3 research outputs found

    Analysis of Sampling Techniques by J Dilla in Donuts

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    The late James Yancey, known by his producer name of Jay Dee or J Dilla, is considered by many hip-hop scholars and musicians to be one of the most influential producers of the genre. His techniques of sampling are some of the most creative and intricate in the world of hip-hop beat making and are viewed as virtuosic in their own right. By analyzing his compositional process through selected tracks on his seminal (and final) album Donuts, I will be exploring how Dilla used over seventy-five samples from a variety of music genres and artists to create a sonic collage that is one of the most influential instrumental works of hip-hop genre. This analysis will demonstrate the sampling techniques of J Dilla, illustrating methodologies for analyzing specific sampling techniques. Out of the thirty-one tracks on the album Donuts, I will be analyzing several tracks within the three main chapters of the thesis: “Workinonit,” “Mash,” “Time: Donut of the Heart,” “Glazed,” and “Don’t Cry.” By applying specific methodologies of analysis to specific tracks on Donuts, I highlight the complexities and nuances involved in transforming the original sampled audio into an entirely new piece of music

    Exploring visual representation of sound in computer music software through programming and composition

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    Presented through contextualisation of the portfolio works are developments of a practice in which the acts of programming and composition are intrinsically connected. This practice-based research (conducted 2009–2013) explores visual representation of sound in computer music software. Towards greater understanding of composing with the software medium, initial questions are taken as stimulus to explore the subject through artistic practice and critical thinking. The project begins by asking: How might the ways in which sound is visually represented influence the choices that are made while those representations are being manipulated and organised as music? Which aspects of sound are represented visually, and how are those aspects shown? Recognising sound as a psychophysical phenomenon, the physical and psychological aspects of aesthetic interest to my work are identified. Technological factors of mediating these aspects for the interactive visual-domain of software are considered, and a techno-aesthetic understanding developed. Through compositional studies of different approaches to the problem of looking at sound in software, on screen, a number of conceptual themes emerge in this work: the idea of software as substance, both as a malleable material (such as in live coding), and in terms of outcome artefacts; the direct mapping between audio data and screen pixels; the use of colour that maintains awareness of its discrete (as opposed to continuous) basis; the need for integrated display of parameter controls with their target data; and the tildegraph concept that began as a conceptual model of a gramophone and which is a spatio-visual sound synthesis technique related to wave terrain synthesis. The spiroid-frequency-space representation is introduced, contextualised, and combined both with those themes and a bespoke geometrical drawing system (named thisis), to create a new modular computer music software environment named sdfsys

    Stockhausen on Electronics, 2004

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