256a-fall-2020/hw3

From CCRMA Wiki
Revision as of 17:45, 12 October 2020 by Ge (Talk | contribs)

Jump to: navigation, search

Homework #3: Interactive AudioVisual Music Sequencer

Sequencer-thing.jpg

NOTE: this image is here mostly for its colors, PLEASE DON'T (NECESSARILY) MAKE IT LOOK LIKE THIS!

timeline:

  • part 1 (research + on-paper design), submit to Canvas and be prepared to present
  • part 2 (demo/something working), be prepared to present in-class
  • part 3 (demo/semi-polished playable prototype)), be prepared to present in-class

Almost inevitably at some point in one's music software design journey, you'll be asked/tempted to make a step sequencer. In this assignment, we are going to get that off our chest/out of our system, and make a crazy, real-time, audio-visual software, driven by some type of step sequencer!

(Part 1 of 3): Research + Preliminary Design

  • due in-class (also upload to Canvas)
  • do research on music sequencers!
  • compile a list of useful references on various types of step sequencers / designs (articles, papers, images, etc.)
  • sketch your own preliminary designs of a real-time audio-visual step sequencer! make 3 different designs, maximally different from each other.
  • what features to include?
    • what does it look like? linear? circular? spherical? mobius?!? a game? a galaxy??
    • sequencing of pitch? dynamics (loundness)? envelopes (attack/decay/sustain/release)?
    • how many parallel tracks / layers / or different types of sound? (e.g., track 1 synth, track 2 drum etc)
    • how input the sequence (in real-time)?
    • how does it sound? will it use synthesis? load audio samples? MIDI?
    • can you save/load sequences? what file format? should we have a common Music256a/476a format?!
    • how to control/depict tempo?
  • sketch as much as detail as possible, even if you don't end implementing them!
  • hand in scans of your paper designs and be ready to present on Monday! (scans of these design sketches can go onto your website for this project!)

(Part 2 of 3) Something Working

  • IMPORTANT! timing must be audio-driven to ensure precision' (i.e., driven from audio/chuck, not from graphics/unit)
  • have something working in software, towards your core idea/aesthetics!
    • can start from the Chunity Example script "ChunityExampleTimeAdvancerWithHelperComponents.cs" for an example of:
      • driving the timing of a repeating sound event from chuck
      • having the time between sound events be variable and controlled from unity
      • driving the animation corresponding to it from a value in chuck, NOT a value in unity
      • (which is valuable because chuck's timing is tighter than unity's)
  • decide on a design + set of features for a real-time audio-visual step sequencer; the design decisions should account for the questions raised in part 1 above!
  • implement a working prototype of your step sequencer
  • should use:
  • potential things to sequence:
    • pitch
    • dynamics
    • different timbres / instruments
    • envelopes
  • requirements / high-level functional aesthetic goals
    • must be graphical
    • must be interactive
    • must be musical
    • should be flexible in usability
    • should support some narrative complexity
    • should feel satisfying to use
  • "hints"
    • think of user/interaction design **and** software/system design
    • create an audio engine, as well as a graphics engine; how do they interact?
    • having a "grid" can be very useful (but not strictly necessary)!

(Part 3 of 3) "Playable Prototype"

  • given the short timeframe, please aim for a semi-polished playable prototype
  • Musical Statement + In-Class Presentation
    • using your sequencer, create a short musical statement
    • create a short but polished video of a "mini-performance" of your sequencer
    • be prepared to present it in class
  • create a webpage for your audiovisual sequencer, which must contain:
    • one or more screenshot(s)
    • your sequencer "mini-performance" video
    • your initial design sketches + research, motivate and articulate how you made your design decisions
    • system design: how is your software architected? we recommend a class diagram.
    • (optional) any code for download

Note

  • As always, have fun with it! Make it satisfying.
  • you are welcome to work together, but you must do your own work
  • comment your code!


Deliverables

a website containing:

  • 1) design sketches (scan them in if necessary)
  • 2) a polished video of your step sequencer in action, and your musical statement
  • 3) screenshots of your step sequencer in action
  • 4) (optional) source code/executable to the project
  • 5) instructions on using your step sequencer
  • 6) instructions on building the project (for example, anyone in the class should be able to download)
  • 7) readme section describing:
    • any comments you want to share (difficulties and what you enjoyed) on using Chunity
  • 8) upload the website URL / submit all necessary files (code, images, videos, etc) to canvas!

(default: CCRMA webpage: http://ccrma.stanford.edu/~YOURID/256a/hw3/)