tech glossary
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Overview
Many
people HATE music technology, and I
don't
blame them. t can be confusing, and for every concert it helps,
it seems to ruin three or four. Although
there are absolutely sublime works that could not be accomplished with
it, more often than not it simply a poor excuse for a good musician,
and
tends makes the mundane unavoidable. Despite all our advances, there
are
still many things that machines do very poorly, and many tasks we are
far better off doing without technology.
That's not to say it's all bad
though. Many things are greatly aided by technology and some impossible
without. So on these pages I'll try to point out productive an
counterproductive approaches to using music technology, so that we are
using machines for what they do well and NOT for what they do
miserably. I'll also try to put up some helpful pages to make it less
confusing. |

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Music
and Audio Technology can:
- Expand the range of sounds we can experience
- Enhance performances
- Reach audiences on a massive scale
- Widen our range of creativity
- Enhance our ability to teach effectively
- Increase our musical productivity
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Music
and Audio Technology can also:
- Narrow and cheapen the range of sounds we hear
- Ruin performances
- Turn off audiences on a massive scale
- Severely narrow our range of creativity
- Diminish our ability to teach effectively
- Decrease our musical productivity
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The key is
recognizing what music technology does well, and what it does poorly.
Notation programs, for
instance, do not handle proportion
notation or sketches very gracefully - pencil & paper is
much more flexible
to begin a piece with. After
you already know what you want to notate, or the materials you want to
compose with and where they will go, notation programs can be more
helpful.
What
music technology does well:
- Generate new sounds, or modify existing (sampled
sounds). The are ideal for creating electro-acoustic pieces,
particularly those programs that do not force one into time signatures
and barlines.
- Record, playback, edit, mix, manipulate sounds: or
music production.
- Amplify/Reinforce and spatialize sounds, though when
done poorly (as is often the case) it can ruin concerts.
- Act as an algorithmic compositional tool for the few
who are into this aspect.
- Music notation of beat/bar based music, such as the
music industry.
- Combine music and audio with video, allowing a whole
generation to explore avenues of expression impossible (or
prohibitively expensive) a generation ago.
- Disseminate works.
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What
music technology does poorly:
- Imitate acoustic instruments: imagine sitting in a
hall hearing a violinist playing a Bach solo violin partita, then a
recording of the same, then a synthesized or sampled performance via
MIDI. No one would have any
difficulty telling which was which.
- Capture the more subtle aspects of performance:
continuous changes of timbre, dynamics, note-to-note transitions etc.
that we are accustom to with acoustic instruments, as above.
- Music notation of time-based music, in proportional
or other non-traditional notations: Pendercki's Threnody for the Victims of Hiroshima
would be very clumsy to notate and would not play back correctly.
- Aid in many creative aspects of composition: one can
not improvise at a computer the way one can at an instrument.
- Immediately capture a
particular mood: show a pianist
a
painting and they can likely, and immediately, improvise something that
captures that mood. Have them sit down at a computer and the same thing
may take hours, or days.
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| Some
of the above is of course debatable: there are circumstances in which
the
ear can be fooled into thinking a synthetic sound is a real instrument,
and
research carries on to address a number of these shortcomings. But in
my opinion, as a conservatory trained musician, the following
captures the current state of things. |
Financially
successful companies discover what the greater majority of
potential buyers want to do, and write software that allows them to do
it with greatest ease. Artists are never the greater majority, and
their work often distinguishes itself by doing something others,
including industry programmers, haven't thought to do before. Thus the
same software that may make writing a 'hit song' effortless may make
doing creative work nearly impossible. Thus the following are
observations I
have made teaching creative composition and technology over many years.
Acoustic Compositions:
When starting a creative
composition for acoustic instruments, stay away from technology.
A blank piece of paper and a pencil gives infinite room for creativity,
as does improvising on an instrument. A blank piece of manuscript paper
less room, but still a lot. After you have sketched, scribbled,
rejected, and excepted enough material to know where you are going to
start and what kind of notation will best convey what you want, THEN
decide if a notation program will help you or hinder you (also see
'composition pointers'). Studies have shown that students do better
work and enjoy the process more working without a computer.
Electro-acoustic compositions:
Stay away from, or approach MIDI-based environments with great caution.
MIDI-based
sequencing environments usually lock you into a tick-based
temporal structures (time signatures and bar lines) and 12-tone
equal-tempered pitch structures. For commercial music this is a good
thing. For creative music it imposes a set of restraints that are more
trouble to get around than they are worth. Synthesized sounds from MIDI
environments seldom if ever have the rich time-varying spectra of
acoustic sounds (we have still yet to synthesize a realistic human
voice after roughly 60 years of attempts). Starting with sampled sounds
usually starts you off with a rich color pallet to work from (although
there are some really cool synthesized sounds that can add to that
pallet). Audacity is a well
known (and well loved) free audio editor (currently) without MIDI
capabilities that makes a great starting place.
Especially if your work will not involve performers on stage, think about using images.
Imagery can add so much richness to the experience of a composition
(Mussorgsky has certainly done well by it) and it's something that
computers can do very easily. A simple PowerPoint, KeyNote, or other
'slide-show' presentation of images can work just fine. This can
be greatly augmented by learning Flash,
which isn't too difficult.
If you are going to work with
MIDI, use software that allows you to be creative with it.
Cycling74's Max and Miller
Pucket's Pure Data
are both famous for allowing one to take raw MIDI data and add to it,
subtract from it, subject it to some algorithm one read in a magazine,
or whatever. They take advantage of what computers do best - things
that are impossible with an acoustic instrument, and avoid what
computers do worst, try to imitate acoustic instruments.

Creative MIDI with Max
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Easy editing with Audacity
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Easy signal processing with Live
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With electro-acoustic
compositions and (real) instruments, start with at least 30 seconds of
your
computer-generated/processed sounds. Why? Because once you've established the
mood of your
piece with those
sounds, you can then easily write an acoustic part that matches that
mood. Starting with a 5 minute instrumental part and matching those
moods on the computer is possible, but far more difficult. Of course
basing the electro-acoustic portion on samples from the instrument you
will be writing for almost guarantees a good match. Don't expect your
computer part to be as expressive or to interact with performers as
easily as another performer;
if it can be done with a live performer it will probably come off
better that way. Use the computer for what it does well, generating new
sounds and manipulating existing sounds, and not for what it does
poorly; imitating the expressive sound of an instrumentalist. That's
what instrumentalists do better.
Don't shy away from real-time
digital signal processing. With
a program such as
Ableton's Live, DSP pieces
can be put together quite easily and it offers a rich source of very
creative signal processing. You can also find free DSP software,
including some of my own (poorly documented) software.
Sound reinforcement:
Recognize that sound
reinforcement ruins more concerts
than it helps
(see the sound reinforcement for some pointers). Acoustical instruments
and voices have incredibly complex time varying timbres and radiation
patterns that no combination of microphones and loudspeaker can render
perfectly, and their subtleties, which is what we listen for, can very
be squashed by poor attention to detail and technique. For details, see my sound reinforcement page.
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