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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 -
The Record Producer As Nexus: Creative Inspiration, Technology and the Recording Industry
The Record Producer as Nexus: Creative Inspiration, Technology and the Recording Industry A submission presented in partial fulfilment of the requirements of the University of Glamorgan/Prifysgol Morgannwg for the degree of Doctor of Philosophy by Michael John Gilmour Howlett April 2009 ii I certify that the work presented in this dissertation is my own, and has not been presented, or is currently submitted, in candidature for any degree at any other University: _____________________________________________________________ Michael Howlett iii The Record Producer as Nexus: Creative Inspiration, Technology and the Recording Industry Abstract What is a record producer? There is a degree of mystery and uncertainty about just what goes on behind the studio door. Some producers are seen as Svengali- like figures manipulating artists into mass consumer product. Producers are sometimes seen as mere technicians whose job is simply to set up a few microphones and press the record button. Close examination of the recording process will show how far this is from a complete picture. Artists are special—they come with an inspiration, and a talent, but also with a variety of complications, and in many ways a recording studio can seem the least likely place for creative expression and for an affective performance to happen. The task of the record producer is to engage with these artists and their songs and turn these potentials into form through the technology of the recording studio. The purpose of the exercise is to disseminate this fixed form to an imagined audience—generally in the hope that this audience will prove to be real. -
Kronos Reimagining Musical Signal Processing
Kronos Reimagining Musical Signal Processing Vesa Norilo March 14, 2016 PREFACE First of all, I wish to thank my supervisors; Dr. Kalev Tiits, Dr. Marcus Castrén and Dr. Lauri Savioja,thanks for guidanceand acknowledgements and some necessary goading. Secondly; this project would never have materialized without the benign influence of Dr Mikael Laurson and Dr Mika Kuuskankare. I learned most of my research skills working as a research assistant in the PWGL project, which I had the good fortune to join at a relatively early age. Very few get such a head start. Most importantly I want to thank my family, Lotta and Roi, for their love, support and patience. Many thanks to Roi’s grandparents as well, who have made it possible for us to juggle an improb- able set of props: freelance musician careers, album productions, trips around the world, raising a baby and a couple of theses on the side. This thesis is typeset in LATEX with the Ars Classica stylesheet generously shared by Lorenzo Pantieri. This report is a part of the portfolio required for the Applied Studies Program for the degree of Doctorthe applied of Music. It studies consists of an program introductory portfolio essay, supporting appendices and six internationally peer reviewed articles. The portfolio comprises of this report and a software package, Kronos. Kronos is a programming language development environment designed for musical signal processing. The contributions of the package include the specification and implementation of a compiler for this language. Kronos is intended for musicians and music technologists. It aims to facilitate creation of sig- nal processors and digital instruments for use in the musical context. -
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. -
Sonic Interaction Design Sonic Interaction Design
Sonic Interaction Design Sonic Interaction Design edited by Karmen Franinovi ć and Stefania Serafin The MIT Press Cambridge, Massachusetts London, England © 2013 Massachusetts Institute of Technology All rights reserved. No part of this book may be reproduced in any form by any electronic or mechanical means (including photocopying, recording, or information storage and retrieval) without permission in writing from the publisher. MIT Press books may be purchased at special quantity discounts for business or sales promotional use. For information, please email [email protected] or write to Special Sales Depart- ment, The MIT Press, 55 Hayward Street, Cambridge, MA 02142. This book was set in Stone Sans and Stone Serif by Toppan Best-set Premedia Limited, Hong Kong. Printed and bound in the United States of America. Library of Congress Cataloging-in-Publication Data Sonic interaction design / edited by Karmen Franinovi ć and Stefania Serafin. pages cm Includes bibliographical references and index. ISBN 978-0-262-01868-5 (hardcover : alk. paper) 1. Sonic interaction design. 2. Product design. 3. Sound in design. 4. Human-computer interaction. I. Franinović , Karmen, 1975 — editor of compilation. II. Serafin, Stefania, 1973 — editor of compilation. TS171.S624 2013 004.01 ' 9 — dc23 2012028482 10 9 8 7 6 5 4 3 2 1 Contents Introduction vii I Emergent Topics 1 1 Listening to the Sounding Objects of the Past: The Case of the Car 3 Karin Bijsterveld and Stefan Krebs 2 The Experience of Sonic Interaction 39 Karmen Franinovi ć and Christopher Salter 3 Continuous Auditory and Tactile Interaction Design 77 Yon Visell, Roderick Murray-Smith, Stephen A. -
Game Scoring: Towards a Broader Theory
Western University Scholarship@Western Electronic Thesis and Dissertation Repository 4-16-2015 12:00 AM Game Scoring: Towards a Broader Theory Mack Enns The University of Western Ontario Supervisor Jay Hodgson The University of Western Ontario Graduate Program in Popular Music and Culture A thesis submitted in partial fulfillment of the equirr ements for the degree in Master of Arts © Mack Enns 2015 Follow this and additional works at: https://ir.lib.uwo.ca/etd Part of the Musicology Commons Recommended Citation Enns, Mack, "Game Scoring: Towards a Broader Theory" (2015). Electronic Thesis and Dissertation Repository. 2852. https://ir.lib.uwo.ca/etd/2852 This Dissertation/Thesis is brought to you for free and open access by Scholarship@Western. It has been accepted for inclusion in Electronic Thesis and Dissertation Repository by an authorized administrator of Scholarship@Western. For more information, please contact [email protected]. GAME SCORING: TOWARDS A BROADER THEORY by Mack Enns Popular Music & Culture A thesis submitted in partial fulfillment of the requirements for the degree of Master of Arts The School of Graduate and Postdoctoral Studies The University of Western Ontario London, Ontario, Canada © Mack Enns 2015 Abstract “Game scoring,” that is, the act of composing music for and through gaming, is distinct from other types of scoring. To begin with, unlike other scoring activities, game scoring depends on — in fact, it arguably is — software programming. The game scorer’s choices are thus first-and-foremost limited by available gaming technology, and the “programmability” of their musical ideas given that technology, at any given historical moment. -
Digital Sampling and Appropriation As Approaches to Electronic Music Composition and Production Gene Shill
Digital Sampling and Appropriation as Approaches to Electronic Music Composition and Production Author Shill, Gene Published 2016-12 Thesis Type Thesis (PhD Doctorate) School Queensland Conservatorium DOI https://doi.org/10.25904/1912/3631 Copyright Statement The author owns the copyright in this thesis, unless stated otherwise. Downloaded from http://hdl.handle.net/10072/370569 Griffith Research Online https://research-repository.griffith.edu.au Digital Sampling and Appropriation as Approaches to Electronic Music Composition and Production Gene Shill BA, MA (Distinction) Queensland Conservatorium Arts, Education & Law Griffith University Submitted in fulfilment of the requirements of the degree of Doctor of Philosophy December 2016 “The most beautiful experience we can have is the mysterious - the fundamental emotion which stands at the cradle of true art and true science.” Albert Einstein Abstract Through analysis, observation, critical listening, interviews and creative practice, this study explores how techniques of appropriation via digital music sampling are used for electronic musical composition and production. Included is an examination of literature and creative work focused on the Golden Age of Hip-Hop that explores early sampling processes and techniques. Through original compositions and an exegesis, the study provides unique and significant contributions to the field including the identification of four approaches to the design and construction of sample-based composition and associated techniques for achieving them using contemporary music technologies. The Golden Age of Hip-Hop is presented as a historical period of musical significance, not only for defining new genres and sub genres of music, but because of the influencing factors that emerging technologies had on new compositional processes and outcomes. -
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. -
Encountering the Sonic Artifact in the Digital Archive
to 1962 (the year Jones’s monograph on Breuer HUMA GUPTA Historians are thus more likely to deal with was published), the intermittently told history the digital archive and not its analog antérieur. of the Heinersdorff multi-lens window speaks But how does this shift affect the method of detachment and assimilation between image Encountering by which a historian can know the past through and material. It also records the channels sound?2 It raises a number of questions, such and influences that modern architecture the Sonic Artifact in as what types of critical listening apparatus does followed in its path toward institutionalization: the Digital Archive one need to encounter the sonic artifact in the multiplication of myths, metaphors, and the digital archive? How does one deal with the misunderstandings traveled alongside images inaccessibility and flattening of the sonic whose visual impact facilitated material and So when we imagine we are hearing the past, past? How should one interrogate the colonial 27 aesthetic evolution in postwar modernism. we are always only listening to the archive. context of an archive’s production and its Downloaded from http://direct.mit.edu/thld/article-pdf/doi/10.1162/thld_a_00679/1611607/thld_a_00679.pdf by guest on 23 September 2021 The Heinersdorff window acted as a postwar Caroline A. Jones, “The Mediated Sensorium” 1 underlying claims to facticity? This article will rhetorical apparatus, an ersatz of an original address these questions through the author’s that never existed. As such, the glass panel INTRODUCTION own experience of historicizing a digital was born and disseminated as a reproduction version of a rare, century-old sonic artifact without a proper original—it was never The technological apparatus of the post- that promised insights into a nearly extinct an acting window in the Heinersdorff house— 1895 shellac gramophone record facilitated tradition of performative storytelling selectively circulating in black-and-white the creation of modern sonic archives. -
Chugens, Chubgraphs, Chugins: 3 Tiers For
CHUGENS, CHUBGRAPHS, CHUGINS: 3 TIERS FOR tick function, which accepts a single floating-point 1::second => delay.delay; EXTENDING CHUCK argument (the input sample) and returns a single } floating-point value (the output sample). For example, (Chubgraphs that do not wish to process an input signal, this code uses a Chugen to synthesize a sinusoid using such as audio synthesizing algorithms, may omit the Spencer Salazar Ge Wang the cosine function: connection from inlet.) Center for Computer Research in Music and Acoustics Compared to Chugens, Chubgraphs have obvious class MyCosine extends Chugen performance advantages, as primary audio-rate Stanford University { {spencer, ge}@ccrma.stanford.edu 0 => int p; processing still occurs in the native machine code 440 => float f; underlying its component ugens. However Chubgraphs second/samp => float SRATE; are limited to audio algorithms that can be expressed as combinations of existing unit generators; implementing, ABSTRACT native compiled code, which is precisely the intent of fun float tick(float in) for example, intricate mathematical formulae or ChuGins. { The ChucK programming language lacks return Math.cos(p++*2*pi*f/SRATE); conditional logic in the form of a ugen graph is possible straightforward mechanisms for extension beyond its } but, in our experience, fraught with hazard. 2. RELATED WORK } built-in programming and processing facilities. Chugens address this issue by allowing programmers to live-code Extensibility is a primary concern of music software of In the case of an audio synthesizer that does not process 3.3. ChuGins new unit generators in ChucK in real-time. Chubgraphs all varieties. The popular audio programming an existing signal, the input sample may be ignored. -
Chuck: a Strongly Timed Computer Music Language
See discussions, stats, and author profiles for this publication at: https://www.researchgate.net/publication/289495366 ChucK: A Strongly Timed Computer Music Language ARTICLE in COMPUTER MUSIC JOURNAL · DECEMBER 2015 Impact Factor: 0.47 · DOI: 10.1162/COMJ_a_00324 READS 6 3 AUTHORS, INCLUDING: Ge Wang Spencer Salazar Stanford University Stanford University 76 PUBLICATIONS 679 CITATIONS 10 PUBLICATIONS 15 CITATIONS SEE PROFILE SEE PROFILE All in-text references underlined in blue are linked to publications on ResearchGate, Available from: Ge Wang letting you access and read them immediately. Retrieved on: 08 January 2016 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.