| There's a basic problem with live coding, which is defining the problem domain. Live coding systems are only really good for building teeny tiny little toy automata, which usually do simple stuff with note lists, and maybe apply a bit of randomness or some simple repeating functions to a parameter or five. Weapons-grade commercial music is much more complicated. The sounds are richer, the arrangements and mixes are immensely complex (even for simple songs), and generally there's a ridiculous amount of care and detail. But... if you start building in machine learning, database searches, and super-complex DSP patches, and the stuff you really need to make non-trivial music, you're not really live coding any more - you're plugging pre-existing modules and data together by typing. Also, watching people typing is kind of dull. I think there are solutions to both problems, but REPL-music systems are only ever going to be a step on the way to them. I'd be surprised if live coding ever makes it into the mainstream in the way that (say) eSports almost have. |
A step on the way is far more productive than saying it is impossible and ignoring it.
There will be Bachs, Beethovens and Lennons of the REPL. First, they need their instruments.