Beat Machine II is a bespoke, handmade instrument by John Ferguson and Andrew Brown that they designed and built from affordable electronic components, including an ESP32 microcontroller, CD4051 multiplex chips, accelerometer, and digital to analogue converter. It incorporates a LiPo battery and charging circuitry, plus a small amplifier and speaker to support portable performance. The instrument is housed in an elegant, laser-cut wooden enclosure using a living hinge design with panel‑mounted interface controls. A more compact, machine-assembled/printed-circuit-board version of the Beat Machine has also been developed for wider distribution.
Quadrumvibrate will be presented:
- June 2026 in London at New Interfaces for Musical Expression.
- July 2026 at Casa Comum in Porto, Portugal as part of Keep It Simple, Make It Fast! DIY Cultures, Crisis and Critical Imagination (KISMIF Conference 2026).
Quadrumvibrate is a duet that unfolds as a dynamic interaction between two performers and the generative systems they activate, forming a quartet of human and machine actors. The work explores evolving sonic and rhythmic textures built from algorithmically generated and modulated rhythmic sequences, realised through layered, synthesised percussion. Each performer plays a Beat Machine, a custom electronic musical instrument they built themselves, housed in a bespoke wooden enclosure featuring a concentric, circular user interface layout. The instrument generates a deliberately lo-fi oriented sound pallet and offers a range of rhythm‑generation algorithms, including Euclidean, polymetric, polyrhythmic, geometric, and probabilistic approaches. Rather than presenting fixed material, the performers actively shape the music in real-time through direct intervention, triggering, modifying, and regenerating patterns and sounds as the performance unfolds.
Structured as a sequence of contrasting sections, the performance moves between driving, pulse‑oriented passages and more sparse, atmospheric sound worlds. Musical form emerges through the performers’ ongoing interaction with generative systems, as they respond to rhythmic and timbral change. Visual and gestural interaction with the instruments supports clear performer agency, allowing experienced musicians to maintain expressive control while embracing unpredictability. The work foregrounds performative decision‑making, interaction, and responsiveness as central musical elements, demonstrating a refined balance between human intention and algorithmic behaviour in live electronic performance.
The instrument offers a range of rhythm‑generation algorithms, including Euclidean, polymetric, geometric, and probabilistic approaches enabling both organised and chaotic rhythmic organisation. Each Beat Machine can play up to eight parts, with each part independently generated and algorithmically modulated. Parts may vary in length and tempo. All sounds are produced using a shared synthesis architecture that combines established subtractive and frequency‑modulation techniques that lean into a lo-fi aesthetic. Generated patterns and timbres can be triggered at will and edited manually in performance.
The instrument’s interface features a compact, circular arrangement of buttons, lights, and dials, visually reinforcing the cyclical nature of the looping sequences that underpin the machine’s beats. Circular interfaces have long been popular for rhythm machines, with examples including the Buchla 252e, ndial, Pattening and Orbita. The interface has been refined through iterative experimentation to provide performers with access to the instrument’s full range of features, while LED colour and animation provide clear, real‑time feedback.