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Composing Interactive Music

autor: Todd Winkler
ISBN: 978-0-262-73139-3
liczba stron: 364
rok wydania: 2001
zawiera: CD
wydawca: MIT

dostępność: NA ZAMÓWIENIE

CENA: 173.25 PLN

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Interactive music refers to a composition or improvisation in which software interprets live performances to produce music generated or modified by computers. In Composing Interactive Music, Todd Winkler presents both the technical and aesthetic possibilities of this increasingly popular area of computer music. His own numerous compositions have been the laboratory for the research and development that resulted in this book.

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.

About the Author

Todd Winkler is an award-winning composer whose works for interactive technology and mixed media have been performed at major international festivals. He is Assistant Professor of Music at Brown University, where he is Director of the MacColl Studios for Electronic Music.

Table of Contents

Preface


I   INTRODUCTION, HISTORY, & THEORY

1   Introduction and Background

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 Between Computers and Performers

Performance Models · Musical Form and Structure · Instrument Design and Limitations

II   PROGRAMMING FOUNDATION

3   Graphic Programming with Max

Brief Overview of Programming Languages · Introduction to Max · How Max Handles MIDI · Chapter Summary

4   Program Structure and Design

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

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

6   The Computer as Listener: Analyzing and Storing Performance Data

Listening to Music · Analysis: What Can Be Understood? · Time · Improving Listerer Data · Space · Identifying Musical Features and Tracking Changes Over Time · Efficient Use of Listener Objects

7   Composer Objects

Creative Responses to Listener Data · Composer Object Design · Types of Composition Algorithms · Transforming Musical Material · Constrained Pitch Output: Comparative Programming Examples · MelodicContour: A Progressive Study in Generatve Methods · ParamColl: Parameter Analysis and Playback · Sequencer Methods · Humanizing Algorithms: The Computer as Performer

IV   ADVANCED TECHNIQUES AND CONCEPTS

8   Sound Design

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, 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

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

References

Index

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