• fullscreen
  • picture_pallete.pde
  • ripples.pde
  • water_music.pde
  • /**
    * Picture pallet - Dec 2009
    * by volts (Tom Blackwell)
    * Utility sketch that makes a pallet from random colors in a picture file
    * coulda been a class...
    int pallet_size = 512, colors = 0;
    color[] pallete = new color[pallet_size];
    color randomColor() {
      return pallete[int(random(colors))];
    void makePallete(String sourcefile) {
      PImage source;
      source = loadImage(sourcefile);
      //scan source image adding colors to pallet
      for (int x=0; x<source.width; x++){
        for (int y=0; y<source.height; y++) {
          if (colors>=pallet_size)break; // pallete is full  
          if ((random(1) < 0.1)) continue; // randomly sample 10%
          color c = source.get(x,y);
          for (int n=0; n<pallet_size; n++) {
            if (c==pallete[n]) {  //existing color
            else if (n > colors) { //new color
                pallete[colors] = c;
    * Ripples - Dec 2009
    * by volts (Tom Blackwell)
    * Utility sketch that simulates defraction from waves in fluid
    * and shadows the ripples for better effect over flat colors.
    * Algorithm based on http://freespace.virgin.net/hugo.elias/graphics/x_water.htm
    float damping = .95;   // efficiency of wave propagation
    float refraction = 2.; // 
    int darkness = 1000;   // darkness of shadow
    // surface elevations
    float previous[] = new float[X_SIZE*Y_SIZE];
    float current[] = new float[X_SIZE*Y_SIZE];
    float swap[];	//swap pointer
    void simulate(){
      swap = current;
      current = previous;
      previous = swap;
      for (int i=width;i<width*(height-1);i++) {
        current[i] = damping*(((  previous[i-1] + previous[i+1] + previous[i-width] + previous[i+width])/2.) -current[i]);
    void drawRipples(PImage p){
    // renders directly to display, be sure to call loadPixels() in setup() of main sketch
    void defract(PImage texture){
      for(int y=1;y<height-1;y++){
        for(int x=1;x<width-1;x++){
           float x_offset = (current[(y*width)+(x+1)]+current[(y*width)+(x-1)])/refraction;
           float y_offset = (current[(y+1)*width+x]+current[(y-1)*width+x])/refraction;
           int x_previous = (int)(x + x_offset);
           int y_previous = (int)(y + y_offset);
           if(x_previous < 1 || x_previous> width-1) x_previous = x - (int)x_offset;
           if(y_previous < 1 || y_previous > height-1) y_previous = y - (int)y_offset;
           int tex_coord = (int)((x_previous)+(int)(y_previous)*texture.width);
           color shadow = color(constrain( ((int)((x_offset+y_offset)*darkness)), 0, 255));
           pixels[x+y*width] = blendColor(shadow,texture.pixels[tex_coord],DIFFERENCE);
    void squareWave(int x, int y, float power, int sqsize){
     if(x<width-sqsize && y<height-sqsize){
       for(int xx=0;xx<sqsize;xx++){
         for(int yy=0;yy<sqsize;yy++){
           current[((y+yy)*width)+x+xx] -= power;
    * Water Music - Dec 2009
    * by volts (Tom Blackwell)
    * Left mouse generates a new score.  Right mouse changes instruments.
    import arb.soundcipher.*;  // very nice library
    // Depends on utility sketches picture_pallet.pde, ripples.pde
    // Main Constants
    int MIDDLE_C = 60; // per MIDI spec
    int TEMPO =  250; // beats per minute, 
    int X_SIZE = 580, Y_SIZE = 400; //display width and height
    int NOTES = 25, MIDDLE_C_POS = 12; // number of vertical note positions, location of middle C note
    String palletsource = "sarah_chapman_louvre.jpg"; // thanks to http://www.flickr.com/photos/horrorhotel/ for CC image 
    SoundCipher sc = new SoundCipher();
    SCScore score;
    float[][] instruments = {{sc.TIMPANI, sc.TINKLE_BELL, sc.BOTTLE},
                           {sc.WOODBLOCKS,sc.XYLOPHONE, sc.BELLS},
                           {sc.TELEPHONE, sc.TENOR, sc.TAIKO},
                           {sc.BOWED_GLASS, sc.CRYSTAL, sc.FANTASIA, sc.FLUTE, sc.KALIMBA},
                           {sc.BRIGHT_ACOUSTIC, sc.BRIGHTNESS},
                           {sc.SITAR, sc.SHANNAI, sc.SHAMISEN}};
    int ensemble = 0;
    PGraphics grid; // background grid
    PImage P; //buffer display window
    int beats; // number of beats that fit across the display window
    int box_spacing, box_size; // boxes in display window
    int x_error, y_error; // boxes might not divide evenly into width, height.
    int x_margin, y_margin; // margin from edges of display window
    int cur_beat; // the current beat, incremented by call-back
    boolean played; // have we played the current score?
    boolean[][] notes; // beats across, notes vertical
    void setup(){
      size(X_SIZE, Y_SIZE);
      grid = createGraphics(X_SIZE, Y_SIZE, P2D);
      P = createImage(width,height,RGB);
      box_spacing = Y_SIZE/NOTES;
      box_size = box_spacing-2;
      y_error = Y_SIZE % NOTES;
      x_error = X_SIZE % NOTES;
      y_margin = y_error/2;
      x_margin = x_error/2;
      beats = X_SIZE/box_spacing;
      notes = new boolean[beats][NOTES];  
      score = new SCScore();
    void draw(){
    void stop(){
    void mousePressed(){
      if (mouseButton == LEFT){
      } else {
    // handle soundcipher score callbacks
    public void handleCallbacks(int beat) {
      if (beat == beats & played) {
        nextEnsemble();  //Change ensemble each time score has been played
        if (ensemble==0) {
          makeMusic();  //New music after playing all ensembles 
        } else {
        played = false;
      } else {
        played = true;
      cur_beat = beat;
    // background grid colors from pallete
    void drawGrid(){
      randomSeed(1); //generate same pattern on each draw()
      for (int x=x_margin; x<X_SIZE-x_margin-box_spacing/2; x+=box_spacing){
        for (int y=y_margin; y<Y_SIZE-y_margin; y+=box_spacing){
          grid.rect(x,y,box_size, box_size);
    // notes are white, red in current beat
    void drawNotes(int cur_beat){
      for (int beat=0; beat<beats; beat++){
        for (int note=0; note<NOTES; note++){
          if (notes[beat][note]) {
            int x = box_spacing*beat+x_margin; int y = box_spacing*note+y_margin;
              if (beat==cur_beat) {
              } else {
              grid.rect(x,y, box_size, box_size);
    void wave(int beat, int note){
      int x = box_spacing*beat+x_margin;
      int y = box_spacing*note+y_margin;
    void nextEnsemble(){
      if (ensemble < instruments.length-1){
      } else {
        ensemble = 0;
    // populate the notes array with Perlin sequences and make the soundcipher score
    void makeMusic(){
      float note_density = 0.2; 
      notes = new boolean[beats][NOTES];
      for (int part=0;part<4;part++){
        for (int beat=0; beat<beats; beat++){
          int note = (int) (noise(beat,part)*NOTES);
          if (random(1)<note_density) notes[beat][note] = true;
    void makeScore(){
      for (int beat=0; beat<beats; beat++){
        for (int note=0; note<NOTES; note++){
          if (notes[beat][note]) {
            addToScore(beat, note);
    void initializeScore(){
       // anchor start and end
       // callback eventIDs keep track of the beat
       for (int i=0; i<=beats; i++){
         score.addCallback(i, i);
       played = false;
    void addToScore(int beat, int note){
        int pitch = (int)MIDDLE_C - note + MIDDLE_C_POS;
        int channel = (int)random(instruments[ensemble].length);
        float instrument = instruments[ensemble][channel];
        int pan = (int) (((float)beat/((float)beats))*127);
        //instruments must be on separate channels or only one note is played in each beat 
        score.addNote(beat,channel, instrument, pitch, 120,1,0.8,pan);


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    Tom Blackwell

    Water Music

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    Water Music - Dec 2009
    by volts (Tom Blackwell)

    Left mouse generates a new score.
    Right mouse changes instruments.

    The picture_pallet.pde and ripples.pde utility sketches are easily used in other sketches.

    Thanks to Andrew R. Brown for the SoundCipher library.

    Cory Hughart
    9 Dec 2009
    It's amazing how pleasant this is to listen to. I never considered using perlin noise to generate sound.

    I do wish that the ripples came up more immediately when the notes are struck. Lagging behind so much made me think they were just random for a while.
    Tom Blackwell
    10 Dec 2009
    Thanks for the comment. It never occurred to me that they appear to lag, maybe it is because I highlight the square in red as it is elevated to start the wave. If I didn't it would the wave shadow would be dark, maybe you wouldn't perceive a lag.
    rob goldman
    11 Dec 2009
    amazing. I want to see what happens when the ripples collide, but they don't quite make it all the way across...
    Tom Blackwell
    14 Dec 2009
    Thanks Rob. The ripples propagate all over, but the shadow fades to become invisible. You can enhance the shadow by changing the "darkness variable in ripples.pde, say from 1000 to 10000.
    Nom Bot
    24 Apr 2011
    wow, i can listen to this, and watch it. this is unusual, this is impressive. beautiful.
    Darby Smurf
    8 Apr 2014
    Yikes! This applet sucks!
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