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

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Presentation transcript:

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

Overview 1. Sound and music in physical world / human experience 2. Representations of music 3. Analyzing music with computers 4. Creating music with computers

1. Sound and music

What is sound? Discussion Time “Pressure wave”

What do we hear? Video: Frequency Pitch Loudness Timbre etc...

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

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

2. Representations of sound and music

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

Digital representation of music

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)

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

3. Using technology to analyze sound and music

Analyzing speech Real-life apps:  Customer service phone routing  Voice recognition software

Auditory Scene Analysis Applications: Archival and retrieval, forensics, AI

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

Machine learning for analysis

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

Creating music: Synthesis

Three approaches to synthesis Additive synthesis 1. Figure out proportions of various frequencies 2. Synthesize waves and superimpose them ++…=

Three approaches to synthesis Additive synthesis 1. Figure out proportions of various frequencies 2. Synthesize waves and superimpose them Physical modeling 1. Start with knowledge of physical systems 2. Simulate oscillation (Recall Lecture 4)

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

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

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

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?

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.