An Audio Portfolio

by Sarah Brown

The Song That Never Was - Remix







The Song That Never Was (Imogen Heap Remix) by  esbie
Made as a part of Twestival, where Imogen Heap generously donated vocal tracks for mixing.

The Song That Never Was - Remix


The Song That Never Was (Imogen Heap Remix) by esbie

Made as a part of Twestival, where Imogen Heap generously donated vocal tracks for mixing.

Universe - Processing App

Application made in Processing with collaborator Chelsea Howe that produces generative audio.  Audio is based on gravity simulation and position of an avatar in a 2D universe.
Universe Website, including more information on game mechanics.
Download for Windows, Mac, and Linux

Universe - Processing App


Application made in Processing with collaborator Chelsea Howe that produces generative audio.  Audio is based on gravity simulation and position of an avatar in a 2D universe.

Universe Website, including more information on game mechanics.

Download for Windows, Mac, and Linux

Ichigo - Flock Simulation


An Actionscript 3 project with collaborator Phil Harnish.  Boids make decisions based on several parameters including alignment, cohesion, and separation.  Infrastructure was made for obstacles, collectables, and dynamic sound generation, but hasn’t yet been fully realized.

The .swf you see is the latest public release of the source code on Github. Click to add boids.

Goldberg Cosmetica Redux - Film Score


Concept, animation and editing by Lukas Vojir (www.rmx.cz). Original video can be found at http://www.vimeo.com/2921452.

Audio by Sarah Brown, created as part of a midsemester project for “Scoring the Moving Image” course at Cornell University.

Learn more via blog post.

Wii with the World - Interactive Audio Application and Performance

Final project for ElectroAcoustic Techniques course. The basic premise is audience participation that creates a spatialized soundscape. Audience members interact with the piece and each other via website interface to create music from their laptops. Audience participation is no longer restricted to the immediate room; participants can join from across the country. The project contains:

A SuperCollider program that procedurally generates melodies based on audience input and on wii audio samples transposed along the pentatonic scale.
A PHP Server that both hosts the website and keeps track each audience member’s actions in virtual space
A simple HTML/CSS webpage
A Javascript interface that allows avatar ‘mii’s to be clicked, dragged, and updated inside a virtual playing field. Musical note graphics give user feedback when each of their respect laptops are playing sound. Implemented using JQuery.
JSON packets sent to each client notifying them of other virtual audience members’ actions
A Flash player that plays the audio, triggered by Javascript events.

(download source code)

Wii with the World - Interactive Audio Application and Performance


Final project for ElectroAcoustic Techniques course. The basic premise is audience participation that creates a spatialized soundscape. Audience members interact with the piece and each other via website interface to create music from their laptops. Audience participation is no longer restricted to the immediate room; participants can join from across the country. The project contains:

  • A SuperCollider program that procedurally generates melodies based on audience input and on wii audio samples transposed along the pentatonic scale.
  • A PHP Server that both hosts the website and keeps track each audience member’s actions in virtual space
  • A simple HTML/CSS webpage
  • A Javascript interface that allows avatar ‘mii’s to be clicked, dragged, and updated inside a virtual playing field. Musical note graphics give user feedback when each of their respect laptops are playing sound. Implemented using JQuery.
  • JSON packets sent to each client notifying them of other virtual audience members’ actions
  • A Flash player that plays the audio, triggered by Javascript events.

(download source code)

Gameboy Audio - ElectroAcoustic Performance

An exploration of lowbit sounds with Little Sound DJ (LSDJ) and Pure Data (PD).






gameboy counterpoint by   esbie
A Farther Flag (download PD patch) The piece uses LSDJ’s looping sequencer to expand upon an old Super Mario Bros. theme. Includes a random note generator/panner that chooses it’s notes based on input pitches from the Gameboy, fft convolution and crossfading, and midi mappings of everything from volume to soundfile triggers. Above is one of the sound files used in the patch.





Signal by   esbie
Signal (download PD patch) In this piece whitenoise is filtered and transposed through LSDJ’s table screen. That gameboy audio is then fed into a PD bandpass filter and feedback delay. The piece also includes a short thematic statement of the Gameboy and a longer vocal melody. Above is a recording of the fall ‘08 performance, reviewed by The Cornell Daily Sun.

Gameboy Audio - ElectroAcoustic Performance


An exploration of lowbit sounds with Little Sound DJ (LSDJ) and Pure Data (PD).

LSDJ instrument screenfft and crossfade subpatch


gameboy counterpoint by esbie

A Farther Flag (download PD patch)

The piece uses LSDJ’s looping sequencer to expand upon an old Super Mario Bros. theme. Includes a random note generator/panner that chooses it’s notes based on input pitches from the Gameboy, fft convolution and crossfading, and midi mappings of everything from volume to soundfile triggers. Above is one of the sound files used in the patch.


Signal by esbie

Signal (download PD patch)

In this piece whitenoise is filtered and transposed through LSDJ’s table screen. That gameboy audio is then fed into a PD bandpass filter and feedback delay. The piece also includes a short thematic statement of the Gameboy and a longer vocal melody. Above is a recording of the fall ‘08 performance, reviewed by The Cornell Daily Sun.