WELLE - a Web-Based Music Environment for the Blind
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Synchronous Programming in Audio Processing Karim Barkati, Pierre Jouvelot
Synchronous programming in audio processing Karim Barkati, Pierre Jouvelot To cite this version: Karim Barkati, Pierre Jouvelot. Synchronous programming in audio processing. ACM Computing Surveys, Association for Computing Machinery, 2013, 46 (2), pp.24. 10.1145/2543581.2543591. hal- 01540047 HAL Id: hal-01540047 https://hal-mines-paristech.archives-ouvertes.fr/hal-01540047 Submitted on 15 Jun 2017 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. A Synchronous Programming in Audio Processing: A Lookup Table Oscillator Case Study KARIM BARKATI and PIERRE JOUVELOT, CRI, Mathématiques et systèmes, MINES ParisTech, France The adequacy of a programming language to a given software project or application domain is often con- sidered a key factor of success in software development and engineering, even though little theoretical or practical information is readily available to help make an informed decision. In this paper, we address a particular version of this issue by comparing the adequacy of general-purpose synchronous programming languages to more domain-specific -
Chuck: a Strongly Timed Computer Music Language
Ge Wang,∗ Perry R. Cook,† ChucK: A Strongly Timed and Spencer Salazar∗ ∗Center for Computer Research in Music Computer Music Language and Acoustics (CCRMA) Stanford University 660 Lomita Drive, Stanford, California 94306, USA {ge, spencer}@ccrma.stanford.edu †Department of Computer Science Princeton University 35 Olden Street, Princeton, New Jersey 08540, USA [email protected] Abstract: ChucK is a programming language designed for computer music. It aims to be expressive and straightforward to read and write with respect to time and concurrency, and to provide a platform for precise audio synthesis and analysis and for rapid experimentation in computer music. In particular, ChucK defines the notion of a strongly timed audio programming language, comprising a versatile time-based programming model that allows programmers to flexibly and precisely control the flow of time in code and use the keyword now as a time-aware control construct, and gives programmers the ability to use the timing mechanism to realize sample-accurate concurrent programming. Several case studies are presented that illustrate the workings, properties, and personality of the language. We also discuss applications of ChucK in laptop orchestras, computer music pedagogy, and mobile music instruments. Properties and affordances of the language and its future directions are outlined. What Is ChucK? form the notion of a strongly timed computer music programming language. ChucK (Wang 2008) is a computer music program- ming language. First released in 2003, it is designed to support a wide array of real-time and interactive Two Observations about Audio Programming tasks such as sound synthesis, physical modeling, gesture mapping, algorithmic composition, sonifi- Time is intimately connected with sound and is cation, audio analysis, and live performance. -
Proceedings of the Fourth International Csound Conference
Proceedings of the Fourth International Csound Conference Edited by: Luis Jure [email protected] Published by: Escuela Universitaria de Música, Universidad de la República Av. 18 de Julio 1772, CP 11200 Montevideo, Uruguay ISSN 2393-7580 © 2017 International Csound Conference Conference Chairs Paper Review Committee Luis Jure (Chair) +yvind Brandtsegg Martín Rocamora (Co-Chair) Pablo Di Liscia John -tch Organization Team Michael Gogins Jimena Arruti Joachim )eintz Pablo Cancela Alex )ofmann Guillermo Carter /armo Johannes Guzmán Calzada 0ictor Lazzarini Ignacio Irigaray Iain McCurdy Lucía Chamorro Rory 1alsh "eli#e Lamolle Juan Martín L$#ez Music Review Committee Gusta%o Sansone Pablo Cetta Sofía Scheps Joel Chadabe Ricardo Dal "arra Sessions Chairs Pablo Di Liscia Pablo Cancela "olkmar )ein Pablo Di Liscia Joachim )eintz Michael Gogins Clara Ma3da Joachim )eintz Iain McCurdy Luis Jure "lo Menezes Iain McCurdy Daniel 4##enheim Martín Rocamora Juan Pampin Steven *i Carmelo Saitta Music Curator Rodrigo Sigal Luis Jure Clemens %on Reusner Index Preface Keynote talks The 60 years leading to Csound 6.09 Victor Lazzarini Don Quijote, the Island and the Golden Age Joachim Heintz The ATS technique in Csound: theoretical background, present state and prospective Oscar Pablo Di Liscia Csound – The Swiss Army Synthesiser Iain McCurdy How and Why I Use Csound Today Steven Yi Conference papers Working with pch2csd – Clavia NM G2 to Csound Converter Gleb Rogozinsky, Eugene Cherny and Michael Chesnokov Daria: A New Framework for Composing, Rehearsing and Performing Mixed Media Music Guillermo Senna and Juan Nava Aroza Interactive Csound Coding with Emacs Hlöðver Sigurðsson Chunking: A new Approach to Algorithmic Composition of Rhythm and Metre for Csound Georg Boenn Interactive Visual Music with Csound and HTML5 Michael Gogins Spectral and 3D spatial granular synthesis in Csound Oscar Pablo Di Liscia Preface The International Csound Conference (ICSC) is the principal biennial meeting for members of the Csound community and typically attracts worldwide attendance. -
Computer Music
THE OXFORD HANDBOOK OF COMPUTER MUSIC Edited by ROGER T. DEAN OXFORD UNIVERSITY PRESS OXFORD UNIVERSITY PRESS Oxford University Press, Inc., publishes works that further Oxford University's objective of excellence in research, scholarship, and education. Oxford New York Auckland Cape Town Dar es Salaam Hong Kong Karachi Kuala Lumpur Madrid Melbourne Mexico City Nairobi New Delhi Shanghai Taipei Toronto With offices in Argentina Austria Brazil Chile Czech Republic France Greece Guatemala Hungary Italy Japan Poland Portugal Singapore South Korea Switzerland Thailand Turkey Ukraine Vietnam Copyright © 2009 by Oxford University Press, Inc. First published as an Oxford University Press paperback ion Published by Oxford University Press, Inc. 198 Madison Avenue, New York, New York 10016 www.oup.com Oxford is a registered trademark of Oxford University Press All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise, without the prior permission of Oxford University Press. Library of Congress Cataloging-in-Publication Data The Oxford handbook of computer music / edited by Roger T. Dean. p. cm. Includes bibliographical references and index. ISBN 978-0-19-979103-0 (alk. paper) i. Computer music—History and criticism. I. Dean, R. T. MI T 1.80.09 1009 i 1008046594 789.99 OXF tin Printed in the United Stares of America on acid-free paper CHAPTER 12 SENSOR-BASED MUSICAL INSTRUMENTS AND INTERACTIVE MUSIC ATAU TANAKA MUSICIANS, composers, and instrument builders have been fascinated by the expres- sive potential of electrical and electronic technologies since the advent of electricity itself. -
Isupercolliderkit: a Toolkit for Ios Using an Internal Supercollider Server As a Sound Engine
ICMC 2015 – Sept. 25 - Oct. 1, 2015 – CEMI, University of North Texas iSuperColliderKit: A Toolkit for iOS Using an Internal SuperCollider Server as a Sound Engine Akinori Ito Kengo Watanabe Genki Kuroda Ken’ichiro Ito Tokyo University of Tech- Watanabe-DENKI Inc. Tokyo University of Tech- Tokyo University of Tech- nology [email protected] nology nology [email protected]. [email protected]. [email protected]. ac.jp ac.jp ac.jp The editor client sends the OSC code-fragments to its server. ABSTRACT Due to adopting the model, SuperCollider has feature that a iSuperColliderKit is a toolkit for iOS using an internal programmer can dynamically change some musical ele- SuperCollider Server as a sound engine. Through this re- ments, phrases, rhythms, scales and so on. The real-time search, we have adapted the exiting SuperCollider source interactivity is effectively utilized mainly in the live-coding code for iOS to the latest environment. Further we attempt- field. If the iOS developers would make their application ed to detach the UI from the sound engine so that the native adopting the “sound-server” model, using SuperCollider iOS visual objects built by objective-C or Swift, send to the seems to be a reasonable choice. However, the porting situa- internal SuperCollider server with any user interaction tion is not so good. SonicPi[5] is the one of a musical pro- events. As a result, iSuperColliderKit makes it possible to gramming environment that has SuperCollider server inter- utilize the vast resources of dynamic real-time changing nally. However, it is only for Raspberry Pi, Windows and musical elements or algorithmic composition on SuperCol- OSX. -
Pynchon's Sound of Music
Pynchon’s Sound of Music Christian Hänggi Pynchon’s Sound of Music DIAPHANES PUBLISHED WITH SUPPORT BY THE SWISS NATIONAL SCIENCE FOUNDATION 1ST EDITION ISBN 978-3-0358-0233-7 10.4472/9783035802337 DIESES WERK IST LIZENZIERT UNTER EINER CREATIVE COMMONS NAMENSNENNUNG 3.0 SCHWEIZ LIZENZ. LAYOUT AND PREPRESS: 2EDIT, ZURICH WWW.DIAPHANES.NET Contents Preface 7 Introduction 9 1 The Job of Sorting It All Out 17 A Brief Biography in Music 17 An Inventory of Pynchon’s Musical Techniques and Strategies 26 Pynchon on Record, Vol. 4 51 2 Lessons in Organology 53 The Harmonica 56 The Kazoo 79 The Saxophone 93 3 The Sounds of Societies to Come 121 The Age of Representation 127 The Age of Repetition 149 The Age of Composition 165 4 Analyzing the Pynchon Playlist 183 Conclusion 227 Appendix 231 Index of Musical Instruments 233 The Pynchon Playlist 239 Bibliography 289 Index of Musicians 309 Acknowledgments 315 Preface When I first read Gravity’s Rainbow, back in the days before I started to study literature more systematically, I noticed the nov- el’s many references to saxophones. Having played the instru- ment for, then, almost two decades, I thought that a novelist would not, could not, feature specialty instruments such as the C-melody sax if he did not play the horn himself. Once the saxophone had caught my attention, I noticed all sorts of uncommon references that seemed to confirm my hunch that Thomas Pynchon himself played the instrument: McClintic Sphere’s 4½ reed, the contra- bass sax of Against the Day, Gravity’s Rainbow’s Charlie Parker passage. -
Interactive Csound Coding with Emacs
Interactive Csound coding with Emacs Hlöðver Sigurðsson Abstract. This paper will cover the features of the Emacs package csound-mode, a new major-mode for Csound coding. The package is in most part a typical emacs major mode where indentation rules, comple- tions, docstrings and syntax highlighting are provided. With an extra feature of a REPL1, that is based on running csound instance through the csound-api. Similar to csound-repl.vim[1] csound- mode strives to enable the Csound user a faster feedback loop by offering a REPL instance inside of the text editor. Making the gap between de- velopment and the final output reachable within a real-time interaction. 1 Introduction After reading the changelog of Emacs 25.1[2] I discovered a new Emacs feature of dynamic modules, enabling the possibility of Foreign Function Interface(FFI). Being insired by Gogins’s recent Common Lisp FFI for the CsoundAPI[3], I decided to use this new feature and develop an FFI for Csound. I made the dynamic module which ports the greater part of the C-lang’s csound-api and wrote some of Steven Yi’s csound-api examples for Elisp, which can be found on the Gihub page for CsoundAPI-emacsLisp[4]. This sparked my idea of creating a new REPL based Csound major mode for Emacs. As a composer using Csound, I feel the need to be close to that which I’m composing at any given moment. From previous Csound front-end tools I’ve used, the time between writing a Csound statement and hearing its output has been for me a too long process of mouseclicking and/or changing windows. -
Expanding the Power of Csound with Integrated Html and Javascript
Michael Gogins. Expanding the Power of Csound with Intergrated HTML and JavaScript EXPANDING THE POWER OF CSOUND WITH INTEGRATED HTML AND JAVA SCRIPT Michael Gogins [email protected] https://michaelgogins.tumblr.com http://michaelgogins.tumblr.com/ This paper presents recent developments integrating Csound [1] with HTML [2] and JavaScript [3, 4]. For those new to Csound, it is a “MUSIC N” style, user- programmable software sound synthesizer, one of the first yet still being extended, written mostly in the C language. No synthesizer is more powerful. Csound can now run in an interactive Web page, using all the capabilities of current Web browsers: custom widgets, 2- and 3-dimensional animated and interactive graphics canvases, video, data storage, WebSockets, Web Audio, mathematics typesetting, etc. See the whole list at HTML5 TEST [5]. Above all, the JavaScript programming language can be used to control Csound, extend its capabilities, generate scores, and more. JavaScript is the “glue” that binds together the components and capabilities of HTML5. JavaScript is a full-featured, dynamically typed language that supports functional programming and prototype-based object- oriented programming. In most browsers, the JavaScript virtual machine includes a just- in-time compiler that runs about 4 times slower than compiled C, very fast for a dynamic language. JavaScript has limitations. It is single-threaded, and in standard browsers, is not permitted to access the local file system outside the browser's sandbox. But most musical applications can use an embedded browser, which bypasses the sandbox and accesses the local file system. HTML Environments for Csound There are two approaches to integrating Csound with HTML and JavaScript. -
DVD Program Notes
DVD Program Notes Part One: Thor Magnusson, Alex Click Nilson is a Swedish avant McLean, Nick Collins, Curators garde codisician and code-jockey. He has explored the live coding of human performers since such Curators’ Note early self-modifiying algorithmic text pieces as An Instructional Game [Editor’s note: The curators attempted for One to Many Musicians (1975). to write their Note in a collaborative, He is now actively involved with improvisatory fashion reminiscent Testing the Oxymoronic Potency of of live coding, and have left the Language Articulation Programmes document open for further interaction (TOPLAP), after being in the right from readers. See the following URL: bar (in Hamburg) at the right time (2 https://docs.google.com/document/d/ AM, 15 February 2004). He previously 1ESzQyd9vdBuKgzdukFNhfAAnGEg curated for Leonardo Music Journal LPgLlCe Mw8zf1Uw/edit?hl=en GB and the Swedish Journal of Berlin Hot &authkey=CM7zg90L&pli=1.] Drink Outlets. Alex McLean is a researcher in the area of programming languages for Figure 1. Sam Aaron. the arts, writing his PhD within the 1. Overtone—Sam Aaron Intelligent Sound and Music Systems more effectively and efficiently. He group at Goldsmiths College, and also In this video Sam gives a fast-paced has successfully applied these ideas working within the OAK group, Uni- introduction to a number of key and techniques in both industry versity of Sheffield. He is one-third of live-programming techniques such and academia. Currently, Sam the live-coding ambient-gabba-skiffle as triggering instruments, scheduling leads Improcess, a collaborative band Slub, who have been making future events, and synthesizer design. -
Music Programming in Gibber
ICMC 2015 – Sept. 25 - Oct. 1, 2015 – CEMI, University of North Texas Music Programming in Gibber Charles Roberts Matthew Wright JoAnn Kuchera-Morin [email protected] [email protected] [email protected] University of California at Santa Barbara Media Arts & Technology Program ABSTRACT We begin by discussing the synthesis possibilities of Gib- ber, which include a wide variety of both synthesizers and We document music programming in Gibber, a creative cod- effects. This is followed by a discussion of musical nota- ing environment for the browser. We describe affordances tion, including the use of symbols to represent concepts from for a sample-accurate and functional approach to schedul- the Western musical tradition. We discuss musical structure ing, pattern creation and manipulation, audio synthesis, us- in Gibber, beginning with the use of patterns and sequencers ing rhythm and harmony, and score definition and playback. and proceeding to higher-level heterarchical structures. We conclude with a discussion of our system in relation to other 1. INTRODUCTION music programming languages and a brief look at Gibber in use. First introduced as an environment for live coding perfor- mance in 2012 [1], Gibber has gradually expanded in scope to include musical instrument design [2], 2D and 3D graph- 2. SYNTHESIS AND SIGNAL PROCESSING ics, and improved affordances for both live coding and mu- Gibber provides a variety of options for audio synthesis, many sical composition. This paper codifies the compositional af- of which are wrappers around the unit generators and instru- fordances of Gibber, both from the perspective of real-time ments found in Gibberish.js, a lower-level DSP library for composition (also known as live coding [3, 4]) and more tra- JavaScript [5] written specifically to support Gibber. -
A Supercollider Environment for Synthesis-Oriented Live Coding
Colliding: a SuperCollider environment for synthesis-oriented live coding Gerard Roma CVSSP, University of Surrey Guildford, United Kingdom [email protected] Abstract. One of the motivations for live coding is the freedom and flexibility that a programming language puts in the hands of the performer. At the same time, systems with explicit constraints facilitate learning and often boost creativity in unexpected ways. Some simplified languages and environments for music live coding have been developed during the last few years, most often focusing on musical events, patterns and sequences. This paper describes a constrained environment aimed at exploring the creation and modification of sound synthesis and processing networks in real time, using a subset of the SuperCollider programming language. The system has been used in educational and concert settings, two common applications of live coding that benefit from the lower cognitive load. Keywords: Live coding, sound synthesis, live interfaces Introduction The world of specialized music creation programming languages has been generally dominated by the Music-N paradigm pioneered by Max Mathews (Mathews 1963). Programming languages like CSound or SuperCollider embrace the division of the music production task in two separate levels: a signal processing level, which is used to define instruments as networks of unit generators, and a compositional level that is used to assemble and control the instruments. An exception to this is Faust, which is exclusively concerned with signal processing. Max and Pure Data use a different type of connection for signals and events, although under a similar interaction paradigm. Similarly, Chuck has specific features for connecting unit generators and controlling them along time. -
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...............................................................................