CM3106 Chapter 5: Digital Audio Synthesis
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Minimoog Model D Manual
3 IMPORTANT SAFETY INSTRUCTIONS WARNING - WHEN USING ELECTRIC PRODUCTS, THESE BASIC PRECAUTIONS SHOULD ALWAYS BE FOLLOWED. 1. Read all the instructions before using the product. 2. Do not use this product near water - for example, near a bathtub, washbowl, kitchen sink, in a wet basement, or near a swimming pool or the like. 3. This product, in combination with an amplifier and headphones or speakers, may be capable of producing sound levels that could cause permanent hearing loss. Do not operate for a long period of time at a high volume level or at a level that is uncomfortable. 4. The product should be located so that its location does not interfere with its proper ventilation. 5. The product should be located away from heat sources such as radiators, heat registers, or other products that produce heat. No naked flame sources (such as candles, lighters, etc.) should be placed near this product. Do not operate in direct sunlight. 6. The product should be connected to a power supply only of the type described in the operating instructions or as marked on the product. 7. The power supply cord of the product should be unplugged from the outlet when left unused for a long period of time or during lightning storms. 8. Care should be taken so that objects do not fall and liquids are not spilled into the enclosure through openings. There are no user serviceable parts inside. Refer all servicing to qualified personnel only. NOTE: This equipment has been tested and found to comply with the limits for a class B digital device, pursuant to part 15 of the FCC rules. -
Brief History of Electronic and Computer Musical Instruments
Brief History of Electronic and Computer Musical Instruments Roman Kogan April 15th, 2008 1 Theremin: the birth of electronic music It is impossible to speak of electronic music and not speak of Theremin (remember that high-pitch melody sound sound in Good Vibrations ?) Theremin was the instrument that has started it all. Invented remarkably early - around 1917 - in Russia by Leon Termen (or Theremin, spelling varies) it was the first practical (and portable) electronic music instrument, and also the one that brought the electronic sound to the masses (see [27]). It was preceded by Thelarmonium, a multi-ton monstrocity that never really get a lot of attention (although technically very innovative, see [25]), and some other instruments that fell into obscurity. On the other hand, Leon Theremin got popular well beyond the Soviet Union (where even Lenin got to play his instrument once!). He became a star in the US and taught a generation of Theremin players, Clara Rockmore being the most famous one. In fact, RCA even manufactured Theremins under Leon's design in 1929 ( [27])!. So what was this instrument ? It was a box with two antennas that produced continuous, high-pitch sounds. The performer would approach the instrument and wave hands around the antennas to play it. The distance to the right (vertical) antenna would change the pitch, while the distance to the left (horizontal) antenna would change the volume of the sound (see [2], [3] for more technical details). The Theremin is difficult to play, since, like on violin, the notes and the volume are not quantized (the change in pitch is continuous). -
UC Riverside UC Riverside Electronic Theses and Dissertations
UC Riverside UC Riverside Electronic Theses and Dissertations Title Sonic Retro-Futures: Musical Nostalgia as Revolution in Post-1960s American Literature, Film and Technoculture Permalink https://escholarship.org/uc/item/65f2825x Author Young, Mark Thomas Publication Date 2015 Peer reviewed|Thesis/dissertation eScholarship.org Powered by the California Digital Library University of California UNIVERSITY OF CALIFORNIA RIVERSIDE Sonic Retro-Futures: Musical Nostalgia as Revolution in Post-1960s American Literature, Film and Technoculture A Dissertation submitted in partial satisfaction of the requirements for the degree of Doctor of Philosophy in English by Mark Thomas Young June 2015 Dissertation Committee: Dr. Sherryl Vint, Chairperson Dr. Steven Gould Axelrod Dr. Tom Lutz Copyright by Mark Thomas Young 2015 The Dissertation of Mark Thomas Young is approved: Committee Chairperson University of California, Riverside ACKNOWLEDGEMENTS As there are many midwives to an “individual” success, I’d like to thank the various mentors, colleagues, organizations, friends, and family members who have supported me through the stages of conception, drafting, revision, and completion of this project. Perhaps the most important influences on my early thinking about this topic came from Paweł Frelik and Larry McCaffery, with whom I shared a rousing desert hike in the foothills of Borrego Springs. After an evening of food, drink, and lively exchange, I had the long-overdue epiphany to channel my training in musical performance more directly into my academic pursuits. The early support, friendship, and collegiality of these two had a tremendously positive effect on the arc of my scholarship; knowing they believed in the project helped me pencil its first sketchy contours—and ultimately see it through to the end. -
Enter Title Here
Integer-Based Wavetable Synthesis for Low-Computational Embedded Systems Ben Wright and Somsak Sukittanon University of Tennessee at Martin Department of Engineering Martin, TN USA [email protected], [email protected] Abstract— The evolution of digital music synthesis spans from discussed. Section B will discuss the mathematics explaining tried-and-true frequency modulation to string modeling with the components of the wavetables. Part II will examine the neural networks. This project begins from a wavetable basis. music theory used to derive the wavetables and the software The audio waveform was modeled as a superposition of formant implementation. Part III will cover the applied results. sinusoids at various frequencies relative to the fundamental frequency. Piano sounds were reverse-engineered to derive a B. Mathematics and Music Theory basis for the final formant structure, and used to create a Many periodic signals can be represented by a wavetable. The quality of reproduction hangs in a trade-off superposition of sinusoids, conventionally called Fourier between rich notes and sampling frequency. For low- series. Eigenfunction expansions, a superset of these, can computational systems, this calls for an approach that avoids represent solutions to partial differential equations (PDE) burdensome floating-point calculations. To speed up where Fourier series cannot. In these expansions, the calculations while preserving resolution, floating-point math was frequency of each wave (here called a formant) in the avoided entirely--all numbers involved are integral. The method was built into the Laser Piano. Along its 12-foot length are 24 superposition is a function of the properties of the string. This “keys,” each consisting of a laser aligned with a photoresistive is said merely to emphasize that the response of a plucked sensor connected to 8-bit MCU. -
Granular Synthesis and Physical Modeling with This Manual Is Released Under the Creative Commons Attribution 3.0 Unported License
Granular synthesis and physical modeling with This manual is released under the Creative Commons Attribution 3.0 Unported License. You may copy, distribute, transmit and adapt it, for any purpose, provided you include the following attribution: Kaivo and the Kaivo manual by Madrona Labs. http://madronalabs.com. Version 1.3, December 2016. Written by George Cochrane and Randy Jones. Illustrated by David Chandler. Typeset in Adobe Minion using the TEX document processing system. Any trademarks mentioned are the sole property of their respective owners. Such mention does not imply any endorsement of or associa- tion with Madrona Labs. Introduction “The future evolution of virtual devices is less constrained than that of real devices.” –Julius O. Smith Kaivo is a software instrument combining two powerful synthesis techniques (physical modeling and granular synthesis) in an easy-to- use semi-modular package. It’s laid out a bit like an acoustic instru- For more information on the theory be- ment; the GRANULATOR module acts like the player’s touch, exciting hind Kaivo, see Chapter 1, “Physi-who? Granu-what?” one or more tuned objects (here, the RESONATOR module, based on physical models of resonant objects) that come together in a central resonating body (the BODY module, also physics-based). This allows for a natural (or uncanny) sense of space, pleasing in- teractions between voices, and a ton of expressive potential—all traits in short supply in digital synthesis. The acoustic comparison begins to pale when you realize that your “touch” is really a granular sam- ple player with scads of options, and that the physical properties of the resonating modules are widely variable, and in real time. -
Sampling Synthesis
10/6/11 Sampling Synthesis • some history • looping • pitch shifting • data reduction A Little History The Mellotron is an electromechanical polyphonic keyboard musical instrument originally developed and built in Birmingham, England in the early 1960s. The heart of the instrument is a bank of parallel linear (not looped) strips of magnetic tape, each with approximately eight seconds of playing time; playback heads underneath (but not directly underneath) each key enable performers to play the pre-recorded sound assigned to that key when pressed. Tape samplers had been explored in research studios the best example being Hugh LeCaine's 1955 keyboard-controlled "Special Purpose Tape Recorder", which he used when recording his classic "Dripsody". 1 10/6/11 Fairlight Instruments Fairlight Instruments was started in Sydney Australia in 1975 by Peter Vogel and Kim Ryrie and was originally established as a manufacturer and retailer of video special effects equipment. The Fairlight CMI or Computer Music Instrument, released in (1979), started life as the QASAR M8. The M8 was hand-wired and legend has it that it took 2 hours to boot up! The CMI was the first commercially available digital sampling instrument. The original Fairlight CMI sampled using a resolution of 8-bits at a rate of 10 kHz; it was equipped with two six octave keyboards, an alphanumeric keyboard, and an interactive video display unit (where soundwaves could be edited or even drawn from scratch using a light pen). Software allowed for editing, looping, and mixing of sounds which could then be played back via the keyboard or the software-based sequencer. -
Vector Synthesis: a Media Archaeological Investigation Into Sound-Modulated Light
VECTOR SYNTHESIS: A MEDIA ARCHAEOLOGICAL INVESTIGATION INTO SOUND-MODULATED LIGHT Submitted for the qualification Master of Arts in Sound in New Media, Department of Media, Aalto University, Helsinki FI April, 2019 Supervisor: Antti Ikonen Advisor: Marco Donnarumma DEREK HOLZER [BLANK PAGE] Aalto University, P.O. BOX 11000, 00076 AALTO www.aalto.fi Master of Arts thesis abstract Author Derek Holzer Title of thesis Vector Synthesis: a Media-Archaeological Investigation into Sound-Modulated Light Department Department of Media Degree programme Sound in New Media Year 2019 Number of pages 121 Language English Abstract Vector Synthesis is a computational art project inspired by theories of media archaeology, by the history of computer and video art, and by the use of discarded and obsolete technologies such as the Cathode Ray Tube monitor. This text explores the military and techno-scientific legacies at the birth of modern computing, and charts attempts by artists of the subsequent two decades to decouple these tools from their destructive origins. Using this history as a basis, the author then describes a media archaeological, real time performance system using audio synthesis and vector graphics display techniques to investigate direct, synesthetic relationships between sound and image. Key to this system, realized in the Pure Data programming environment, is a didactic, open source approach which encourages reuse and modification by other artists within the experimental audiovisual arts community. Keywords media art, media-archaeology, audiovisual performance, open source code, cathode- ray tubes, obsolete technology, synesthesia, vector graphics, audio synthesis, video art [BLANK PAGE] O22 ABSTRACT Vector Synthesis is a computational art project inspired by theories of media archaeology, by the history of computer and video art, and by the use of discarded and obsolete technologies such as the Cathode Ray Tube monitor. -
Reference Manual
1 6 - V O I C E R E A L A N A L O G S Y N T H E S I Z E R REFERENCE MANUAL February 2001 Your shipping carton should contain the following items: 1. Andromeda A6 synthesizer 2. AC power cable 3. Warranty Registration card 4. Reference Manual 5. A list of the Preset and User Bank Mixes and Programs If anything is missing, please contact your dealer or Alesis immediately. NOTE: Completing and returning the Warranty Registration card is important. Alesis contact information: Alesis Studio Electronics, Inc. 1633 26th Street Santa Monica, CA 90404 USA Telephone: 800-5-ALESIS (800-525-3747) E-Mail: [email protected] Website: http://www.alesis.com Alesis Andromeda A6TM Reference Manual Revision 1.0 by Dave Bertovic © Copyright 2001, Alesis Studio Electronics, Inc. All rights reserved. Reproduction in whole or in part is prohibited. “A6”, “QCard” and “FreeLoader” are trademarks of Alesis Studio Electronics, Inc. A6 REFERENCE MANUAL 1 2 A6 REFERENCE MANUAL Contents CONTENTS Important Safety Instructions ....................................................................................7 Instructions to the User (FCC Notice) ............................................................................................11 CE Declaration of Conformity .........................................................................................................13 Introduction ................................................................................................................ 15 How to Use this Manual....................................................................................................................16 -
Additive Synthesis, Amplitude Modulation and Frequency Modulation
Additive Synthesis, Amplitude Modulation and Frequency Modulation Prof Eduardo R Miranda Varèse-Gastprofessor [email protected] Electronic Music Studio TU Berlin Institute of Communications Research http://www.kgw.tu-berlin.de/ Topics: Additive Synthesis Amplitude Modulation (and Ring Modulation) Frequency Modulation Additive Synthesis • The technique assumes that any periodic waveform can be modelled as a sum sinusoids at various amplitude envelopes and time-varying frequencies. • Works by summing up individually generated sinusoids in order to form a specific sound. Additive Synthesis eg21 Additive Synthesis eg24 • A very powerful and flexible technique. • But it is difficult to control manually and is computationally expensive. • Musical timbres: composed of dozens of time-varying partials. • It requires dozens of oscillators, noise generators and envelopes to obtain convincing simulations of acoustic sounds. • The specification and control of the parameter values for these components are difficult and time consuming. • Alternative approach: tools to obtain the synthesis parameters automatically from the analysis of the spectrum of sampled sounds. Amplitude Modulation • Modulation occurs when some aspect of an audio signal (carrier) varies according to the behaviour of another signal (modulator). • AM = when a modulator drives the amplitude of a carrier. • Simple AM: uses only 2 sinewave oscillators. eg23 • Complex AM: may involve more than 2 signals; or signals other than sinewaves may be employed as carriers and/or modulators. • Two types of AM: a) Classic AM b) Ring Modulation Classic AM • The output from the modulator is added to an offset amplitude value. • If there is no modulation, then the amplitude of the carrier will be equal to the offset. -
Real-Time Timbre Transfer and Sound Synthesis Using DDSP
REAL-TIME TIMBRE TRANSFER AND SOUND SYNTHESIS USING DDSP Francesco Ganis, Erik Frej Knudesn, Søren V. K. Lyster, Robin Otterbein, David Sudholt¨ and Cumhur Erkut Department of Architecture, Design, and Media Technology Aalborg University Copenhagen, Denmark https://www.smc.aau.dk/ March 15, 2021 ABSTRACT Neural audio synthesis is an actively researched topic, having yielded a wide range of techniques that leverages machine learning architectures. Google Magenta elaborated a novel approach called Differ- ential Digital Signal Processing (DDSP) that incorporates deep neural networks with preconditioned digital signal processing techniques, reaching state-of-the-art results especially in timbre transfer applications. However, most of these techniques, including the DDSP, are generally not applicable in real-time constraints, making them ineligible in a musical workflow. In this paper, we present a real-time implementation of the DDSP library embedded in a virtual synthesizer as a plug-in that can be used in a Digital Audio Workstation. We focused on timbre transfer from learned representations of real instruments to arbitrary sound inputs as well as controlling these models by MIDI. Furthermore, we developed a GUI for intuitive high-level controls which can be used for post-processing and manipulating the parameters estimated by the neural network. We have conducted a user experience test with seven participants online. The results indicated that our users found the interface appealing, easy to understand, and worth exploring further. At the same time, we have identified issues in the timbre transfer quality, in some components we did not implement, and in installation and distribution of our plugin. The next iteration of our design will address these issues. -
The Sonification Handbook Chapter 9 Sound Synthesis for Auditory Display
The Sonification Handbook Edited by Thomas Hermann, Andy Hunt, John G. Neuhoff Logos Publishing House, Berlin, Germany ISBN 978-3-8325-2819-5 2011, 586 pages Online: http://sonification.de/handbook Order: http://www.logos-verlag.com Reference: Hermann, T., Hunt, A., Neuhoff, J. G., editors (2011). The Sonification Handbook. Logos Publishing House, Berlin, Germany. Chapter 9 Sound Synthesis for Auditory Display Perry R. Cook This chapter covers most means for synthesizing sounds, with an emphasis on describing the parameters available for each technique, especially as they might be useful for data sonification. The techniques are covered in progression, from the least parametric (the fewest means of modifying the resulting sound from data or controllers), to the most parametric (most flexible for manipulation). Some examples are provided of using various synthesis techniques to sonify body position, desktop GUI interactions, stock data, etc. Reference: Cook, P. R. (2011). Sound synthesis for auditory display. In Hermann, T., Hunt, A., Neuhoff, J. G., editors, The Sonification Handbook, chapter 9, pages 197–235. Logos Publishing House, Berlin, Germany. Media examples: http://sonification.de/handbook/chapters/chapter9 18 Chapter 9 Sound Synthesis for Auditory Display Perry R. Cook 9.1 Introduction and Chapter Overview Applications and research in auditory display require sound synthesis and manipulation algorithms that afford careful control over the sonic results. The long legacy of research in speech, computer music, acoustics, and human audio perception has yielded a wide variety of sound analysis/processing/synthesis algorithms that the auditory display designer may use. This chapter surveys algorithms and techniques for digital sound synthesis as related to auditory display. -
Let's Get Started…
Welcome to the OASYS Experience! This tour guide is your first stop on an amazing journey of discovery. Our goal here is to get you comfortable working with the user interface and control surface, and to give you a “sneak peek” at some of the many incredibly-musical things that you can do with OASYS! After you’ve finished this tour, you can learn more about this great instrument by working with the OASYS Operation and Parameter Guides. And you’ll find new OASYS tutorials, tips and tricks, and support materials by visiting www.korg.com/oasys and www.karma-labs.com/oasys on a regular basis! Let’s get started… Start by loading the factory data and listening to the demo songs: The factory demos allow you to experience OASYS in all of its glory - as a full production studio! In addition to hearing MIDI tracks which show off OASYS’ superb synth engines, several of the demo songs include HD audio tracks and sample data. 1. Press the DISK button > Select the FACTORY folder on the internal hard drive, and then press Open > Select the file PRELOAD.PCG, and then press Load > Check the boxes next to PRELOAD.SNG and PRELOAD.KSC, and then press OK. This will load the factory sounds, demo songs and samples. 2. Press the SEQ button, and then press the SEQ START/STOP button to play the first demo song, “Sinfonia Russe” > Press the SEQ START/STOP button again when finished listening to this song, and then press the pop-up arrow left of the song name, select and playback the other demo songs.