Kreativní Role Počítače V Kompozici Elektronické Hudby

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Kreativní Role Počítače V Kompozici Elektronické Hudby MASARYKOVA UNIVERZITA FILOZOFICKÁ FAKULTA ÚSTAV HUDEBNÍ VĚDY – TEORIE INTERAKTIVNÍCH MÉDIÍ Bc. JAN WINKLER Kreativní role počítače v kompozici elektronické hudby MAGISTERSKÁ DIPLOMOVÁ PRÁCE Vedoucí práce: PhDr. Martin Flašar, Ph.D. 2020 Prohlašuji, že jsem diplomovou práci vypracoval samostatně s využitím uvedených pramenů a literatury. ………………………………………………. Jan Winkler Na tomto místě bych chtěl poděkovat všem, kteří mi byli nápomocni s vypracováním této diplomové práce, zejména vedoucímu práce PhDr. Martinu Flašarovi, Ph.D. za jeho cenný čas a rady. Dále bych chtěl poděkovat své rodině za podporu během psaní i celého studia. Obsah 1 Úvod ........................................................................................................................... 1 2 Předchůdci počítačové hudby ..................................................................................... 3 3 Základní vývoj počítačové hudby ve 20. století ............................................................ 7 3.1 Hiller & Isaacson .................................................................................................. 7 3.2 Max Mathews, MUSIC N a GROOVE ................................................................... 9 3.3 Další vývoj ve 20. století ..................................................................................... 12 3.4 Miller Puckette – Patcher, Max/MSP, Pure Data ................................................ 15 4 Vývoj elektronické hudby v ČSR................................................................................ 18 4.1 Milan Guštar ....................................................................................................... 21 4.1.1 Rozhovor s Milanem Guštarem ................................................................... 22 5 Počítačová hudba dnes ............................................................................................. 26 5.1 Hudební programovací jazyky ............................................................................ 26 5.1.1 Druhá vlna programovacích jazyků ............................................................. 28 5.1.2 Systémy pro generování zvuku v reálném čase .......................................... 31 5.1.2.1 Max/MSP ............................................................................................. 31 5.1.2.2 Pure Data ............................................................................................. 32 5.1.2.3 SuperCollider ....................................................................................... 32 5.1.2.4 ChucK .................................................................................................. 33 5.1.3 Vlastní hudební programovací software ...................................................... 34 5.2 Virtualizace v oblasti počítačové hudby .............................................................. 36 5.2.1 Softwarové syntetizéry ................................................................................ 36 5.2.2 DAW ........................................................................................................... 36 5.2.3 Pluginy ........................................................................................................ 38 5.3 Umělá inteligence na poli elektronické hudby ..................................................... 39 5.3.1 Algoritmická kompozice............................................................................... 42 5.3.1.1 Gottfried Michael Koenig ...................................................................... 43 5.3.1.2 Iannis Xenakis ...................................................................................... 44 5.3.1.3 Algoritmická hudba dnes ...................................................................... 45 5.3.1.4 Algoritmus a právo ............................................................................... 46 5.4.1 Generativní hudba ....................................................................................... 47 5.4.2 Interaktivní hudba........................................................................................ 52 5.5 Live electronics (Ableton Live etc, Live coding) .................................................. 54 6 Aplikace NM teorií – McLuhan, Manovich, Russollo .................................................. 57 6.1 Luigi Russollo – Umění hluku ............................................................................. 57 6.2 Lev Manovich – Language of New Media ........................................................... 58 6.3 Marshal McLuhan – Understanding Media: The Extensions of Man ................... 58 7 Závěr ......................................................................................................................... 60 Resumé ............................................................................................................................ 62 Abstract ............................................................................................................................ 63 Zusammenfassung ........................................................................................................... 64 Seznam použité literatury a pramenů ............................................................................... 65 “Composing computer music used to mean laboring for months on a mainframe to produce a seemingly random assemblage of blips and boops that would be taped and replayed in 1 performance. Today, home computers jam.” 1 NEUWIRTH, Robert. Binary Beat. Wired.com [online]. 5. 1. 1993 [cit. 3. 4. 2020]. Dostupné z: <https://www.wired.com/1993/05/binary-beat/>. 1 Úvod Počítačová hudba. Pojem, který je zároveň jasným označením a zároveň jej lze jen velmi těžko uchopit. Počítač v dnešní době figuruje prakticky ve všech sférách hudby – vždyť i klasická a další akustická hudba se v dnešní době digitálně nahrává, digitálně upravuje a digitálně distribuuje. „Klasické“ analogové metody nahrávání jsou používány jen ve výjimečných případech, kdy se většinou jedná spíše o umělecký záměr než cokoli jiného. Ačkoli analogové technologii mnozí přisuzují přívětivější, hřejivý, mnohdy až nostalgický zvuk, kterého v rámci neosobních jedniček a nul nelze dosáhnout, stříhat, mixovat a nahrávat na čistě analogových přístrojích je metodou příliš časově i finančně nákladnou komplikovanou na to, aby ji kdokoli ještě stále běžně používal. Nehledě na fakt, že samotná definice počítače je zavádějící – počítačem, jakožto digitálním procesorem schopným zpracovávat a transformovat informace, je přeci i digitální syntezátor, který, ačkoli je chápán jako hudební nástroj, nakonec obsahuje téměř identický souhrn jedniček a nul. A když půjdeme úplně do důsledku, za počítač by se daly označit i některé analogové syntezátory. Vždyť první dvě desetiletí své existence byly i počítače čistě analogového charakteru… Ze všeho nejdříve tak potřebujeme definovat, jak pojem počítačová hudba (potažmo počítač) v této práci budeme chápat. V našem případě hovoříme o použití počítače osobního (tedy většinou PC nebo Mac) – syntetizéry i jakékoli další přístroje, jejichž jádrem je mikroprocesor, tato práce úplně vypouští (až na okrajové zmínky). Dalším kritériem je míra a způsob, jakým počítač do hudební tvorby zasahuje. Jak již název práce napovídá, nebude se jednat o způsoby využití počítače, které vůbec nebo téměř vůbec nepřispívají ke kreativní hudební tvorbě (tedy např. jeho využití ve studiových postprodukčních procesech jako mixing nebo mastering, použití digitálních efektů v rámci instrumentální hudební skupiny, způsob digitálního zápisu not s pomocí některého ze specializovaných programů apod.). Počítačovou hudbu chápeme jako hudbu, k jejímuž vzniku přispěl buď úplně nebo velkou měrou právě počítač. Ať už se jedná o vyšší či specializovanější, textové či grafické programovací jazyky, o využití algoritmických, generativních či náhodných procesů, jejichž použití počítač velmi usnadňuje, či přímo o tvorbu v rámci některého z grafických editorů zvaných DAW – ve všech těchto případech jde v našem chápání o počítačovou hudbu. Počítač poskytuje možnosti hudební tvorby, jakých by bylo poměrně těžké (jestli vůbec možné) dosáhnout jakýmkoli jiným způsobem. Mezi tyto možnosti patří tvorba v reálném čase v rámci improvizace, interaktivní performance, výroba notových zápisů či akustická kompozice. 1 Pole počítačové hudby je ve všech ohledech jak z historického, tak vědeckého hlediska poměrně důkladně prozkoumáno. V rámci muzikologie se jedná o jeden z nejsilnějších „proudů“ výzkumu 20. a 21. století, je proto nasnadě, že existuje mnoho publikací přibližujících toto téma. Mezi nejobsáhlejší publikace na téma počítačová, potažmo elektronická hudba patří např. The Oxford Handbook of Computer Music2 či Electronic and Computer Music3, které se detailně věnují historickému vývoji počítačové hudby, či The Computer Music Tutorial4, věnující se především teorii zvukové syntézy. V rámci periodika The Computer Music Journal pravidelně vychází odborné články týkající se teorie, výzkumu i projektů v rámci počítačové hudby a každoročně se konají konference na téma počítačové hudby jako obecněji zaměřená International Computer Music Conference5 nebo evoMUSART6, která se zaměřuje na umělou inteligenci v umění. Vzhledem k tomu, že je obor počítačové a elektronické hudby poměrně mladý a stále velmi aktuální, existuje spousta různých internetových zdrojů, ať už manuálů a tutoriálů k jednotlivým programům, tak různých článků, online diskuzí apod. Práce si tak klade za cíl přispět k diskurzu výzkumu
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