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Procedural Sound An Overview Stephen Hara Stephen Smith Doug Pittenger
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Outline Procedural Audio Computer-Generated Music Creation Programs
WolframTones Noatikl Examples in Action
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Procedural Audio Non-Linear Often Synthetic Created in real time
set of programmatic rules live input
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Computer-Generated Music
Music composed by, or strongly in part by, a computer Always includes computer composition, sometimes also computer performance Due to the limited successes in the field, the number of approaches to algorithmic composition are huge Mathematical models, knowledge-based systems, grammars, genre learning, hybrid systems, evolutionary methods
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Computer-Generated Music
Performing computers proves to be difficult if also generating the sounds to be used The most successful algorithms require user interaction, be it as a critic or initializer Since there is no good algorithm for human creativity (yet), almost every method relies on a significant amount of random number generation
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Generative Sound Refers to the generation of sound effects rather than score composition Also very difficult to do completely computationally because of the immense amount of complex factors defining sounds Has still been done, but generally in very restricted environments with narrow goals, and for graduate-level publications
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Generative Music Cellular Automata (WolframTones, Life) Grammars
Interactive (Noatikl, Koan) Emergent (wind chimes) Grammers music Emergent music that cannot be repeated
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WolframTones Stephen Wolfram - " A New Kind of Science"
Used in web browser Needs QuickTIme
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WolframTones
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Noatikl Generative Music Engine Launched in 2007
Generative Music Lab Launched in 2007 Produced by Intermorphic Replaced Koan Produces MIDI Musical Instrument Digital Interface
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Noatikl
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Noatikl
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Noatikl Example I :28
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Evolutionary Music Music that computationally evolves through generations to become 'aesthetically fit' Built on genalgos and some form of evaluation, either neural nets or humans Has had moderate amounts of success Melomics in Malaga, Spain has composed full pieces in specific genres with evolutionary algorithms 1YA
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Interactive & Video Games
Accept Input Modify Output During Playback CD/MP3 Create Non-Linear Start New/Change Existing MIDI Piano/Turntable
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Interactive Interactive Example Takes Input Mouse speed
Pipe length and diameter
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Video Games All Game Sound is Interactive (Minus Music)
Always Interactive Sounds constantly change Evoke emotion or effect Usually Synthetic Oscillators & Filters Real Instruments, Imaginary Sounds, Ambiance Specific Equations
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Video Game Example In Game Example Every Shot is Unique
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More Info More Info http://www.procedural-audio.com/ papers demos
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