Re: [music-dsp] a little about myself

2012-02-29 Thread Victor Lazzarini
Also, as in traditional music disciplines, intuitive (and partial) 
understanding of principles can also be enough to make music, and I expect this 
to be the same here. This is, again, generally independent of whether we find 
this music good or bad.

Victor
On 29 Feb 2012, at 08:46, Victor wrote:

 In my opinion, the process here is as important as in traditional music 
 disciplines. So I think having a good knowledge of craft is essential for a 
 composer. In the traditinal world, this meant mastering counterpoint and 
 harmony, tonal and post-tonal, as well as being able to think new ways of 
 structuring the material, etc. Here, I think we have an emerging set of 
 crafts, maybe not yet completely defined, but things like synthesis and 
 programming might well be part of it.
 
 In the end, no one might be able to determine whether your music is worth 
 anything, but having a 
 good craft at least it will guarantee a certain level of structural quality 
 (if you believe there is such a thing). In some quarters, it will be said to 
 be professionally done. These are the things that can be taught and learned.
 
 However, as in traditional music, there is also something beyond the craft, 
 which is hard to define. 
 
 Victor
 
 
 On 29 Feb 2012, at 00:41, Richard Dobson richarddob...@blueyonder.co.uk 
 wrote:
 
 On 28/02/2012 16:03, Bill Schottstaedt wrote:
 I don't think this conversation is useful.  The only question I'd
 ask is did this person make good music?, and I don't care at all about
 his degrees or grants.  One of the best mathematicians I've known
 does not even have a high-school diploma.  If I find such a person,
 then it's interesting to ask how she did it.  But there are very few,
 and no generalizations seem to come to mind.
 
 
 I agree, but I think such conversations can be useful. Computer Music does 
 possibly suffer more than most from what I might mischievously call the 
 expertise problem - how does the typical listener recognise all the 
 skills that have been brought to bear in a piece? They presumably have to do 
 that at least to some extent, to decide if the piece is good.  The 
 temptation I see is to focus more on the process than the product - 
 understandable enough for a composer, but not necessarily practical for the 
 listener. Ross, for example, stipulated that a computer musician not only 
 needs to be a programmer, but also have undergraduate level EE expertise. 
 The process is clearly paramount. I do wonder how that would be 
 unambiguously apparent listening to a piece.
 
 On the CEC mailing list, the proposal was made (Kevin Austin IIRC) that in 
 what was called High Acousmatic Art (HAA) the piece will always involve 
 the process of transformation. That may well be widely true, but as a matter 
 of principle I would be disappointed if that was the only possible criterion 
 of goodness of a piece for it to qualify as HAA (assuming of course HAA 
 can itself be adequately defined). I am really interested in what other 
 paradigms of the compositional process could also qualify for a HAA piece.
 
 Richard Dobson
 
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Dr Victor Lazzarini
Senior Lecturer
Dept. of Music
NUI Maynooth Ireland
tel.: +353 1 708 3545
Victor dot Lazzarini AT nuim dot ie



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Re: [music-dsp] a little about myself

2012-02-29 Thread Jamie Bullock




On 29 Feb 2012, at 08:46, Victor wrote:

 In my opinion, the process here is as important as in traditional music 
 disciplines. So I think having a good knowledge of craft is essential for a 
 composer. In the traditinal world, this meant mastering counterpoint and 
 harmony, tonal and post-tonal, as well as being able to think new ways of 
 structuring the material, etc. Here, I think we have an emerging set of 
 crafts, maybe not yet completely defined, but things like synthesis and 
 programming might well be part of it.
 

'not yet completely defined' is the key phrase for me. The craft of computer 
music, or indeed live electronic music may well currently require a working 
knowledge of programming, synthesis, acoustics, production (etc), but this is 
surely by necessity rather than design. 

A tradition of using textual programming languages to produce computer music 
has evolved because initially this was the only way to do it, and so computer 
music programming languages have become ubiquitous. I'm personally interested 
in new tools, interfaces and instruments that allow musicians to compose with 
(and for) computers without the requirement for years of study in 
DSP/programming. I guess UPIC, Fairlight and Kyma are earlier systems that hint 
towards this.

The current Western orchestra, notation and musical language(s) have resulted 
from 100's years of development. The equivalent for 'computer music' is IMO as 
yet unknown, and lies somewhere in the future. I'd like to see a situation 
where musicians can make computer music armed only with musical ideas for 
sounds and processes, and no programming or DSP knowledge at all, but we're 
still a long way from that.

Just my 2p.

best,

Jamie


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Re: [music-dsp] a little about myself

2012-02-28 Thread Andy Farnell
 On 28/02/2012 00:43, Michael Gogins wrote:
 ..
 
 What I would dearly love to hear in this discussion is how Csound can
 be improved to facilitate the creation of music, from people who do
 use software to compose and create their music. Or how some other
 software might be better, for that matter.


For the beginner and experienced user alike, a rough spot in Csound is
resource management. Perhaps because Csound comes from an offline
lineage and was not conceived as a real-time system it's very easy
to create monsterous things. Things that unexpectedly use all the CPU
and drop out. Things that unexpectedly eat memory very fast.

Of course, to paraphrase Stroustrup,  you can shoot yourself in the foot
with all audio DSP languages, but with Csound you absolutely
positively kill every last mo___ker in the room.

Better polyphony and CPU monitoring/management, with some kind resource
limited subprocess concept would make it much safer.

Just 2c


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Re: [music-dsp] a little about myself

2012-02-28 Thread Richard Dobson

On 28/02/2012 13:05, Andy Farnell wrote:

On Tue, Feb 28, 2012 at 11:04:45AM +, Richard Dobson wrote:


So, one way and another, Computer music is so laden with
definitions and qualifications as to have lost all definition -
using it gives the listener no real information.


And yet, if I were to say to you about such and such a piece
of music Oh, it's computer music, you would know exactly what
I mean, and what to expect.



Er...


You will sit in a room with a high quality sound system of
no less than four loudspeakers, many of the audience will sport
impressive beards,


Actually, I see more pony-tails these days (mine is getting somewhat thin).


 and you will nod your head through excruciating

expanses of silence and high frequency buzzing.



Sounds like some night-clubs I used to go to.

At times you

will feel quite dizzy. And mistake your own tinnitus for the finale.



Done that. Most recently, the performance faded out to the 
air-conditioning noise, which (not having particularly noticed it 
previously) I was convinced was the piece still fading away. The very 
illustrious composer had to stand up and say that's it.



At the end there will be a presentation of some quite opaque equations,
and afterwards cheese, wine and cordial conversation as we
roam Paris or Vienna devouring haute cuisine paid for by some
impossibly selective European grant money,



If only!

..

That's computer music.




Richard Dobson
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Re: [music-dsp] a little about myself

2012-02-28 Thread m brandenberg

On Tue, 28 Feb 2012, Andy Farnell wrote:


And mistake your own tinnitus for the finale.


Bwahaha!  I went to that concert.  :-)

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Re: [music-dsp] a little about myself

2012-02-28 Thread Bill Schottstaedt
I don't think this conversation is useful.  The only question I'd
ask is did this person make good music?, and I don't care at all about
his degrees or grants.  One of the best mathematicians I've known 
does not even have a high-school diploma.  If I find such a person,
then it's interesting to ask how she did it.  But there are very few,
and no generalizations seem to come to mind.

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Re: [music-dsp] a little about myself

2012-02-28 Thread Michael Gogins
On the one hand, I completely agree with Bill, I'm only interested in
whether the music is good, and no, I don't think it's completely
subjective.

On the other hand, I do think there are many things it would be
advisable for a person who wants to write good music to know.

For someone who wants to write good computer music, what would be
useful to know is... bewildering and hard to define! But some
understanding of how good software is written, some understanding of
signal processing, some understanding of musical acoustics and
psychological acoustics, some understanding of music history and
theory, some understanding of musical form, and above all a deep,
personal immersion in music itself... deep listening.

On Tue, Feb 28, 2012 at 11:03 AM, Bill Schottstaedt
b...@ccrma.stanford.edu wrote:
 I don't think this conversation is useful.  The only question I'd
 ask is did this person make good music?, and I don't care at all about
 his degrees or grants.  One of the best mathematicians I've known
 does not even have a high-school diploma.  If I find such a person,
 then it's interesting to ask how she did it.  But there are very few,
 and no generalizations seem to come to mind.

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Irreducible Productions
http://www.michael-gogins.com
Michael dot Gogins at gmail dot com
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Re: [music-dsp] a little about myself

2012-02-28 Thread Adam Puckett
Andy,

there's an opcode called active that does what you want 'numalloc' to do:

http://csounds.com/manual/html/active.html

On 2/28/12, Michael Gogins michael.gog...@gmail.com wrote:
 On the one hand, I completely agree with Bill, I'm only interested in
 whether the music is good, and no, I don't think it's completely
 subjective.

 On the other hand, I do think there are many things it would be
 advisable for a person who wants to write good music to know.

 For someone who wants to write good computer music, what would be
 useful to know is... bewildering and hard to define! But some
 understanding of how good software is written, some understanding of
 signal processing, some understanding of musical acoustics and
 psychological acoustics, some understanding of music history and
 theory, some understanding of musical form, and above all a deep,
 personal immersion in music itself... deep listening.

 On Tue, Feb 28, 2012 at 11:03 AM, Bill Schottstaedt
 b...@ccrma.stanford.edu wrote:
 I don't think this conversation is useful.  The only question I'd
 ask is did this person make good music?, and I don't care at all about
 his degrees or grants.  One of the best mathematicians I've known
 does not even have a high-school diploma.  If I find such a person,
 then it's interesting to ask how she did it.  But there are very few,
 and no generalizations seem to come to mind.

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 dsp links
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 --
 Michael Gogins
 Irreducible Productions
 http://www.michael-gogins.com
 Michael dot Gogins at gmail dot com
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Re: [music-dsp] a little about myself

2012-02-28 Thread Richard Dobson

On 28/02/2012 16:03, Bill Schottstaedt wrote:

I don't think this conversation is useful.  The only question I'd
ask is did this person make good music?, and I don't care at all about
his degrees or grants.  One of the best mathematicians I've known
does not even have a high-school diploma.  If I find such a person,
then it's interesting to ask how she did it.  But there are very few,
and no generalizations seem to come to mind.



I agree, but I think such conversations can be useful. Computer Music 
does possibly suffer more than most from what I might mischievously call 
the expertise problem - how does the typical listener recognise all 
the skills that have been brought to bear in a piece? They presumably 
have to do that at least to some extent, to decide if the piece is 
good.  The temptation I see is to focus more on the process than the 
product - understandable enough for a composer, but not necessarily 
practical for the listener. Ross, for example, stipulated that a 
computer musician not only needs to be a programmer, but also have 
undergraduate level EE expertise. The process is clearly paramount. I do 
wonder how that would be unambiguously apparent listening to a piece.


On the CEC mailing list, the proposal was made (Kevin Austin IIRC) that 
in what was called High Acousmatic Art (HAA) the piece will always 
involve the process of transformation. That may well be widely true, but 
as a matter of principle I would be disappointed if that was the only 
possible criterion of goodness of a piece for it to qualify as HAA 
(assuming of course HAA can itself be adequately defined). I am really 
interested in what other paradigms of the compositional process could 
also qualify for a HAA piece.


Richard Dobson

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Re: [music-dsp] a little about myself

2012-02-28 Thread Ross Bencina

On 29/02/2012 11:41 AM, Richard Dobson wrote:

On 28/02/2012 16:03, Bill Schottstaedt wrote:

I don't think this conversation is useful. The only question I'd
ask is did this person make good music?, and I don't care at all about
his degrees or grants. One of the best mathematicians I've known
does not even have a high-school diploma. If I find such a person,
then it's interesting to ask how she did it. But there are very few,
and no generalizations seem to come to mind.



I agree,


I'm not sure whether (or which) conversation is useful, but I totally 
agree with good music being the important thing in the end. That said, 
result orientation has been the subject of criticism in certain 
circles, and there exists a counter view that it's the process, not the 
result that matters.




but I think such conversations can be useful. Computer Music
does possibly suffer more than most from what I might mischievously call
the expertise problem - how does the typical listener recognise all
the skills that have been brought to bear in a piece?


(In my view) the listener need not recognise all those skills. The 
audience is presented with acoustic stimulus and the first order 
experience is usually auditory. What happens beyond that depends, among 
other things, on the mode of listening, but in general it's safe to say 
it won't typically be an experience of thinking about expert-level 
technical production details.


The typical listener may not know much about late 19th century tonal 
harmony but can appreciate music that employs it. One knows when a 
seamstress/tailor/brain surgion/street cleaner/cabinet maker/film 
production team/ has done something good without needing to know about 
the specialised skills and tools involved.



 They presumably have to do that at least to some extent, to decide if
 the piece is good.

They may recognise some of the skills, to some extent, perhaps -- but I 
think more often the product is experienced on its own terms, as 
sound. There's a genotype/phenotype relationship between skills and the 
musical result: maybe the skills and means are apparent, maybe they 
aren't -- maybe the composer has worked hard to conceal the techniques 
of production -- the appreciable skill might be the invisibility of the 
process (like the absence of visible brush strokes in the paintings of 
the Dutch masters.) Thuse the criteria for good music should not 
require recognition of all the skills that have been brought to bear in 
a piece.


But such recognition can certainly be a component of music appreciation.
Art speaks into a context which comprises of some subset of knowledge of 
everything that has gone before, and this could, under some 
circumstances, include knowledge of production processes, organising 
principles and structuring techniques -- whether in general, or with 
respect to a particular composer or work.


There are forms of computational art (e.g. net art, software art, 
 perhaps also live coding, and I mean these with reference to 
specific art movements) where the computational process has been 
aestheticised. (Perhaps analogous to the aestheticisation of concept 
in modern art.) One could also argue that in modern classical music, 
performance technique has become aestheticised. But this reification of 
technitution as Harry Partch called it, is by no means a universally 
accepted definition of what is or should be considered good.




The temptation I see is to focus more on the process than the
product  - understandable enough for a composer, but not necessarily
practical for the listener.


Agreed. It can sometimes be a problem when the aestheticisation of the 
internal (technical) structure of an artwork is considered key to the 
appreciation of the artwork. Perhaps this is what you're getting at?


These days I see computer practice with a strong focus on proces over 
product as a branch of the software art movement. Personally I think 
it is critical that music must be good on merits related to the domain 
of musical/auditory perception and cultural experience. But allowing for 
appreciation of computational aesthetics as an integral part of the work 
may also be valid -- some might even argue that computational aesthetics 
are more important than the musical result.. but at that point I think 
it ceases being music, which is why categories like software art are 
useful.




Ross, for example, stipulated that a
computer musician not only needs to be a programmer, but also have
undergraduate level EE expertise. The process is clearly paramount.


The driving concern here is to be sufficiently prepared to engage with 
the computer in an act of composer/performer programmed computation that 
results in musical sound -- i.e. computation as a medium of musical 
expression. This isn't any more about the process as it is about 
having the requisite skills to create the product.



 I do wonder how that would be unambiguously apparent listening to a
 piece.


Ross.
--

Re: [music-dsp] a little about myself

2012-02-27 Thread Ross Bencina

Hi Andy,

Some comments, and questions for clarification...

 IIRC, most Music-N line of systems are multi-rate. That means we
 have a fast computation rate, on which audio signals are calculated,
 and a slower rate (obviously some integer factor of the audio rate),
 usually called the control rate, at which things like slow moving
 envelopes, MIDI inputs and suchlike are calculated.

That's my understanding too. I'm not sure when in the lineage the 
control rate was introduced.


Note that there is another wrinkle: some variants support 
sample-accurate event scheduling by slicing the audio period into 
multiple sub-blocks at event boundaries. I believe this was around from 
the early days.



Then, considering (Pd) message dataflow:

On 27/02/2012 2:20 AM, Andy Farnell wrote:
 The essential facts of this dataflow might be


There is_always_  an audio signal but there are sometimes no control messages

Control messages are computed on a block boundary


Given this formulation, that the control message scheduler is only 
pumped on the block boundary, isn't this equivalent to having a control 
rate available? Presumably there is a way to get a bang (evaluation) 
every block. From a signal processing angle this still allows the same 
semantics as Music-N multirate? (but see below).


Also note that at least in max, the scheduler doesn't always run 
block-synchronously with the audio thread. I think there are different 
scheduling modes. See Scheduler in Audio Interrupt (SAI) here for example:


http://cycling74.com/2004/09/09/event-priority-in-max-scheduler-vs-queue/

This actually makes your point clearer -- if the scheduler is *not* in 
the audio interrupt then clearly it is asynchronous and is quite 
different from the Music-N multirate approach.




The audio signal is hard real time, so failure of the control to complete
before the next interrupt will result in a drop out.


Assuming SAI, which is maybe the only option in Pd, but not in Max.



Okay, given these two approaches we can see that setting kr = ar
alternatively expressed as (ksamps = 1) in the former system seems to
be the same as setting the blocksize to 1 in the latter.

BUT:

In Csound we will still get an interleved series

[As_0, Ks_0, As_1, Ks_1, As_2, Ks_2 ... As_n, Ks_n]

wheras in Miller's dataflow we have As, the audio stream running
constantly, with the possibility for Ks to intervene_anywhere_
within the stream so long as they can complete before the next
As is demanded

[As_0, As_1, As_2, As_3 ...As_20, As_21, Ks_0, As_22 ...As_100, Ks_1, Ks_2, 
As_101]


This description doesn't strike me as completely consistent with what 
you said above. Are you saying that scheduler dispatch is triggered by 
the audio block rate but doesn't happen synchronously with it (ie it is 
still in a separate thread?) I'm not sure I understand what you mean by 
Ks to intervene_anywhere_ within the stream -- presumably (in the 
model you described) they only intervene at block boundaries? If the 
scheduler could be invoked at any sample location (ie sample accurate 
callbacks) then things could get interesting.




Obviously this requires one to think about difficult problems where
control and signals are closely coupled in subtly different ways for
each language.


Right, so for example, you don't implicitly have a control sample rate 
for doing control rate filtering etc.


Ross

P.S. Your post was in response to Brad's comment about ~gen, which I 
think is more like implementing audio-rate code in a max object, than 
any of the above methods.



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Re: [music-dsp] a little about myself

2012-02-27 Thread Ross Bencina

Hi Richard,

On 27/02/2012 3:01 AM, Richard Dobson wrote:

On 26/02/2012 11:33, Ross Bencina wrote:
..


Perhaps I'm not being clear. My point is about being able to execute
arbitrary code at an arbitrary time based on the value of some
signal(s). The zero crossing thing was a simple example.


In which case it is a trivial test. Way back when I first used Csound on
the Atari ST, the documentation cited the single-sample mode for
implementing audio feedback and recursion. Not as efficient as using
dedicated opcodes, but far from impossible. Conditional tests at krate
effectively become conditional tests per sample.


If running at ksamps=1 is acceptable, then I agree. But in my view this 
is an inefficient hack. Some people are happy with that.




A language is defined not simply by what it enables, but by what it
~supports~. Csound supports and is optimised for fast audio vector
processing, but it can do scalar processing too if you really need it.
And on modern machines it is not even all that slow. Some recently added
processes such as the Sliding DFT are defined as single-sample processing.

You could also

think of algorithms that are not strictly signal based such as
multi-rate counters etc etc. Without a full-blown programming language
the compromises become unacceptable once you know how to program in a
normal language, whether that be C, C++, Java, Haskel, Scheme or Lisp.




All your points centre on the last - that Csound is not a full-blown
programming language. This is only stating the obvious, and is not a
Csound flaw.


My basic contention is that it is an insurmountable shortcoming and 
obstacle to future human creative progress for any environment that 
employs this restrictive DSL-like paradigm for creative expression in 
the domain of computer music (as previously described). This is what I 
mean by flaw.


This is not stating the obvious, it is a position on the design of 
software tools for computer music, as previously defined. [and yes, 
AudioMulch fails the test far more than CSound].




~Of course~ it isn't, never was and has never claimed to
be - it is a scripted interpreter specialised for audio processing. It
is a domain-specific language, and as such is one among many - Matlab,
SQL, HTML and so on.


Right. Although Matlab, SQL and HTML are all very different in their 
relation to a domain so I'm not exactly sure what your point is here.


The bulk of this argument is what are the boundaries of the domain of a 
DSL for musical audio processing. You would like to define that domain 
as what Csound does whereas I conjecture that it is essentially no 
smaller than the domain of generalised computation. Which, lest I be 
misinterpreted, does *not* require C++, templates or exceptions, but it 
*does* require efficient sample-by-sample computation, support for data 
structures, etc.




In short, this is a completely straw-man argument,


If you think that, you are missing my point. The point being that 
musical DSLs that do not provide full blown programming features present 
undesirable limitations to the current state of practice in computer 
music. This may be a marginal view, but it is not a straw man.


Further, the fact that you cite the use of Python and Lua embedded in 
CSound suggests that there already exists support for this requirement.




as you are comparing apples to oranges.


Well yes, I am saying that apples are not a nutritional option.



Indeed, the single biggest issue I have with some on
the Csound list is precisely that they want to add more general-purpose
procedural idioms to Csound, in a misguided attempt to turn into it an
audio version of C++.


No need to group my opinions with your Csound list buddies. I'm quite 
happy for CSound to continue in its limited scope. I just think that 
scope is too limited and I for one would prefer a tool that 
*efficiently* combines all levels (from sample computation to 
algorithmic composition). To some degree, ironically, Max with ~gen 
approaches this, although it is still a multi-language approach which 
to me has its problems (the problems being with where and how the 
boundaries get drawn at the interfaces between languages).




Even the addition of opcodes to embed Python or
Lua code within the orchestra was something I had great misgivings about
(i.e. a whole opcode and even effectively a whole instrument can be
written in Python or Lua), as to me it is the wrong way around - Csound
is a low-level language most suited to being embedded within
higher-level ones. Still, they work (as far as I know), and I suppose if
I try them one day I might feel differently! So we can probably have the
slightly surreal spectacle of a Python script running Csound which in
turn runs a Python-defined opcode.

..


Are you being a pedant on purpose or did you miss my point? It was just
an example. Anything that needs to efficiently to execute signal aware
logic triggered at arbitrary locations in the sample stream.

Re: [music-dsp] a little about myself

2012-02-27 Thread Richard Dobson

On 27/02/2012 21:00, Ross Bencina wrote:
..


And as I have already said. Computer musicians, must be programmers *by
definition*. Otherwise they are musicians, using computers.


But there is no single universally agreed definition of Computer 
musician. It is very likely a super-category. You have your definition, 
but it is not the only one out there. In English we tend to aggregate 
nouns, so we say computer musician. What you really mean is computing 
musician. How about music informaticist? It may catch on. In the 
meantime, people working intensely with DAW such as Pro Tools or Cubase 
call themselves programmers. And there is of course, I hope you will 
agree, nothing wrong or inferior about being a musician who uses 
computers. And there are many many levels of computing. What 
equivalent two-word name would you give them? There are musicians who do 
not use a computer but who think and compose algorithmically. What do we 
call them? For nobody really exists until we can call them something.




Richard Dobson



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Re: [music-dsp] a little about myself

2012-02-27 Thread Ross Bencina

On 28/02/2012 8:55 AM, Richard Dobson wrote:

On 27/02/2012 21:00, Ross Bencina wrote:
..


And as I have already said. Computer musicians, must be programmers *by
definition*. Otherwise they are musicians, using computers.


But there is no single universally agreed definition of Computer
musician.


As previously posted this is my definition, like it or lump it:

On Feb 26, 2012, at 12:48 AM, Ross Bencina wrote:
 In my view, anyone who cares about being a composer of
 *computer music*
 (in the context of this discussion) needs at least the following (or
 equivalent) undergraduate knowledge:

 1) music composition degree
 2) computer science and/or software engineering degree
 3) electrical engineering degree

 Maybe even this is required:
 4) Tonmeister/ sound engineering degree

If you feel that my use of terminology is distracting from the central 
purpose of the discussion I would be quite happy to call them User X. 
They are, I belive, the primary audience for use-case Y that is DSL's 
for User X to create music.




It is very likely a super-category. You have your definition,
but it is not the only one out there.


Sure, but we don't need to further argue semantics, I've specifically 
qualified my usage as relevant to this discussion about limitations of 
some exisiting tools / paradigms.




In English we tend to aggregate
nouns, so we say computer musician. What you really mean is computing
musician. How about music informaticist? It may catch on. In the
meantime, people working intensely with DAW such as Pro Tools or Cubase
call themselves programmers. And there is of course, I hope you will
agree, nothing wrong or inferior about being a musician who uses
computers.


Somewhere else in the thread I already explicitly said that I wouldn't 
dream of casting any aspersions or associate any relative merit or value 
to different approaches. However, just as their are better and worse 
violins for violinists, there are better and worse programming systems 
for User X.




And there are many many levels of computing. What
equivalent two-word name would you give them?
There are musicians who do
not use a computer but who think and compose algorithmically. What do we
call them? For nobody really exists until we can call them something.


I am afraid you have lost me here. I have tried to provide you with 
sufficient description to contextualise my argument. If you don't like 
my use of two letter words that is fine. I'm not attached to them, 
especially since it appears that all they have done is distracted you. 
On the other hand, I am attached to the underlying notions that I used 
the two letter word to denote (perhaps modulo my omission of mathematics 
to the mix).


Ross.


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Re: [music-dsp] a little about myself

2012-02-27 Thread Richard Dobson

On 27/02/2012 22:05, Michael Gogins wrote:
..


The actual blocks of audio samples will probably still be there... but
it would be nice if one didn't have to think about them.

Come to think of it, what with a-rate and k-rate variables in Csound
orchestra language, WE don't have to think about them -- much.

 Quite. We don't have to think about them at all, except for the times 
when we do!


Richard Dobson
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Re: [music-dsp] a little about myself

2012-02-27 Thread Victor
and with the same k and a variables we can still think about each sample of the 
signal, if we need to.



On 27 Feb 2012, at 22:42, Richard Dobson richarddob...@blueyonder.co.uk wrote:

 On 27/02/2012 22:05, Michael Gogins wrote:
 ..
 
 The actual blocks of audio samples will probably still be there... but
 it would be nice if one didn't have to think about them.
 
 Come to think of it, what with a-rate and k-rate variables in Csound
 orchestra language, WE don't have to think about them -- much.
 
 Quite. We don't have to think about them at all, except for the times when we 
 do!
 
 Richard Dobson
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Re: [music-dsp] a little about myself

2012-02-27 Thread Michael Gogins
This has become a somewhat interesting and relevant discussion, in
that we are preparing to rewrite the internals of Csound to at least
some extent.

I have been using Csound since the late 1980s, I have contributed a
number of features and opcodes to Csound, and I have influenced the
current design of Csound. I have also made attempts to learn and use
other programmable synthesizers, starting with analog electronic
modular synthesizers, and cmix (now RTcmix), Pure Data, and Reaktor. I
have also created working prototypes of software synthesizers of my
own design.

I do algorithmic composition almost exclusively. I have designed a few
Csound instruments from scratch, but more often adapt other peoples'.

What I'm looking for is simple. I want sit down, write code quickly,
hear it right away, figure out how to make it better fast, and do this
over and over as quickly as possible. And I need to be able to express
any musical or acoustical concept or image in code. General purpose
languages are better than domain specific languages for this.

The reason I use Csound after all these years is then, obviously, not
because I haven't learned other systems or approaches, it is because
it facilities the workflow I have described best of all. Your mileage,
style, and taste may vary. I would really prefer to do everything in
one, widely used, efficient, standard language such as C++. I would
use Java or Lisp or whatever if thought they would do the job. But the
fact of the matter is that I have been able to get more done with
Csound, facilitated by other languages such as Python or Lua for which
I have created the wrappers. And I am now trying to see how the
workflow goes if I do my composing in straight C++ with Csound
embedded as an engine.

To a considerable extent this musical productivity I am able to
express with Csound is due to its having been around a long time and
having grown with a community of composers, musicians, and programmers
who have created something like a tradition within which I find it
easier to make music. As with the adapted Csound instruments,
definitely. Certainly a major reason why I have not proposed my own
design for a software synthesizer is I recognize the titanic amount of
work required to get the functionality, the opcode set, and so on up
to the level of Csound or any other widely used programmable
synthesizer.

But it is also because, for all its flaws, the Csound orchestra
language concisely and relatively clearly expresses what is going on
in the sound synthesis.

What I would dearly love to hear in this discussion is how Csound can
be improved to facilitate the creation of music, from people who do
use software to compose and create their music. Or how some other
software might be better, for that matter.

On Mon, Feb 27, 2012 at 6:27 PM, Victor victor.lazzar...@nuim.ie wrote:
 yes, I guess this is a side effect of backwards compatibility, which has been 
 the only absolute in development of Csound (it still runs even Music11 
 compositions). However, it can be improved with better formatting of 
 documentation. While it can be off-putting, it has been a clear decision by 
 the community not to break with this principle. No matter how good a system 
 is, in my view, it is not worth much without a user community.

 Victor

 On 27 Feb 2012, at 23:11, Risto Holopainen risto.holopai...@imv.uio.no 
 wrote:


 I must say I'm happy to have learnt the rudiments of Csound in 1996 and
 not today. The problem is not so much its shortcomings (I partly agree
 with Ross on them) but its longcoming list of opcodes and ever-expanding
 list of new features. Searching the manual for the correct name for a
 one-pole filter and whatnot becomes a distraction. But I still find it
 excellent for throwing together a custom effect and sometimes for
 algorithmic composition. At least in cases when I'm too lazy or too
 ignorant to do it in C++.

 Csound is an evolving language, still after more than 25 years, and there
 are many features you might not be aware of. The recently-introduced new
 parser has opened up a bunch of new possibilities, including that of new
 languages to control the engine.

 We are in active discussion regarding the development of Csound 6, which
 will include more new features and possibilities. The community has been
 very active and engaged in telling us what they would like to see there.

 Victor

 Looking forward to the new version, nevertheless!


 Risto
 [ != computer musician by the strictest of standards]



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Re: [music-dsp] a little about myself

2012-02-27 Thread Richard Dobson

On 27/02/2012 22:15, Ross Bencina wrote:
..

On Feb 26, 2012, at 12:48 AM, Ross Bencina wrote:
  In my view, anyone who cares about being a composer of
  *computer music*
  (in the context of this discussion) needs at least the following (or
  equivalent) undergraduate knowledge:
 
  1) music composition degree
  2) computer science and/or software engineering degree
  3) electrical engineering degree
 
  Maybe even this is required:
  4) Tonmeister/ sound engineering degree



As noted elsewhere, that probably excludes almost everyone in the field. 
I would be tempted to say the top of the iceberg, except that it seems 
to be all tip and no iceberg.  My own view is that there is no such 
thing as computer music. There is music composed one way or another 
using computers, but I suspect that is not the same. There is music 
composed algorithmically, but all using pencil, eraser, and paper. That 
is not the same thing either. We have a habit in the West of seeing the 
thing as defining the person. I prefer to approach it the other way 
around, I see what the person does, and ~if appropriate~ find a 
description for them. The simplest of all is to call them musicians; 
which is how I describe myself, because all the activities I engage in 
are related to music one way and another. It remains to be seen, of 
course, to what extent my sonifications amount to music - but they 
have at least been used by musicians to make music with, so that makes 
it OK.


Richard Dobson
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Re: [music-dsp] a little about myself

2012-02-26 Thread Brad Garton
On Feb 26, 2012, at 12:48 AM, Ross Bencina wrote:

 In my view, anyone who cares about being a composer of *computer music* (in 
 the context of this dicussion) needs at least the following (or equivalent) 
 undergraduate knowledge:
 
 1) music composition degree
 2) computer science and/or software engineering degree
 3) electrical engineering degree
 
 Maybe even this is required:
 4) Tonmeister/ sound engineering degree

I would like to agree with you, because I also value all these things (and am 
pretty much a dilettante in all four).  But I see an analog with the is a DJ 
*really* a [computer music]  composer? question that floats around (or in an 
earlier generation, is a collage artist...).  Most DJ things I find just 
annoying, but lately I've heard a few that are quite interesting, and also 
operating independent of the categories 1-4 above that I know and love.  I 
guess it's the in the context of this discussion qualifier that makes the 
difference here.

brad
http://music.columbia.edu/~brad

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Re: [music-dsp] a little about myself

2012-02-26 Thread Ross Bencina

On 27/02/2012 1:11 AM, Brad Garton wrote:

We're fooling around with the new Max/MSP gen~ stuff in class, it
seems an interesting alternative model for low-level DSP coding.
Once they figure out how to do proper conditionals it will be really
powerful.


Why anyone would want to use a visual patcher to write low level code is 
beyond me though. Managing complexity in Max is already a nightmare 
compared to using text-based development methods and tools. Not to 
mention how quickly you can type code compared to patching it.
They should have just added an object for live coding assembly language 
(only half kidding).


Ross.
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Re: [music-dsp] a little about myself

2012-02-26 Thread Brad Garton
On Feb 26, 2012, at 5:13 AM, Richard Dobson wrote:

 One way or another, every user is limited by what those systems do not enable;

Yes!

 and I would argue that of all of them, Csound offers the fewest limitations. 

No!!  :-)

(and the no refers doubly to 'let's not have that argument)

brad
http://music.columbia.edu/~brad

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Re: [music-dsp] a little about myself

2012-02-26 Thread Brad Garton
On Feb 26, 2012, at 9:25 AM, Ross Bencina wrote:

 Why anyone would want to use a visual patcher to write low level code is 
 beyond me though. Managing complexity in Max is already a nightmare compared 
 to using text-based development methods and tools. Not to mention how quickly 
 you can type code compared to patching it.
 They should have just added an object for live coding assembly language (only 
 half kidding).

I completely agree.  However, I find myself exploring aspects of an implemented 
DSP algorithm in ways that I wouldn't using a text-based approach.  It's kind 
of like trying to write poetry in a second language, you occasionally find 
yourself constructing things you would not have otherwise.  All these various 
languages facilitate different kinds of 'tweakiness', and for me a lot of the 
fun is seeing where a particular approach might lead...

brad (who really is a text-based kinda guy)
http://music.columbia.edu/~brad

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Re: [music-dsp] a little about myself

2012-02-26 Thread Andy Farnell
On Sun, Feb 26, 2012 at 09:11:10AM -0500, Brad Garton wrote:
 On Feb 26, 2012, at 5:13 AM, Richard Dobson wrote:
 
  It is rather more flexible than Max/MSP, say, because you can if you want
  to run a single-sample vector, whereas MSP has always been fixed to a 
  64-sample block size.
 
 I don't think that's actually true...
 
 We're fooling around with the new Max/MSP gen~ stuff in class, it seems an 
 interesting alternative model for low-level DSP coding.  Once they figure out 
 how to do proper conditionals it will be really powerful.
 
 brad


For a long time, there has been the equivalent trick to that which Michael 
mentions for Csound, setting ksamps = 1, only in Pd/Max you set blocksize =1.
While these seem superficially similar, and both have the same outcome that
you can do control calculations on a per sample basis, they are conceptually
different, in the same sense that multi-rate and pull dataflow differ.

cheers,
Andy


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Re: [music-dsp] a little about myself

2012-02-26 Thread Brad Garton
On Feb 26, 2012, at 9:38 AM, Andy Farnell wrote:

 For a long time, there has been the equivalent trick to that which Michael 
 mentions for Csound, setting ksamps = 1, only in Pd/Max you set blocksize =1.
 While these seem superficially similar, and both have the same outcome that
 you can do control calculations on a per sample basis, they are conceptually
 different, in the same sense that multi-rate and pull dataflow differ.

Andy -- could you unpack this a little for me?  Are you referring to the 
independence
between the 'control rate' and the underlying blocksize that you get in Csound 
(and
others)?  if so, what are the some of the real effects that this might have?

I'm not being pejorative with these questions, I honestly don't understand what 
you mean.

brad
http://music.columbia.edu/~brad

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Re: [music-dsp] a little about myself

2012-02-26 Thread Ross Bencina

On 27/02/2012 1:22 AM, Brad Garton wrote:

I would like to agree with you, because I also value all these things
(and am pretty much a dilettante in all four).  But I see an analog
with the is a DJ*really*  a [computer music]  composer? question
that floats around (or in an earlier generation, is a collage
artist...).


Other analogous questions include Should the artist be a programmer?, 
Must creative engagement with computers involve programming?


Then there is the whole schtick of composer as Auteur directing the 
technical minions to do the programming for him/her. A variant might be 
Composer buying pre-made tools to use to make their music.


I liked Andy's reference to second order culture earlier. This is one 
way of looking at software reuse by composers. Another is the 
instrument-builder - instrument - composer-performer relation.




Most DJ things I find just annoying, but lately I've
heard a few that are quite interesting, and also operating
independent of the categories 1-4 above that I know and love.


Of course you don't need all the aforementioned computer skills to use a 
computer to make *music*, and I wouldn't dare to ascribe relative value 
to the different areas of musical engagement with computers. Great music 
is being made in all sorts of different ways -- and a computer is 
sometimes part of that. But I think it's when the composer engages with 
the computer *as a computer* (whatever that means, but I think it 
involves programming, or algorithmic processes, or some uniquely digital 
manipulation methods, not as a virtual real thing) that it becomes 
computer music composition in the specialised sense meant here.




I guess it's the in the context of this discussion qualifier that
makes the difference here.


Yeah. There is such a thing as specialised computer music composition 
that takes in all those disciplines -- and in my view, the limits of the 
tools we are discussing are especially relevant within that context.


If you come at it from a found object perspective, the tools have 
certain affordances -- they're good at certain things. My impression is 
that Richard has suggested that what they are good at and what they 
are intended for is the same thing.. but I'm not convinced.


Ross.


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Re: [music-dsp] a little about myself

2012-02-26 Thread Brad Garton
On Feb 26, 2012, at 9:48 AM, Ross Bencina wrote:

 Then there is the whole schtick of composer as Auteur directing the technical 
 minions to do the programming for him/her.

Oh my *favorite* paradigm!  Ya just gotta love the cultural model that puts 
forward, too.

brad
http://music.columbia.edu/~brad

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Re: [music-dsp] a little about myself

2012-02-26 Thread Theo Verelst

On Feb 26, 2012, at 12:48 AM, Ross Bencina wrote:
..
 1) music composition degree
 2) computer science and/or software engineering degree
 3) electrical engineering degree
..

Hmm, software engineering would preferably be covered by EE, but of 
course there are differences in emphasis.


And I doubt it's better to have a conservatory degree than be called 
Ludwig vonin some joint of history, though a good degree wouldn't stop 
the Commodores from making interesting music, of course. Let's not 
comfuse the desires of a New Age talking about movements with decent 
leadership, and proper academic or even universal definitions of subject 
boundaries, please ?


Theo
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Re: [music-dsp] a little about myself

2012-02-26 Thread Richard Dobson

On 26/02/2012 14:11, Brad Garton wrote:

On Feb 26, 2012, at 5:13 AM, Richard Dobson wrote:


It is rather more flexible than Max/MSP, say, because you can if
you want to run a single-sample vector, whereas MSP has always been
fixed to a 64-sample block size.


I don't think that's actually true...



It used to be; maybe it is more flexible in version 6. I have never 
owned it, so my knowledge is somewhat sparse and anecdotal.



Richard Dobson


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Re: [music-dsp] a little about myself

2012-02-26 Thread jpff
 On Feb 26, 2012, at 12:48 AM, Ross Bencina wrote:

 In my view, anyone who cares about being a composer of *computer music*
 (in the context of this discussion) needs at least the following (or
 equivalent) undergraduate knowledge:

 1) music composition degree
 2) computer science and/or software engineering degree
 3) electrical engineering degree

 Maybe even this is required:
 4) Tonmeister/ sound engineering degree

Guess that means I should not be here.  No musical qualification beyond a
poor 'O' level, no Computer SCience degree, no knowledge of electrical
engineering (and very little of electrical science) and certainly not
sound engineering.

So perhaps I will return to grubbing in the dirt and clashing rocks together

==John ff


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Re: [music-dsp] a little about myself

2012-02-26 Thread Thomas Strathmann

On 26.02.12 16:46, Theo Verelst wrote:

Of course most all computer languages have serious limitations, too:
none allow explicit parallel programming concepts, native associative
behaviour, and even simple mathematical reasoning takes a heavy LISP
program to begin with (Like Maxima), and a lot of programming skills
are essentially a training in the feasibility of a certain amount of
efficiency with a language, either to express an idea in the language,
or to make the language when compiled/interpreted and run on a machine
to work efficient enough on it to achive the programming purpose.


Without a clear definition of what explicit parallel programming 
concepts or native associative behaviour is supposed to mean it is 
impossible to say whether any given programming language supports either 
one. Simple mathematical reasoning does not take the whole of Maxima, 
Reduce or the like. Simple mathematical reasoning can be done by 
relatively short programs that in some courses students create as part 
of their homework assignments. But again it is impossible to judge this 
without a clear definition of simple mathematical reasoning.



I mean the whole of the software boys and gals ideas aren't
going to make either the new Marshall or Les Paul ever. I doubt
seriously if the collective software world without external guidance
could sit together and finish a random electrical engineering exam from
the first year if they'd have a week time, and their lives depended on
it. Seriously.


I seriously doubt that this is true. Seriously. But perhaps it depends 
on some very specific idea of what the collective software world is.
A little bit of scientific thinking can go a long way when trying to 
explain some point of view such that other people can actually 
understand what is or is not meant by any given statement.


Thomas
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Re: [music-dsp] a little about myself

2012-02-26 Thread Andy Farnell
On Sun, Feb 26, 2012 at 04:01:52PM +, Richard Dobson wrote:

 
 For my sonification work for LHCsound, I used Perl to parse data
 files and generate Csound scores, simply because it is a task Perl
 is canonically optimised to do and scripts can be run up very
 quickly. 

Just a quick +1 for Perl as an event generator in cooperation
with Csound, especially if the project involves any kind of
network processing.

Andy


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Re: [music-dsp] a little about myself

2012-02-26 Thread Richard Dobson

On 26/02/2012 05:48, Ross Bencina wrote:
..

(1) An efficient way to implement a runtime compiler for block-based
audio DSP chains (these are what are in software synthesizers)...
which usually are based on


As if block-based DSP chains are the only way to make sound with a
computer.



Indeed they are not; but they are often the most efficient way to do it 
while retaining flexibility of configuration. For much the same reason 
that block-based access to a disk file is so much more efficient than 
single-word access that the latter never happens. Most audio devices for 
general-purpose computers have no choice but to deliver audio to the 
host in bursts of, say, 32 samples, so the audio is already being 
supplied as a block rather than single samples. Given the choice of one 
function call on a vector, or 32 function calls on a sample, there can 
still be many reasons to choose the former.


..



..


The assumption here is that the target audience is the non technical
musician. I think this is completely spurious. Talking about
limitations or capabilities of computer programming languages is kind of
pointless if you allow for the novice user who doesn't even know what a
turing complete language can do.



Exactly true. It is only relevant to programmers. We can drive a car 
pefectly well, and even do or direct basic maintenance on them, without 
knowing the minutiae of metallurgy or chemistry, and we can light and 
enjoy a firework without knowing anything about Newton's laws (or 
chemistry, again). Maybe just a bit about health and safety. And we can 
enjoy a film and use a GPS system without having to know anything about 
the interactions of photons and electrons or the relativistic 
compensation of satellite signals. All these things are interesting, and 
for those whose business is building them, essential. But carbon-based 
life forms have managed to jump, swim, fly, throw and catch for 
millennia without having any idea how gravity really works, or what 
momentum really is.



People (UK-based) concerned about the public's level of education with 
respect to computing may be interested to join the Computing At School 
community, dealing with the newly announced UK initiative to all but 
replace the existing ICT curriculum with a computer science one 
involving real programming. One tool widely used at primary level is 
called Scratch, developed at MIT:


http://scratch.mit.edu/

It supports some music programming, but arguably could do very much more 
in that area.





In my view, anyone who cares about being a composer of *computer music*
(in the context of this dicussion) needs at least the following (or
equivalent) undergraduate knowledge:



Although I go along with the collective and use the term, I do not 
believe there is actually such a thing as computer music, outside the 
usual limitations of the language myth. At the very least, I would 
question if everyone using that term means it in the same way. There is 
music (or sound art) that has been composed or performed using 
computers, and in practice there are sounds which we either know or 
assume depended on computers (or tape, or strange electronics) to make 
them. There is also music composed using algorithmic techniques, but 
these do not all need computers, unless in the old meaning of one who 
computes. The vast majority of what is popularly called computer 
music is well within the classical paradigm of instruments and notes, 
rhythms and harmonies, drones and moments, active performers and passive 
listeners, and can be listened to and enjoyed with no more than the 
corrsponding vernacular musical listening skills. A basic definition of 
electro-acoustic is no more than music/sound presented using 
loudspeakers. The somewhat astonishing but also understandable 
enthusiasm for all things analogue and retro suggests that for most 
people computers are best seen but not heard!


Computers, in the end, are used because comparatively speaking they are 
either cheaper and/or faster than the available alternatives of 
comparable scale. This is not to trivialise them at all (most of my life 
and work involves them, after all), but it is not to over-romanticise 
them either. They remain strictly a means to an end (unless your thing 
is designing them).  However, it is clear that composers of computer 
music very intensely and understandably want their skills to be 
recognised and appreciated; easy enough with a physical instrument, a 
printed score and ready comparisons, but not so much when all you have 
to show for it is hunched shoulders over a laptop, or a CD and brief 
programme note. So, the more informed the public is about computing, the 
more they will appreciate those who are adepts. The only other way is if 
the programming seems truly impossible or mould-breaking - witness the 
admiration given to the Melodyne developers, for example. Sadly the 
public is so used to breakthroughs on a yearly basis, that soon enough 
they 

Re: [music-dsp] a little about myself

2012-02-25 Thread Bill Schottstaedt
 The only language I'm aware of that allows the design of direct 
 sample-massaging code in the language itself is chuck.  

CLM?  Or do I misunderstand something?  When I put on my old
and battered composer's hat, I'd say the GUI made me do it
is not very persuasive.  In linguistics, it's known as
the Great Eskimo Vocabulary Hoax.  I wrote the same basic kinds
of music whether by hand (Daily Life), using SCORE (Sandcastle),
using Pla + Samson box (many tunes), etc.  By the way, 
if you're interested in closures and lambdas, Snd+CLM+s7
has a ton; or check out Rick Taube's work.

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Re: [music-dsp] a little about myself

2012-02-25 Thread Brad Garton
On Feb 25, 2012, at 2:23 PM, Bill Schottstaedt wrote:

 The only language I'm aware of that allows the design of direct 
 sample-massaging code in the language itself is chuck.  
 
 CLM?  Or do I misunderstand something?

Aha -- my 'weasel-wording' was aware of.  Of course CLM!  My
awareness ain't what it used to be.  Sorry Bill!

 When I put on my old
 and battered composer's hat, I'd say the GUI made me do it
 is not very persuasive.  In linguistics, it's known as
 the Great Eskimo Vocabulary Hoax.  I wrote the same basic kinds
 of music whether by hand (Daily Life), using SCORE (Sandcastle),
 using Pla + Samson box (many tunes), etc.

For me it's more the point of what kind of music is more 'enabled' by
particular design decisions.  The 5 words for snow notwithstanding,
I bet that people using a software instrument with the pitch specification
in Hz will generally do different musics than people who use one with
a 12-tone ET specification.  Yeah, I know you can get around these
specifications, but still...

brad
http://music.columbia.edu/~brad

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Re: [music-dsp] a little about myself

2012-02-25 Thread Ross Bencina

Hi Andy,

On 25/02/2012 5:05 AM, Andy Farnell wrote:



The problem with plug unit generators languages for me is that they
privilege the process (network of unit generators) over the content


Some really interesting thoughts here Ross. At what level of
granularity does the trade-off of control, flexibility and
efficiency reach its sweet spot?


Part of my argument is that ther's a problem if your synthesis language 
is not turing complete. C/C++ and MP4-SAOL are two options here. I'm not 
sure Faust gives you that.




In some ways the unit generator or patchable code-block
model is to be considered a compromise between the overhead
of calling functions on single samples and being able
to process chunks. It comes bottom up, out of implementation needs
rather than being a top down shorthand. On the other hand,
because familiar structures like the filter, oscillator and so forth
make sense as basic units of design the VM + Ugen model makes
a lot of sense to practitioners coming from the studio.


Agreed.

As an aside: studio equipment (typically, not always) has this property 
that all couplings are impedence matched, or buffered. What something is 
plugged into doesn't affect what it does (to a first order 
approximation). This is not how acoustic systems nor electronic circuits 
work. So that's one problem with the abstraction. Indeed increasingly 
audio software is incorporating iterative solvers for this kind of 
thing, although we don't yet see computer music languages with full 
solving capabilities like QUCS or SPICE.





Plenty of analogous structures in general computer science
have similar rationales, like pipelines, SIMD, with the
question being at what level of granularity can you lump a
bunch of stuff together and process it all without sacrificing
flexibility? Even apparently atomic instructions are, from the
microprocessors point of view, collections of more atomic
register operations that we never consider unless programming
in machine code.


Right. But unless you're programming in assembley language these 
constraints (and benefits) don't usually impact the outcome. The 
compiler provides a generalised model of computation and optimises to 
these low level structures.


The problem in something like Music-N-with-control-rate derived 
languages is that the optimisation surfaces as a strict constraint in 
the structure of the high level language.


Faust is one example that gets away from this. Although I'm pretty sure 
it is not usefully turing complete.


MP4-SAOL is the best thing I've seen so far that allows control-rate 
semantics/optimisations but doesn't force them (you can write a single 
sample delay and the compiler will recognise it as such).




Anything else is just plugging unit generators together, which is
limiting in many situations (one reason I abandoned these kind of
environments and started writing my algorithms in C++).


As linguists and writers note (Wittgenstein, Orwell, Ayer, Chomsky etc)
language defines the modes of thought and facilitates or limits what
we can do more or less easily. I guess plenty of studies have been
done of the expressibility of computer languages, since they are
strictly formal and amenable to analysis. Though we tend to invoke
Turing completeness and assume all roads lead to Rome, clearly some
languages are much better for certain things than others.


I don't think we have to resort to the Saphir-Whorph hypothesis here. 
(there was a great thread on that on the POTAC list last year btw.)


I think you're right about turing completeness though: in my view, you 
need something that is expressively turing complete that can operate on 
individual samples within that language framework. C/C++ and MP4-SAOL 
give you this. CSound doesn't, at least not easily, perhaps if ksamps=1 
you can get close, neither do any of the split synthesis graph/control 
language systems (SC3, LuaAV, pd, maxmsp).





Grist for the mill in computing philosophy, but as musicians or
sound designers it takes on a freshness. For example, the ease with
which polyphony can be conceived in Supercollider and Chuck is
amazing compared to Pure Data/Max, which makes it an awkward hack
at the best of times. Csound is somewhere between. And of course,
though Csound is clearly conceived as a _composers_ language where
large scale structures are easy to build, abstraction is very obtuse.


Well I would question whether CSound is a composers language. To me it's 
an audio rendering language. Whenever I used CSound in my composition 
workflow I would write Python scripts or C programs to generate scores, 
so the composition didn't happen in CSound per-se.




I remember Gunter Geiger's thesis being a good comparative
treatment of different computer music languages, but that was
mainly from a computational rather than expressibility angle.
Maybe there's a good doctoral project for someone lurking in this
question.


Ah didn't realise he ever finished, I should look it up.




Re: [music-dsp] a little about myself

2012-02-25 Thread Ross Bencina

On 25/02/2012 2:38 PM, Adam Puckett wrote:

What is WaveRT? I don't see it in the tarball.


WaveRT is a recent WDM-KS driver sub-model that was introduced in 
Windows Vista. It is the version of WDM-KS that people seem to get 
excited about as offering the lowest latency and efficiency. I can't 
remember the details but at its core I think it's similar to the ASIO 
driver model.


In any case, in PortAudio it's part of the wdmks host API.

Ross.
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Re: [music-dsp] a little about myself

2012-02-25 Thread Emanuel Landeholm
Yeah, no shit just hit the fan... When you least expect it...

On Sun, Feb 26, 2012 at 2:26 AM, robert bristow-johnson
r...@audioimagination.com wrote:
 On 2/20/12 10:28 AM, douglas repetto wrote:


 Hi Adam,

 Welcome to the list. It's slow right now, but no doubt it'll flare up
 again soon!


 no shit
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Re: [music-dsp] a little about myself

2012-02-25 Thread Ross Bencina

On 26/02/2012 6:23 AM, Bill Schottstaedt wrote:

In linguistics, it's known as
the Great Eskimo Vocabulary Hoax.


It's also known as the Sapir-Whorph Hypothesis. There are strong and 
weak versions of the hypothesis. The whole thing isn't necessarily 
completely a hoax.


http://en.wikipedia.org/wiki/Linguistic_relativity

(see Present status section).


Here's a short excerpt from a discussion on the POTAC list last year. I 
really liked Dan Stowell's introduction of the idea of long-term bias 
effects [1]:


Ross Bencina wrote:
 In any case I am not reverting to strong-SW here.. just suggesting
 that the notation system biases what we think of as music. It
 doesn't mean we can't think of other things as music, or even work
 out ways of notating them with CMN or programming languages.

In reply, Dan S wrote:
 Nicely put. I agree with all this. You don't need strong-SW, since
 mild biasing factors can have strong effects over an extended period
 of time (that's one of the mainstays of evolution by natural
 selection, of course, but in other types of system too). I've always
 thought that western music notation colours a lot of people's musical
 expression in ways I don't like. Perhaps because I'm into timbral
 gestures; or perhaps I'd think that anyway, whatever was the dominant
 representation.



I wrote the same basic kinds
of music whether by hand (Daily Life), using SCORE (Sandcastle),
using Pla + Samson box (many tunes), etc.


I'm not sure whether you want to unpack that, but a couple of obvious 
issues are that (1) I would think it's difficult for a composer to judge 
the effects of the tools they use on their compositional output, (2) you 
wrote Pla so it is really part of the composition, (3) just because you 
wrote the same basic kind of music independent of tool used I'm not 
sure that says much about the broad impact of tool structure on practice.


On the other hand, I'd agree that most of what actually consitutes music 
is not directly captured by the tools. By which I mean, what musical 
expression really is is mostly outside the domain of the directly 
encoded in programs, languages, algorithms, much in the same way as most 
human communication is non-verbal (and hence not encoded in words).



Ross.

[1] http://lists.lurk.org/pipermail/potac/2011-July/000107.html
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Re: [music-dsp] a little about myself

2012-02-24 Thread Ross Bencina

Hi Brad,

On 24/02/2012 3:01 PM, Brad Garton wrote:

Joining this conversation a little late, but what the heck...


Me too...


On Feb 22, 2012, at 9:18 AM, Michael Gogins wrote:


I got my start in computer music in 1986 or 1987 at the woof group at
Columbia University using cmix on a Sun workstation.


Michael was a stalwart back in those wild Ancient Days!


cmix has never
had a runtime synthesis language; even now instrument code has to be
written in C++.


One possible misconception -- by runtime synthesis language I'm sure Michael
means a design language for instantiating synthesis/DSP algorithms *in real 
time*
as the language/synth-engine is running.  I tend to think of languages like 
ChucK
or Supercollider more in that sense than Csound, and even SC differentiates 
between
the language and then sending the synth-code to the server.


My reading would be that Michael may be implying that there is a 
difference between interpretation and compilation.


CSound does not have a runtime synthesis language either. It's a 
compiler with a VM. There is no way to re-write the code while it's running.


SC3 is very limited in this regard too (you can restructure the synth 
graph but there's no way to edit a synthdef except by replacing it, and 
there's no language code running sample synchronously in the server). So 
you have a kind of runtime compilation model.


I didn't get much of a chance to play with SC1 but my understanding is 
that you could actually process samples in the synthesis loop (like you 
can with cmix). To me this is real runtime synthesis. You get this in 
C/C++ too -- your program can make signal dependent runtime decisions 
about what synthesis code to execute.


Anything else is just plugging unit generators together, which is 
limiting in many situations (one reason I abandoned these kind of 
environments and started writing my algorithms in C++).




RTcmix (http;//rtcmix.org) works quite well in real time, in fact it has now 
for almost
two decades.  The trade-off in writing C/C++ code is that it is one of the most
efficient languages currently in use.  We've also taken a route which allows it
to be 'imbedded' in other environments.  rtcmix~ was the first of the 'language
objects' I did for max/msp.  iRTcmix (RTcmix in iOS) even passes muster at the
clamped App Store, check out iLooch for fun:  
http://music.columbia.edu/~brad/ilooch/
(almost 2 years old now).

For me the deeper issue is how these various languages/environments shape
creative thinking.  I tend to like the way I think about music, especially 
algorthmic
composityon, using the RTcmix parse language than I do in, say SC.  Each system
has things 'it likes to do', and i think it important to be aware of these.


Indeed.

The problem with plug unit generators languages for me is that they 
privilege the process (network of unit generators) over the content (the 
signal). Programming in C++ makes the signal efficiently accessible. 
Nothing wrong with patchable environments of course :) just that their 
not the whole story.


Ross.




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Re: [music-dsp] a little about myself

2012-02-24 Thread Adam Puckett
My biggest concern with audio programming languages is the audio
callback. I wonder if there is a way on Windows with the classic
mmsystem.h and winmm to get low latency? Maybe call the function more
times? I'm not sure how they really work though, I'd just like a way
to render audio in realtime without dropped calls, if you will. It
seems eSpeak does a pretty good job of this (NVDA's speech
synthesizer). I'll have a look at Csound's winmm realtime code to try
to understand how it works.

On 2/24/12, Charles Turner vze26...@optonline.net wrote:
 On Feb 24, 2012, at 3:25 AM, Ross Bencina wrote:

 To me this is real runtime synthesis. You get this in C/C++ too -- your
 program can make signal dependent runtime decisions about what synthesis
 code to execute.

 Anything else is just plugging unit generators together, which is limiting
 in many situations (one reason I abandoned these kind of environments and
 started writing my algorithms in C++).

 Hi Ross-

 Has it escaped me that Audio Mulch supports this kind of interpretation?

 Best wishes, Charles


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Re: [music-dsp] a little about myself

2012-02-24 Thread Michael Gogins
Ross is correct. I know that RTcmix supports real-time audio - I was
using it that way just last week. What I meant is that before you run
a new synthesis routine in RTcmix, you have to compile its C++ source
code.

I was trying to get LuaJIT to do this (run DSP code immediately). I
created the infrastructure for this and it works. Unfortunately, it
only works reliably for simple test cases. Complex code causes LuaJIT
to crash. Not sure why. This kind of thing works much better in
Csound.

That's one reason I'm taking a closer look at working directly in C++.
That, in turn, makes RTcmix itself more attractive in some ways.

Best,
Mike

On Fri, Feb 24, 2012 at 3:25 AM, Ross Bencina
rossb-li...@audiomulch.com wrote:
 Hi Brad,


 On 24/02/2012 3:01 PM, Brad Garton wrote:

 Joining this conversation a little late, but what the heck...


 Me too...


 On Feb 22, 2012, at 9:18 AM, Michael Gogins wrote:

 I got my start in computer music in 1986 or 1987 at the woof group at
 Columbia University using cmix on a Sun workstation.


 Michael was a stalwart back in those wild Ancient Days!

 cmix has never
 had a runtime synthesis language; even now instrument code has to be
 written in C++.


 One possible misconception -- by runtime synthesis language I'm sure
 Michael
 means a design language for instantiating synthesis/DSP algorithms *in
 real time*
 as the language/synth-engine is running.  I tend to think of languages
 like ChucK
 or Supercollider more in that sense than Csound, and even SC
 differentiates between
 the language and then sending the synth-code to the server.


 My reading would be that Michael may be implying that there is a difference
 between interpretation and compilation.

 CSound does not have a runtime synthesis language either. It's a compiler
 with a VM. There is no way to re-write the code while it's running.

 SC3 is very limited in this regard too (you can restructure the synth graph
 but there's no way to edit a synthdef except by replacing it, and there's no
 language code running sample synchronously in the server). So you have a
 kind of runtime compilation model.

 I didn't get much of a chance to play with SC1 but my understanding is that
 you could actually process samples in the synthesis loop (like you can with
 cmix). To me this is real runtime synthesis. You get this in C/C++ too --
 your program can make signal dependent runtime decisions about what
 synthesis code to execute.

 Anything else is just plugging unit generators together, which is limiting
 in many situations (one reason I abandoned these kind of environments and
 started writing my algorithms in C++).



 RTcmix (http;//rtcmix.org) works quite well in real time, in fact it has
 now for almost
 two decades.  The trade-off in writing C/C++ code is that it is one of the
 most
 efficient languages currently in use.  We've also taken a route which
 allows it
 to be 'imbedded' in other environments.  rtcmix~ was the first of the
 'language
 objects' I did for max/msp.  iRTcmix (RTcmix in iOS) even passes muster at
 the
 clamped App Store, check out iLooch for fun:
  http://music.columbia.edu/~brad/ilooch/
 (almost 2 years old now).

 For me the deeper issue is how these various languages/environments shape
 creative thinking.  I tend to like the way I think about music, especially
 algorthmic
 composityon, using the RTcmix parse language than I do in, say SC.  Each
 system
 has things 'it likes to do', and i think it important to be aware of
 these.


 Indeed.

 The problem with plug unit generators languages for me is that they
 privilege the process (network of unit generators) over the content (the
 signal). Programming in C++ makes the signal efficiently accessible. Nothing
 wrong with patchable environments of course :) just that their not the whole
 story.

 Ross.





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-- 
Michael Gogins
Irreducible Productions
http://www.michael-gogins.com
Michael dot Gogins at gmail dot com
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Re: [music-dsp] a little about myself

2012-02-24 Thread David Olofson
On Friday 24 February 2012, at 19.05.47, Andy Farnell 
padawa...@obiwannabe.co.uk wrote:
  The problem with plug unit generators languages for me is that they
  privilege the process (network of unit generators) over the content
 
 Some really interesting thoughts here Ross. At what level of
 granularity does the trade-off of control, flexibility and
 efficiency reach its sweet spot?

For ChipSound, I decided on subsample accuracy - which basically means you can 
script your own waveforms, hardsync effects, AM, FM etc without explicit 
support from the engine.

Of course, this is an extreme case, as ChipSound started out as an attempt at 
doing something seriously useful in less than 2k lines of code - but the point 
is, I don't think there is any way around subsample accurate control if you 
want to do anything much interesting without relying on a massive set of unit 
generators. Even single sample accuracy is totally insufficient if you want to 
do chromatic granular, hardsync and similar.

tired, headache induced tech rant

There is indeed a bit of complexity involved (timestamped events mixed with VM 
execution + buffer splitting), but the advantage is that one can pretty much 
eliminate LFOs, envelope generators, granular-ish synthesis methods and all 
that - and still have the functionality right there! Just script whatever you 
need when you need it.

Of course, high density granular synthesis, FM etc is never going to run as 
fast this way as with dedicated, optimized unity generators, but then again, 
there is LLVM, if one really wants to push it... :-) Or just throw in a 
peephole optimizer + multi-instructions for starters; 50-100% speedup right 
there. (Expensive instruction dispatching; the plague of non-JIT VMs, making 
it extremely worthwhile to keep the instruction count down...)

However, I'm doing sort of ok already, with some 1k voices running average 
VM code on a single core of a 2.4 GHz Core 2 CPU. (90% of my target customers 
have at least dual core CPUs, and the game already runs ok with sfx + music on 
a single core P4, despite lots of physics and graphics optimization left to 
do.)

I haven't even bothered with the render-to-waveform feature yet; that could 
cut voice count to a fraction and/or improve quality drastically. It just 
feels like... cheating! All pure realtime synthesis using only basic 
geometric waveforms! sounds much cooler. Not that 95% of gamers would have 
any idea what that means anyway. :-D

/tech rant


-- 
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.--- Games, examples, libraries, scripting, sound, music, graphics ---.
|   http://consulting.olofson.net  http://olofsonarcade.com   |
'-'
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Re: [music-dsp] a little about myself

2012-02-24 Thread Ross Bencina

Hi Charles,

On 24/02/2012 10:45 PM, Charles Turner wrote:

  Anything else is just plugging unit generators together, which is limiting 
in many situations


Has it escaped me that Audio Mulch supports this kind of interpretation?


Hi Charles,

I'm not exactly sure what you think has escaped you. But I wasn't really 
bringing AudioMulch into this :)


AudioMulch is a high level environment for patching pre-built modules 
together. The modules are high level (at the level of musical effects, 
drum machines etc) and patching at this level makes sense (to me at 
least). It's a kind of component assembly model and isn't really related 
to programming per-se.


There are a couple of levels of abstraction below this (which aren't 
directly available to the user of AudioMulch unless they start writing 
plugins):


1. The plugging unit generators together which you get with Reaktor, 
Csound, Pd, etc.


2. The sample-manipulation level that you get with C/C++/Assembley 
language.


My point above being that level level (2) is distinct from level (1), 
and in my view, too much emphasis is placed on level (1). Cmix is one of 
the few systems I've used that provides access to level (1) and (2) in a 
relatively seamless way.


Ross.
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Re: [music-dsp] a little about myself

2012-02-24 Thread Ross Bencina



On 25/02/2012 4:50 AM, Adam Puckett wrote:

Is there a minimal example of a complete working program that renders
a sine wave in realtime using Kernel Streaming that will compile with
just a bare MinGW install? (I have the latest GCC 4.5 on Windows XP
Service Pack 3). Which DirectX SDK do I need, the one from Microsoft,
or the one fromhttp://libsdl.org/extras/win32?


On WDM-KS note that portaudio (portaudio.com) recently merged WDK-KS 
with WaveRT to trunk. It might be an easier option than doing it from 
scratch with Microsoft SDKs.


Not sure whether it builds with MinGW though.

Ross.
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Re: [music-dsp] a little about myself

2012-02-24 Thread Adam Puckett
What is WaveRT? I don't see it in the tarball.

On 2/24/12, Ross Bencina rossb-li...@audiomulch.com wrote:


 On 25/02/2012 4:50 AM, Adam Puckett wrote:
 Is there a minimal example of a complete working program that renders
 a sine wave in realtime using Kernel Streaming that will compile with
 just a bare MinGW install? (I have the latest GCC 4.5 on Windows XP
 Service Pack 3). Which DirectX SDK do I need, the one from Microsoft,
 or the one fromhttp://libsdl.org/extras/win32?

 On WDM-KS note that portaudio (portaudio.com) recently merged WDK-KS
 with WaveRT to trunk. It might be an easier option than doing it from
 scratch with Microsoft SDKs.

 Not sure whether it builds with MinGW though.

 Ross.
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Re: [music-dsp] a little about myself

2012-02-23 Thread jpff
Joining in late I have been using real-time Csound since 1996.  I
also write much of my music in C to create scores to drive Csound, and
the rest directly in Csound.  While I do not really do real-time I
know that many of our users do, and as for installation, there are
Debian and SuSE packages, OSX and Windows installers, etc.  No harder
than installing much stuff (I failed to install audacity yesterday on
a Linux machine).
==John ffitch




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Re: [music-dsp] a little about myself

2012-02-23 Thread David Olofson
On Thursday 23 February 2012, at 14.03.54, Emanuel Landeholm 
emanuel.landeh...@gmail.com wrote:
 There is a another approach you could take when summing many voices
 that may be correlated in time and frequency, Indiividually pass your
 voices through a simple 2:nd order all pass with semi random phase
 angle before down mixing. This will  reduce the risk of peaks lining
 up and might save you some headroom. Ofcourse, this means one extra
 IIR per voice, so it comes with a cost.

In this case, I tend to use multiple voices specifically *because* I want them 
slightly offset in phase and/or frequency, so that's already in there, so to 
speak.

For example, the strings are made from a few sawtooth waves starting at random 
phases, then having pitch and amplitude randomly modulated. The random 
modulation is absolutely essential for avoiding that harsh, metallic sound, 
but I suspect that it also has the side effect of reducing the probability of 
extreme peaks, compared to just randomizing initial phase and detune.

If you want to be really clever, I suppose you could augment the randomization 
with logic that tracks all voices and tweaks the random values as needed to 
avoid peaks piling up... Interesting exercise if you really want to push the 
limits. :-)

Anyway, I think the only safe and proper solution for the general case is a 
multiband compressor as the final stage before hard clip and output 
conversion.

For an FPS game, this is where you insert a limiter that triggers a crossfade 
over to a ringing ears sound. ;-) That solves the clipping problem while also 
adding quite effective Whoa, too close to home! feedback. If you just want 
to psychoacoustically emphasize really loud noises, a compressor/limiter with 
suitable settings might work - unlike a transparent multiband compressor 
setup, which tends to have the opposite effect.


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Re: [music-dsp] a little about myself

2012-02-23 Thread Emanuel Landeholm
 For example, the strings are made from a few sawtooth waves starting at random
 phases, then having pitch and amplitude randomly modulated. The random
 modulation is absolutely essential for avoiding that harsh, metallic sound,
 but I suspect that it also has the side effect of reducing the probability of
 extreme peaks, compared to just randomizing initial phase and detune.

Makes sense. No need to do an all pass stage on chorused, detuned or
heavily modulated voices.

 Anyway, I think the only safe and proper solution for the general case is a
 multiband compressor as the final stage before hard clip and output
 conversion.

Agreed.

cheers,
Emanuel
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Re: [music-dsp] a little about myself

2012-02-23 Thread David Olofson
On Thursday 23 February 2012, at 16.17.38, Adam Puckett 
adotsdothmu...@gmail.com wrote:
 Interesting. How would you make an ear ringing sound?

That's a good question...! :-D

I was just thinking of Half-Life 2, which has this feature. They're playing 
the same pre-generated waveform, AFAICT. It does the job, and it's quite 
obivous what it's intended to be, but perhaps not very realistic.

A more realistic approach might be to FFT the offending audio snippet that 
triggers the effect, remove all bands but the too loud peaks and then IFFT 
that to create the ring waveform.


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Re: [music-dsp] a little about myself

2012-02-23 Thread Thomas Young
Ringing in your ears due to exposure to loud noise is the stereocilia (small 
hair cells) being damaged and falsely reporting to your brain that there is 
still sound vibration present. The frequency of the ringing is not a function 
of the sound that damaged your ears (a super loud bassy sound doesn't cause a 
bassy ringing in your ears).

Tom

-Original Message-
From: music-dsp-boun...@music.columbia.edu 
[mailto:music-dsp-boun...@music.columbia.edu] On Behalf Of David Olofson
Sent: 23 February 2012 16:15
To: music-dsp@music.columbia.edu
Subject: Re: [music-dsp] a little about myself

On Thursday 23 February 2012, at 17.10.52, David Olofson da...@olofson.net 
wrote:
 On Thursday 23 February 2012, at 16.17.38, Adam Puckett
 
 adotsdothmu...@gmail.com wrote:
  Interesting. How would you make an ear ringing sound?
[...]
 A more realistic approach might be to FFT the offending audio snippet that
 triggers the effect, remove all bands but the too loud peaks and then
 IFFT that to create the ring waveform.

Oh, wait. Probably throw in some heavy distortion before the FFT, 
approximating the mechanical distortion in the ear...? Also, the whole thing 
needs to take in account that the too loud level is highly frequency 
dependent.

Nothing is ever nearly as simple as it may seem at first. ;-)


-- 
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Re: [music-dsp] a little about myself

2012-02-23 Thread Theo Verelst


Thomas Young thomas.young at rebellion.co.uk wrote at Thu Feb 23 
11:39:36 EST 2012


..
  The frequency of the ringing is not a function of the sound that 
damaged your ears (a super loud bassy sound doesn't cause a bassy 
ringing in your ears)

..

There's real danger in mid-sized powerful speakers producing ringing 
tones in a very reverberant space, because the sound levels from a 
directed, say 70 Watt 8 inch speakers going round and getting tuned to 
amplify themselves can be exceedingly high, and as it appears also in 
the for the hearing sensitive mid-range. So to my knowledge *all* 
materials of official form (records, taps, vhses, cds dvds blurays, even 
tv, etc) must be checked to have those types of waves


  a) checked out to remain only moderately amplified by all common 
room slapback echos and reverberating rings
  b) in the builtup of songs and the use of the midrange, there should 
be a clear indication of how much mid-range is present, without sudden 
_averaged peaks_.


The averaging and the expansion envelope patterns possible with the 
averaged midrange are in my experience even to be found, emphasized 
and removed from all top audio materials, and make people put on an 
intro of Metallica on their powefull stereos not too loud, and make it 
not possible to get ringing ears from playing Abba's Ring Ring voices 
at really loud stereo or media-centre amps in a concrete living room, 
because all the waves which would lead to the obvious repeating 
reverberation sound-buildup have been sufficiently removed/altered.


I recall from being an early teenager that even a (for the time) big 
500W disco system in a medium sized and heavy echoing school hall could 
be used, without causing more than the hearing adjusting itself to lower 
internal volume, and of course after the show was over in half an hour 
or so back to normal, and I'm sure after repeating the experience more 
than few times I still could easily hear leaves moving and 18 kHz test 
tones ;) ! And thus system was so loud one would have to shout at on 
another at 30 cm or less be be intelligible, I seriously doubt most home 
systems and most hobby studio systems ever get so loud. Probably it's 
more a certain transient or resonance/shear wave causing the unnatural 
ringing effect, and of course I'd like to stay way clear of that...


Theo Verelst
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Re: [music-dsp] a little about myself

2012-02-23 Thread Alex Stahl
I worked with an audiologist once to make a system for people suffering from 
tinnitus. The idea was patients  would turn knobs until a synthesized sound 
matched what they heard in their heads. This would then be used to configure a 
special hearing aid to generate a masking tone.

The typical result was a sine wave in the two to five kilohertz range, mixed 
with some white noise passed through a narrow bandpass filter at about the same 
frequency. And/or, a second sinewave tuned a few hundred hertz away from the 
first, to make a rough  dissonance.

Um, this was in the mid 1970's. I was in high school, my neighbor had one of 
the first Putney's (EMS VC3 analog synth) in the US. My best friend's dad was a 
doctor, and didn't like the music I liked, and put me up to this experiment. I 
guess it all worked out: my friend and I stopped standing in the very front row 
at rock concerts, and more importantly, my neighbor ended up giving me the 
VCS3, that I still have :).

I assume and hope tinnitus treatments have come a long way since then. 
According to some current friends who have ringing in the ears, the synth patch 
we came up with is still pretty good...

Alex

On Feb 23, 2012, at 8:39, Thomas Young thomas.yo...@rebellion.co.uk wrote:

 Ringing in your ears due to exposure to loud noise is the stereocilia (small 
 hair cells) being damaged and falsely reporting to your brain that there is 
 still sound vibration present. The frequency of the ringing is not a function 
 of the sound that damaged your ears (a super loud bassy sound doesn't cause a 
 bassy ringing in your ears).
 
 Tom
 
 -Original Message-
 From: music-dsp-boun...@music.columbia.edu 
 [mailto:music-dsp-boun...@music.columbia.edu] On Behalf Of David Olofson
 Sent: 23 February 2012 16:15
 To: music-dsp@music.columbia.edu
 Subject: Re: [music-dsp] a little about myself
 
 On Thursday 23 February 2012, at 17.10.52, David Olofson da...@olofson.net 
 wrote:
 On Thursday 23 February 2012, at 16.17.38, Adam Puckett
 
 adotsdothmu...@gmail.com wrote:
 Interesting. How would you make an ear ringing sound?
 [...]
 A more realistic approach might be to FFT the offending audio snippet that
 triggers the effect, remove all bands but the too loud peaks and then
 IFFT that to create the ring waveform.
 
 Oh, wait. Probably throw in some heavy distortion before the FFT, 
 approximating the mechanical distortion in the ear...? Also, the whole thing 
 needs to take in account that the too loud level is highly frequency 
 dependent.
 
 Nothing is ever nearly as simple as it may seem at first. ;-)
 
 
 -- 
 //David Olofson - Consultant, Developer, Artist, Open Source Advocate
 
 .--- Games, examples, libraries, scripting, sound, music, graphics ---.
 |   http://consulting.olofson.net  http://olofsonarcade.com   |
 '-'
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Re: [music-dsp] a little about myself

2012-02-23 Thread Jerry Evans


On 23/02/2012 17:53, Alex Stahl wrote:

Um, this was in the mid 1970's. I was in high school, my neighbor had one of 
the first Putney's (EMS VC3 analog synth) in the US. ... and more importantly, 
my neighbor ended up giving me the VCS3, that I still have:).

I think you need to big up the smiley count there Alex!


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Re: [music-dsp] a little about myself

2012-02-23 Thread Brad Garton
Joining this conversation a little late, but what the heck...

On Feb 22, 2012, at 9:18 AM, Michael Gogins wrote:

 I got my start in computer music in 1986 or 1987 at the woof group at
 Columbia University using cmix on a Sun workstation.

Michael was a stalwart back in those wild Ancient Days!

 cmix has never
 had a runtime synthesis language; even now instrument code has to be
 written in C++.

One possible misconception -- by runtime synthesis language I'm sure Michael
means a design language for instantiating synthesis/DSP algorithms *in real 
time*
as the language/synth-engine is running.  I tend to think of languages like 
ChucK
or Supercollider more in that sense than Csound, and even SC differentiates 
between
the language and then sending the synth-code to the server.

RTcmix (http;//rtcmix.org) works quite well in real time, in fact it has now 
for almost
two decades.  The trade-off in writing C/C++ code is that it is one of the most
efficient languages currently in use.  We've also taken a route which allows it
to be 'imbedded' in other environments.  rtcmix~ was the first of the 'language
objects' I did for max/msp.  iRTcmix (RTcmix in iOS) even passes muster at the
clamped App Store, check out iLooch for fun:  
http://music.columbia.edu/~brad/ilooch/
(almost 2 years old now).

For me the deeper issue is how these various languages/environments shape
creative thinking.  I tend to like the way I think about music, especially 
algorthmic
composityon, using the RTcmix parse language than I do in, say SC.  Each system
has things 'it likes to do', and i think it important to be aware of these.

brad
http://music.columbia.edu/~brad

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Re: [music-dsp] a little about myself

2012-02-22 Thread Thomas Young
I've tried that before, basically writing a soft synth and a sequencer. I won't 
pretend I made anything that sounded very good but it was fun. In the demoscene 
there is a whole field of 'programmed music' which is just this, although 
generally they use a sequencer for the composition and just code the 
instruments.

I have to say I've never really seen the appeal of CSound since it seems as 
complicated as just writing your own code in C/C++, maybe I am missing some 
great use case for it.

-Original Message-
From: music-dsp-boun...@music.columbia.edu 
[mailto:music-dsp-boun...@music.columbia.edu] On Behalf Of Adam Puckett
Sent: 22 February 2012 13:45
To: A discussion list for music-related DSP
Subject: Re: [music-dsp] a little about myself

It's nice to see some familiar names in Csound's defense.

Here's something I've considered since learning C: has anyone
(attempted to) compose music in straight C (or C++) just using the
audio APIs? I think that would be quite a challenge. I can see quite a
bit more algorithmic potential there than probably any of the DSLs
written in it.

On 2/21/12, Michael Gogins michael.gog...@gmail.com wrote:
 It's very easy to use Csound to solve idle mind puzzles! I think many
 of us, certainly myself, find ourselves becoming distracted by the
 technical work involved in making computer music, as opposed to the
 superficially easier but in reality far more difficult work of
 composing.

 Regards,
 Mike

 On Tue, Feb 21, 2012 at 7:53 PM, Emanuel Landeholm
 emanuel.landeh...@gmail.com wrote:
 Well. I need to start using csound. To actually do things in the real
 world instead of just solving idle mind puzzles.

 On Tue, Feb 21, 2012 at 10:02 PM, Victor victor.lazzar...@nuim.ie wrote:
 i have been running csound in realtime since about 1998, which makes it
 what? about fourteen years, however i remember seeing code for RT audio
 in the version i picked up from cecelia.media.mit.edu back in 94. So,
 strictly this capability has been there for the best part of twenty
 years.

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 --
 Michael Gogins
 Irreducible Productions
 http://www.michael-gogins.com
 Michael dot Gogins at gmail dot com
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Re: [music-dsp] a little about myself

2012-02-22 Thread Andy Farnell
Speed of development is an issue, as turning ideas into sound uses 
considerable human cognition, echoic memory to listen, serial and 
linguistics faculties to interpret, and then geometric mathematical 
and procedural acrobatics to adapt the internal model. C gives great
flexibility and control, but requires such intense working that an 
idea is often lost before it can be implemented. Compactness is thus 
a desirable quality for music making (with large structures) rather 
than sound programming. For seeing programmers, visual signal flows 
like Pure Data are powerful because the algorithm is maintained as a 
compact diagram. I can understand why Csound is attractive to someone 
without sight, and I wonder if you have also explored Supercollider, 
Chuck and Nyquist, which all represent quite different language 
interfaces to sound making. But as you are a programmer I also wonder, 
if for you Adam, Faust might be something important to explore. For 
one who interprets the world more in symbolic structures it's compactness 
might be something you find very useful. 




On Wed, Feb 22, 2012 at 08:44:56AM -0500, Adam Puckett wrote:
 It's nice to see some familiar names in Csound's defense.
 
 Here's something I've considered since learning C: has anyone
 (attempted to) compose music in straight C (or C++) just using the
 audio APIs? I think that would be quite a challenge. I can see quite a
 bit more algorithmic potential there than probably any of the DSLs
 written in it.
 
 On 2/21/12, Michael Gogins michael.gog...@gmail.com wrote:
  It's very easy to use Csound to solve idle mind puzzles! I think many
  of us, certainly myself, find ourselves becoming distracted by the
  technical work involved in making computer music, as opposed to the
  superficially easier but in reality far more difficult work of
  composing.
 
  Regards,
  Mike
 
  On Tue, Feb 21, 2012 at 7:53 PM, Emanuel Landeholm
  emanuel.landeh...@gmail.com wrote:
  Well. I need to start using csound. To actually do things in the real
  world instead of just solving idle mind puzzles.
 
  On Tue, Feb 21, 2012 at 10:02 PM, Victor victor.lazzar...@nuim.ie wrote:
  i have been running csound in realtime since about 1998, which makes it
  what? about fourteen years, however i remember seeing code for RT audio
  in the version i picked up from cecelia.media.mit.edu back in 94. So,
  strictly this capability has been there for the best part of twenty
  years.
 
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  --
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  Irreducible Productions
  http://www.michael-gogins.com
  Michael dot Gogins at gmail dot com
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Re: [music-dsp] a little about myself

2012-02-22 Thread Michael Gogins
I have done this several times and plan to do more.

I got my start in computer music in 1986 or 1987 at the woof group at
Columbia University using cmix on a Sun workstation. cmix has never
had a runtime synthesis language; even now instrument code has to be
written in C++. Score code can be written in a variety of languages
including the built-in minc interpreter, Perl, Python, C, C++, and I
have used Lua. The pieces I made used C++ for both synthesis and score
generation. They were done using a Lindenmayer system to place
complex, recursively generated patterns of phase-aligned grains into a
soundfile.

When I created the CsoundAC class library, which is written in C++, it
was intended to be usable with C++ or with various wrapper languges
such as Java, Python, Lisp, or Lua. Nobody maintained the C++
interface, but I am making it usable directly from C++ again. In this
case, Csound is used for synthesis, but actually CsoundAC itself has
some rudimentary facilities for synthesis including a soundfile class
and some granular synthesis classes.

Right now, I am finishing some fixes that need to be done so that I
can compose in C++ using Qt as a toolkit for widgets that I will use
to tweak mastering (final EQ, reverb, and compression) as well as
sensitive instrument parameters (e.g. for STKBowed). In this case
also, Csound is used for synthesis but the orchestra code is
completely embedded in the C++ program. I will probably also embed
plugin opcodes written in C++ in the program and register them with
Csound just before compiling the orchestra. These plugins will not
actually be external DLLs, they will be routines in the main
composition program which will register them with Csound.

Ideally, I would like to write entire instrument definitions in C++
embedded in the program. Then Csound would serve as an engine and a
framework that would manage scheduling, voice allocation, and all
input and output. These are the hard parts of music programming. I
would manage all the score generation and sound synthesis in C++.

I am writing an article about composing in C++ with the Csound API and
CsoundAC, and I will try to get it published in the Csound Journal or
elsewhere.

All these techniques work with command-line programs as well as with GUIs.

Regards,
Mike

On Wed, Feb 22, 2012 at 8:44 AM, Adam Puckett adotsdothmu...@gmail.com wrote:
 It's nice to see some familiar names in Csound's defense.

 Here's something I've considered since learning C: has anyone
 (attempted to) compose music in straight C (or C++) just using the
 audio APIs? I think that would be quite a challenge. I can see quite a
 bit more algorithmic potential there than probably any of the DSLs
 written in it.

 On 2/21/12, Michael Gogins michael.gog...@gmail.com wrote:
 It's very easy to use Csound to solve idle mind puzzles! I think many
 of us, certainly myself, find ourselves becoming distracted by the
 technical work involved in making computer music, as opposed to the
 superficially easier but in reality far more difficult work of
 composing.

 Regards,
 Mike

 On Tue, Feb 21, 2012 at 7:53 PM, Emanuel Landeholm
 emanuel.landeh...@gmail.com wrote:
 Well. I need to start using csound. To actually do things in the real
 world instead of just solving idle mind puzzles.

 On Tue, Feb 21, 2012 at 10:02 PM, Victor victor.lazzar...@nuim.ie wrote:
 i have been running csound in realtime since about 1998, which makes it
 what? about fourteen years, however i remember seeing code for RT audio
 in the version i picked up from cecelia.media.mit.edu back in 94. So,
 strictly this capability has been there for the best part of twenty
 years.

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Re: [music-dsp] a little about myself

2012-02-22 Thread Andy Farnell
On Wed, Feb 22, 2012 at 09:18:11AM -0500, Michael Gogins wrote:

 I am writing an article about composing in C++ with the Csound API and
 CsoundAC, and I will try to get it published in the Csound Journal or
 elsewhere.

Definitely looking forward to that Michael.
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Re: [music-dsp] a little about myself

2012-02-22 Thread Bastian Schnuerle

+1

Am 22.02.2012 um 15:16 schrieb Andy Farnell:


Speed of development is an issue, as turning ideas into sound uses
considerable human cognition, echoic memory to listen, serial and
linguistics faculties to interpret, and then geometric mathematical
and procedural acrobatics to adapt the internal model. C gives great
flexibility and control, but requires such intense working that an
idea is often lost before it can be implemented. Compactness is thus
a desirable quality for music making (with large structures) rather
than sound programming. For seeing programmers, visual signal flows
like Pure Data are powerful because the algorithm is maintained as a
compact diagram. I can understand why Csound is attractive to someone
without sight, and I wonder if you have also explored Supercollider,
Chuck and Nyquist, which all represent quite different language
interfaces to sound making. But as you are a programmer I also wonder,
if for you Adam, Faust might be something important to explore. For
one who interprets the world more in symbolic structures it's  
compactness

might be something you find very useful.




On Wed, Feb 22, 2012 at 08:44:56AM -0500, Adam Puckett wrote:

It's nice to see some familiar names in Csound's defense.

Here's something I've considered since learning C: has anyone
(attempted to) compose music in straight C (or C++) just using the
audio APIs? I think that would be quite a challenge. I can see  
quite a

bit more algorithmic potential there than probably any of the DSLs
written in it.

On 2/21/12, Michael Gogins michael.gog...@gmail.com wrote:
It's very easy to use Csound to solve idle mind puzzles! I think  
many

of us, certainly myself, find ourselves becoming distracted by the
technical work involved in making computer music, as opposed to the
superficially easier but in reality far more difficult work of
composing.

Regards,
Mike

On Tue, Feb 21, 2012 at 7:53 PM, Emanuel Landeholm
emanuel.landeh...@gmail.com wrote:
Well. I need to start using csound. To actually do things in the  
real

world instead of just solving idle mind puzzles.

On Tue, Feb 21, 2012 at 10:02 PM, Victor  
victor.lazzar...@nuim.ie wrote:
i have been running csound in realtime since about 1998, which  
makes it
what? about fourteen years, however i remember seeing code for  
RT audio
in the version i picked up from cecelia.media.mit.edu back in  
94. So,
strictly this capability has been there for the best part of  
twenty

years.


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Re: [music-dsp] a little about myself

2012-02-22 Thread Risto Holopainen

Yes, it's quite a challenge to compose music just using C/C++. Lately, I
have tried to compose entire pieces written in C++. Many of them are just
monolithic feedback systems with oscillators, filters and some low-level
feature extractors. There are no hierarchic levels of control functions,
the musical form emerges from the specific algorithm. In principle,
similar programs should be possible to write in csound and other
languages, but I have found it easier to use C++ for this. As others have
pointed out, you easily forget your musical ideas while programming. The
trick is: don't have any ideas to begin with!

And speaking of short programs, this reminds me of the Obfuscated C
contest and, not least, the new style of bytebeat (well, to me it seems
like a revival of nonstandard / instruction synthesis):

http://canonical.org/~kragen/bytebeat/
There is also a paper at arXiv by Heikkilä that explains it.


Risto Holopainen
Department of Musicology
University of Oslo




 It's nice to see some familiar names in Csound's defense.

 Here's something I've considered since learning C: has anyone
 (attempted to) compose music in straight C (or C++) just using the
 audio APIs? I think that would be quite a challenge. I can see quite a
 bit more algorithmic potential there than probably any of the DSLs
 written in it.

 On 2/21/12, Michael Gogins michael.gog...@gmail.com wrote:
 It's very easy to use Csound to solve idle mind puzzles! I think many
 of us, certainly myself, find ourselves becoming distracted by the
 technical work involved in making computer music, as opposed to the
 superficially easier but in reality far more difficult work of
 composing.

 Regards,
 Mike


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Re: [music-dsp] a little about myself

2012-02-22 Thread Michael Gogins
For me as a composer working almost exclusively with algorithmic
composition and synthesis, the question of language is complex. It's
not just the power of the language, but also the ease of writing code,
plus the time for building, plus the time for maintaining any
necessary build system and other parts of the toolchain, plus the
number of steps involved in the compose/build/run/listen,
compose/build/run/listen cycle, plus any postproduction or mastering
steps... and the actual runtime speed of the code is often critical as
some of the algorithmic composition procedures are quite
compute-intensive.

I've experimented with many languages, computer music languages, etc.,
and it's come down to using Csound plus as few other parts as
possible. But runtime speed always turns out to more important than
one might expect... That in turn means a choice between composing in
LuaJIT or composing in C++, with qtcreator taking care of the build
system and toolchain maintenance, and some additions to CsoundAC
taking care of the post-processing stuff.

I would prefer to compose using just one language, but at least this
way I only have to deal with the Csound orchestra language plus one
other language, either Lua or C++. I don't have enough experience yet
to tell which way I will end up going, but right now it looks like
each piece will be a C++ program written in qtcreator and run from
qtcreator. Each piece will have as much as GUI as it needs for
mastering and testing instrument parameters, and automatically do any
necessary post-processing, Jack configuration, etc.

This is what I will be writing about...

Regards,
Mike

On Wed, Feb 22, 2012 at 11:17 AM, Risto Holopainen
risto.holopai...@imv.uio.no wrote:

 Yes, it's quite a challenge to compose music just using C/C++. Lately, I
 have tried to compose entire pieces written in C++. Many of them are just
 monolithic feedback systems with oscillators, filters and some low-level
 feature extractors. There are no hierarchic levels of control functions,
 the musical form emerges from the specific algorithm. In principle,
 similar programs should be possible to write in csound and other
 languages, but I have found it easier to use C++ for this. As others have
 pointed out, you easily forget your musical ideas while programming. The
 trick is: don't have any ideas to begin with!

 And speaking of short programs, this reminds me of the Obfuscated C
 contest and, not least, the new style of bytebeat (well, to me it seems
 like a revival of nonstandard / instruction synthesis):

 http://canonical.org/~kragen/bytebeat/
 There is also a paper at arXiv by Heikkilä that explains it.


 Risto Holopainen
 Department of Musicology
 University of Oslo




 It's nice to see some familiar names in Csound's defense.

 Here's something I've considered since learning C: has anyone
 (attempted to) compose music in straight C (or C++) just using the
 audio APIs? I think that would be quite a challenge. I can see quite a
 bit more algorithmic potential there than probably any of the DSLs
 written in it.

 On 2/21/12, Michael Gogins michael.gog...@gmail.com wrote:
 It's very easy to use Csound to solve idle mind puzzles! I think many
 of us, certainly myself, find ourselves becoming distracted by the
 technical work involved in making computer music, as opposed to the
 superficially easier but in reality far more difficult work of
 composing.

 Regards,
 Mike


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 links
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http://www.michael-gogins.com
Michael dot Gogins at gmail dot com
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Re: [music-dsp] a little about myself

2012-02-22 Thread Jerry Evans

More recently, I set out to hack a tiny, fast, usable sound engine for games,
and ended up with ChipSound

Nice idea.


I'm using it in my WIP game Kobo II; all sounds still built from sine, saw,
triangle, square waves and noise, no filters or anything. Going to do some
(possibly recursive) render-sound-into-waveform stuff, add filters and other
units etc later on, but this will do for now.

http://olofsonarcade.com/2011/11/06/kobo-ii-another-song-wip/
http://olofsonarcade.com/2011/02/10/kobo-ii-title-song-wip/


Excellent noises!

Please shout when the engine is available for experimentation.

ATB

Jerry


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Re: [music-dsp] a little about myself

2012-02-22 Thread Renato Fabbri
you mean like:

in pure python, without external libs etc, synthesizing every single
sample, in one file.py:
http://paste.org/45689

OR

PPEPPS: Pure Python EP: Project Solvent

   $ git clone 
git://labmacambira.git.sourceforge.net/gitroot/labmacambira/FIGGUS
   $ cd FIGGUS
   $ sudo python setup.py install # not dependent on anything else
   $ python RUNME_make_now_an_EP_MUSIC.py

Go to ep-Projeto_Solvente/ and enjoy symmetry music for easing altered
states of mind.

more:
IRC Channel #labmacambira @ irc.freenode.net
http://wiki.nosdigitais.teia.org.br/FIGGUS

???

Em 22 de fevereiro de 2012 11:44, Adam Puckett
adotsdothmu...@gmail.com escreveu:
 It's nice to see some familiar names in Csound's defense.

 Here's something I've considered since learning C: has anyone
 (attempted to) compose music in straight C (or C++) just using the
 audio APIs? I think that would be quite a challenge. I can see quite a
 bit more algorithmic potential there than probably any of the DSLs
 written in it.

 On 2/21/12, Michael Gogins michael.gog...@gmail.com wrote:
 It's very easy to use Csound to solve idle mind puzzles! I think many
 of us, certainly myself, find ourselves becoming distracted by the
 technical work involved in making computer music, as opposed to the
 superficially easier but in reality far more difficult work of
 composing.

 Regards,
 Mike

 On Tue, Feb 21, 2012 at 7:53 PM, Emanuel Landeholm
 emanuel.landeh...@gmail.com wrote:
 Well. I need to start using csound. To actually do things in the real
 world instead of just solving idle mind puzzles.

 On Tue, Feb 21, 2012 at 10:02 PM, Victor victor.lazzar...@nuim.ie wrote:
 i have been running csound in realtime since about 1998, which makes it
 what? about fourteen years, however i remember seeing code for RT audio
 in the version i picked up from cecelia.media.mit.edu back in 94. So,
 strictly this capability has been there for the best part of twenty
 years.

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Re: [music-dsp] a little about myself

2012-02-22 Thread David Olofson
On Wednesday 22 February 2012, at 18.39.22, Jerry Evans je...@novadsp.com 
wrote:
  More recently, I set out to hack a tiny, fast, usable sound engine for
  games, and ended up with ChipSound
 
 Nice idea.
 
  I'm using it in my WIP game Kobo II; all sounds still built from sine,
  saw, triangle, square waves and noise, no filters or anything. Going to
  do some (possibly recursive) render-sound-into-waveform stuff, add
  filters and other units etc later on, but this will do for now.
  
  http://olofsonarcade.com/2011/11/06/kobo-ii-another-song-wip/
  http://olofsonarcade.com/2011/02/10/kobo-ii-title-song-wip/
 
 Excellent noises!

Thanks!


 Please shout when the engine is available for experimentation.

There is a version here, actually:
http://eel.olofson.net/download/ChipSound-20111207.tar.bz2

It was released along with a little Ludum Dare jam entry I made using the 
Kobo II engine in the (rather messy) state it was in at the point. There is 
a small SDL + console test program included with ChipSound, but the debug 
sound test dialog in the game is probably more useful. It requires OpenGL 
though, as it's built using the in-game GUI toolkit.

The game also includes a tiny MIDI sequencer, BTW...! :-D Might turn that into 
some kind of live ChipSound code editor with MIDI support later on. I've 
realized I rather like just using a text editor, and having all the sounds and 
everything right there. A bit like working with a tracker (Amiga style), but 
more free-form, or something. All I want is instant automatic recompiles, and 
being able to record a melody or a few chords from MIDI once in a while - 
other than that, I'm not really missing the world of Cubase clones much. :-)

LD entry page:
http://www.ludumdare.com/compo/ludum-dare-22/?action=previewuid=2901

Source downloads:
http://eel.olofson.net/news.html

I intend to keep the whole set of engines (EEL with API bindings, physics 
engine etc, ZeeSpace and ChipSound) Free/Open Source. Most of it is LGPL, but 
ChipSound doesn't actually have a license at this point. It'll be either LGPL 
or something like the zlib license.


-- 
//David Olofson - Consultant, Developer, Artist, Open Source Advocate

.--- Games, examples, libraries, scripting, sound, music, graphics ---.
|   http://consulting.olofson.net  http://olofsonarcade.com   |
'-'
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Re: [music-dsp] a little about myself

2012-02-22 Thread Adam Puckett
David,

How did you mix all the sounds in the song?

On 2/22/12, Jerry Evans je...@novadsp.com wrote:

 On 22/02/2012 19:33, David Olofson wrote:
 There is a version here, actually:
  http://eel.olofson.net/download/ChipSound-20111207.tar.bz2

 It was released along with a little Ludum Dare jam entry I made using the
 Kobo II engine in the (rather messy) state it was in at the point. There
 is
 a small SDL + console test program included with ChipSound, but the debug
 sound test dialog in the game is probably more useful. It requires OpenGL
 though, as it's built using the in-game GUI toolkit.
 Excellent and thanks. As soon as I get the mythical 5 minutes ...


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Re: [music-dsp] a little about myself

2012-02-22 Thread Adam Puckett
What was the algorithm though? It sounds pretty high-end to me.

On 2/22/12, David Olofson da...@olofson.net wrote:
 On Wednesday 22 February 2012, at 21.06.59, Adam Puckett
 adotsdothmu...@gmail.com wrote:
 David,

 How did you mix all the sounds in the song?

 No mixer, fx chains or anything just yet, so all voices mix into a single
 output buffer. In fact, mixing is not even stereo yet - I'm just adding a
 simple stereo feedback delay before final output conversion. :-)

 For the mp3s, I used JAMin to add a bit of EQ and multiband compression, to
 bring loudness a bit closer to standard.


 --
 //David Olofson - Consultant, Developer, Artist, Open Source Advocate

 .--- Games, examples, libraries, scripting, sound, music, graphics ---.
 |   http://consulting.olofson.net  http://olofsonarcade.com   |
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Re: [music-dsp] a little about myself

2012-02-22 Thread David Olofson
On Thursday 23 February 2012, at 03.16.10, Adam Puckett 
adotsdothmu...@gmail.com wrote:
 How are you not getting samples out of range with all those voices?

Just the usual deal: Scale amplitudes down. :-) I generally compensate 
instruments so they all land at reasonable levels regardless of internal voice 
count, and from there it's just like working with any normal synth.

Also, levels are not that much of a problem with large numbers of voices, as 
they don't add up in a linear fashion. For all practical matters, it becomes 
more like adding up white noise sources; something like sqrt(2) greater peak 
amplitude for doubling the number of sources.


-- 
//David Olofson - Consultant, Developer, Artist, Open Source Advocate

.--- Games, examples, libraries, scripting, sound, music, graphics ---.
|   http://consulting.olofson.net  http://olofsonarcade.com   |
'-'
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Re: [music-dsp] a little about myself

2012-02-21 Thread Adam Puckett
Yes, I have a Focus 40 Braille display. They are made by Freedom
Scientific, who also makes a screen reading product called JAWS. I use
a combination of speech and Braille to ensure speedy code reading so I
can get an idea of the algorithms or messages.

On 2/20/12, Jerry lancebo...@qwest.net wrote:

 On Feb 20, 2012, at 5:43 PM, Adam Puckett wrote:

 Jerry and Emanuel,

 I program using a text editor, Notepad++, a screen reader (NVDA), and

 I didn't know about this. Pretty cool.
 http://www.nvda-project.org/

 The video there didn't seem to show or mention Braille. I gather there is
 some kind of Braille output device.

 Jerry
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Re: [music-dsp] a little about myself

2012-02-21 Thread robert bristow-johnson


you're not related to Miller Puckett, are you?

just curious.


and you're still welcome to the group no matter the answer.

--

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Imagination is more important than knowledge.



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Re: [music-dsp] a little about myself

2012-02-21 Thread Adam Puckett
No, I'm not related to Miller Puckette.

On 2/21/12, robert bristow-johnson r...@audioimagination.com wrote:

 you're not related to Miller Puckett, are you?

 just curious.


 and you're still welcome to the group no matter the answer.

 --

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 Imagination is more important than knowledge.



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Re: [music-dsp] a little about myself

2012-02-21 Thread Bastian Schnuerle

hey adam,

yep, that also includes me .. have you ever read curtis roads - the  
computer music tutorial ? it was one of my main sources to get my  
degree in ee .. maybe there is a translation to braille or a digital  
version .. it is completely based on csound and i love it ..


cheers,
bastian


Am 21.02.2012 um 16:43 schrieb Didier Dambrin:

True, I've never been able to install or figure out CSound, or make  
it do anything.
Watching on YT, I see it can do realtime stuff? I've always thought  
it was all command-line offline stuff (last time I tried in 2007).




-Message d'origine- From: Emanuel Landeholm
Sent: Tuesday, February 21, 2012 3:54 PM
To: A discussion list for music-related DSP
Subject: Re: [music-dsp] a little about myself

But, if you don't mind me asking, what is it that you do music-dsp
wise? Mostly csound stuff?

It's just that the thought of a blind person using csound simply blows
my mind. csound is powerful alright, but most people, blind or not,
can't even hope to install it, much less use it for something..

kind regards,
Emanuel
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Re: [music-dsp] a little about myself

2012-02-21 Thread Richard Dobson

On 21/02/2012 15:43, Didier Dambrin wrote:

True, I've never been able to install or figure out CSound, or make it
do anything.
Watching on YT, I see it can do realtime stuff? I've always thought it
was all command-line offline stuff (last time I tried in 2007).



It's been real-time for at least a decade, so was already real-time in 
2007 (much has been added since then), comes with full installers for 
Windows, OS X and Linux, and has a large number of GUI front-ends 
available, many supporting custom controls. Many users are ~only~ using 
it in real-time contexts, whether via MIDI, OSC or Wiimotes, or whatever.


The current version is 5.16, released this month:

http://sourceforge.net/projects/csound/files/csound5/

Richard Dobson
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Re: [music-dsp] a little about myself

2012-02-21 Thread Emanuel Landeholm
Well. I need to start using csound. To actually do things in the real
world instead of just solving idle mind puzzles.

On Tue, Feb 21, 2012 at 10:02 PM, Victor victor.lazzar...@nuim.ie wrote:
 i have been running csound in realtime since about 1998, which makes it what? 
 about fourteen years, however i remember seeing code for RT audio in the 
 version i picked up from cecelia.media.mit.edu back in 94. So, strictly this 
 capability has been there for the best part of twenty years.

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Re: [music-dsp] a little about myself

2012-02-21 Thread Michael Gogins
It's very easy to use Csound to solve idle mind puzzles! I think many
of us, certainly myself, find ourselves becoming distracted by the
technical work involved in making computer music, as opposed to the
superficially easier but in reality far more difficult work of
composing.

Regards,
Mike

On Tue, Feb 21, 2012 at 7:53 PM, Emanuel Landeholm
emanuel.landeh...@gmail.com wrote:
 Well. I need to start using csound. To actually do things in the real
 world instead of just solving idle mind puzzles.

 On Tue, Feb 21, 2012 at 10:02 PM, Victor victor.lazzar...@nuim.ie wrote:
 i have been running csound in realtime since about 1998, which makes it 
 what? about fourteen years, however i remember seeing code for RT audio in 
 the version i picked up from cecelia.media.mit.edu back in 94. So, strictly 
 this capability has been there for the best part of twenty years.

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-- 
Michael Gogins
Irreducible Productions
http://www.michael-gogins.com
Michael dot Gogins at gmail dot com
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Re: [music-dsp] a little about myself

2012-02-20 Thread douglas repetto


Hi Adam,

Welcome to the list. It's slow right now, but no doubt it'll flare up 
again soon!


best,
douglas

On 2/18/12 9:55 PM, Adam Puckett wrote:

Hey list,

My name is Adam Puckett. I am a totally blind C programmer with an
associates degree in IT and an interest in DSP. I use a program called
Csound to create music, and I also play many instruments: guitar,
piano (sometimes), drums, bass, accordion, and violin. (I played
trumpet in high school, but I usually don't count that as I wasn't
very good at it ;)). I enjoy all types of music, including rock, pop
and classical, from country to jazz.
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Re: [music-dsp] a little about myself

2012-02-20 Thread Jerry
Hi Adam,

Please forgive my ignorance, but being blind, how are you able to program?

Jerry

On Feb 18, 2012, at 7:55 PM, Adam Puckett wrote:

 Hey list,
 
 My name is Adam Puckett. I am a totally blind C programmer with an
 associates degree in IT and an interest in DSP. I use a program called
 Csound to create music, and I also play many instruments: guitar,
 piano (sometimes), drums, bass, accordion, and violin. (I played
 trumpet in high school, but I usually don't count that as I wasn't
 very good at it ;)). I enjoy all types of music, including rock, pop
 and classical, from country to jazz.

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Re: [music-dsp] a little about myself

2012-02-20 Thread Emanuel Landeholm
Adam,

I am also curious as to how you interface with a development
environment. Moreover, what are you working on? Also, wasn't there a
blind contributor around a few years ago? Your name does not ring a
bell for me, so I can only guess that you are number two (minimum)!

Also, isn't this a golden opportunity for all of us to introduce themselves?

Anyway, my name is Emanuel. I'm a computer programmer from Sweden who
loves pre-post-doc math (because post-doc math is way over my tiny
head). I am also a web developer, so the Linux/Apache/Mysql/PHP stack
is what brings lunch to my table (you like fries with that?). I'm a
very occasional contributor to the list. My post are infrequent,
random and intuitive, and for the most part safe to ignore. I do
however read every word posted to the list. music-dsp for me
represents the intersection of my love for electronic music (Cabaret
Voltaire, Kraftwerk, Aphex Twin..) and vector space formalisms.

cheers,
Emanuel

On Mon, Feb 20, 2012 at 11:43 PM, Jerry lancebo...@qwest.net wrote:
 Hi Adam,

 Please forgive my ignorance, but being blind, how are you able to program?

 Jerry
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Re: [music-dsp] a little about myself

2012-02-19 Thread Nigel Redmon
Welcome Adam.


On Feb 18, 2012, at 6:55 PM, Adam Puckett wrote:

 Hey list,
 
 My name is Adam Puckett. I am a totally blind C programmer with an
 associates degree in IT and an interest in DSP. I use a program called
 Csound to create music, and I also play many instruments: guitar,
 piano (sometimes), drums, bass, accordion, and violin. (I played
 trumpet in high school, but I usually don't count that as I wasn't
 very good at it ;)). I enjoy all types of music, including rock, pop
 and classical, from country to jazz.

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