Rock Around Sonic Pi Sam Aaron, Il Live Coding E L’Educazione Musicale
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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 -
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. -
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. -
A Supercollider Environment for Synthesis-Oriented Live Coding
Colliding: a SuperCollider environment for synthesis-oriented live coding Gerard Roma CVSSP, University of Surrey Guildford, United Kingdom [email protected] Abstract. One of the motivations for live coding is the freedom and flexibility that a programming language puts in the hands of the performer. At the same time, systems with explicit constraints facilitate learning and often boost creativity in unexpected ways. Some simplified languages and environments for music live coding have been developed during the last few years, most often focusing on musical events, patterns and sequences. This paper describes a constrained environment aimed at exploring the creation and modification of sound synthesis and processing networks in real time, using a subset of the SuperCollider programming language. The system has been used in educational and concert settings, two common applications of live coding that benefit from the lower cognitive load. Keywords: Live coding, sound synthesis, live interfaces Introduction The world of specialized music creation programming languages has been generally dominated by the Music-N paradigm pioneered by Max Mathews (Mathews 1963). Programming languages like CSound or SuperCollider embrace the division of the music production task in two separate levels: a signal processing level, which is used to define instruments as networks of unit generators, and a compositional level that is used to assemble and control the instruments. An exception to this is Faust, which is exclusively concerned with signal processing. Max and Pure Data use a different type of connection for signals and events, although under a similar interaction paradigm. Similarly, Chuck has specific features for connecting unit generators and controlling them along time. -
Final Presentation
MBET Senior Project: Final Presentation Jonah Pfluger What was the project? And how did I spend my time? ● The core of this project centralized around two main areas of focus: ○ The designing and building of custom audio software in Max/MSP and SuperCollider ○ The organization, promotion, and performance of a concert event that utilized these custom audio tools in a free improvised setting alongside other instruments ● Regarding “MBET”: ○ The former part of the project addresses “Technology” ○ The latter part (most directly) addresses “Business” ■ Also addresses “Technology” as I undertook various technical tasks in the setup process such as: setting up a Quadraphonic speaker system for synthesizer playback, setting up a separate stereo system for vocal playback/monitoring, and other tasks standard to “live event production” Max/MSP vs SuperCollider ● To develop the various audio tools/software instruments I heavily utilized Max/MSP and SuperCollider. ● Max is a visual programming language whereas SuperCollider uses a language derivative of C++ called “sclang” ● All Max projects eventually were built out into graphic user interfaces, 1/2 of SC projects were (with the other ½ having a “live code” style workflow) ● Ultimately, both were extremely useful but are simply different and, therefore, better at different tasks The instruments… (part 1) ● Max instrument: Generative Ambient Console ● Expanded class project based on generative ambient "drone", good for Eno-esque textures, or a ghostly electronic Tanpura-esque sound. The instruments… -
Applications in Heart Rate Variability
Data Analysis through Auditory Display: Applications in Heart Rate Variability Mark Ballora Faculty of Music McGill University, Montréal May, 2000 A thesis submitted to the Faculty of Graduate Studies and Research in partial fulfillment of the requirements of the degree of Doctor of Philosophy in Music © Mark Ballora, May 2000 Table of Contents Abstract......................................................................................... v Résumé ........................................................................................ vi Acknowledgements ..........................................................................vii 1. Introduction 1.1 Purpose of Study.................................................................... 1 1.2 Auditory Display.................................................................... 2 1.3 Types of Auditory Display ........................................................ 3 1.4 Heart Rate Variability.............................................................. 4 1.5 Design of the Thesis................................................................ 6 2. Survey of Related Literature 2.1 Data in Music 2.1.1 Data Music—Making Art from Information............................ 8 2.1.2 Biofeedback Music........................................................14 2.1.3 Nonlinear Dynamics in Music ...........................................16 2.1.3.1 Fractal Music...................................................16 2.1.3.2 Mapping Chaotic (and other) Data ..........................18 2.1.4 Concluding Thoughts -
A Tabletop Waveform Editor for Live Performance
Proceedings of the 2008 Conference on New Interfaces for Musical Expression (NIME08), Genova, Italy A tabletop waveform editor for live performance Gerard Roma Anna Xambo´ Music Technology Group Music Technology Group Universitat Pompeu Fabra Universitat Pompeu Fabra [email protected] [email protected] ABSTRACT We present an audio waveform editor that can be oper- ated in real time through a tabletop interface. The system combines multi-touch and tangible interaction techniques in order to implement the metaphor of a toolkit that allows di- rect manipulation of a sound sample. The resulting instru- ment is well suited for live performance based on evolving loops. Keywords tangible interface, tabletop interface, musical performance, interaction techniques 1. INTRODUCTION The user interface of audio editors has changed relatively little over time. The standard interaction model is centered on the waveform display, allowing the user to select portions Figure 1: Close view of the waveTable prototype. of the waveform along the horizontal axis and execute com- mands that operate on those selections. This model is not very different to that of the word processor, and its basics Barcelona 2005) which inspired this project. The use of a are usually understood by computer users even with little standard audio editor on a laptop computer as a sophisti- or no experience in specialized audio tools. As a graphical cated looper served the performers’ minimalist glitch aes- representation of sound, the waveform is already familiar thetics. Perhaps more importantly, the projected waveform for many people approaching computers for audio and mu- provided a visual cue that helped the audience follow the sic composition. -
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 -
Supercopair: Collaborative Live Coding on Supercollider Through the Cloud
SuperCopair: Collaborative Live Coding on SuperCollider through the cloud Antonio Deusany de Carvalho Junior Sang Won Lee Georg Essl Universidade de São Paulo University of Michigan University of Michigan [email protected] [email protected] [email protected] ABSTRACT In this work we present the SuperCopair package, which is a new way to integrate cloud computing into a collaborative live coding scenario with minimum efforts in the setup. is package, created in Coffee Script for Atom.io, is developed to interact with SuperCollider and provide opportunities for the crowd of online live coders to collaborate remotely on distributed performances. Additionally, the package provides the advantages of cloud services offered by Pusher. Users can share code and evaluate lines or selected portions of code on computers connected to the same session, either at the same place and/or remotely. e package can be used for remote performances or rehearsal purposes with just an Internet connection to share code and sounds. In addition, users can take advantage of code sharing to teach SuperCollider online or fix bugs in the algorithm. 1. Introduction Playing in a live coding ensemble oen invites the utilization of network capability. Exchanging data over the network facilitates collaboration by supporting communication, code sharing, and clock synchronization among musicians. ese kinds of functions require live coding musicians to develop additional extensions to their live coding environments. Due to the diversity of the live coding environment and the collaboration strategies seled for performances, implementing such a function has been tailored to meet some ensemble’s requirements. In addition, networking among machines oen requires additional configuration and setup, for example, connecting to specific machines using an IP address.