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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). -
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. -
Digital Developments 70'S
Digital Developments 70’s - 80’s Hybrid Synthesis “GROOVE” • In 1967, Max Mathews and Richard Moore at Bell Labs began to develop Groove (Generated Realtime Operations on Voltage- Controlled Equipment) • In 1970, the Groove system was unveiled at a “Music and Technology” conference in Stockholm. • Groove was a hybrid system which used a Honeywell DDP224 computer to store manual actions (such as twisting knobs, playing a keyboard, etc.) These actions were stored and used to control analog synthesis components in realtime. • Composers Emmanuel Gent and Laurie Spiegel worked with GROOVE Details of GROOVE GROOVE System included: - 2 large disk storage units - a tape drive - an interface for the analog devices (12 8-bit and 2 12-bit converters) - A cathode ray display unit to show the composer a visual representation of the control instructions - Large array of analog components including 12 voltage-controlled oscillators, seven voltage-controlled amplifiers, and two voltage-controlled filters Programming language used: FORTRAN Benefits of the GROOVE System: - 1st digitally controlled realtime system - Musical parameters could be controlled over time (not note-oriented) - Was used to control images too: In 1974, Spiegel used the GROOVE system to implement the program VAMPIRE (Video and Music Program for Interactive, Realtime Exploration) • Laurie Spiegel at the GROOVE Console at Bell Labs (mid 70s) The 1st Digital Synthesizer “The Synclavier” • In 1972, composer Jon Appleton, the Founder and Director of the Bregman Electronic Music Studio at Dartmouth wanted to find a way to control a Moog synthesizer with a computer • He raised this idea to Sydney Alonso, a professor of Engineering at Dartmouth and Cameron Jones, a student in music and computer science at Dartmouth. -
Behind the Music
Q&A BEHIND THE MUSIC It’s crazy to think that this year marks the 20th Anniversary of Kurt Cobain’s passing – a true game-changer in our industry, and a man who, in many ways, revolutionised music, inadvertently spawning a whole new scene. Nevermind is a seminal record, and its success was the catalyst for record labels’ mission impossible, the search for ‘the next Nirvana’. Although he might not have known it at the time, those 16 days recording Nevermind would change Butch Vig’s career forever. It paved the way for a remarkable musical journey, the production of a string of hit records for supergroups such as The Smashing Pumpkins, The Foo Fighters, and many more... Not to mention Garbage, Vig’s own band, which has enjoyed more than 17 million record sales over the last two decades. This legend of the game reveals some of his trade secrets, and shares some fond, unforgettable memories... Your career speaks for itself, but first up, how did it all begin for you? Well, I played in bands in high school in a small town in Wisconsin, and then I went to University in Madison. I started getting into the local music scene, and joined a band, which was sort of a power pop, new wave band called Spooner; and Duke [Erikson] from Garbage was the guitarist and lead singer at the time. I also got a degree in film, and ended up doing a lot of music for film; a lot of synth, and abstract music, and that’s where I kind of got the recording bug. -
From Musique Concrète to the Fairlight
The Lost Art Of Sampling: Part 1 By Steve Howell Most modern musicians use samples, even if only in S&S keyboards or virtual instruments. But sampling itself has become something of a lost art. In the first of a short series on rediscovering this skill, we look back at how the technique and the technology developed. Sampling technology has become so widespread that it is no longer considered remarkable. Indeed, in many ways, it has become 'invisible' — so widely accepted and taken for granted that no-one notices it any more. Everywhere you look, you'll see sampling in action: in the stored messages on modern ansaphones, in those muffled train and airport announcements you can never quite catch the gist of when you're in a hurry, and in those dreadful menu-driven customer service lines so beloved of companies claiming to offer "a better, more focused customer service experience". Wherever we turn, we have first-hand experience of 'sampling' in one form or another. It's the same in the modern music-making industry — sampling technology is at work in the vast majority of synth, keyboard and virtual-instrument products on the market. Whereas synths were once all powered by analogue oscillators which generated a limited range of electronic waveforms, these circuits have largely been replaced in modern hardware synths by chips containing samples of a colossal range of instruments, including analogue-synth-style sawtooth, square and triangle waveforms to complete the illusion. Even some of the 'modelled' analogue synths use carefully engineered multisamples of analogue (and other) waveforms as the basis of their synthesis methods. -
A History of Sampling
Organised Sound http://journals.cambridge.org/OSO Additional services for Organised Sound: Email alerts: Click here Subscriptions: Click here Commercial reprints: Click here Terms of use : Click here A history of sampling HUGH DAVIES Organised Sound / Volume 1 / Issue 01 / April 1996, pp 3 - 11 DOI: null, Published online: 08 September 2000 Link to this article: http://journals.cambridge.org/abstract_S135577189600012X How to cite this article: HUGH DAVIES (1996). A history of sampling. Organised Sound, 1, pp 3-11 Request Permissions : Click here Downloaded from http://journals.cambridge.org/OSO, IP address: 128.59.222.12 on 11 May 2014 TUTORIAL ARTICLE A history of sampling HUGH DAVIES 25 Albert Road, London N4 3RR Since the mid-1980s commercial digital samplers have At the end of the 1980s other digital methods of become widespread. The idea of musical instruments which solving some of the problems inherent in high quality have no sounds of their own is, however, much older, not PCM began to be explored. In ®gure 1(b) pulse-ampli- just in the form of analogue samplers like the Mellotron, tude is shown as a vertical measurement in which but in ancient myths and legends from China and elsewhere. information is encoded as the relative height of each This history of both digital and analogue samplers relates successive regular pulse. The remaining possibilities the latter to the early musique concreÁte of Pierre Schaeffer and others, and also describes a variety of one-off systems are horizontal, such as a string of coded numerical devised by composers and performers. values for PCM, and the relative widths (lengths) of otherwise identical pulses and their density (the spac- ing between them). -
Remix Magazine, September 1St 2002 TIME BANDITS
Remix Magazine, September 1st 2002 TIME BANDITS Garry Cobain and Brian Dougans — aka Amorphous Androgynous and Future Sound of London — started making magic with sequencers and samplers long before Aphex Twin, The Orb and Orbital were just beginning to dabble in revolutionary sonic experiments. An ultraworld of quicksilver samples, sequenced atmospheres and lushly rolling beats, the duo's early masterpiece Lifeforms (Astralwerks, 1994) suggested, for the first time, an alternate sound world created with computer technology. But just as the world seemed ready for Future Sound of London and accepted their apocalyptic Dead Cities (Astralwerks, 1996) album with open arms, the devious duo disappeared, retreating to reclaim their souls as the media pervaded their psyches. Those were somewhat better times for the pair, before Cobain discovered a certain death that lurked inside his body. “I had developed an arrhythmic heart, massive food and environmental allergies, eczema and stiff joints,” says Cobain from FSOL's Kensal Road recording studio in London. “I realized that my immune system was shot to ribbons by my mercury fillings. Silver is the same thing as mercury. They use the word silver not to tell you that you have the second most toxic substance known to man in your gob. You are talking mass conspiracy shit here.” After having the fillings removed (Dougans followed suit), Cobain took up fasting, meditation and enema cleansing; slowly, year after year, his health returned. But even before Cobain's illness sidelined FSOL, Cobain and Dougans were already tiring of the scene, its influx of ambient compilations and growing corporate interference. -
Yamaha A3000
YAMAHA A3000 F R E Q U E N T L Y A S K E D Q U E S T I O N S www.a3kcentral.com/FAQ May 2000 revision by Aleix TC [email protected] YAMAHA A3000 FAQ About this FAQ 10 • FAQ details ......................................................................................................... 10 • First steps ............................................................................................................. 10 • What has changed here compared to the last FAQ V. 2.0? ..................................... 10 • Where can I get the latest online version of this FAQ? ............................................. 11 • Where can I get the FAQ as one file for download, offline reading and printing? .............................................................................................................. 12 • Can I make this FAQ available on my web site? ......................................................... 12 • How can I make a contribution to the FAQ, either a Question or an Answer? 12 • What is the Quick Guide? .................................................................................................... 13 About samplers in general 13 • Where can I find some more info about samplers in general? ................................ 13 • What is a sampler? ................................................................................................................. 13 • What is looping? ..................................................................................................................... 13 • What are 'multisamples'? -
Automatic Recognition of Samples in Musical Audio
Automatic Recognition of Samples in Musical Audio Jan Van Balen MASTER THESIS UPF / 2011 Master in Sound and Music Computing. Supervisors: PhD Joan Serr`a,MSc. Martin Haro Department of Information and Communication Technologies Universitat Pompeu Fabra, Barcelona Acknowledgement I wish to thank my supervisors Joan Serr`aand Martin Haro for their priceless guidance, time and expertise. I would also like to thank Perfecto Herrera for his very helpful feedback, my family and classmates for their support and insightful remarks, and the many friends who were there to provide me with an excessive collection of sampled music. Finally I would like to thank Xavier Serra and the Music Technology Group for making all this possible by accepting me to the master. Abstract Sampling can be described as the reuse of a fragment of another artist's recording in a new musical work. This project aims at developing an algorithm that, given a database of candidate recordings, can detect samples of these in a given query. The problem of sample identification as a music information retrieval task has not been addressed before, it is therefore first defined and situated in the broader context of sampling as a musical phenomenon. The most relevant research to date is brought together and critically reviewed in terms of the requirements that a sample recognition system must meet. The assembly of a ground truth database for evaluation was also part of the work and restricted to hip hop songs, the first and most famous genre to be built on samples. Techniques from audio fingerprinting, remix recognition and cover detection, amongst other research, were used to build a number of systems investigating different strategies for sample recognition. -
“Knowing Is Seeing”: the Digital Audio Workstation and the Visualization of Sound
“KNOWING IS SEEING”: THE DIGITAL AUDIO WORKSTATION AND THE VISUALIZATION OF SOUND IAN MACCHIUSI A DISSERTATION SUBMITTED TO THE FACULTY OF GRADUATE STUDIES IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF DOCTOR OF PHILOSOPHY GRADUATE PROGRAM IN MUSIC YORK UNIVERSITY TORONTO, ONTARIO September 2017 © Ian Macchiusi, 2017 ii Abstract The computer’s visual representation of sound has revolutionized the creation of music through the interface of the Digital Audio Workstation software (DAW). With the rise of DAW- based composition in popular music styles, many artists’ sole experience of musical creation is through the computer screen. I assert that the particular sonic visualizations of the DAW propagate certain assumptions about music, influencing aesthetics and adding new visually- based parameters to the creative process. I believe many of these new parameters are greatly indebted to the visual structures, interactional dictates and standardizations (such as the office metaphor depicted by operating systems such as Apple’s OS and Microsoft’s Windows) of the Graphical User Interface (GUI). Whether manipulating text, video or audio, a user’s interaction with the GUI is usually structured in the same manner—clicking on windows, icons and menus with a mouse-driven cursor. Focussing on the dialogs from the Reddit communities of Making hip-hop and EDM production, DAW user manuals, as well as interface design guidebooks, this dissertation will address the ways these visualizations and methods of working affect the workflow, composition style and musical conceptions of DAW-based producers. iii Dedication To Ba, Dadas and Mary, for all your love and support. iv Table of Contents Abstract .................................................................................................................. -
User Manual CMI V - Welcome 3 1.4
USER MANUAL Special Thanks Jean-Bernard Emond Marco Correia «Koshdukai» Neil Hester Tony Flying Squirrel Angel Alvarado Dwight Davies Florian Marin Paul Steinway Adrien Bardet Ruari Galbraith Terence Marsden George Ware Charles Capsis IV Simon Gallifet Fernando Manuel Stephen Wey Jeffrey M Cecil Reek N. Havok Rodrigues Chuck Zwick DIRECTION Frédéric Brun Kevin Molcard DEVELOPMENT Baptiste Aubry (lead) Matthieu Courouble Valentin Lepetit Benjamin Renard Mathieu Nocenti (lead) Raynald Dantigny Samuel Limier Stefano D'Angelo Pierre-Lin Laneyrie Germain Marzin Corentin Comte Baptiste Le Goff Pierre Pfister DESIGN Shaun Elwood Morgan Perrier Sebastien Rochard Greg Vezon SOUND DESIGN Jean-Baptiste Arthus Jean-Michel Blanchet Valentin Lepetit Stéphane Schott Corry Banks Maxime Dangles Laurent Paranthoën Edward Ten Eyck Clément Bastiat Roger Greenberg Greg Savage MANUAL Morgan Perrier Holger Steinbrink © ARTURIA SA – 2017 – All rights reserved. 11 Chemin de la Dhuy 38240 Meylan FRANCE www.arturia.com Information contained in this manual is subject to change without notice and does not represent a commitment on the part of Arturia. The software described in this manual is provided under the terms of a license agreement or non-disclosure agreement. The software license agreement specifies the terms and conditions for its lawful use. No part of this manual may be reproduced or transmitted in any form or by any purpose other than purchaser’s personal use, without the express written permission of ARTURIA S.A. All other products, logos or company names quoted in this manual are trademarks or registered trademarks of their respective owners. Product version: 1.0 Revision date: 4 December 2017 Thank you for purchasing CMI V! This manual covers the features and operation of Arturia’s CMI V, the latest in a long line of incredibly realistic virtual instruments. -
Akai S3000XL Stereo Digital Sampler and Thank You for Buying It!
INTRODUCTION ..........................................................................................................................1 FEATURES ....................................................................................................................2 ABOUT THIS MANUAL ..................................................................................................5 FRONT PANEL ..............................................................................................................6 TAKING CARE OF YOUR DISKS ...................................................................................8 REAR PANEL .................................................................................................................9 SETTING UP THE S3000XL ..........................................................................................11 CONNECTIONS ..............................................................................................................11 LOADING THE DEMO FLOPPY DISKS ..........................................................................12 MOUNTING THE S3000XL .............................................................................................13 GETTING AROUND THE S3000XL ................................................................................14 OPERATING MODES .......................................................................................14 SOFT KEYS .....................................................................................................14 SELECTING PARAMETERS AND