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Books > Computing & IT > Applications of computing > Audio processing > Music & sound effects
Inside Computer Music is an investigation of how new technological
developments have influenced the creative possibilities of
composers of computer music in the last 50 years. This book
combines detailed research into the development of computer music
techniques with nine case studies that analyze key works in the
musical and technical development of computer music. The book's
companion website offers demonstration videos of the techniques
used and downloadable software. There, readers can view interviews
and test emulations of the software used by the composers for
themselves. The software also presents musical analyses of each of
the nine case studies to enable readers to engage with the musical
structure aurally and interactively.
Video games open portals into fantastical worlds where imaginative
play prevails. The virtual medium seemingly provides us with ample
opportunities to behave and act out with relative safety and
impunity. Or does it? Sound Play explores the aesthetic, ethical,
and sociopolitical stakes of our engagements with gaming's audio
phenomena-from sonic violence to synthesized operas, from
democratic music-making to vocal sexual harassment. Author William
Cheng shows how the simulated environments of games empower
designers, composers, players, and scholars to test and tinker with
music, noise, speech, and silence in ways that might not be prudent
or possible in the real world. In negotiating utopian and alarmist
stereotypes of video games, Sound Play synthesizes insights from
across musicology, sociology, anthropology, communications,
literary theory, and philosophy. With case studies that span Final
Fantasy VI, Silent Hill, Fallout 3, The Lord of the Rings Online,
and Team Fortress 2, this book insists that what we do in there-in
the safe, sound spaces of games-can ultimately teach us a great
deal about who we are and what we value (musically, culturally,
humanly) out here.
In Max/MSP/Jitter for Music, expert author and music technologist
V. J. Manzo provides a user-friendly introduction to a powerful
programming language that can be used to write custom software for
musical interaction. Through clear, step-by-step instructions
illustrated with numerous examples of working systems, the book
equips readers with everything they need to know in order to design
and complete meaningful music projects. The book also discusses
ways to interact with software beyond the mouse and keyboard
through use of camera tracking, pitch tracking, video game
controllers, sensors, mobile devices, and more. The book does not
require any prerequisite programming skills, but rather walks
readers through a series of small projects through which they will
immediately begin to develop software applications for practical
musical projects. As the book progresses, and as the individual's
knowledge of the language grows, the projects become more
sophisticated. This new and expanded second edition brings the book
fully up-to-date including additional applications in integrating
Max with Ableton Live. It also includes a variety of additional
projects as part of the final three project chapters. The book is
of special value both to software programmers working in
Max/MSP/Jitter and to music educators looking to supplement their
lessons with interactive instructional tools, develop adaptive
instruments to aid in student composition and performance
activities, and create measurement tools with which to conduct
music education research.
Electronic music instruments weren't called synthesizers until the
1950s, but their lineage began in 1919 with Russian inventor Lev
Sergeyevich Termen's development of the Etherphone, now known as
the Theremin. From that point, synthesizers have undergone a
remarkable evolution from prohibitively large mid-century models
confined to university laboratories to the development of musical
synthesis software that runs on tablet computers and portable media
devices.
Throughout its history, the synthesizer has always been at the
forefront of technology for the arts. In The Synthesizer: A
Comprehensive Guide to Understanding, Programming, Playing, and
Recording the Ultimate Electronic Music Instrument, veteran music
technology journalist, educator, and performer Mark Vail tells the
complete story of the synthesizer: the origins of the many forms
the instrument takes; crucial advancements in sound generation,
musical control, and composition made with instruments that may
have become best sellers or gone entirely unnoticed; and the basics
and intricacies of acoustics and synthesized sound. Vail also
describes how to successfully select, program, and play a
synthesizer; what alternative controllers exist for creating
electronic music; and how to stay focused and productive when faced
with a room full of instruments. This one-stop reference guide on
all things synthesizer also offers tips on encouraging creativity,
layering sounds, performance, composing and recording for film and
television, and much more.
Over the last century, developments in electronic music and art
have enabled new possibilities for creating audio and audio-visual
artworks. With this new potential has come the possibility for
representing subjective internal conscious states, such as the
experience of hallucinations, using digital technology. Combined
with immersive technologies such as virtual reality goggles and
high-quality loudspeakers, the potential for accurate simulations
of conscious encounters such as Altered States of Consciousness
(ASCs) is rapidly advancing. In Inner Sound, author Jonathan Weinel
traverses the creative influence of ASCs, from Amazonian chicha
festivals to the synaesthetic assaults of neon raves; and from an
immersive outdoor electroacoustic performance on an Athenian
hilltop to a mushroom trip on a tropical island in virtual reality.
Beginning with a discussion of consciousness, the book explores how
our subjective realities may change during states of dream,
psychedelic experience, meditation, and trance. Taking a broad view
across a wide range of genres, Inner Sound draws connections
between shamanic art and music, and the modern technoshamanism of
psychedelic rock, electronic dance music, and electroacoustic
music. Going beyond the sonic into the visual, the book also
examines the role of altered states in film, visual music, VJ
performances, interactive video games, and virtual reality
applications. Through the analysis of these examples, Weinel
uncovers common mechanisms, and ultimately proposes a conceptual
model for Altered States of Consciousness Simulations (ASCSs). This
theoretical model describes how sound can be used to simulate
various subjective states of consciousness from a first-person
perspective, in an interactive context. Throughout the book, the
ethical issues regarding altered states of consciousness in
electronic music and audio-visual media are also examined,
ultimately allowing the reader not only to consider the design of
ASCSs, but also the implications of their use for digital society.
With Computational Thinking in Sound, veteran educators Gena R.
Greher and Jesse M. Heines provide the first book ever written for
music fundamentals educators which is devoted specifically to
music, sound, and technology. The authors demonstrate how the range
of mental tools in computer science - for example, analytical
thought, system design, and problem design and solution - can be
fruitfully applied to music education, including examples of
successful student work. While technology instruction in music
education has traditionally focused on teaching how computers and
software work to produce music, Greher and Heines offer context: a
clear understanding of how music technology can be structured
around a set of learning challenges and tasks of the type common in
computer science classrooms. Using a learner-centered approach that
emphasizes project-based experiences, the book provides music
educators with multiple strategies to explore, create, and solve
problems with music and technology in equal parts. It also provides
examples of hands-on activities which encourage students, alone and
in interdisciplinary groups, to explore the basic principles that
underlie today's music technology and which expose them to current
multimedia development tools.
Although there have been two main perspectives on the nature of
music through systematic and cultural musicology, music informatics
has emerged as an interdisciplinary research area which provides a
different idea on the nature of music through computer
technologies. Structuring Music through Markup Language: Designs
and Architectures offers a different approach to music by focusing
on the information organization and the development of XML-based
language. This book aims to offer a new set of tools on for
practical implementations and a new investigation into the theory
of music.
It is clear that the digital age has fully embraced music
production, distribution, and transcendence for a vivid audience
that demands more music both in quantity and versatility. However,
the evolving world of digital music production faces a calamity of
tremendous proportions: the asymmetrically increasing online piracy
that devastates radio stations, media channels, producers,
composers, and artists, severely threatening the music industry.
Digital Tools for Computer Music Production and Distribution
presents research-based perspectives and solutions for integrating
computational methods for music production, distribution, and
access around the world, in addition to challenges facing the music
industry in an age of digital access, content sharing, and crime.
Highlighting the changing scope of the music industry and the role
of the digital age in such transformations, this publication is an
essential resource for computer programmers, sound engineers,
language and speech experts, legal experts specializing in music
piracy and rights management, researchers, and graduate-level
students across disciplines.
The author presents Probatio, a toolkit for building functional DMI
(digital musical instruments) prototypes, artifacts in which
gestural control and sound production are physically decoupled but
digitally mapped. He uses the concept of instrumental inheritance,
the application of gestural and/or structural components of
existing instruments to generate ideas for new instruments. To
support analysis and combination, he then leverages a traditional
design method, the morphological chart, in which existing artifacts
are split into parts, presented in a visual form and then
recombined to produce new ideas. And finally he integrates the
concept and the method in a concrete object, a physical prototyping
toolkit for building functional DMI prototypes: Probatio. The
author's evaluation of this modular system shows it reduces the
time required to develop functional prototypes. The book is useful
for researchers, practitioners, and graduate students in the areas
of musical creativity and human-computer interaction, in particular
those engaged in generating, communicating, and testing ideas in
complex design spaces.
PRO TOOLS 101 OFFICIAL COURSEWARE takes a comprehensive approach to
learning the fundamentals of Pro Tools systems. Now updated for Pro
Tools 9 software, this new edition from the definitive authority on
Pro Tools covers everything you need to know to complete a Pro
Tools project. Learn to build sessions that include multitrack
recordings of live instruments, MIDI sequences, software
synthesizers, and virtual instruments. Through hands-on tutorials,
develop essential techniques for recording, editing, and mixing.
The included DVD-ROM offers tutorial files and videos, additional
documentation, and Pro Tools sessions to accompany the projects in
the text. Developed as the foundation course of the official Avid
Pro Tools Certification program, the guide can be used to learn on
your own or to pursue formal Pro Tools certification through a an
Avid Authorized Training Partner. Join the ranks of audio
professionals around the world as you unleash the creative power of
your Pro Tools system.
This book explores how the rise of widely available digital
technology impacts the way music is produced, distributed,
promoted, and consumed, with a specific focus on the changing
relationship between artists and audiences. Through in-depth
interviewing, focus group interviewing, and discourse analysis,
this study demonstrates how digital technology has created a
closer, more collaborative, fluid, and multidimensional
relationship between artist and audience. Artists and audiences are
simultaneously engaged with music through technology-and technology
through music-while negotiating personal and social aspects of
their musical lives. In light of consistent, active engagement,
rising co-production, and collaborative community experience, this
book argues we might do better to think of the audience as
accomplices to the artist.
This agenda-setting book presents state of the art research in
Music and Human-Computer Interaction (also known as 'Music
Interaction'). Music Interaction research is at an exciting and
formative stage. Topics discussed include interactive music
systems, digital and virtual musical instruments, theories,
methodologies and technologies for Music Interaction. Musical
activities covered include composition, performance, improvisation,
analysis, live coding, and collaborative music making. Innovative
approaches to existing musical activities are explored, as well as
tools that make new kinds of musical activity possible. Music and
Human-Computer Interaction is stimulating reading for professionals
and enthusiasts alike: researchers, musicians, interactive music
system designers, music software developers, educators, and those
seeking deeper involvement in music interaction. It presents the
very latest research, discusses fundamental ideas, and identifies
key issues and directions for future work.
This book addresses the issue of music consumption in the digital
era of technologies. It explores how individuals use music in the
context of their everyday lives and how, in return, music acquires
certain roles within everyday contexts and more broadly in their
life narratives.
Both modern mathematical music theory and computer science are
strongly influenced by the theory of categories and functors. One
outcome of this research is the data format of denotators, which is
based on set-valued presheaves over the category of modules and
diaffine homomorphisms. The functorial approach of denotators deals
with generalized points in the form of arrows and allows the
construction of a universal concept architecture. This architecture
is ideal for handling all aspects of music, especially for the
analysis and composition of highly abstract musical works.
This book presents an introduction to the theory of module
categories and the theory of denotators, as well as the design of a
software system, called Rubato Composer, which is an implementation
of the category-theoretic concept framework. The application is
written in portable Java and relies on plug-in components,
so-called rubettes, which may be combined in data flow networks for
the generation and manipulation of denotators.
The Rubato Composer system is open to arbitrary extension and is
freely available under the GPL license. It allows the developer to
build specialized rubettes for tasks that are of interest to
composers, who in turn combine them to create music. It equally
serves music theorists, who use them to extract information from
and manipulate musical structures. They may even develop new
theories by experimenting with the many parameters that are at
their disposal thanks to the increased flexibility of the
functorial concept architecture.
Two contributed chapters by Guerino Mazzola and Florian Thalmann
illustrate the application of the theory as well as the software in
the development of compositional tools and the creation of a
musical work with the help of the Rubato framework.
Prepare yourself to be a great producer when using Pro Tools in
your studio. Pro Tools 9 for Music Production is the definitive
guide to the software for new and professional users, providing you
with all the vital skills you need to know. Covering both the Pro
Tools HD and LE this book is extensively illustrated in color and
packed with time saving hints and tips, it is a great reference to
keep on hand as a constant source of information. Detailed chapters
on the user interface, the MIDI and scoring features, recording,
editing, signal processing and mixing blend essential knowledge
with tutorials and practical examples from actual recordings. New
and updated materials include: *Pro Tools 9 software described in
detail *Details of the new functions and features of PT9 *Full
color screen shots and equipment photos Pro Tools 9 for Music
Production is a vital source of reference, for the working
professional or serious hobbyist looking for professional results.
This book discusses all aspects of computing for expressive
performance, from the history of CSEMPs to the very latest
research, in addition to discussing the fundamental ideas, and key
issues and directions for future research. Topics and features:
includes review questions at the end of each chapter; presents a
survey of systems for real-time interactive control of automatic
expressive music performance, including simulated conducting
systems; examines two systems in detail, YQX and IMAP, each
providing an example of a very different approach; introduces
techniques for synthesizing expressive non-piano performances;
addresses the challenges found in polyphonic music expression, from
a statistical modelling point of view; discusses the automated
analysis of musical structure, and the evaluation of CSEMPs;
describes the emerging field of embodied expressive musical
performance, devoted to building robots that can expressively
perform music with traditional instruments.
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