Composing interactive music
Techniques and ideas using Max
Résumé
The author's examples use a graphical programming language called Max. Each example in the text is accompanied by a picture of how it appears on the computer screen. The same examples are included as software on the accompanying CD-ROM, playable on a Macintosh computer with a MIDI keyboard.
Although the book is aimed at those interested in writing music and software using Max, the casual reader can learn the basic concepts of interactive composition by just reading the text, without running any software. The book concludes with a discussion of recent multimedia work incorporating projected images and video playback with sound for concert performances and art installations.
Table of contents :
Preface 9
I Introduction, History, and Theory 1
1 Introduction and Background 3
Components of an Interactive System
Enhancing the Roles of Performer and
Composer
Audience Reception and Participation
A Brief History of Interactive Composition
2 Interaction: Defining Relationships 21
Between Computers and Performers
Performance Models
Musical Form and Structure
Instrument Design and Limitations
II Programming Foundation 39
3 Graphic Programming with Max 41
Brief Overview of Programming Languages
Introduction to Max
How Max Handles MIDI
Chapter Summary
4 Program Structure and Design 71
Approaches to Programming
Handling Data in Max
Data Storage Objects: Storing and Recalling
Information
Other Max Data Storage Objects
Messages: Data Types and Display
Data Flow: Moving Information Through the
System
C Programming Objects
Efficiency and Memory Management
Debugging
5 Interface Design 109
Basic Principles of Interface Design
Building Interfaces in Max
Max's Interface Objects
User Feedback
Computer Input Devices
Interface and Encapsulation: A Programming
Example
III Core Components 133
6 The Computer as Listener: Analyzing and 135
Storing Performance Data
Listening to Music
Analysis: What Can Be Understood?
Time
Improving Listener Data
Space
Identifying Musical Features and Tracking
Changes Over Time
Efficient Use of Listener Objects
7 Composer Objects 173
Creative Response to Listener Data
Composer Object Design
Types of Composition Algorithms
Transforming Musical Material
Constrained Pitch Output: Comparative
Programming Examples
MelodicContour: A Progressive Study in
Generative Methods
ParamColl: Parameter Analysis and Playback
Sequencer Methods
Humanizing Algorithms: The Computer as
Performer
IV Advanced Techniques and Concepts 219
8 Sound Design 221
MIDI Limitations for Listener Objects
Participation By Musicians Playing
Nondigital Instruments
Composer Objects for Timbre Selection,
Creation, and Manipulation
Synthesis Design and Control Parameters
System-Exclusive Messages
Automated Mixing and Multitrack Parameter
Control
Interactive Signal Processing
Basic Categories of Signal Processing
Compositional Approaches Using Interactive
Signal Processing
Scaling Problems and Solutions
The Future of Max: Audio Input, Signal
Processing, and Sound Synthesis
9 Score Objects: Compositional Strategies, 259
Structures, and Timing Mechanisms
Compositional Strategies
Score Objects
Performance Synchronization Techniques
Score Structure Examples: Models of Score
Objects
Score-Following Overview
10 Interactive Multimedia and New Controllers 295
Interactive Music in Screen-Based Works
Interactive Music in Multimedia Performance
Works
Displaying Graphics in Max
New Controllers and Multimedia Performance
Systems
Making Music Through Movement
Appendix: Master List of Examples 324
References 335
Index 343
Caractéristiques techniques
PAPIER | |
Éditeur(s) | The MIT Press |
Auteur(s) | Todd Winkler |
Parution | 30/05/1998 |
Nb. de pages | 360 |
EAN13 | 9780262231930 |
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