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= Homework #3: Generative Drum Machine Soundscape =
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= Homework #3: "Granular" =
  
'''Due date: 2016.2.18 11:59:59pm, Thursday.'''
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* milestone '''due 2016.2.16 Tuesday, in-class'''
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* final composition '''due 2016.2.22, Monday, 11:59:59'''
  
<div style="text-align: left;">[[Image:OmegaNebula.jpg]]</div>
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In this assignment, you are to explore and make use of Granular synthesis: 1) experiment with time-varying control over its parameters and 2) create a musical statement; it may be helpful to craft a live granular experimental testbed using physical input (keyboard, mouse, and/or joystick).
  
== Overview ==
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<div style="text-align: left;">[[Image:MultiGrains.jpg|700px]]</div>
Compose a short piece using the following 2 elements:
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component 1:
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=== Tools at your disposal ===
* a generative drum machine (think about input parameters to control/influence the drum machine; as well as ways to control these parameters)
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component 2:
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* ChucK
* generative soundscape (integrating algorithms to generate/modify the structures of sounds)
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* [http://chuck.stanford.edu/doc/program/ugen_full.html#LiSa LiSa] (Live Sampling); use multiple instances for layering / panning OR roll your own granularizer!
* interactive control (integrating devices such as game controller, wii remote, microphone, keyboard, mouse, etc.)
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* check out [https://ccrma.stanford.edu/courses/220b/ck/twilight-redux-kb.ck instrument redux] and [https://ccrma.stanford.edu/courses/220b/audio/twilight-source.aiff source sound] from [https://vimeo.com/100624271 Twilight] for laptop orchestra
* note: elements in category 2 should be used to control ''patterns'' and ''structures'' of music, not simply pitch or timbre (as if it were an instrument).  
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* recorded sounds (any, please give proper credit)
 
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* Audacity/Ardour (for intermediate + final recording/assembly)
== Specifications ==
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* create a software system in ChucK that generates music "automatically" or "semi-automatically" (i.e., with limited "high-level" human interaction)
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* consider using some of the synthesis elements we talked about (e.g., SinOsc, TriOsc, SqrOsc, Noise, Impulse, Step, ResonZ, OnePole, OneZero, BiQuad, LPF, HPF, ADSR, STK instruments, Comb filters, SndBuf, Granular/LiSa etc.)
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* consider using some of the technique we talked about (e.g., shreds, events, chance, lookup tables etc.)
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* potentially expose some high level parameters (e.g., density, excitement, mood, texture) and control them using input
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** for example: mouse, keyboard,
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** (optional): use audio analysis as a control for the synthesis (e.g., using ChucK Unit Analyzers)
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* here are some example ideas (you can use, combine, extend these, or go with something else altogether)
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** modeling playing style of something percussive, or a group of instruments ("real" and/or imagined)
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** model a particular musical style
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** leverage or musically sonify a mathematical model or a computer algorithm
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** a system that somehow evolves over time, giving a set of starting parameters
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** incorporate an auditory illusion, or perhaps the saliency of the voice
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** invent something new/crazy!
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* it might be helpful to design/partition your system into modules that you can exert independent control over, or that take care of different types of tasks/sounds in the system
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* create/perform a composition using your system, paying attention to overall form, density, and texture throughout (think "sonic clouds"...)
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== Resources ==
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=== Specification ===
  
Not all of these are directly relevant, but may serve as basic building blocks...
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What to do:
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* 1) spend some time exploring and collecting different sounds (online or recording them; check out [http://freesound.org/ freesound.org])
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** give proper credit as appropriate / note the origin of the sounds in your README
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* 2) process/transform/arrange/compose.
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** check out the code examples from class [https://ccrma.stanford.edu/courses/220b/lectures/ here]
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** use ChucK / LiSa to process/transform/arrange the sounds
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** plan and create time-varying, continuous control over '''at least 2''' parameters in the synthesis process (grain length, grain tuning, grain position, volume, envelope, density, or other)
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* 3) think about using granular synthesis to create foreground musical gestures, soundscapes, layers
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* 3) as before the bulk of the arranging should be done in ChucK, with intermediate editing and late-stage assembly in Audacity
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** figure out what you want to do, experiment, try a lot of stuff, have fun
  
* for mapping your keyboard/mouse to your sound [http://smelt.cs.princeton.edu/ S.M.E.L.T.]
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=== Deliverables ===
* Graham Coleman's most excellent [http://www.dtic.upf.edu/~gcoleman/chuck/tutorial/tutorial.html tutorial on ChucK for Music]
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* [http://chuck.cs.princeton.edu/doc/program/ugen.html ChucK unit generator reference] (check out the section on STK instruments, as potential starting points for ready-to-go instruments)
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* [http://chuck.cs.princeton.edu/doc/examples/ ChucK examples]
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* [http://chuck.cs.princeton.edu/doc/examples/stk/shake-o-matic.ck shake-o-matic] : virtual shaker player, again a simple potential building block.
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== Deliverables ==
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'''As usual, turn in all files by putting them in your Library/Web/220b/hw3/ directory + uploading to coursework'''
 
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'''As usual, turn in all files by putting them in your Library/Web/220b/hw3/ directory, upload to coursework, and email the link to Ge and Tim'''
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* 1) create a hw3/ directory, and put all the stuff below in there:
 
* 1) create a hw3/ directory, and put all the stuff below in there:
* 2) index.html should go into the hw3/ directory
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* 2) all related source/sound files (.wav/.ck)
* 3) all related source/sound files (.wav/.ck) '''NOTE: You must turn in a composite audio file (WAV or AIFF) of the final musical statement.'''
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* 3) a short README text ('''readme.txt''') file that:
* 4) a short README text ('''readme.txt''') file that:
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** specifies instructions on running your programs
 
** specifies instructions on running your programs
 
** describes your process/adventure, and perhaps the ideas (technical/aesthetic) behind the composition
 
** describes your process/adventure, and perhaps the ideas (technical/aesthetic) behind the composition
 
** gives credit, if needed, for the sounds you are using
 
** gives credit, if needed, for the sounds you are using
 
** describe any difficulties you encountered in the process
 
** describe any difficulties you encountered in the process
* 5) upload files to dropbox on coursework
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* 4) upload files to dropbox on coursework
* 6) email Ge and Tim
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* 5) email Ge and Tim (ge@ccrma, tsob@ccrma) with the URL of the web page
 +
 
  
Have fun with it!
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Thanks and have fun!!!

Latest revision as of 02:14, 10 February 2016

Homework #3: "Granular"

  • milestone due 2016.2.16 Tuesday, in-class
  • final composition due 2016.2.22, Monday, 11:59:59

In this assignment, you are to explore and make use of Granular synthesis: 1) experiment with time-varying control over its parameters and 2) create a musical statement; it may be helpful to craft a live granular experimental testbed using physical input (keyboard, mouse, and/or joystick).

MultiGrains.jpg

Tools at your disposal

  • ChucK
  • LiSa (Live Sampling); use multiple instances for layering / panning OR roll your own granularizer!
  • check out instrument redux and source sound from Twilight for laptop orchestra
  • recorded sounds (any, please give proper credit)
  • Audacity/Ardour (for intermediate + final recording/assembly)

Specification

What to do:

  • 1) spend some time exploring and collecting different sounds (online or recording them; check out freesound.org)
    • give proper credit as appropriate / note the origin of the sounds in your README
  • 2) process/transform/arrange/compose.
    • check out the code examples from class here
    • use ChucK / LiSa to process/transform/arrange the sounds
    • plan and create time-varying, continuous control over at least 2 parameters in the synthesis process (grain length, grain tuning, grain position, volume, envelope, density, or other)
  • 3) think about using granular synthesis to create foreground musical gestures, soundscapes, layers
  • 3) as before the bulk of the arranging should be done in ChucK, with intermediate editing and late-stage assembly in Audacity
    • figure out what you want to do, experiment, try a lot of stuff, have fun

Deliverables

As usual, turn in all files by putting them in your Library/Web/220b/hw3/ directory + uploading to coursework

  • 1) create a hw3/ directory, and put all the stuff below in there:
  • 2) all related source/sound files (.wav/.ck)
  • 3) a short README text (readme.txt) file that:
    • specifies instructions on running your programs
    • describes your process/adventure, and perhaps the ideas (technical/aesthetic) behind the composition
    • gives credit, if needed, for the sounds you are using
    • describe any difficulties you encountered in the process
  • 4) upload files to dropbox on coursework
  • 5) email Ge and Tim (ge@ccrma, tsob@ccrma) with the URL of the web page


Thanks and have fun!!!