385 research outputs found
Perceptually smooth timbral guides by state-space analysis of phase-vocoder parameters
Sculptor is a phase-vocoder-based package of programs
that allows users to explore timbral manipulation
of sound in real time. It is the product
of a research program seeking ultimately to perform
gestural capture by analysis of the sound a
performer makes using a conventional instrument.
Since the phase-vocoder output is of high dimensionality —
typically more than 1,000 channels per
analysis frame—mapping phase-vocoder output to
appropriate input parameters for a synthesizer is
only feasible in theory
On the Development of C++ Instruments
This paper brings together some ideas regardingcomputer music instrument development with re-spect to the C++ language. It looks at these fromtwo perspectives, that of the development of self-contained instruments with the use of a class libraryand that of programming of plugin modules for amusic programming system. Working code exam-ples illustrate the paper throughout
Streaming Frequency-domain DAFX in Csound5
This article discusses the implementation of frequency domain
digital audio effects using the Csound 5 music programming
language, with its streaming frequency-domain signal (fsig)
framework. Introduced to Csound 4.13, by Richard Dobson,
it was further extended by Victor Lazzarini in version 5. The
latest release of Csound incorporates a variety of new opcodes
for different types of spectral manipulations. This article
introduces the fsig framework and the analysis and resynthesis
unit generators. It describes in detail the different types of spectral DAFx made possible by these new opcodes
Streaming Spectral Processing with Consumer-level Graphics Processing Units
This paper describes the implementation of a streaming spectral
processing system for realtime audio in a consumer-level onboard
GPU (Graphics Processing Unit) attached to an off-the-shelf
laptop computer. It explores the implementation of four processes:
standard phase vocoder analysis and synthesis, additive synthesis
and the sliding phase vocoder. These were developed under the
CUDA development environment as plugins for the Csound 6 audio
programming language. Following a detailed exposition of
the GPU code, results of performance tests are discussed for each
algorithm. They demonstrate that such a system is capable of realtime
audio, even under the restrictions imposed by a limited GPU
capability
Streaming Spectral Processing with Consumer-level Graphics Processing Units
This paper describes the implementation of a streaming spectral
processing system for realtime audio in a consumer-level onboard
GPU (Graphics Processing Unit) attached to an off-the-shelf
laptop computer. It explores the implementation of four processes:
standard phase vocoder analysis and synthesis, additive synthesis
and the sliding phase vocoder. These were developed under the
CUDA development environment as plugins for the Csound 6 audio
programming language. Following a detailed exposition of
the GPU code, results of performance tests are discussed for each
algorithm. They demonstrate that such a system is capable of realtime
audio, even under the restrictions imposed by a limited GPU
capability
The Csound Plugin Opcode Framework
This article introduces the Csound Plugin Opcode Frame-work (CPOF), which aims to provide a simple lightweightC++ framework for the development of new unit genera-tors for Csound. The original interface for this type workis provided in the C language and it still provides the mostcomplete set of components to cover all possible require-ments. CPOF attempts to allow a simpler and more eco-nomical approach to creating plugin opcodes. The paperexplores the fundamental characteristics of the frameworkand how it is used in practice. The helper classes that areincluded in CPOF are presented with examples. Finally,we look at some uses in the Csound source codebase
Portfolio of Compositions with Commentaries
This portfolio analyses the creative means by which a number of audio and visual
compositions were realised. It attempts to dissect the influential factors in the
creation of such pieces and to explore the technological processes involved in the
creation of such work. It is a personal analysis of a body of work which represents
a hybrid of influences, spanning several years. It is supported by three DVDs,
which contain audio and visual material and software files which were used in the
composition and performance of these works
Portfolio of Electroacoustic Compositions with Commentaries
This portfolio consists of electroacoustic compositions which were primarily realised
through the use of corporeally informed compositional practices. The manner in which a
composer interacts with the compositional tools and musical materials at their disposal
is a defining factor in the creation of musical works. Although the use of computers in
the practice of electroacoustic composition has extended the range of sonic possibilities
afforded to composers, it has also had a negative impact on the level of physical interaction
that composers have with these musical materials. This thesis is an investigation
into the use of mediation technologies with the aim of circumventing issues relating to
the physical performance of electroacoustic music.
This line of inquiry has led me to experiment with embedded computers, wearable
technologies, and a range of various sensors. The specific tools that were used in the
creation of the pieces within this portfolio are examined in detail within this thesis. I also
provide commentaries and analysis of the eleven electroacoustic works which comprise
this portfolio, describing the thought processes that led to their inception, the materials
used in their creation, and the tools and techniques that I employed throughout the
compositional process
Artificial Simulation of Audio Spatialisation: Developing a Binaural System
Sound localisation deals with how and why we can locate sound sources
in our spatial environment. Sound spatialisation defines how sound is
distributed in this environment. Several acoustic and psychoacoustic
phenomena are involved in sound localisation and spatialisation. The
importance of these phenomena becomes apparent when endeavouring to
recreate and emulate auditory spatial events using computers
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