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A Critical Analysis of Synthesizer User Interfaces for Timbre
In this paper, we review and analyse categories of user interface used in hardware and software electronic music synthesizers. Problems with the user specification and modification of timbre are discussed. Three principal types of user interface for controlling timbre are distinguished. A problem common to all three categories is identified: that the core language of each category has no well-defined mapping onto the task languages of subjective timbre categories as used by musicians
Sound and Automated Synthesis of Digital Stabilizing Controllers for Continuous Plants
Modern control is implemented with digital microcontrollers, embedded within
a dynamical plant that represents physical components. We present a new
algorithm based on counter-example guided inductive synthesis that automates
the design of digital controllers that are correct by construction. The
synthesis result is sound with respect to the complete range of approximations,
including time discretization, quantization effects, and finite-precision
arithmetic and its rounding errors. We have implemented our new algorithm in a
tool called DSSynth, and are able to automatically generate stable controllers
for a set of intricate plant models taken from the literature within minutes.Comment: 10 page
Virtual acoustics displays
The real time acoustic display capabilities are described which were developed for the Virtual Environment Workstation (VIEW) Project at NASA-Ames. The acoustic display is capable of generating localized acoustic cues in real time over headphones. An auditory symbology, a related collection of representational auditory 'objects' or 'icons', can be designed using ACE (Auditory Cue Editor), which links both discrete and continuously varying acoustic parameters with information or events in the display. During a given display scenario, the symbology can be dynamically coordinated in real time with 3-D visual objects, speech, and gestural displays. The types of displays feasible with the system range from simple warnings and alarms to the acoustic representation of multidimensional data or events
A High Quality Text-To-Speech System Composed of Multiple Neural Networks
While neural networks have been employed to handle several different
text-to-speech tasks, ours is the first system to use neural networks
throughout, for both linguistic and acoustic processing. We divide the
text-to-speech task into three subtasks, a linguistic module mapping from text
to a linguistic representation, an acoustic module mapping from the linguistic
representation to speech, and a video module mapping from the linguistic
representation to animated images. The linguistic module employs a
letter-to-sound neural network and a postlexical neural network. The acoustic
module employs a duration neural network and a phonetic neural network. The
visual neural network is employed in parallel to the acoustic module to drive a
talking head. The use of neural networks that can be retrained on the
characteristics of different voices and languages affords our system a degree
of adaptability and naturalness heretofore unavailable.Comment: Source link (9812006.tar.gz) contains: 1 PostScript file (4 pages)
and 3 WAV audio files. If your system does not support Windows WAV files, try
a tool like "sox" to translate the audio into a format of your choic
PerformanceNet: Score-to-Audio Music Generation with Multi-Band Convolutional Residual Network
Music creation is typically composed of two parts: composing the musical
score, and then performing the score with instruments to make sounds. While
recent work has made much progress in automatic music generation in the
symbolic domain, few attempts have been made to build an AI model that can
render realistic music audio from musical scores. Directly synthesizing audio
with sound sample libraries often leads to mechanical and deadpan results,
since musical scores do not contain performance-level information, such as
subtle changes in timing and dynamics. Moreover, while the task may sound like
a text-to-speech synthesis problem, there are fundamental differences since
music audio has rich polyphonic sounds. To build such an AI performer, we
propose in this paper a deep convolutional model that learns in an end-to-end
manner the score-to-audio mapping between a symbolic representation of music
called the piano rolls and an audio representation of music called the
spectrograms. The model consists of two subnets: the ContourNet, which uses a
U-Net structure to learn the correspondence between piano rolls and
spectrograms and to give an initial result; and the TextureNet, which further
uses a multi-band residual network to refine the result by adding the spectral
texture of overtones and timbre. We train the model to generate music clips of
the violin, cello, and flute, with a dataset of moderate size. We also present
the result of a user study that shows our model achieves higher mean opinion
score (MOS) in naturalness and emotional expressivity than a WaveNet-based
model and two commercial sound libraries. We open our source code at
https://github.com/bwang514/PerformanceNetComment: 8 pages, 6 figures, AAAI 2019 camera-ready versio
From Analogue to Digital Vocalizations
Sound is a medium used by humans to carry information.
The existence of this kind of
medium is a pre-requisite for language. It is organized
into a code, called speech, which
provides a repertoire of forms that is shared in each
language community. This code is necessary to support the linguistic
interactions that allow humans to communicate.
How then may a speech code be formed prior to the
existence of linguistic interactions?
Moreover, the human speech code is characterized by several
properties: speech is digital and compositional (vocalizations
are made of units re-used systematically in other syllables);
phoneme inventories have precise regularities as well as
great diversity in human languages; all the speakers of a
language community categorize sounds in the same manner,
but each language has its own system of categorization,
possibly very different from every other.
How can a speech code with these properties form?
These are the questions we will approach in the paper. We will
study them using the method of the artificial. We will
build a society of artificial agents, and study what mechanisms
may provide answers. This will not prove directly what mechanisms
were used for humans, but rather give ideas about what kind
of mechanism may have been used. This allows us to shape the
search space of possible answers, in particular by showing
what is sufficient and what is not necessary.
The mechanism we present is based on a low-level model of
sensory-motor interactions. We show that the integration of certain very
simple and non language-specific neural devices
allows a population of agents to build a speech code that
has the properties mentioned above. The originality is
that it pre-supposes neither a functional pressure for
communication, nor the ability to have coordinated
social interactions (they do not play language or imitation
games). It relies on the self-organizing properties of a generic
coupling between perception and production both
within agents, and on the interactions between agents
A novel continuous pitch electronic wind instrument controller
We present a design for an electronic continuous pitch wind controller for musical performance. It uses a combination of linear position, magnetic reed, and air pressure sensors to generate three fully continuous control dimensions. Each control dimension is encoded and transmitted using the industry standard MIDI protocol to allow the instrument to interface with a large variety of synthesizers to control different parameters of the synthesis algorithm in real time, allowing for a high degree of expressiveness not possible with existing electronic wind instrument controllers. The first part of the thesis will provide a justification for the design of a novel instrument, and present some of the theory behind pitch representation, encoding, and transmission with respect to digital systems. The remainder of the thesis will present the particular design and explain the workings of its various subsystems
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