Fifty Years of Computer Music: Ideas of the Past Speak to the Future
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Wendy Reid Composer
WENDY REID COMPOSER 1326 Shattuck Avenue #2 Berkeley, California 94709 [email protected] treepieces.net EDUCATION 1982 Stanford University, CCRMA, Post-graduate study Workshop in computer-generated music with lectures by John Chowning, Max Mathews, John Pierce and Jean-Claude Risset 1978-80 Mills College, M.A. in Music Composition Composition with Terry Riley, Robert Ashley and Charles Shere Violin and chamber music with the Kronos Quartet 1975-77 Ecoles D’Art Americaines, Palais de Fontainbleau and Paris, France: Composition with Nadia Boulanger; Classes in analysis, harmony, counterpoint, composition; Solfege with assistant Annette Dieudonne 1970-75 University of Southern California, School of Performing Arts, B.M. in Music Composition, minor in Violin Performance Composition with James Hopkins, Halsey Stevens and film composer David Raksin 1 AWARDS, GRANTS, and COMMISSIONS Meet The Composer/California Meet The Composer/New York Subito Composer Grant ASMC Grant Paul Merritt Henry Award Hellman Award The Oakland Museum The Nature Company Sound/Image Unlimited Graduate Assistantship California State Scholarship Honors at Entrance USC National Merit Award Finalist National Educational Development Award Finalist Commission, Brassiosaurus (Tomita/Djil/ Heglin):Tree Piece #52 Commission, Joyce Umamoto: Tree Piece #42 Commission, Abel-Steinberg-Winant Trio: Tree Piece #41 Commission, Tom Dambly: Tree Piece #31 Commission, Mary Oliver: Tree Piece #21 Commission, Don Buchla: Tree Piece #17 Commission, William Winant: Tree Piece #10 DISCOGRAPHY LP/Cassette: TREE PIECES (FROG RECORDS,1988/ FROG PEAK) CD: TREEPIECES(FROG RECORDS, 2002/ FROGPEAK) TREE PIECES volume 2 (NIENTE, 2004 / FROGPEAK) TREE PIECE SINGLE #1: LULU VARIATIONS (NIENTE, 2009) TREE PIECE SINGLE #2: LU-SHOO FRAGMENTS (NIENTE, 2010) 2 PUBLICATIONS Scores: Tree Pieces/Frog On Rock/Game of Tree/Klee Pieces/Glass Walls/Early Works (Frogpeak Music/Sound-Image/W. -
Theory, Experience and Affect in Contemporary Electronic Music Trans
Trans. Revista Transcultural de Música E-ISSN: 1697-0101 [email protected] Sociedad de Etnomusicología España Strachan, Robert Uncanny Space: Theory, Experience and Affect in Contemporary Electronic Music Trans. Revista Transcultural de Música, núm. 14, 2010, pp. 1-10 Sociedad de Etnomusicología Barcelona, España Available in: http://www.redalyc.org/articulo.oa?id=82220947010 How to cite Complete issue Scientific Information System More information about this article Network of Scientific Journals from Latin America, the Caribbean, Spain and Portugal Journal's homepage in redalyc.org Non-profit academic project, developed under the open access initiative TRANS - Revista Transcultural de Música - Transcultural Music Revie... http://www.sibetrans.com/trans/a14/uncanny-space-theory-experience-... Home PRESENTACIÓN EQUIPO EDITORIAL INFORMACIÓN PARA LOS AUTORES CÓMO CITAR TRANS INDEXACIÓN CONTACTO Última publicación Números publicados < Volver TRANS 14 (2010) Convocatoria para artículos: Uncanny Space: Theory, Experience and Affect in Contemporary Electronic Music Explorar TRANS: Por Número > Robert Strachan Por Artículo > Por Autor > Abstract This article draws upon the author’s experiences of promoting an music event featuring three prominent European electronic musicians (Alva Noto, Vladislav Delay and Donnacha Costello) to examine the tensions between the theorisation of electronic music and the way it is experienced. Combining empirical analysis of the event itself and frequency analysis of the music used within it, the article works towards a theoretical framework that seeks to account for the social and physical contexts of listening. It suggests that affect engendered by the physical intersection of sound with the body provides a key way of understanding Share | experience, creativity and culture within contemporary electronic music. -
Introduction to Computer Music Week 1
Introduction to Computer Music Week 1 Instructor: Prof. Roger B. Dannenberg Topics Discussed: Sound, Nyquist, SAL, Lisp and Control Constructs 1 Introduction Computers in all forms – desktops, laptops, mobile phones – are used to store and play music. Perhaps less obvious is the fact that music is now recorded and edited almost exclusively with computers, and computers are also used to generate sounds either by manipulating short audio clips called samples or by direct computation. In the late 1950s, engineers began to turn the theory of sampling into practice, turning sound into bits and bytes and then back into sound. These analog-to-digital converters, capable of turning one second’s worth of sound into thousands of numbers made it possible to transform the acoustic waves that we hear as sound into long sequences of numbers, which were then stored in computer memories. The numbers could then be turned back into the original sound. The ability to simply record a sound had been known for quite some time. The major advance of digital representations of sound was that now sound could be manipulated very easily, just as a chunk of data. Advantages of employing computer music and digital audio are: 1. There are no limits to the range of sounds that a computer can help explore. In principle, any sound can be represented digitally, and therefore any sound can be created. 2. Computers bring precision. The process to compute or change a sound can be repeated exactly, and small incremental changes can be specified in detail. Computers facilitate microscopic changes in sounds enabling us to producing desirable sounds. -
Computer Music
THE OXFORD HANDBOOK OF COMPUTER MUSIC Edited by ROGER T. DEAN OXFORD UNIVERSITY PRESS OXFORD UNIVERSITY PRESS Oxford University Press, Inc., publishes works that further Oxford University's objective of excellence in research, scholarship, and education. Oxford New York Auckland Cape Town Dar es Salaam Hong Kong Karachi Kuala Lumpur Madrid Melbourne Mexico City Nairobi New Delhi Shanghai Taipei Toronto With offices in Argentina Austria Brazil Chile Czech Republic France Greece Guatemala Hungary Italy Japan Poland Portugal Singapore South Korea Switzerland Thailand Turkey Ukraine Vietnam Copyright © 2009 by Oxford University Press, Inc. First published as an Oxford University Press paperback ion Published by Oxford University Press, Inc. 198 Madison Avenue, New York, New York 10016 www.oup.com Oxford is a registered trademark of Oxford University Press All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise, without the prior permission of Oxford University Press. Library of Congress Cataloging-in-Publication Data The Oxford handbook of computer music / edited by Roger T. Dean. p. cm. Includes bibliographical references and index. ISBN 978-0-19-979103-0 (alk. paper) i. Computer music—History and criticism. I. Dean, R. T. MI T 1.80.09 1009 i 1008046594 789.99 OXF tin Printed in the United Stares of America on acid-free paper CHAPTER 12 SENSOR-BASED MUSICAL INSTRUMENTS AND INTERACTIVE MUSIC ATAU TANAKA MUSICIANS, composers, and instrument builders have been fascinated by the expres- sive potential of electrical and electronic technologies since the advent of electricity itself. -
The 1-Bit Instrument: the Fundamentals of 1-Bit Synthesis
BLAKE TROISE The 1-Bit Instrument The Fundamentals of 1-Bit Synthesis, Their Implementational Implications, and Instrumental Possibilities ABSTRACT The 1-bit sonic environment (perhaps most famously musically employed on the ZX Spectrum) is defined by extreme limitation. Yet, belying these restrictions, there is a surprisingly expressive instrumental versatility. This article explores the theory behind the primary, idiosyncratically 1-bit techniques available to the composer-programmer, those that are essential when designing “instruments” in 1-bit environments. These techniques include pulse width modulation for timbral manipulation and means of generating virtual polyph- ony in software, such as the pin pulse and pulse interleaving techniques. These methodologies are considered in respect to their compositional implications and instrumental applications. KEYWORDS chiptune, 1-bit, one-bit, ZX Spectrum, pulse pin method, pulse interleaving, timbre, polyphony, history 2020 18 May on guest by http://online.ucpress.edu/jsmg/article-pdf/1/1/44/378624/jsmg_1_1_44.pdf from Downloaded INTRODUCTION As unquestionably evident from the chipmusic scene, it is an understatement to say that there is a lot one can do with simple square waves. One-bit music, generally considered a subdivision of chipmusic,1 takes this one step further: it is the music of a single square wave. The only operation possible in a -bit environment is the variation of amplitude over time, where amplitude is quantized to two states: high or low, on or off. As such, it may seem in- tuitively impossible to achieve traditionally simple musical operations such as polyphony and dynamic control within a -bit environment. Despite these restrictions, the unique tech- niques and auditory tricks of contemporary -bit practice exploit the limits of human per- ception. -
Computer Music Experiences, 1961-1964 James Tenney I. Introduction I Arrived at the Bell Telephone Laboratories in September
Computer Music Experiences, 1961-1964 James Tenney I. Introduction I arrived at the Bell Telephone Laboratories in September, 1961, with the following musical and intellectual baggage: 1. numerous instrumental compositions reflecting the influence of Webern and Varèse; 2. two tape-pieces, produced in the Electronic Music Laboratory at the University of Illinois — both employing familiar, “concrete” sounds, modified in various ways; 3. a long paper (“Meta+Hodos, A Phenomenology of 20th Century Music and an Approach to the Study of Form,” June, 1961), in which a descriptive terminology and certain structural principles were developed, borrowing heavily from Gestalt psychology. The central point of the paper involves the clang, or primary aural Gestalt, and basic laws of perceptual organization of clangs, clang-elements, and sequences (a higher order Gestalt unit consisting of several clangs); 4. a dissatisfaction with all purely synthetic electronic music that I had heard up to that time, particularly with respect to timbre; 2 5. ideas stemming from my studies of acoustics, electronics and — especially — information theory, begun in Lejaren Hiller’s classes at the University of Illinois; and finally 6. a growing interest in the work and ideas of John Cage. I leave in March, 1964, with: 1. six tape compositions of computer-generated sounds — of which all but the first were also composed by means of the computer, and several instrumental pieces whose composition involved the computer in one way or another; 2. a far better understanding of the physical basis of timbre, and a sense of having achieved a significant extension of the range of timbres possible by synthetic means; 3. -
Editorial: Alternative Histories of Electroacoustic Music
This is a repository copy of Editorial: Alternative histories of electroacoustic music. White Rose Research Online URL for this paper: http://eprints.whiterose.ac.uk/119074/ Version: Accepted Version Article: Mooney, J orcid.org/0000-0002-7925-9634, Schampaert, D and Boon, T (2017) Editorial: Alternative histories of electroacoustic music. Organised Sound, 22 (02). pp. 143-149. ISSN 1355-7718 https://doi.org/10.1017/S135577181700005X This article has been published in a revised form in Organised Sound http://doi.org/10.1017/S135577181700005X. This version is free to view and download for private research and study only. Not for re-distribution, re-sale or use in derivative works. © Cambridge University Press Reuse Unless indicated otherwise, fulltext items are protected by copyright with all rights reserved. The copyright exception in section 29 of the Copyright, Designs and Patents Act 1988 allows the making of a single copy solely for the purpose of non-commercial research or private study within the limits of fair dealing. The publisher or other rights-holder may allow further reproduction and re-use of this version - refer to the White Rose Research Online record for this item. Where records identify the publisher as the copyright holder, users can verify any specific terms of use on the publisher’s website. Takedown If you consider content in White Rose Research Online to be in breach of UK law, please notify us by emailing [email protected] including the URL of the record and the reason for the withdrawal request. [email protected] https://eprints.whiterose.ac.uk/ EDITORIAL: Alternative Histories of Electroacoustic Music In the more than twenty years of its existence, Organised Sound has rarely focussed on issues of history and historiography in electroacoustic music research. -
62 Years and Counting: MUSIC N and the Modular Revolution
62 Years and Counting: MUSIC N and the Modular Revolution By Brian Lindgren MUSC 7660X - History of Electronic and Computer Music Fall 2019 24 December 2019 © Copyright 2020 Brian Lindgren Abstract. MUSIC N by Max Mathews had two profound impacts in the world of music synthesis. The first was the implementation of modularity to ensure a flexibility as a tool for the user; with the introduction of the unit generator, the instrument and the compiler, composers had the building blocks to create an unlimited range of sounds. The second was the impact of this implementation in the modular analog synthesizers developed a few years later. While Jean-Claude Risset, a well known Mathews associate, asserts this, Mathews actually denies it. They both are correct in their perspectives. Introduction Over 76 years have passed since the invention of the first electronic general purpose computer,1 the ENIAC. Today, we carry computers in our pockets that can perform millions of times more calculations per second.2 With the amazing rate of change in computer technology, it's hard to imagine that any development of yesteryear could maintain a semblance of relevance today. However, in the world of music synthesis, the foundations that were laid six decades ago not only spawned a breadth of multifaceted innovation but continue to function as the bedrock of important digital applications used around the world today. Not only did a new modular approach implemented by its creator, Max Mathews, ensure that the MUSIC N lineage would continue to be useful in today’s world (in one of its descendents, Csound) but this approach also likely inspired the analog synthesizer engineers of the day, impacting their designs. -
Analyzing Modular Smoothness in Video Game Music
Analyzing Modular Smoothness in Video Game Music Elizabeth Medina-Gray KEYWORDS: video game music, modular music, smoothness, probability, The Legend of Zelda: The Wind Waker, Portal 2 ABSTRACT: This article provides a detailed method for analyzing smoothness in the seams between musical modules in video games. Video game music is comprised of distinct modules that are triggered during gameplay to yield the real-time soundtracks that accompany players’ diverse experiences with a given game. Smoothness —a quality in which two convergent musical modules fit well together—as well as the opposite quality, disjunction, are integral products of modularity, and each quality can significantly contribute to a game. This article first highlights some modular music structures that are common in video games, and outlines the importance of smoothness and disjunction in video game music. Drawing from sources in the music theory, music perception, and video game music literature (including both scholarship and practical composition guides), this article then introduces a method for analyzing smoothness at modular seams through a particular focus on the musical aspects of meter, timbre, pitch, volume, and abruptness. The method allows for a comprehensive examination of smoothness in both sequential and simultaneous situations, and it includes a probabilistic approach so that an analyst can treat all of the many possible seams that might arise from a single modular system. Select analytical examples from The Legend of Zelda: The Wind Waker and Portal -
DSP Class III: Digital Electronic Music Concepts Overview (Part III) ADC and DAC Analog-To-Digital Conversion
TECH 350: DSP Class III: Digital Electronic Music Concepts Overview (Part III) ADC and DAC Analog-to-Digital Conversion Parameters of ADC: • Sampling Rate (fs) = rate at which analog signal is ^ captured (sampling) (in Hertz) Intensity v • Bit Depth = number of values for each digital sample (quantization) (in bits) Time -> Limitations/Issues with Sampling Distortion caused by sampling, AKA ALIASING (or foldover) How can we rectify (or at least describe) this phenomenon? Sampling (Nyquist) Theorem •Can describe the resultant frequency of aliasing via the following (rough) formula, iff input freq. > half the sampling rate && < sampling rate: resultant frequency = sampling frequency (fs) - input frequency For example, if fs = 1000Hz and the frequency of our input is at 800Hz: 1000 - 800 = 200, so resultant frequency is 200Hz (!) •Nyquist theorem = In order to be able to reconstruct a signal, the sampling frequency must be at least twice the frequency of the signal being sampled •If you want to represent frequencies up to X Hz, you need fs = 2X Hz Ideal Sampling Frequency (for audio) •What sampling rate should we use for musical applications? •This is an on-going debate. Benefits of a higher sampling rate? Drawbacks? •AES Standards: •Why 44.1kHz? Why 48kHz? Why higher (we can’t hear up there, can we?) •For 44.1kHz and 48kHz answer lies primarily within video standard considerations, actually… •44.1kHz = 22 · 32 · 52 · 72, meaning it has a ton of integer factors •>2 * 20kHz is great, as it allows us to have frequency headroom to work with, and subharmonics (and interactions of phase, etc.) up in that range are within our audible range Anti-Aliasing Filters + Phase Correction •How to fix aliasing? Add a low-pass filter set at a special cutoff frequency before we digitize the signal. -
University of Birmingham from Microsound to Vaporwave
University of Birmingham From Microsound to Vaporwave Born, Georgina; Haworth, Christopher DOI: 10.1093/ml/gcx095 Document Version Peer reviewed version Citation for published version (Harvard): Born, G & Haworth, C 2018, 'From Microsound to Vaporwave: internet-mediated musics, online methods, and genre', Music and Letters, vol. 98, no. 4, pp. 601–647. https://doi.org/10.1093/ml/gcx095 Link to publication on Research at Birmingham portal Publisher Rights Statement: Checked for eligibility: 30/03/2017 This is a pre-copyedited, author-produced version of an article accepted for publication in Music and Letters following peer review. The version of record Georgina Born, Christopher Haworth; From Microsound to Vaporwave: Internet-Mediated Musics, Online Methods, and Genre, Music and Letters, Volume 98, Issue 4, 1 November 2017, Pages 601–647 is available online at: https://doi.org/10.1093/ml/gcx095 General rights Unless a licence is specified above, all rights (including copyright and moral rights) in this document are retained by the authors and/or the copyright holders. The express permission of the copyright holder must be obtained for any use of this material other than for purposes permitted by law. •Users may freely distribute the URL that is used to identify this publication. •Users may download and/or print one copy of the publication from the University of Birmingham research portal for the purpose of private study or non-commercial research. •User may use extracts from the document in line with the concept of ‘fair dealing’ under the Copyright, Designs and Patents Act 1988 (?) •Users may not further distribute the material nor use it for the purposes of commercial gain. -
Computer Mediated Music Production: a Study of Abstraction and Activity
Computer mediated music production: A study of abstraction and activity by Matthew Duignan A thesis for the degree of Doctor of Philosophy in Computer Science. Victoria University of Wellington 2008 Abstract Human Computer Interaction research has a unique challenge in under- standing the activity systems of creative professionals, and designing the user-interfaces to support their work. In these activities, the user is involved in the process of building and editing complex digital artefacts through a process of continued refinement, as is seen in computer aided architecture, design, animation, movie-making, 3D modelling, interactive media (such as shockwave-flash), as well as audio and music production. This thesis exam- ines the ways in which abstraction mechanisms present in music production systems interplay with producers’ activity through a collective case study of seventeen professional producers. From the basis of detailed observations and interviews we examine common abstractions provided by the ubiqui- tous multitrack-mixing metaphor and present design implications for future systems. ii Acknowledgements I would like to thank my supervisors Robert Biddle and James Noble for their endless hours of guidance and feedback during this process, and most of all for allowing me to choose such a fun project. Michael Norris and Lissa Meridan from the Victoria University music department were also invaluable for their comments and expertise. I would also like to thank Alan Blackwell for taking the time to discuss my work and provide valuable advice. I am indebted to all of my participants for the great deal of time they selflessly offered, and the deep insights they shared into their professional world.