Kronos Reimagining Musical Signal Processing
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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 -
Audio Visual Instrument in Puredata
Francesco Redente Production Analysis for Advanced Audio Project Option - B Student Details: Francesco Redente 17524 ABHE0515 Submission Code: PAB BA/BSc (Hons) Audio Production Date of submission: 28/08/2015 Module Lecturers: Jon Pigrem and Andy Farnell word count: 3395 1 Declaration I hereby declare that I wrote this written assignment / essay / dissertation on my own and without the use of any other than the cited sources and tools and all explanations that I copied directly or in their sense are marked as such, as well as that the dissertation has not yet been handed in neither in this nor in equal form at any other official commission. II2 Table of Content Introduction ..........................................................................................4 Concepts and ideas for GSO ........................................................... 5 Methodology ....................................................................................... 6 Research ............................................................................................ 7 Programming Implementation ............................................................. 8 GSO functionalities .............................................................................. 9 Conclusions .......................................................................................13 Bibliography .......................................................................................15 III3 Introduction The aim of this paper will be to present the reader with a descriptive analysis -
Pdates Actuator’S Outputs
M2 ATIAM – IM Graphical reactive programming Esterel, SCADE, Pure Data Philippe Esling [email protected] 1 M2 STL – PPC – UPMC First thing’s first Today we will see reactive programming languages • Theory • ESTEREL • SCADE • Pure Data However our goal is to see how to apply this to musical data (audio) and real-time constraints Hence all exercises are done with Pure Data • Pure data is open source, free and cross-platform • Works as Max/Msp (have almost all same features) • Can easily be embedded on UDOO cards (special distribution) So go now to download it and install it right away https://puredata.info/downloads/pure-data 2 M2 STL – PPC – UPMC Reactive programming: Basic notions Goals and aims Here we aim towards creating critical, reactive, embedded software. 3 M2 STL – PPC – UPMC Reactive programming: Basic notions Goals and aims Here we aim towards creating critical, reactive, embedded software. The mandatory notions that we should get first are • Embedded • Critical • Safety • Reactive • Determinism 4 M2 STL – PPC – UPMC Reactive programming: Basic notions Goals and aims Here we aim towards creating critical, reactive, embedded software. The mandatory notions that we should get first are ? • Embedded • Critical • Safety • Reactive • Determinism 5 M2 STL – PPC – UPMC Reactive programming: Basic notions Goals and aims Here we aim towards creating critical, reactive, embedded software. The mandatory notions that we should get first are • Embedded An embedded system is a computer • Critical system with a dedicated function • Safety within a larger mechanical or • Reactive electrical system, often with real- • Determinism time computing constraints. 6 M2 STL – PPC – UPMC Reactive programming: Basic notions Goals and aims Here we aim towards creating critical, reactive, embedded software. -
Table of Contents Pure Data
Table of Contents Pure Data............................................................................................................................................................1 Real Time Graphical Programming..................................................................................................................2 Graphical Programming...........................................................................................................................2 Real Time.................................................................................................................................................3 What is digital audio? ........................................................................................................................................4 Frequency and Gain.................................................................................................................................4 Sampling Rate and Bit Depth..................................................................................................................4 Speed and Pitch Control..........................................................................................................................5 Volume Control, Mixing and Clipping....................................................................................................6 The Nyquist Number and Foldover/Aliasing...........................................................................................6 DC Offset.................................................................................................................................................7 -
Distributed Musical Decision-Making in an Ensemble of Musebots: Dramatic Changes and Endings
Distributed Musical Decision-making in an Ensemble of Musebots: Dramatic Changes and Endings Arne Eigenfeldt Oliver Bown Andrew R. Brown Toby Gifford School for the Art and Design Queensland Sensilab Contemporary Arts University of College of Art Monash University Simon Fraser University New South Wales Griffith University Melbourne, Australia Vancouver, Canada Sydney, Australia Brisbane, Australia [email protected] [email protected] [email protected] [email protected] Abstract tion, while still allowing each musebot to employ different A musebot is defined as a piece of software that auton- algorithmic strategies. omously creates music and collaborates in real time This paper presents our initial research examining the with other musebots. The specification was released affordances of a multi-agent decision-making process, de- early in 2015, and several developers have contributed veloped in a collaboration between four coder-artists. The musebots to ensembles that have been presented in authors set out to explore strategies by which the musebot North America, Australia, and Europe. This paper de- ensemble could collectively make decisions about dramatic scribes a recent code jam between the authors that re- structure of the music, including planning of more or less sulted in four musebots co-creating a musical structure major changes, the biggest of which being when to end. that included negotiated dynamic changes and a negoti- This is in the context of an initial strategy to work with a ated ending. Outcomes reported here include a demon- stration of the protocol’s effectiveness across different distributed decision-making process where each author's programming environments, the establishment of a par- musebot agent makes music, and also contributes to the simonious set of parameters for effective musical inter- decision-making process. -
Procedural Sequencing 1 Göran Sandström
Procedural Sequencing 1 Göran Sandström Bachelor Thesis Spring 2013 School of Health and Society Department Design and Computer Science Procedural Sequencing A New Form of Procedural Music Creation Author: Göran Sandström Instructor: Anders-Petter Andersson Examiner: Daniel Einarsson Procedural Sequencing 2 Göran Sandström School of Health and Society Department Design and Computer Science Kristianstad University SE-291 88 Kristianstad Sweden Author, Program and Year: Göran Sandström, Interactive Sound Design, 2010 Instructor: Anders-Petter Andersson, PhD. Sc., HKr Examination: This graduation work on 15 higher education credits is a part of the requirements for a Degree of Bachelor in Computer Science Title: Procedural Sequencing Language: English Approved By: _________________________________ Daniel Einarsson Date Examiner Procedural Sequencing 3 Göran Sandström Table of Contents List of Abbreviations and Acronyms............................................................................4 List of Figures...............................................................................................................4 Abstract.........................................................................................................................5 1. Introduction.............................................................................................6 1.1 Aim and Purpose.....................................................................................................6 1.2 Method....................................................................................................................6 -
Berkelee Voltage Presentation.Key
A Brief History of Physical Modeling Synthesis, Leading up to Mobile Devices and MPE Pat Scandalis Dr. Julius O. Smith III Nick Porcaro Berklee Voltage, March 10-11 2017 02/20/2017 1 Overview The story of physical modeling stretches back nearly 1000 years (yup)! We now find ourselves in a place where each of us can be Jimi Hendrix with just a small device in the palm of our hands. Its a fun and deeply technical topic drawing on many fields including physics, acoustics, digital signal processing and music. • Demo • A few high points from the history • Questions, possibly from the FAQ The Full Presentation Can Be Found at: moforte.com/berklee-voltage-physical-modeling/ It’s also posted in the news section 02/20/2017 of the moForte website 2 Physical Modeling Was Poised to be the “Next Big Thing” in 1994 So What Happened? 02/20/2017 3 For Context, what is Physical Modeling Synthesis? • Methods in which a sound is generated using a mathematical model of the physical source of sound. • Any gestures that are used to interact with a real physical system can be mapped to parameters yielded an interactive an expressive performance experience. • Physical modeling is a collection of different techniques. 02/20/2017 4 Taxonomy of Modeling Areas Hornbostel–Sachs Classification • Chordaphones - Guitars • Idiophones - Mallet Instruments • Aerophones - Woodwinds • Electrophones - Virtual Analog • Membranophones - Drums • Game Sounds 02/20/2017 • Voice 5 First a Quick Demo! Geo Shred Preview Modeled Guitar Features and and Europa Demo Demo Reel 02/20/2017 6 Brief (though not complete) History of Physical Modeling Synthesis As well as a some commercial products using the technology 7 02/20/2017 Early Mechanical Voice Synthesis • 1000 -1200 ce - Speech Machines, Brazen Heads • 1791 - Wolfgang Von Kempelin, speaking machine. -
Pure Data: Another Integrated Computer Music Environment
Pure Data another integrated computer music environment Miller S Puckette Department of Music UCSD La Jolla Ca mspucsdedu c Kunitachi College of Music Reprinted from Pro ceedings Second Intercollege Computer Music Concerts Tachikawa pp May Abstract making software systems which were really usable by noncomputer scientists was addressed by the A new software system called Pure Data is in the Max program Max was an attempt to make early stages of development Its design attempts to a screenbased patching language that could imi remedy some of the deciencies of the Max program tate the mo dalities of a patchable analog synthesizer while preserving its strengths The most imp ortant Many other graphical patching languages had b een weakness of Max is the diculty of maintaining com prop osed that did not suciently address the real p ound data structures of the type that might arise time control asp ect and many other researchers had when analyzing and resynthesizing sounds or when by then prop osed much more sophisticated realtime recording and mo difying sequences of events of many control strategies without presenting a clear and fun dierent types Also it has proved hard to integrate touse graphical interface Max was in essence a com nonaudio signals video for instance and also au promise that got part way toward b oth goals dio sp ectra into Maxs rigid tilde ob ject system Finally the whole issue of maintaining two separate As so on as Philipp e Manourys Pluton was realized copies of all data structures one to edit and one to using -
Co-Audicle: a Collaborative Audio Programming Space
CO-AUDICLE: A COLLABORATIVE AUDIO PROGRAMMING SPACE Ge Wang Ananya Misra Philip Davidson Perry R. Cook† Princeton University Department of Computer Science (†also Music) ABSTRACT people, across a wide geography, build and play one in- strument. This is our primary motivation. The Co-Audicle describes the next phase of the Audi- There have been various research projects looking at cle’s development. We extend the Audicle to create a aspects of this type of collaboration. [2, 5, 1]. The Co- collaborative, multi-user interaction space based around Audicle’s focus is code and the act of programming audio the ChucK language. The Co-Audicle operates either in in a real-time, distributed environment. It is concerned client/server mode or as part of a peer-to-peer network. with the topology of the collaboration and the levels of We also describe new graphical and GUI-building func- guarantee about timing, synchronization, and interaction tionalities. We draw inspiration from both live interaction associated with each. software, as well as online gaming environments. The ChucK/Audicle framework provides a good plat- form and starting point for the Co-Audicle. ChucK pro- grams are strongly-timed, which means they can move to a new operating environment on another host, and find out 1. INTRODUCTION AND MOTIVATION and manipulate time appropriately. ChucK programs are a concise way to describe sound synthesis very precisely. Co-Audicle describes the next phase of the Audicle’s de- The latter is useful in that many sounds or passages can velopment. We extend the environment described in the be transmitted in place of actual audio, greatly reducing Audicle [8] to create a collaborative, multi-user interac- need for sustained bandwidth. -
Design and Implementation of a Software Sound Synthesizer
HELSINKI UNIVERSITY OF TECHNOLOGY Department of Electrical and Communications Engineering Laboratory of Acoustics and Audio Signal Processing Jari Kleimola Design and Implementation of a Software Sound Synthesizer Master‘s Thesis submitted in partial fulfillment of the requirements for the degree of Master of Science in Technology. Espoo, August 31st, 2005 Supervisor and Instructor: Professor Vesa Välimäki HELSINKI UNIVERSITY ABSTRACT OF THE OF TECHNOLOGY MASTER‘S THESIS Author: Jari Kleimola Name of the Thesis: Design and Implementation of a Software Sound Synthesizer Date: August 31st, 2005 Number of Pages: 96+4 Department: Electrical and Communications Engineering Professorship: S-89 Acoustics and Audio Signal Processing Supervisor: Professor Vesa Välimäki Instructor: Professor Vesa Välimäki Increased processing power of personal computers has enabled their use as real-time virtual musical instruments. In this thesis, such a software sound synthesizer is designed and implemented, with the main objective being in the development of a composite synthesis architecture comprising several elementary synthesis techniques. First, a survey of sound synthesis, effects processing and modulation techniques was conducted, followed by an investigation to some existing implementations in hardware and software platforms. Next, a formal object-oriented design methodology was applied to capture the requirements of the implementation, and an architectural design phase was carried out to ensure that the requirements were fulfilled. Thereafter, the actual implementation work was divided between the reusable application framework library and the extended implementation packages. Finally, evaluation of the results was made in form of sound and source code analysis. As a conclusion, the composite synthesis architecture was found to be relatively intuitive and realizable. -
A Declarative Metaprogramming Language for Digital Signal
Vesa Norilo Kronos: A Declarative Centre for Music and Technology University of Arts Helsinki, Sibelius Academy Metaprogramming PO Box 30 FI-00097 Uniarts, Finland Language for Digital [email protected] Signal Processing Abstract: Kronos is a signal-processing programming language based on the principles of semifunctional reactive systems. It is aimed at efficient signal processing at the elementary level, and built to scale towards higher-level tasks by utilizing the powerful programming paradigms of “metaprogramming” and reactive multirate systems. The Kronos language features expressive source code as well as a streamlined, efficient runtime. The programming model presented is adaptable for both sample-stream and event processing, offering a cleanly functional programming paradigm for a wide range of musical signal-processing problems, exemplified herein by a selection and discussion of code examples. Signal processing is fundamental to most areas handful of simple concepts. This language is a good of creative music technology. It is deployed on fit for hardware—ranging from CPUs to GPUs and both commodity computers and specialized sound- even custom-made DSP chips—but unpleasant for processing hardware to accomplish transformation humans to work in. Human programmers are instead and synthesis of musical signals. Programming these presented with a very high-level metalanguage, processors has proven resistant to the advances in which is compiled into the lower-level data flow. general computer science. Most signal processors This programming method is called Kronos. are programmed in low-level languages, such as C, often thinly wrapped in rudimentary C++. Such a workflow involves a great deal of tedious detail, as Musical Programming Paradigms these languages do not feature language constructs and Environments that would enable a sufficiently efficient imple- mentation of abstractions that would adequately The most prominent programming paradigm for generalize signal processing. -
Modernising Musical Works Involving Yamaha DX-Based Synthesis: a Case Study
Modernising musical works involving Yamaha DX-based synthesis: a case study JAMIE BULLOCK and LAMBERTO COCCIOLI Birmingham Conservatoire, University of Central England, Birmingham B3 3HG, UK E-mail: [email protected] In this article we describe a new approach to performing ensembles wishing to acquire the necessary tools for musical works that use Yamaha DX7-based synthesis. We performing a range of repertoire works involving also present an implementation of this approach in a technology. Since FM7 is available for both Macin- performance system for Madonna of Winter and Spring by tosh and Windows PCs, it was also a good choice in Jonathan Harvey. The Integra Project, ‘A European terms of cross platform support. However, there is Composition and Performance Environment for Sharing Live currently no support for FM7 on Linux operating Music Technologies’ (a three year co-operation agreement part financed by the European Commission, ref. 2005-849), is system. introduced as framework for reducing the difficulties with modernising and preserving works that use live electronics. 1.1. Commercial solutions One disadvantage of the software-based system used for 1. FROM SILENCE From Silence is that it entails significant initial cost if the The Harvey Project (www.conservatoire.uce.ac.uk/har- performing ensemble wishes to obtain the resources. vey) began in 2002, when Birmingham Conservatoire’s Assuming that an ensemble wanted to perform the Thallein Ensemble performed Jonathan Harvey’s From work, and already had a mixing desk and means of Silence, composed in 1988 and written for soprano, six providing reverberation, the cost of performing the players, and live electronics.