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It sure is smart but can it swing? (Digital audio and computer music)

Learn about sound and music in the physical world, representations of music, analyzing music with computers, and creating music with computers. Discover the relationship between sound frequency, pitch, loudness, and timbre in music perception. Explore digital representations of music and the use of technology to analyze sound and music, including computational auditory scene analysis and music information retrieval. Delve into sound synthesis techniques, such as additive synthesis and physical modeling, and how technology can be used to create and manipulate music. Gain insights into the interactive aspects of music creation and the interdisciplinary nature of computer music. Experience a world where technology and music intersect and shape our musical experiences. Visit http://soundlab.cs.princeton.edu/ for more information and try software like Chuck and Miniaudicle.

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It sure is smart but can it swing? (Digital audio and computer music)

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  1. It sure is smart but can it swing?(Digital audio and computer music) COS 116: 2/22/2011 Sanjeev Arora (slides from Prof. Rebecca Fiebrink)

  2. Today: Concrete example of how different concepts studied so far apply in one domain: Music.

  3. Overview • Sound and music in the physical world and in human experience • Representations of music • Analyzing music with computers • Creating music with computers

  4. 1. Sound and music

  5. Discussion Time What is sound? “Pressure wave”

  6. 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

  7. What do we hear? • Frequency • Pitch • Loudness • Timbre • …

  8. Psychoacoustics • Relationships between physical phenomenon of sound and our perception • Frequency <-> pitch • 20-20,000Hz • Amplitude <-> loudness • Identities and strengths of frequencies present : timbre + =

  9. Spectral representation Every wave (sounds included) can bedecomposed into “pure sine waves”, each ofa single frequency.

  10. 2. Representations of sound and music

  11. Discussion Time How do you represent music? • Score: • Audio samples • Spectrum

  12. Digital representation of music Qs: How can computerhalve the frequencyof this signal?

  13. Compression • Why? Saves bandwidth, memory etc. • How? • Trivial but very lossy: sample less often • Cleverer: use psychoacoustic principles • MP3: Masking • Even cleverer: use physical principles of sound production (via models)of sound source)

  14. Choosing a representation • Representations are compromises • Standard representations are somewhat arbitrary (e.g. MIDI) • Best representation is task-dependent

  15. 3. Using technology to analyze sound and music

  16. Analyzing speech • Real-life apps: • Customer service phone routing • Voice recognition software

  17. Computational Auditory Scene Analysis • Applications: Archival and retrieval, forensics, AI

  18. Music information retrieval • Analyzing musical data • Query, recommend, visualize, transcribe, detect plagiarism, follow along with a score • Sites you can try • midomi.com • Themefinder.com • Pandora.com (human-driven), last.fm

  19. Machine learning for analysis

  20. (1) What does this pseudocode do? Variable i; for i=1 to 4 do { if (i < 3) then print( i*i) else print (i);} (2) Write 33 in binary.

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

  22. Creating music: Synthesis

  23. Three approaches to synthesis • Additive synthesis • Figure out which frequencies are present, and in what proportions • Synthesize a sine wave at each frequency, and superpose them. • Physical modeling • Start with knowledge about how physical systems oscillate • Simulate oscillation of an arbitrary system. (RecallLecture 4) + + …=

  24. Three approaches to synthesis • Cross-synthesis (eg vocoder) • Choose filter for speech (vowel) • Choose source to be another sound

  25. Running a program Computer follows performer Live coding, special controllers Interactivity Some continua of computer music creation low Synthesis Controlling synthesis Composition high Level of control

  26. Performer-Computer Interaction • Augmented instruments • Software and hardware interfaces • Demo: PLOrk video, PBS • Demo: using a Wii-mote to control sound • New instruments • Perry’s Mug. • Live coding • Demo: Max’s drum machine • Chuck/miniaudicle

  27. 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?

  28. 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.

  29. http://soundlab.cs.princeton.edu/ Software to try: Chuck, Miniaudicle,

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