch, and decay length. Since all of the aforementioned components drew inspiration from conventional electronic music controllers, I chose to create a more novel system for post processing effects. I elected to attach an Inertial Measurement Unit (IMU) and a Force Sensing Resistor (FSR) to a small foam ball, with the former getting sensor data from the rotation of the ball and the latter getting sensor data from the pressure applied to the ball. This was done with the intent of creating a more visceral interface, which I think can sometimes be missing from the precise controls afforded by digital and electronic musical tools.

I assembled my device by constructing a box for the sequencing and synthesis interfaces, and connecting those, alongside the foam ball sensor with sensors, to a breadboard. Those connections then went through the Arduino into Max on my laptop, which controlled the clocking of the sequencer and produced sound.

Lighted Forest (Interactive Audiovisual Environment)

2024


     Creative Coding, 3D Environment Design, Electronic Music Composition

The Lighted Forest is an interactive audiovisual environment created in Unity, in which the user can control different parameters of the music by exploring the space. 

Instructions:
  • Left-click to enter environment. Press Esc to leave.
  • Move the mouse to rotate the camera.
  • Use WASD or arrow keys for forward/backward and side-to-side movement. Shift increases speed (sprint).
  • Press E to move up, Q to move down.

Full Screen Link

Notes
  • Not fully functional on mobile. To stop audio, reload page and avoid clicking on Unity frame
  • WebGL, so some audio effects such as occlusion do not work in this version of the project.
  • There are sometimes audio synchronicity issues with WebGL. If you notice this, exit and re-enter the environment

Containers (Short Film)

2023


Video Editing, Composition, Sound Design

This is a short film exploring the relationship between civilization and nature, through the wandering journey of one individual. It was filmed on a DSLR camera in San Francisco and Angel Island, with color grading and film artifacts added to lean into the limitations of the footage. Every sound effect in the film was added in post as well, through the manipulation of recordings from free online databases. The soundtrack to the film is entirely original, and consists mostly of variations on two themes representing ‘adventure’ and ‘beauty’, in addition to a shorter theme for the book that appears throughout. The combination of synthesized and acoustic sound sources in the music is intended to reflect the intermixing of buildings (or containers) and nature in the settings depicted.

Starring: Owen Hamilton
Directed by
: Ilan Salomon-Jacob & Owen Hamilton
Camera Work
: Ilan Salomon-Jacob & Owen Hamilton
Editing: Ilan Salomon-Jacob
Original Soundtrack
: Ilan Salomon-Jacob
Sound Effects
: Ilan Salomon-Jacob

DYLM (Music Release)

2024


Music Production, Electronic Music Composition, Sound Design

Here are three songs that I released under the alias Antilands. They contain a mixture of sampling and original sound design, and draw inspiration from various Electronic subgenres, including UK Garage. They were produced in Logic Pro with extensive use of the software synth Serum. This is my first release on streaming services.

Spotify
Apple Music


Original ChucK Composition

2023


Creative Coding, Electronic Music Composition

Every element of this composition was synthesized and arranged in ChucK, a time-based music programming language. The main synthesis techniques used were subtractive synthesis, filter/pitch envelopes, and LFOs. Several compositional elements were also subject to randomizing functions, such as the pitches and volumes of the arpeggiating plucks, creating slight variation every time the code is run. This video is a recording of the composition, visualized through sndpeek.

GitHub Repository

Villager - Blind Eye (ChucK Remake)

2023


Creative Coding, Sound Design

This remake was created by resynthesizing and reprogramming each part by ear in ChucK, then arranging them on the command line to mimic the original song’s form. The latter was done through ChucK’s On-The-Fly commands, which allow one to add, remove, or replace several simultaneously running ChucK files. Each file itself utilizes modular programming: separate functions for defining signal flow, updating filters, and playing notes. Before some files are called, parts of the code are either bypassed or activated, imitating the automation of parts in the original. This video is a performance of the remake, done using the terminal windows in VS Code.

Original Song
Github Repository

Arp - Generative and Interactive ChucK Instrument

2023


Creative Coding, Sound Design

This instrument, written in ChucK, is an arpeggiated synth with both a generative and interactive component. When its file is executed, an arpeggiated pattern is generated within the constraints specified by command line arguments. This is done with randomizing algorithms that affect note order and rhythm, so calling the file again with the same command line input will produce a different pattern. Once the pattern has been generated, the user can modify various parameters and effects by moving their mouse on the screen or pressing certain keys (inspired by code from the S.M.E.L.T. toolkit). This video is a demonstration of the instrument, done in VS Code.

Github Repository

Menu Redesign

2023


Graphic Design

This is a hypothetical redesign of Detroit Street Filling Station’s menu, created in InDesign. The cover page contains an adaptation of the restaurant’s logo, designed in Illustrator and inspired by Swiss Style/International Typographic Style. The second page presents all of the restaurant’s food options, with a new system for marking allergens, inspired by New York Subway icons.

Brand Identity Redesign

2023


Graphic Design, Branding

This is a hypothetical brand identity redesign for TheRide, a public transit system for the greater Ann Arbor, MI area. The aim behind this redesign was to build a more reliable brand for TheRide, evoking the aesthetics of established transit agencies, while also representing Ann Arbor through its logo and color pallete. The branding package was created in InDesign, while most elements were designed in Illustrator and Photoshop.