“It is really great MUSICALLY and GUI ease of sample import and organization.”
“Loving this app hard out of gates.”
K Machine v2 demo (quick overview)
K Machine is back with a powerful version 2.0 !
K Machine V2 live playing demo from Kolargon on Vimeo.
The K Machine is an audiovisual instrument sampler/sequencer, allowing the creation of audiovisual animations based on visual shaders and audio samples, and designed for musicians, shaders enthusiasts, VJs, and animation lovers in search of a live oriented, open, audiovisual instrument.
K Machine tries to find an original creative tool where visual and sound aspects of composition are as mixed as possible.
Each animation can be read sequentially (from start to end) or can be used in live style using the screen surface (see demo video).
An animation is made of a sequence of audiovisual loops.
Each loop consists in a sequence of visual and audio events organised in tracks.
In K Machine v2, 4 tracks are available:
– 1 visual track
– 1 main audio track
– 3 Audio samples tracks ( referred as sample track 0, sample track 1 and sample track 2) each containing 8 sample players.
Each of these tracks possesses its own list of parameter controllers ( volume, tempo, pitch, reverb, filters, flanger for audio tracks – background colour, and 8 custom shader parameters for visual track).
You can modify the values of these parameters live (through the controllers), edit their temporal variation (through the sequencer), configure randomisation of their values (triggered by a double tap on the loop), or associate the evolution of their values with the movements of your fingers on the screen (up to 3 simultaneous finger).
The visual track handles 8 visual players.
Each player uses a visual vertex shader file, based on the glsl language.
You can change the glsl shader used by each player using the ‘Resource Manager’ and selecting one of the available shader files.
You can upload your own glsl vertex shader files using ITune File Sharing.
Each sample track possesses 8 audio players.
Each player uses an audio file.
KMachine v2 only supports stereo .aiff and .wav format, 44100 Hz, 16 or 24 bits.
You can change the audio file used by each player through the ‘Resource manager’ and browse through the available samples.
You can upload your own audio files through AudioShare.
Most of the controllers can be either mapped to your touch on the screen, or configured with a generative function which is triggered by double tapping on a Loop.
Check the full documentation here:
K Machine gives it’s full potential with openGL ES 3 capable devices. Look at the K Machine v2 documentation on www.kolargon.com for more informations and make sure K Machine adapts to your device.
It should run ok (with a smaller number of particles and simpler visual transitions though) starting from iPhone 5c and analog devices.
No cloud storage yet on K Machine v2. Make sure to regularly make a copy of the ITune file sharing directory of the K Machine to a local computer just in case.
K Machine v2 only accepts vertex shaders at this point.
fragment shaders will be integrated in a future version.
Next upcoming features:
– cloud storage
– audio tracks players volumes
– Ableton link support
– builtin shader editor
– detail randomisation config
– coupled online shader editor
– more practical user interface
and many more…
K Machine is an experimental app, and very far from perfect, and for sure new ideas for its future evolution will emerge from using it. Ideas and suggestions are very welcome and help a lot, do not hesitate to leave your contribution in the comments or even better, at www.kolargon.com.