Industrial Sonification - A step by step look at the process
The 31 parameters project uses a variety of software and hardware to create an industrial, interactive environment.
The process starts with haptic interfaces, the demonstration used industrial (normally found in oil and gas industry electronics) switches, potentiometers and buttons.
These devices are connected to an Arduino circuit board on the back of a wooden slab (representing the metallic wall which the devices would be placed). The Arduino platform allows the streaming of data from hardware to software.
"Arduino is an open-source electronics prototyping platform based on flexible, easy-to-use hardware and software. It's intended for artists, designers, hobbyists, and anyone interested in creating interactive objects or environments.
Arduino can sense the environment by receiving input from a variety of sensors and can affect its surroundings by controlling lights, motors, and other actuators. The microcontroller on the board is programmed using the Arduino programming language (based on Wiring) and the Arduino development environment (based on Processing). Arduino projects can be stand-alone or they can communicate with software on running on a computer (e.g. Flash, Processing, MaxMSP).
(text via Arduino.cc)
Next in the data chain is the Arduino software. The code underneath is entered to enable communication with MaxMSP software.
In this max patch, we have 12 digital ports and 6 analogue ports sending data. Digital processes consist of 0 and 1s, while analogue ports produce values from 0 to 1023.
On the right hand side of the patch you'll notice 11 udpsend objects. These are communicating over the network with Max for Live and allowing the data to control parameters in Ableton Live. (More info here)
The udpreceive objects stream data into Max for Live and these values are scaled to control parameters that effect audio in the space. The interactions vary from immediate sonic consequences, several dramatic parameters controlled by one interface and more subtle controls which effect the audio gradually. The learning of the system by users is part of the experience. As the audio evolves so does the perceived effect of each interface.