Wow, didn't expect to see my free book on HN. I'm the author.
Computational Music Synthesis
31–40 of 42 posts
Re: Computational Music Synthesis
#32Earlier quoted context omitted.
I hope the current giants in DAWs are doing much experimentation with VR tools, with the addition of multi-modal interfaces (like the mimu gloves and others), which could open up some marvelous ways of re-thinking music creation as a whole-body experience. The tech for VR might still be a bit limited but the potential for the intersection of it and multi-modal interfaces is, in my opinion, very interesting.
Almost every DAW fails to handle spatial audio rendering properly, so I doubt this is the case. Spatial computing that relies on spatial audio rendering is basically impossible to predict in current DAW offerings - you have to rely on game engine technology for the most part. The most accessible DAW that can handle spatial audio is Reaper, which doesn't even allow an odd number of channels.
Re: Computational Music Synthesis
#33Building a synthesizer from scratch was the most fun I've had as a programmer: http://www.plastaq.com/scythe_vst/ I'd strongly advise against trying to write music software for a living though. The market is just too competitive now and DAWs are increasingly bundling everything a user might need to make music.
Re: Computational Music Synthesis
#34Earlier quoted context omitted.
I hope the current giants in DAWs are doing much experimentation with VR tools, with the addition of multi-modal interfaces (like the mimu gloves and others), which could open up some marvelous ways of re-thinking music creation as a whole-body experience. The tech for VR might still be a bit limited but the potential for the intersection of it and multi-modal interfaces is, in my opinion, very interesting.
This is harder than it sounds. Waving your arms around explicitly conflicts with the very fine motor control required to play an instrument accurately and expressively. You need between two and 12 or so (including feet) channels of very precise movement data to make a useful musical instrument. VR hardware isn't designed to have that level of precision. Of course you can have virtual pads/buttons triggering samples,…
However it's more about thinking of musical creation very laterally. It could mean leveraging tilts of any place where one can put an accelerometer (heck, the OP1 does it in a gimmicky way to change any specific setting you want for a given track for example), your finger movements position in 3d space (mimu does some of the finger movement stuff), heck even smoothed-out eye "gestures" could be explored (google-glass-y devices would need to succeed since you're not going anywhere with current tech without invasive things like the EyeLink II). Pivoting around 360 degrees in a "musical cockpit" could also be a thing. Voice too, and NLP could be leveraged in creative ways (to bring forward different aspects of the tool or to give instructions at a high-level - "take the first four measures of the first guitar track and apply melodic inversion, shift down one octave and paste at the 2min mark on the bass track").
Different parts of the music-making process could take on different shapes in spaces that add multiple dimensions. As the mimu shows, a lot of what those dimensions do could be entirely configurable and fitting the creator. Conductors are a good example of someone leveraging rotations and depth (over half-sphere surfaces) to create expressions and rhythm and so on.
Plus nobody has to throw away the current tools either, once could think of the advantages of AR (Augmented Reality) which could leave perfectly clear the areas of your synths (or under a certain line of vision or even physically marked delimitations) during a performance, and all of the glory of ye olde knobs and faders can remain intact.
Current VR is out of reach for too many people for much experimentation (basically forces you to be on Windows, requires either heavy-duty hardware or has very little room for fine details), which means all the exploratory stuff to lead to even a subset of what I mentioned is only accessible to a handful of people so far. Same for multi-modal interfaces (the mimu is still a toy for rich artsy-techy people, the Tobiis are either too basic or too expensive, etc).
But we're still in the infancy of much of these kinds of tools. And while the usual engineer will talk about why everything's impossible, a designer or an artist will always be curious to see what just could be eventually.
Re: Computational Music Synthesis
#35Re: Computational Music Synthesis
#36Wow, didn't expect to see my free book on HN. I'm the author.
Thank you for this! Look forward to digging into it when I have more time. Just curious: on your list of publications[1], music shows up only once. How does this course relate to your other work, if at all? Or is this more of a side interest for you? [1]: https://cs.gmu.edu/~sean/papers/
Re: Computational Music Synthesis
#37Earlier quoted context omitted.
Almost every DAW fails to handle spatial audio rendering properly, so I doubt this is the case. Spatial computing that relies on spatial audio rendering is basically impossible to predict in current DAW offerings - you have to rely on game engine technology for the most part. The most accessible DAW that can handle spatial audio is Reaper, which doesn't even allow an odd number of channels.
Could you expand on what you mean by not handling properly? I don't work with non stereo audio and mostly use Logic but I assumed something like Nuendo would have excellent multi channel support as it's targeted at audio for film.
But even without leaving stereo, DAWs are already really bad. Think about how a pan or balance control works, instead of representing the perceptual localization of a sound they ask you to control the gain feeding two channels, left/right. The semantics of those two channels change after rendering, which makes it difficult to convey the same intent of a mixer/producer to the audience using that interface. Compare a stereo mix on near field monitors positioned perfectly, vs reference headphones, vs a car, vs a club system... the pan/balance control you set in your DAW changes the localization of the sound depending on ultimate render target, whereas what you need for spatial audio is for the localization to be independent from those targets.
The solution is object based audio, which is not perfect and a misnomer 90% of the time, but even that is because of how terribly DAWs handle spatialization. And it's not something you can really control with a plugin without hacking the mixbus configurations inside a DAW, and you can't propagate position down to other plugins.
Re: Computational Music Synthesis
#38This seems nice, introductory and very up-to-date. If I may offer some superficial criticism, I found the covered material was at odds with the title. The title evokes themes of algorithmic composition and experimental whole-music generation, while the book is actually about digital synthesizers and effects on a digital signal processing level. Of course I'm having a hard time coming up with anything better, but mayb…
My first thought was the same. Swapping "music" for "audio" would probably work. On a side note is generative music even music? (I think it can be but) According to my undergrad music prof the answer would be no, it would be classified as "not music", same as bird song. I've since seen research that refutes her birdsong claim (she wrote extensively on it) but I'm curious what the general consensus is?
Pretty much any generative art is still shaped by the artists input and choices.
Re: Computational Music Synthesis
#39This seems nice, introductory and very up-to-date. If I may offer some superficial criticism, I found the covered material was at odds with the title. The title evokes themes of algorithmic composition and experimental whole-music generation, while the book is actually about digital synthesizers and effects on a digital signal processing level. Of course I'm having a hard time coming up with anything better, but mayb…
On that note, what some favorite (ideally freely available) lectures/notes/books on the subjects of algorithmic composition and generative music? Ready, go:
Re: Computational Music Synthesis
#40Building a synthesizer from scratch was the most fun I've had as a programmer: http://www.plastaq.com/scythe_vst/ I'd strongly advise against trying to write music software for a living though. The market is just too competitive now and DAWs are increasingly bundling everything a user might need to make music.
Neat, what resources/tutorials did you follow?