Specious Logic

Neeraj Kumar's Personal Website

Projects

Audiomatch.net
Lead Programmer: Neeraj Kumar

Databases and Front End: Roy Kim
March 2004 - Present

With a proliferation of music artists working on blending various styles of music, the use of traditional genres to describe an artist's creative output is becoming increasingly less useful. In addition, people have varied tastes and often like music in widely different genres, and it is often the case that other people similarly like the same collection of artists. Due to our strong interests in music, we decided to create a system that could recommend artists that would match with a listener's tastes. Thus, audiomatch.net was born.

The basic idea is simple: users install a small plugin to their music player which sends metadata about their currently playing song to our servers. As a first level of service, users can access this history of played songs and look at various statistics about their listening preferences. In addition, they can generate dynamic text or images based on their current song (e.g. for displaying on their webpages or AIM profiles, etc.).

However, the more interesting use of the data comes from a backend analyzer (written entirely by me), which looks at all the data and automatically determines which artists are similar to each other based on a few different techniques. This backend has been written with several implementation issues in mind. Since we do not have the resources to store all our data in memory at one time and do the processing on it, the program has been written to process manageable chunks of data at a time (in terms of both memory and execution time) and combine the results together once each segment completes. Another major portion of the program deals with incorrect data (of which there is a lot, since we use ID3Tags from music, which are frequently incorrectly labelled). The output from this backend program is then stored in a database which the frontend uses to display personalized suggestions for each user.

In the future, we are looking forward to adding many additional features, a few of which are listed below:


Compose-By-Chords Interactive Computer Music System
Fall 2004

As an avid clarinet player and listener of a variety of different styles of music, I have naturally been drawn towards the third area of music: composition. Combining my love for music with my fascination with computer science, I worked on an interactive computer music system that would allow people to create music on-the-fly by simply playing chords that interested them. Similar in concept to the idea of "tone-poems" that guided the work of many romantic composers, this system believes that the important (i.e. musical and emotional) aspects of a piece of a music are largely guided by the interplay of different chords. However, to allow the composer to control other aspects of his creation, various high-level concepts have to be somehow translated into lower-level implementation details--a challenging problem.

My approach was to decide on a list of high-level aspects of music to allow control of through the use of a MIDI-keyboard and sliders, and then route these controls into a computer program which would generate music according to these parameters. I used the graphical programming language Max/MSP, created Cycling '74 Studios, which is the de-facto stanard for these kind of applications.

First and foremost on my list is the ability for the composer to play chords on the keyboard which form the basis of the music that the computer creates. This list of chords is stored in a database for use later in the piece (thus utilizing the well-known elements of repetition and theme-and-variations). These chords are not only played in various inversions and octaves, but also determine the pitches for various arpeggiators and melodic generators.

To provide structure to the piece, a number of sliders are used for different purposes:

Based on these controls, the computer generates all the music that is played. It decides on the exact number and the specific instruments used, the rhythms for the chords, arpeggios and melodies, and all other physical aspects of the played music. The instruments are chosen from a pre-defined bank of midi, recorded, and other instruments. Obviously, a large portion of this program is guided by stochastic choices, which try to emulate realistic playing by frequently using previous material, with an obvious bias towards more recently played motifs.

Screenshots (Click for full-size images):


Main Driver
Each subsytem is color coded for easy visual inspection of the composition of the entire system. Dark red is reset, light blue are inputs, yellow is the timing subsystem, light red is the arpeggiator, green is the chord generator, dark blue is rhythm section, cream is a monitoring system for the current selection of instruments, purple is the broadness subsystem, and orange is the energy subsystem


Rhythm Generator
This is the subsystem which decides whether or not to repeat a previous set of rhythms or generate a new set. Light blue are inputs, green is the dispatcher which makes the decision, red is the history rhythm chooser, purple is the new rhythm generator, and yellow is the output


Broadness Subsystem
This takes broadness values and decides the number and range of instruments of each type to have. Ligh blue are inputs, purple is the start of the decision process, where we decide the total number and range of instruments, green then decides the number of rhythm instruments, pink the chord instruments, and yellow the melody and arpeggio instruments


Arpeggiator
This system is responsible for generating continuous arpeggios. Blue initiates the arpeggiator and sets the space from which to choose notes, red decides whether to ascend or descend, and green compute the actual values and performs error-checking

Chord Generator
This simple component chooses the length of chord to play and sends the notes of the chord to the player component.

Play Instrument
This component is what all the different sections eventually lead to because it is responsible for actually generating the right sound given an instrument, a pitch, duration, and other play parameters. The blue portion does routing and also plays synthesized notes (i.e. using Additive/Subtractive Synthesis, Frequency Modulation, etc.), the green portion plays MIDI percussion, and the red portion plays MIDI instruments

 


ChromeSpeed 4455
Developed By Fusion Paradigm Studios

Lead Programmers: Neeraj Kumar and Anil Chawla
Graphics and Music: Sanin Rahman
Level Design: David Sharpe and Sanin Rahman

September-December 2003

ChromeSpeed is a networked, multiplayer vehicular deathmatch game developed in under 4 months by Fusion Paradigm Studios. Players join a server and battle it out in an urban environment, flying one of two very different aircraft. With intuitive controls, fast speeds, and exciting gameplay, ChromeSpeed delivers a solid gaming experience for those looking for a quick, arcade-style game without requiring a long time-committment.

Features:

Screenshots (Click for full-size images):


The title screen


A view of the city


Firing a missile

Watching the missile cam

Enemy sighted!


Fire!


Missile alert!

Collision course

Impending danger

Who will get hit first?


Collision imminent!


Vehicle destroyed!

Video:



Clarinet Music Arrangements and Synchronized Video for Surround Sounds Concerts
Fall 2002, Fall 2003

The Georgia Tech Marching Band has a long tradition of playing popular music for sold-out crowds at Tech's Bobby Dodd Stadium and at football stadiums across the country. However, in an effort to show its musical capabilities, a series of concerts entitled "Surround Sounds" was started in the fall of 2002, to be performed in a concert venue. For this concert, each instrument group in the band is allowed a few minutes to play some music of their own choosing, after which the entire band reunites to play part of their halftime show. The "surround" element comes from the fact that each instrument is setup in a different portion of the auditorium so as to quickly move from one group to the next without any lag time for new setups.

For the inaugural Surround Sounds concert in 2002, the clarinet section decided to present a medley of music we all loved in our childhoods: that from the "Super Mario Brothers" video game series. To add more excitement, we also decided to create a synchronized video that would show clips from the appropriate game when we played that music. I was responsible for arranging large parts of the music for clarinets, as well as entirely creating the synchronized video. I also created a percussion track that we played along to, so as to not lose our synchronization with the video. The list of different pieces we played is as follows (links point to mp3 version of midi output with oscillators+percussion):

The synchronized audio+video is available in compressed MS-Video format here (32 MB).

Due to the resounding success of that concert, the clarinets were under a lot of pressure to come up with something even more exciting for our second Surround Sounds performance in 2003. We again reached into our pasts and decided to play music from children's shows we used to watch when we were kids. We finally agreed on the following list of musics (links point to mp3 versions of midi output with clarinet+percussion):

This time, instead of merely showing clips from the tv shows, we also recorded footage of ourselves and composited it with show footage (with the most generous help and expertise of Mr. Jim Grant), and syncing this entire footage with the concert. Even more than before, I was responsible for the arrangements of almost all the pieces (with the exception of Sesame Street), and I also orchestrated drum parts for all the pieces to accompany us during the concert. Yet again, the concert was a great success, with the clarinets receiving many praises from the band directors and the audience members.
©2005 Neeraj Kumar
neeraj.kumar1 (at) gmail.com