Granular Synthesis: an overview
Overview Sounds are made up of a large number of particles! Examples of granular sounds Leaves Traffic Babbling Brook
History “ All sound is an integration of grains, of elementary sonic particles, of sonic quanta. ” – Xenakis 1971 First suggested as a computer music technique by Iannis Xenakis and Curtis Roads
Granular Synthesis particulars Production of high density of small acoustic events called “ GRAINS ” Allows time stretching or compression Time and/or frequency-based processing Numerous components in granular synthesis Grain size, type, source, envelope Grain density Temporal arrangement of grains
Granular Synthesis basics
Grain sources Granular synthesis can be generated from any sound source True granular synthesis uses synthetic sound sources Wave table (I.e. sine wave) FM Synthesis Can also granulate a sampled sound (sometimes called soundfile granulation)
“ The Grain ” A “ grain ” is a slice of sound Typically less than 50 ms in duration Usually 10-30ms Grains < 50ms = continuous texture Grains > 50ms = discrete events
Grain Envelope Each grain must have an envelope (ADSR) Impacts how we perceive the resulting timbre This is a “Hanning” envelope
Grain parameters
Grain Examples
Basics of Granular Synthesis
Grain Density How many grain events take place per second Can range from several hundred to several thousand! Grains can overlap or be separated by silence
Types of Granular Synthesis There are three methods of performing granular synthesis: Pitch-synchronous Asynchronous Quasi-synchronous
Pitch-synchronous Infrequently performed Uses pitch detection and spectral analysis as a means to determine grains
Asynchronous “Clouds of grains ” or “ Sonic Spray Gun ” Random distribution of grains over some period of time Algorithms determined grain placement Results in organic and complex timbres
Aynchronous G.S.
Asynchronous G.S.
Quasi-Synchronous G.S.
Soundfile Granulation
Temporal manipulations By manipulating the overlap between grains, we can expand or compress time
Temporal manipulations We can create accelerandi or ritardandi (speed up or slow down)