https://ccrma.stanford.edu/mediawiki/index.php?title=220b-winter-2018/hw2&feed=atom&action=history220b-winter-2018/hw2 - Revision history2024-03-28T11:55:08ZRevision history for this page on the wikiMediaWiki 1.24.1https://ccrma.stanford.edu/mediawiki/index.php?title=220b-winter-2018/hw2&diff=20560&oldid=prevGe: Created page with "= Homework #2: Generative Drum Machine + Soundscape = * '''Milestone 2018.2.8 in class, Tuesday.''' * '''Due date: 2016.2.12 11:59:59pm, Monday.''' <div style="text-align: l..."2018-02-01T19:56:51Z<p>Created page with "= Homework #2: Generative Drum Machine + Soundscape = * '''Milestone 2018.2.8 in class, Tuesday.''' * '''Due date: 2016.2.12 11:59:59pm, Monday.''' <div style="text-align: l..."</p>
<p><b>New page</b></p><div>= Homework #2: Generative Drum Machine + Soundscape =<br />
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* '''Milestone 2018.2.8 in class, Tuesday.'''<br />
* '''Due date: 2016.2.12 11:59:59pm, Monday.'''<br />
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<div style="text-align: left;">[[Image:OmegaNebula.jpg]]</div><br />
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== Overview ==<br />
Compose a short piece using the following 2 elements:<br />
<br />
component 1:<br />
* a generative drum machine (think about input parameters to control/influence the drum machine; as well as ways to control these parameters)<br />
<br />
component 2: <br />
* generative soundscape (integrating algorithms to generate/modify the structures of sounds) <br />
* interactive control (integrating devices such as game controller, wii remote, microphone, keyboard, mouse, etc.) <br />
* 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). <br />
<br />
== Specifications ==<br />
* create a software system in ChucK that generates music "automatically" or "semi-automatically" (i.e., with limited "high-level" human interaction)<br />
* 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 etc.)<br />
* consider using some of the technique we talked about (e.g., shreds, events, chance, lookup tables etc.)<br />
* potentially expose some high level parameters (e.g., density, excitement, mood, texture) and control them using input<br />
** for example: mouse, keyboard,<br />
** (optional): use audio analysis as a control for the synthesis (e.g., using ChucK Unit Analyzers)<br />
* here are some example ideas (you can use, combine, extend these, or go with something else altogether)<br />
** modeling playing style of something percussive, or a group of instruments ("real" and/or imagined)<br />
** model a particular musical style<br />
** leverage or musically sonify a mathematical model or a computer algorithm<br />
** a system that somehow evolves over time, giving a set of starting parameters<br />
** incorporate an auditory illusion, or perhaps the saliency of the voice<br />
** invent something new/crazy!<br />
* 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<br />
* create/perform a composition using your system, paying attention to overall form, density, and texture throughout (think "sonic clouds"...)<br />
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== Resources ==<br />
<br />
Not all of these are directly relevant, but may serve as basic building blocks...<br />
<br />
* for mapping your keyboard/mouse to your sound [http://smelt.cs.princeton.edu/ S.M.E.L.T.]<br />
* Graham Coleman's most excellent [http://www.dtic.upf.edu/~gcoleman/chuck/tutorial/tutorial.html tutorial on ChucK for Music]<br />
* [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)<br />
* [http://chuck.cs.princeton.edu/doc/examples/ ChucK examples]<br />
* [http://chuck.cs.princeton.edu/doc/examples/stk/shake-o-matic.ck shake-o-matic] : virtual shaker player, again a simple potential building block.<br />
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== Deliverables ==<br />
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'''As usual, turn in all files by putting them in your Library/Web/220b/hw2/ directory, upload to coursework, and email the link to Ge and Tim'''<br />
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* 1) all related source/sound files (.wav/.ck) '''NOTE: You must turn in a composite audio file (WAV or AIFF) of the final musical statement.'''<br />
* 2) a short README text ('''readme.txt''') file that:<br />
** specifies instructions on running your programs<br />
** describes your process/adventure, and perhaps the ideas (technical/aesthetic) behind the composition<br />
** gives credit, if needed, for the sounds you are using<br />
** describe any difficulties you encountered in the process<br />
* 3) upload files to Canvas on coursework<br />
<br />
Have fun with it!</div>Ge