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Proceedings ICMC|SMC|2014 14-20 September 2014, Athens, Greece

NLN-live, an application for live nonlinear and interactive instrumental music

N.J. van Nispen tot Pannerden


HKU University of the Arts Utrecht, School of Music and Technology, The Netherlands
than.vannispen@hku.nl

ABSTRACT game-play variable(s) state 1


state 2
game-play variable(s) state 1
state 2
state 3
state 4

NLN-live is a dynamic score system for nonlinear and in-


teractive instrumental music performances, based on music
technologies used in video games. The goal of NLN-live
is to facilitate dynamically controlled collaborative perfor- time time

mances that make live interactive video games music pos- loop A1 loop B1 loop B2 loop A2

sible.
The principle of NLN-live is simple: every musician of Figure 1. Two examples of horizontal re-sequencing. The
an ensemble repeatedly plays two fragments of music that shorter the loops the faster the response to the gameplay
are presented on a screen, say X and Y, with the musical variable or interaction [4, 5].
content for X and Y being variable and changing, for ex-
ample, in relation to the interaction with a video game.
The continuously varying music fragments are controlled Live instrumental music performances or concerts that
remotely by the NLN-live application, while the speed of feature the music of video games in an interactive form are
these changes is controlled by the conductor. extremely rare. This is mainly due to the lack of interactive
music solutions for live instrumental performances and re-
NLN-live has successfully been used with single musi-
sults in concerts with linearly arranged versions of (orig-
cians, ensembles, as well as a symphonic orchestra.
inally) nonlinear video game music (Games in Concert,
Video Games Live, Indie Games Concert, King of Games,
1. INTRODUCTION etc.). This music is often combined with (linear) video
footage of the game, instead of actual video games being
Nonlinear and interactive music are well known in, for ex- played, thus removing an important aspect of video games:
ample, certain video games, where the music in the video live interaction. The aim of developing the NLN live appli-
game adapts to the gameplay [3, 4]. Nonlinear music in cation was to offer a solution for this live interactive instru-
games can be considered as a very broad range of mu- mental music, for example in the context of video games
sic techniques and strategies in order to make the music in concert. NLN-live has been primarily based on the tech-
correspond to the nonlinear and interactive nature of video nique of horizontal re-sequencing (Figure 1.).
games.
The two most frequently used techniques of nonlinear
and interactive music in video games are vertical re-orchest- 2. NLN-LIVE ARCHITECTURE
ration and horizontal re-sequencing, also known as ’the NLN-live is an open source Node.js web application based
variable (open) form’ (see Figure 1.) [3, 4]. on horizontal re-sequencing (see Figure 1.) and consists
In music history and concert contexts similar nonlinear of three different, interrelated, interfaces, a data-layer, the
music concepts are known, for example in compositions Dijkstra graph search algorithm and the pulse (see Figure
with an open form as well as compositions considered as 2.). All three interfaces are designed to fit on a tablet-
aleatoric music such as Terry Riley’s 1964 in C, Karlheinz screen. All interfaces are connected to the NLN live-server
Stockhausen’s 1956 Klavierstück XI [1], Mozart’s 1792 using network sockets.
Musikalisches Würfelspiel and Jason Freeman’s 2009 Pi-
ano Etudes [2]. In contrast to interactive game music these 2.1 Interfaces
concert pieces normally do not have any interaction dur-
ing the concert, but have other algorithms that realise the 2.1.1 Musician interface
performance, such as randomness, chance or performers The musician interface consists of a dropdown menu, to se-
choice. lect an instrument, and two fragments of music that can be
considered as encapsulated between repeat signs (see Fig-
Copyright: c 2014 N.J. van Nispen tot Pannerden et al. This ure 3.). This means that the musicians alternatingly play
is an open-access article distributed under the terms of the the top (X) and bottom (Y) fragments. Put otherwise: in
Creative Commons Attribution 3.0 Unported License, which permits unre- Figure 3. X is the current music fragment, Y is the fu-
stricted use, distribution, and reproduction in any medium, provided the original ture fragment. If X has been played, Y becomes the cur-
author and source are credited. rent fragment and X the new future fragment. Thanks to

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Proceedings ICMC|SMC|2014 14-20 September 2014, Athens, Greece

2.1.3 Interpreter interface


Musician interfaces The interpreter interface determines the variable to which
(present the musical
Conductor Conductor
fragment for the the interactive music should respond. This interpretation
interface L interface R
selected instruments)
can be connected to a separate algorithm, or application,
such as a video game, but can just as well be a slider con-
node id
trolled by a music director. The value or state of the inter-
1. conductor clicks
preter interface eventually determines which music frag-
2. checks
3. Search algorithm
finds shortest path
ments will be played.
the requested
interpreter state
to musical fragment
that corresponds
On a linear slider with for example 3 values, a state of
Interpreter
interface
Search algorithm to the requested 2 would mean that music fragments that are member of
interpreter state
group 2 are requested to be presented to the musicians and
conductor. The (Dijkstra) search algorithm (see: section
Figure 2. Basic architecture of NLN-live. 2.3) finds the shortest path to music fragments that corre-
spond to this requested state.
The linear slider of the interpreter can be considered as a
a coloured border around the current fragment (fragment state selector and a 2, 3 or multidimensional interface (see
X in Figure 3.) every musician knows which music frag- Figure 5.) could also be used, depending on the interac-
ment to play. The musical content of individual fragments tions and possible connections between music fragments.
changes once they have been played, while becoming the
future fragment. 2.2 Data layer
Musicians can always read ahead, since there is always a
currently playing and future fragment. Every interactive music piece consists of music fragments
The musicians could theoretically receive an endless se- with unique ids (nodes) stored in separate folders for every
quence of music fragments and keep playing without turn- instrument and a database with all relations between these
ing a page, as their parts are controlled remotely and dy- nodes (edges).
namically.
2.2.1 Music fragments
In the current version of NLN-live the music fragments
Musical content X
for the conductor (score) and all musicians (parts) are pre-
& 43 .. sented as 1 to 5 bars .PNG images, prepared in music no-
tation software Finale 2012 and exported in bulk as .PNG
Musical content Y
images using Finale Script (see an example in Figure 4.).
& ..
Intermezzo 0

? 44
-̇ -̇ -̇ b ˙- -̇ -̇ -̇ b ˙-
Figure 3. Two music fragments X, Y, encapsulated be- P
tween repeat signs and with a border around the current Intermezzo 0
music fragment. ?
Figure 4. PNG-image example of a 4 bar music fragment
for P-̇
cello at-̇ ’level 1’ b ˙- interactive
-̇ of an -̇ -̇ -̇
composition. b ˙-
The conductor performs the same role as in traditional
performances and informs the musicians about the tempo
and pulse of the music. 2.2.2 Nodes and edges

2.1.2 Conductor interface The database of music fragments (node ids) and their rela-
tions (edges) used in NLN-live was created using the graph
The conductor has a similar interface as the musicians with visualisation environment arborjs’ ’Halfviz’ 2 (a dot-inspired,
two (a current and a future) music fragments being pre- mostly declarative format for describing graph relation-
sented. Because of the size of the score, the music frag- ships).
ments are presented on a left and a right page on two sepa- When the conductor interface requests a new node (a new
rate tablets, or on a computer screen. It is the conductor, or music fragment), the search algorithm finds a path to pos-
the conductor-assistant 1 , who determines when the next sible successors for the current node based on the current
music fragment should be presented to all musicians by (requested) state of the interpreter interface and the cur-
tapping (or clicking) on the screen of one of the presented rently playing node. The outcome of the search algorithm
fragments. This tapping in the conductor interface (Figure is the shortest path to a node matching the interpreters state
2.) can be considered as the pulse of the NLN-live appli- and this outcome is distributed to the conductor interface
cation (see: section 2.4 ). as well as all musician interfaces. The conductor and mu-
1 Because the conductor might want to use both hands for conducting, sician interfaces use exactly the same node ids to present
and not for tapping or clicking, the conductor-assistant can do that for the
conductor on a separate tablet or computer 2 http://arborjs.org/halfviz

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Proceedings ICMC|SMC|2014 14-20 September 2014, Athens, Greece

the music fragment for their corresponding (selected) in- more measures in advance. Musicians also mentioned that
strument. a head start of 2 seconds is the bare minimum.
More experience and testing with the NLN-live applica-
2.3 Graph search algorithm tion in live concerts is recommended to elaborate on the
matter of sight reading and reading ahead in nonlinear mu-
To find the shortest path to a new node which matches
sic contexts.
the interpreters state an altered version of Dijkstra’s algo-
These early tests led to the disclaimer for composers to
rithm is used. The regular version of Dijkstra’s algorithm
write music that would consist of music fragments of at
searches for the shortest path from node A to node B in a
least 2-4 measures. In regard to the responsiveness and
graph. The altered version of the algorithm searches for
latency of the interactive music system, the music frag-
the shortest path from node A[1] to any node in a group of
ments were not allowed to be longer than 4-6 measures
nodes B[] that match the interpreters state. It checks if any
(the longer the music fragments are, the longer the, poten-
of the neighbouring nodes is in group B[], it then checks if
tial, response time to the interaction will be [5]). These
any of their neighbours which were not checked yet are in
compact music fragments also make it possible to easily fit
group B[] and so on.
the current and future music within the two staffs X and Y.
In Dijkstra’s algorithm this calculation is done in a spe-
cific order, which will be the same every time the algorithm
is run. This would mean that when the algorithm finds a 3. MUSICAL RESULTS
path from A[1] to B[] it will always end up returning the The NLN-live application has been tested with solo musi-
same node as the solution, for example B[2], but it might cians, ensemble as well as a full symphonic orchestra.
be possible that more than one of the nodes in group B[]
have a similar distance to A[1] as B[2]. For a musical ap- 3.1 Musikalisches Würfelspiel
plication it doesn’t make sense to always choose one of
two possibilities if the other possibility is just as good. To Musikalisches Würfelspiel compositions by Mozart (K. 516f)
solve this issue the algorithm continues, even after a first and others have been prepared for the NLN-live applica-
shortest path has been found for A[1] to a node in B[], to tion. Because of the short (1 bar) music fragments these
find all shortest paths to nodes in B[] and then randomly become quite challenging pieces, when using the default
returns one of the found shortest paths. musician interface which shows only 2 fragments.
Another adaptation to the original Dijkstra algorithm is
the support for finding a path from node A[1] to itself, if the 3.2 Mood Music
graph data would allow for it. In the NLN-live application
At the occasion of the release of a new version of http:
this result would be considered as a direct neighbour.
//ikcomponeer.nl (an online interactive composition
tool for children) an interactive piece has been written by
2.4 The pulse Than van Nispen tot Pannerden. The composition was
2.4.1 Timing based on the affective circumplex model with a 2-dimensional
valence-slider, or state-switcher, making it possible to se-
The conductor directs the musicians and sets the tempo of lect music considered ’neutral’, ’content’, ’happy’, ’sad’
the piece. or ’angry’, with appropriate musical transitions (see Fig-
By tapping (or clicking) in the conductor interface, after ure 5.) [6].
a music fragment has been played, the conductor decides Unfortunately the concert, including this interactive com-
’the pulse’ of the NLN-live application, or how fast a new position, was cancelled due to 2013 cuts in funding by the
fragment is presented. This speed is of course related to the Dutch government.
conducting tempo, and the number of measures per musi-
cal fragment.
arousal

2.4.2 Latency
Conductors, as well as musicians, are used to reading ahead.
This means that sight reading could actually be considered
as sight reading of future (1 or 2 measures) musical mate-
rial. These future measures, that need to be presented to
valence
the conductor and musicians, can be considered as the ’la-
tency’ of the musical system (the NLN-live application al-
ready presents music fragment Y in Figure 3., while music Figure 5. Simplified model of the affective circumplex
fragment X is being played, delaying the responsiveness to model, usuable as a 2 dimensional slider for the interpreter
the interaction). interface.
Early tests with professional musicians (from the Dutch
Radio Philharmonic Orchestra) demonstrated that showing
3.3 Space Invaders
2-4 measures in advance, in a moderate tempo, is enough
to read ahead, although conductors and musicians men- The Arnhem Philharmonic Orchestra (Het Gelders Orkest)
tioned that it would be more comfortable if they could see premiered an interactive composition by Stan Koch and

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Proceedings ICMC|SMC|2014 14-20 September 2014, Athens, Greece

Than van Nispen tot Pannerden at the Museumnacht 2013 material it is recommended to have a linear version of all
while the video game Space Invaders 3 was played live. the music fragments for rehearsal practices.
This new composition was based on the 4 note melody of This linear version of all the music fragments would ide-
this historic video game, which is considered the oldest in- ally be available on paper for preparation and rehearsals.
teractive video game music [3]. A linear version can also be presented on the musician in-
Samsung kindly provided the 55 tablets for this live per- terfaces when a linear sequence of the nodes is used in the
formance (see Figure 6.). graph data (1->2; 2->3; 3->...n).

4.4 Scores and parts as images


In the compositions discussed in section 3. the music frag-
ments for the conductor and musicians were presented as
.PNG images.
Modules such as vexflow and abc-notation javascript li-
braries have also been implemented and tested in the NLN-
live musician interface, but either lacked some elementary
notation elements required for the live performances, or re-
quired relatively large datafiles in regard to the PNG-files.
However, for the use, or combination, of algorithmic mu-
sic, the implementation of these modules could prove very
valuable.

4.5 NLN-software
Figure 6. The Arnhem Philharmonic Orchestra, conducted
by Ernst van Tiel, premieres live interactive music using More information on NLN-live, latest versions of the open
the NLN-live web application on Samsung tablets, while source NLN-live software, as well as installation instruc-
the video game Space Invaders is being played live. tions are available on: www.nln-live.nl and
https://github.com/supradeus/nln-live/

Acknowledgments
4. DISCUSSION
The author would like to thank Muziekinstituut MultiMe-
4.1 Notation difficulties in nonlinear score and parts dia (MiMM), HKU University of the Arts Utrecht, Het
Gelders Orkest, Ludwig ensemble, EYE Filmmuseum, Buma
Because of the nondeterministic form of the music it is dif-
Stemra, Samsung, Ernst van Tiel, Loek Dikker, Bob Zim-
ficult to predict which music fragments will succeed one
merman, Jegor van Opdorp, Sebastiaan Donders, Stan Koch,
another. This has consequences for elements a composer
Sander Huiberts, Rens Machielse and Marc Groenewegen.
would take in account in the composition, such as the nota-
tion of the dynamics (which in the discussed pieces are no-
tated for every music fragment), instrument changes, use 5. REFERENCES
of mutes, harp pedals, key changes, but also to plan for [1] W. de Ruiter, Compositietechnieken in de twintigste
breathing for brass and woodwinds. eeuw. De Toorts, Haarlem, 1993.

4.2 Annotation [2] J. Freeman, “Piano etudes.” [Online]. Available:


http://www.jasonfreeman.net/pianoetudes/
Musicians from different ensembles stated that they would
appreciate some sort of annotation mode, in which they [3] K. Collins, Game Sound. MIT Press Books, 2008.
could make remarks and notes on top of the music frag-
[4] K. B. McAlpine, M. Bett, and J. Scanlan, “Approaches
ments, similar to functionality in for example the ForScore
to creating real-time adaptive music in interactive en-
and PiaScore applications 4 . Violin players are for exam-
tertainment: A musical perspective,” in The Proceed-
ple used to draw the bowing (up, down) in their parts. A
ings of the AES 35th INTERNATIONAL CONFER-
workaround for this annotations could be to take over notes
ENCE. AES Royal Academy of Engineering, 2009.
from a paper version, used during rehearsals.
[5] T. van Nispen tot Pannerden, “The nln-player: A sys-
4.3 Rehearsals tem for nonlinear music in games,” Proceedings of the
International Computer Music Conference 2011, Uni-
Because of the variable form of the music there is a chance versity of Huddersfield, UK, 2011.
that certain music fragments are not presented to the mu-
sicians during rehearsals, but are presented during the per- [6] J. Russell, “A circumplex model of affect.” Journal of
formance. To prevent the surprise of unfamiliar musical Personality and Social Psychology, vol. 39, pp. 1161–
1178, 1980.
3 Space Invaders (1978). Taito Corporation, Midway
4 http://forscore.co resp. http://piascore.com

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