Supercopair: Collaborative Live Coding on Supercollider Through the Cloud
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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 -
An AI Collaborator for Gamified Live Coding Music Performances
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Falmouth University Research Repository (FURR) Autopia: An AI Collaborator for Gamified Live Coding Music Performances Norah Lorway,1 Matthew Jarvis,1 Arthur Wilson,1 Edward J. Powley,2 and John Speakman2 Abstract. Live coding is \the activity of writing (parts of) regards to this dynamic between the performer and audience, a program while it runs" [20]. One significant application of where the level of risk involved in the performance is made ex- live coding is in algorithmic music, where the performer mod- plicit. However, in the context of the system proposed in this ifies the code generating the music in a live context. Utopia3 paper, we are more concerned with the effect that this has on is a software tool for collaborative live coding performances, the performer themselves. Any performer at an algorave must allowing several performers (each with their own laptop pro- be prepared to share their code publicly, which inherently en- ducing its own sound) to communicate and share code during courages a mindset of collaboration and communal learning a performance. We propose an AI bot, Autopia, which can with live coders. participate in such performances, communicating with human performers through Utopia. This form of human-AI collabo- 1.2 Collaborative live coding ration allows us to explore the implications of computational creativity from the perspective of live coding. Collaborative live coding takes its roots from laptop or- chestra/ensemble such as the Princeton Laptop Orchestra (PLOrk), an ensemble of computer based instruments formed 1 Background at Princeton University [19]. -
Peter Blasser CV
Peter Blasser – [email protected] - 410 362 8364 Experience Ten years running a synthesizer business, ciat-lonbarde, with a focus on touch, gesture, and spatial expression into audio. All the while, documenting inventions and creations in digital video, audio, and still image. Disseminating this information via HTML web page design and YouTube. Leading workshops at various skill levels, through manual labor exploring how synthesizers work hand and hand with acoustics, culminating in montage of participants’ pieces. Performance as touring musician, conceptual lecturer, or anything in between. As an undergraduate, served as apprentice to guild pipe organ builders. Experience as racquetball coach. Low brass wind instrumentalist. Fluent in Java, Max/MSP, Supercollider, CSound, ProTools, C++, Sketchup, Osmond PCB, Dreamweaver, and Javascript. Education/Awards • 2002 Oberlin College, BA in Chinese, BM in TIMARA (Technology in Music and Related Arts), minors in Computer Science and Classics. • 2004 Fondation Daniel Langlois, Art and Technology Grant for the project “Shinths” • 2007 Baltimore City Grant for Artists, Craft Category • 2008 Baltimore City Grant for Community Arts Projects, Urban Gardening List of Appearances "Visiting Professor, TIMARA dep't, Environmental Studies dep't", Oberlin College, Oberlin, Ohio, Spring 2011 “Babier, piece for Dancer, Elasticity Transducer, and Max/MSP”, High Zero Festival of Experimental Improvised Music, Theatre Project, Baltimore, September 2010. "Sejayno:Cezanno (Opera)", CEZANNE FAST FORWARD. Baltimore Museum of Art, May 21, 2010. “Deerhorn Tapestry Installation”, Curators Incubator, 2009. MAP Maryland Art Place, September 15 – October 24, 2009. Curated by Shelly Blake-Pock, teachpaperless.blogspot.com “Deerhorn Micro-Cottage and Radionic Fish Drier”, Electro-Music Gathering, New Jersey, October 28-29, 2009. -
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. -
Confessions-Of-A-Live-Coder.Pdf
Proceedings of the International Computer Music Conference 2011, University of Huddersfield, UK, 31 July - 5 August 2011 CONFESSIONS OF A LIVE CODER Thor Magnusson ixi audio & Faculty of Arts and Media University of Brighton Grand Parade, BN2 0JY, UK ABSTRACT upon writing music with programming languages for very specific reasons and those are rarely comparable. This paper describes the process involved when a live At ICMC 2007, in Copenhagen, I met Andrew coder decides to learn a new musical programming Sorensen, the author of Impromptu and member of the language of another paradigm. The paper introduces the aa-cell ensemble that performed at the conference. We problems of running comparative experiments, or user discussed how one would explore and analyse the studies, within the field of live coding. It suggests that process of learning a new programming environment an autoethnographic account of the process can be for music. One of the prominent questions here is how a helpful for understanding the technological conditioning functional programming language like Impromptu of contemporary musical tools. The author is conducting would influence the thinking of a computer musician a larger research project on this theme: the part with background in an object orientated programming presented in this paper describes the adoption of a new language, such as SuperCollider? Being an avid user of musical programming environment, Impromptu [35], SuperCollider, I was intrigued by the perplexing code and how this affects the author’s musical practice. structure and work patterns demonstrated in the aa-cell performances using Impromptu [36]. I subsequently 1. INTRODUCTION decided to embark upon studying this environment and perform a reflexive study of the process. -
Implementing Stochastic Synthesis for Supercollider and Iphone
Implementing stochastic synthesis for SuperCollider and iPhone Nick Collins Department of Informatics, University of Sussex, UK N [dot] Collins ]at[ sussex [dot] ac [dot] uk - http://www.cogs.susx.ac.uk/users/nc81/index.html Proceedings of the Xenakis International Symposium Southbank Centre, London, 1-3 April 2011 - www.gold.ac.uk/ccmc/xenakis-international-symposium This article reflects on Xenakis' contribution to sound synthesis, and explores practical tools for music making touched by his ideas on stochastic waveform generation. Implementations of the GENDYN algorithm for the SuperCollider audio programming language and in an iPhone app will be discussed. Some technical specifics will be reported without overburdening the exposition, including original directions in computer music research inspired by his ideas. The mass exposure of the iGendyn iPhone app in particular has provided a chance to reach a wider audience. Stochastic construction in music can apply at many timescales, and Xenakis was intrigued by the possibility of compositional unification through simultaneous engagement at multiple levels. In General Dynamic Stochastic Synthesis Xenakis found a potent way to extend stochastic music to the sample level in digital sound synthesis (Xenakis 1992, Serra 1993, Roads 1996, Hoffmann 2000, Harley 2004, Brown 2005, Luque 2006, Collins 2008, Luque 2009). In the central algorithm, samples are specified as a result of breakpoint interpolation synthesis (Roads 1996), where breakpoint positions in time and amplitude are subject to probabilistic perturbation. Random walks (up to second order) are followed with respect to various probability distributions for perturbation size. Figure 1 illustrates this for a single breakpoint; a full GENDYN implementation would allow a set of breakpoints, with each breakpoint in the set updated by individual perturbations each cycle. -
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. -
The Viability of the Web Browser As a Computer Music Platform
Lonce Wyse and Srikumar Subramanian The Viability of the Web Communications and New Media Department National University of Singapore Blk AS6, #03-41 Browser as a Computer 11 Computing Drive Singapore 117416 Music Platform [email protected] [email protected] Abstract: The computer music community has historically pushed the boundaries of technologies for music-making, using and developing cutting-edge computing, communication, and interfaces in a wide variety of creative practices to meet exacting standards of quality. Several separate systems and protocols have been developed to serve this community, such as Max/MSP and Pd for synthesis and teaching, JackTrip for networked audio, MIDI/OSC for communication, as well as Max/MSP and TouchOSC for interface design, to name a few. With the still-nascent Web Audio API standard and related technologies, we are now, more than ever, seeing an increase in these capabilities and their integration in a single ubiquitous platform: the Web browser. In this article, we examine the suitability of the Web browser as a computer music platform in critical aspects of audio synthesis, timing, I/O, and communication. We focus on the new Web Audio API and situate it in the context of associated technologies to understand how well they together can be expected to meet the musical, computational, and development needs of the computer music community. We identify timing and extensibility as two key areas that still need work in order to meet those needs. To date, despite the work of a few intrepid musical Why would musicians care about working in explorers, the Web browser platform has not been the browser, a platform not specifically designed widely considered as a viable platform for the de- for computer music? Max/MSP is an example of a velopment of computer music. -
Estuary: Browser-Based Collaborative Projectional Live Coding of Musical Patterns
Estuary: Browser-based Collaborative Projectional Live Coding of Musical Patterns David Ogborn Jamie Beverley Luis Navarro del Angel McMaster University McMaster University McMaster University [email protected] [email protected] [email protected] Eldad Tsabary Alex McLean Concordia University Deutsches Museum [email protected] [email protected] ABSTRACT This paper describes the initial design and development of Estuary, a browser-based collaborative projectional editing environment built on top of the popular TidalCycles language for the live coding of musical pattern. Key features of Estuary include a strict form of structure editing (making syntactical errors impossible), a click-only border-free approach to interface design, explicit notations to modulate the liveness of different parts of the code, and a server-based network collaboration system that can be used for many simultaneous collaborative live coding performances, as well as to present different views of the same live coding activity. Estuary has been developed using Reflex-DOM, a Haskell-based framework for web development whose strictness promises robustness and security advantages. 1 Goals 1.1 Projectional Editing and Live Coding The interface of the text editor is focused on alphabetic characters rather than on larger tokens that directly represent structures specific to a certain way of notating algorithms. Programmers using text editors, including live coding artists using text-based programming languages as their media, then have to devote cognitive resources to dealing with various kinds of mistakes and delays, including but not limited to accidentally typing the wrong character, not recalling the name of an entity, attempting to use a construct from one language in another, and misrecognition of “where one is” in the hierarchy of structures, among many other possible challenges. -
Live Coding Practice
Proceedings of the 2007 Conference on New Interfaces for Musical Expression (NIME07), New York, NY, USA Live Coding Practice Click Nilson University of Sussex Department of Informatics Falmer, Brighton, BN1 9QH +44 (0)1273 877837 [email protected] ABSTRACT I wish to discuss the practice of live coding, not only as an area of investigation and activity, but also in the sense of Live coding is almost the antithesis of immediate physical actually practising to improve ability. I shall describe the musicianship, and yet, has attracted the attentions of a number results of a month long experiment where live coding was of computer-literate musicians, as well as the music-savvy undertaken every day in an attempt to cast live coding as akin programmers that might be more expected. It is within the to more familiar forms of musical practice. context of live coding that I seek to explore the question of practising a contemporary digital musical instrument, which is Exercises will be discussed that may be found efficacious to often raised as an aside but more rarely carried out in research improve live coding abilities. In relation to these, literature (though see [12]). At what stage of expertise are the members from developmental and educational psychology (both of of the live coding movement, and what practice regimes might music and computing), and theories of expertise and skill help them to find their true potential? acquisition, were consulted. The possibility of expert performance [7] in live coding is discussed. Keywords I should state at the outset that I will be focusing primarily on Practice, practising, live coding one particular form of live coding in this paper, that of programming a computer on a concert platform as a performance act, often as an unaccompanied soloist. -
Rock Around Sonic Pi Sam Aaron, Il Live Coding E L’Educazione Musicale
Rock around Sonic Pi Sam Aaron, il live coding e l’educazione musicale Roberto Agostini IC9 Bologna, Servizio Marconi TSI (USR-ER) 1. Formazione “Hands-On” con Sam Aaron “Imagine if the only allowed use of reading and writing was to make legal documents. Would that be a nice world? Now, today’s programmers are all like that”1. In questa immagine enigmatica e un po’ provocatoria proposta da Sam Aaron nelle prime fasi di una sua recente conferenza è racchiusa un’originale visione della programmazione ricca di implicazioni, e non solo per l’educazione musicale. Ma andiamo con ordine: il 14 febbraio 2020, all’Opificio Golinelli di Bologna, Sam Aaron, creatore del software per live coding musicale Sonic Pi, è stato protagonista di un denso pomeriggio dedicato al pensiero computazionale nella musica intitolato “Rock around Sonic Pi”. L’iniziativa rientrava nell’ambito della “Formazione Hands-On” promossa dal Future Lab dell’Istituto Comprensivo di Ozzano dell’Emilia in collaborazione con il Servizio Marconi TSI dell’USR-ER. Oltre alla menzionata conferenza, aperta a tutti, Sam Aaron ha tenuto un laboratorio di tre ore a numero chiuso per i docenti delle scuole2. ● Presentazione e programma dettagliato della giornata “Rock Around Sonic Pi” (presentazione a cura di Rosa Maria Caffio). ● Ripresa integrale della conferenza di Sam Aaron (20.2.2020) (registrazione a cura dello staff dell’Opificio Golinelli). 1 “Immaginate che l’unico modo consentito di usare la lettura e la scrittura fosse quello di produrre documenti legali. Sarebbe un bel mondo? Ora, i programmatori di oggi sono nella stessa situazione”. -
Virtual Agents in Live Coding: a Short Review
FINAL DRAFT – Submitted to eContact! (https://econtact.ca) Special issue: 21.1 — Take Back the Stage: Live coding, live audiovisual, laptop orchestra… Virtual Agents in Live Coding: A Short Review ...................................................................................... 2 Introduction ................................................................................................................................................................. 2 Conceptual Foundations .......................................................................................................................................... 3 Broader Context ............................................................................................................................................................................ 3 Virtuality, Agency, and Virtual Agency ............................................................................................................................... 4 Machine Musicianship, Musical Metacreation, and Musical Cyborgs .................................................................... 5 Theoretical Frameworks ........................................................................................................................................................... 6 Examples in Practice ................................................................................................................................................. 7 Betablocker ....................................................................................................................................................................................