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Music Processing Roger B. Dannenberg
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Overview Music Representation MIDI and Synthesizers Synthesis Techniques Music Understanding
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Music Representation Acoustic Level: sound, samples, spectra Performance Information: timing, parameters Notation Information: parts, clefs, stem direction Compositional Structure: notes, chords, symbolic structure
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Performance Information MIDI bandwidth is 3KB/s, or 180KB/min More typical: 3KB/minute, 180KB/hour Complete Scott Joplin: 1MB Output of 50 Composers (400 days of music): 500MB (1 CD-ROM) Synthesis of acoustic instruments is a problem
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Music Notation Compact, symbolic representation Does not capture performance information Expressive “performance” not fully automated
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Compositional Structure Example: Nyquist (free software!) (defun melody1 () (seq (stretch q (note a4) (note b4) (note cs5) (note d5)))) (defun counterpoint () …) (defun composition () (sim (melody1) (counterpoint))) (play (transpose 4 (composition)))
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MIDI: Musical Instrument Digital Interface Musical Performance Information: Piano Keyboard key presses and releases “instrument” selection (by number) sustain pedal, switches continuous controls: volume pedal, pitch bend, aftertouch very compact (human gesture < 100Hz bandwidth)
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MIDI (cont’d) Point-to-point connections: MIDI IN, OUT, THRU Channels No time stamps (almost) everything happens in real time Asynchronous serial, 8-bit bytes+start+stop bits, 31.25K baud = 1MHz/32
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MIDI Message Formats 8 chkey#vel Key Up 9 chkey#vel Key Down Program Change Polyphonic Aftertouch System Exclusive A chpresskey# C chindex# B chctrl#value Control Change Channel Aftertouch D chpress E chlo 7hi 7 Pitch Bend F 0 F E … DATA …
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Standard MIDI Files Key point: Must encode timing information =1 or more, =, = midi data or, = FF =1 or more, =, = midi data or, = FF Delta times use variable length encoding, omit for zero. Interleave time differences with MIDI data...
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Music Synthesis Introduction Primary issue is control No control Digital Audio (start, stop,...) Complete control Digital Audio (S[0], S[1], S[2],... ) Parametric control Synthesis
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Music Synthesis Introduction (cont’d) What parameters? pitch loudness timbre (e.g. which instrument) articulation, expression, vibrato, etc. spatial effects (e.g. reverberation) Why synthesize? high-level representation provides precision of specification and supports interactivity
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Additive Synthesis amplitude A[i] and frequency [i] specified for each partial (sinusoidal component) potentially 2n more control samples than signal samples!
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Additive Synthesis (cont’d) often use piece-wise linear control envelopes to save space still difficult to control because of so many parameters and parameters do not match perceptual attributes
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Table-Lookup Oscillators If signal is periodic, store one period Control parameters: pitch, amplitude, waveform Phase + Frequency Amplitude x n Efficient, but... n Spectrum is static n Efficient, but... n Spectrum is static (Note that phase and frequency are fixed point or floating point numbers)
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FM Synthesis Usually use sinusoids “carrier” and “modulator” are both at audio frequencies If frequencies are simple ratio ( R ), output spectrum is periodic Output varies from sinusoid to complex signal as MOD increases A F AMPL out = AMPL· sin(2 ·FREQ· t + MOD sin(2 R ·FREQ· t )) + FREQMOD
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FM Synthesis (cont’d) Interesting sounds, Time-varying spectra, and... Low computation requirements Often uses more than 2 oscillators … but … Hard to recreate a specific waveform No successful analysis procedure
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Samplers store waveforms for playback Sounds are “looped” to extend duration Spectrum is static (as in table- lookup), so: different samples are used for different pitches simple effects are added: filter, vibrato, amplitude envelope attack portion, where spectrum changes fastest, added to front Sample-based Synthesis AttackLoopLoop again...
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Physical Models Additive, FM, and sampling: more-or-less perception-based. Physical Modeling is source-based: compute the wave equation, simulate attached reeds, bows, etc. Example: ReedBoreBell
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Physical Models (cont’d) Difficult to control, and... Can be very computationally intensive … but... Produce “characteristic” acoustic sounds.
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Music Understanding Introduction Score Following, Computer Accompaniment Interactive Performance Style Recognition Conclusions
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