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Digital audio and computer music

Digital audio and computer music. COS 116, Spring 2010 Adam Finkelstein Slides and demo thanks to Rebecca Fiebrink. Overview. Sound and music in physical world / human experience Representations of music Analyzing music with computers Creating music with computers. 1. Sound and music.

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Digital audio and computer music

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  1. Digital audio and computer music COS 116, Spring 2010 Adam Finkelstein Slides and demo thanks to Rebecca Fiebrink

  2. Overview • Sound and music inphysical world / human experience • Representations of music • Analyzing music with computers • Creating music with computers

  3. 1. Sound and music

  4. Discussion Time What is sound? “Pressure wave”

  5. What do we hear? • Video: http://www.youtube.com/watch?v=SsV2O4fCgjk • Frequency • Pitch • Loudness • Timbre • etc...

  6. Psychoacoustics • Relationships between physical phenomenon and our perception • Frequency: pitch (20-20,000Hz) • Amplitude: loudness • Timbre: Identities and strengths of frequencies present + =

  7. Discussion Time What is music? “Organized sound” • Psychoacoustics play an important role • Also dependence upon history, culture, experience • Engages listeners’ psychological mechanisms for expectation/reward

  8. 2. Representations of sound and music

  9. Discussion Time How do you represent music? • Score: • Audio samples • Spectrogram

  10. Digital representation of music

  11. Compression • A “better” representation with fewer bits • Why? Security, transmission, storage • How? • Psychoacoustic principles • MP3: Masking • Physical principles of sound production (uses models of sound source)

  12. Choosing a representation • Representations make compromises • Standard representations are arbitrary • Appropriate choice is task-dependent

  13. 3. Using technology to analyze sound and music

  14. Analyzing speech • Real-life apps: • Customer service phone routing • Voice recognition software

  15. Auditory Scene Analysis • Applications: Archival and retrieval, forensics, AI

  16. Music information retrieval • Analyzing musical data • Query, recommend, visualize, transcribe, detect plagiarism, follow along score • Sites you can try • midomi.com • Themefinder.com • Pandora.com (human-driven), last.fm

  17. Machine learning for analysis

  18. 4. Using technology to create music and sound A whirlwind tour of the 20th century, with a focus on computer technology

  19. Creating music: Synthesis

  20. Three approaches to synthesis • Additive synthesis • Figure out proportions of various frequencies • Synthesize waves and superimpose them + + …=

  21. Three approaches to synthesis • Additive synthesis • Figure out proportions of various frequencies • Synthesize waves and superimpose them • Physical modeling • Start with knowledge of physical systems • Simulate oscillation (Recall Lecture 4)

  22. Three approaches to synthesis • Cross-synthesis • Choose filter for speech (vowel) • Choose source to be another sound

  23. Running a program Computer follows performer Live coding, special controllers Interactivity Continuum of computer music low Synthesis Controlling synthesis Composition high Level of control

  24. Performer-Computer Interaction • Augmented instruments • Software and hardware interfaces • Demo: PLOrk video, PBS • Demo: using a Wii-mote to control sound • Demo: SMELT • New instruments • Demo: Perry’s Mug • Live coding • Demo: Max’s drum machine

  25. Questions: How can we…. • develop new ways to synthesize sound? • give user control over synthesis parameters? • make machines interactive in a musical way? • augment human capabilities? • design new instruments that are easy to play? allow expert musicality? • create music that is emotionally and aesthetically compelling?

  26. Final remarks • Distinctions in this presentation are superficial • Analysis, representation, and creation interact • Technology draws on and contributes to our understanding of the physics and psychophysics of sound • Computer music is interdisciplinary • HCI, AI, programming languages, algorithms, systems building • Also psychology, music theory, acoustics, signal processing, engineering, physics, performance practice, library science, applied math & statistics, … • Technology is constantly complicating and changing the landscape of our musical experiences as creators, participants, listeners, and consumers.

  27. http://soundlab.cs.princeton.edu/

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