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Re: [Cs-dev] Engine Changes, or Csound 6 (was Re: [Csnd] feature request: multiple strings in"i"statements)

Date2007-09-13 16:11
From"Art Hunkins"
SubjectRe: [Cs-dev] Engine Changes, or Csound 6 (was Re: [Csnd] feature request: multiple strings in"i"statements)
This "one note" model is the way I end up building most of my real-time
compositions.

An additional reason for the model is that in a fairly dense sustained
texture, initializing an instrument can result in a sonic "glitch." Better
to just keep the "note" on all the time rather than stopping and restarting
it.

Art Hunkins

----- Original Message ----- 
From: "Mike Coleman" 
To: ; "Developer discussions"

Sent: Thursday, September 13, 2007 1:07 AM
Subject: Re: [Cs-dev] Engine Changes,or Csound 6 (was Re: [Csnd] feature
request: multiple strings in"i"statements)


> On 9/12/07, Richard Dobson  wrote:
> > The price of being able to make authentic portamento that accurately
> > replicates what real players do, is some sort of mechanism that can tell
> > the instrument what the next note is going to be.
>
> Yes, but alternatively one could give up on the idea of discretizing
> into notes in this situation.  So, for example, one could imagine a
> part that in csound terms consisted of just one "note".  During that
> note's duration, frequency and volume could be modulated via some
> novel mechanism (e.g., a MIDI controller wheel for real-time, or some
> new kind of score file mechanism for non-RT).  This would give you all
> the portamento you could want.
>
> If we can change the model, the problem can be solved.  The questions
> are whether it is worth doing this and if so how best to do so.
>
> Mike
>
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Date2007-09-13 16:29
FromRichard Dobson
SubjectRe: [Cs-dev] Engine Changes, or Csound 6 (was Re: [Csnd] feature request: multiple strings in"i"statements)
The software bus (ref "chani") is what I originally suggested as an 
"automation bus"; similar in principle to GUI widget control of an 
instrument or opcode, but the control signal comes from a generic 
numbered input channel, to which control data is sent via the host app.
Indeed, it was proposed as a way of removing the FLTK opcodes from the 
Csound engine itself, out to a host app where they more logically 
belong. The great difference bewteen Csound 5 and previous incarnations 
is that the relationship between the Csound audio engine and the host 
"wrapper" (which may be no more than a console program, but could 
equally be a full-blown GUI or a python script) is made explicit, and 
clearly distinguished.

Nevertheless, it has to be recognised that there is a limit to how much 
dynamic control over N parameters can be managed by any user reliant on 
moving sliders or clicking switches. Even within legato performance, 
transitions between notes can be complex, involving not just pitch but 
amplitude and timbral transitions. There are three basic solutions:

(a) get more fingers
(b) use intelligent agent software (external or internal) to translate a 
single gesture  to multiple concurrent parameter updates
(c) compose the thing using a score file or a sequencer!

My vision was that breakpoint automation data from a DAW such as SONAR 
could one day be routed directly to a Csound plugin instance; how far 
from that we are I am not sure. In the meantime we also have the OSC 
send/receive opcodes that also offer a mechanism for external automation 
control of instruments, given an OSC-savvy host. DAW manufacturers have 
basically dropped the baton (if they ever held it) with regard to 
interchange of automation data.


Richard Dobson



Art Hunkins wrote:
> This "one note" model is the way I end up building most of my real-time
> compositions.
> 
> An additional reason for the model is that in a fairly dense sustained
> texture, initializing an instrument can result in a sonic "glitch." Better
> to just keep the "note" on all the time rather than stopping and restarting
> it.
> 
> Art Hunkins
> 
> ----- Original Message ----- 
> From: "Mike Coleman" 
> To: ; "Developer discussions"
> 
> Sent: Thursday, September 13, 2007 1:07 AM
> Subject: Re: [Cs-dev] Engine Changes,or Csound 6 (was Re: [Csnd] feature
> request: multiple strings in"i"statements)
> 
> 
> 
>>On 9/12/07, Richard Dobson  wrote:
>>
>>>The price of being able to make authentic portamento that accurately
>>>replicates what real players do, is some sort of mechanism that can tell
>>>the instrument what the next note is going to be.
>>
>>Yes, but alternatively one could give up on the idea of discretizing
>>into notes in this situation.  So, for example, one could imagine a
>>part that in csound terms consisted of just one "note".  During that
>>note's duration, frequency and volume could be modulated via some
>>novel mechanism (e.g., a MIDI controller wheel for real-time, or some
>>new kind of score file mechanism for non-RT).  This would give you all
>>the portamento you could want.
>>
>>If we can change the model, the problem can be solved.  The questions
>>are whether it is worth doing this and if so how best to do so.
>>
>>Mike
>>


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Date2007-09-13 17:21
Frommatt ingalls
SubjectRe: [Cs-dev] Engine Changes, or Csound 6 (was Re: [Csnd] feature request: multiple strings in"i"statements)
AttachmentsNone  None  

The software bus (ref "chani") is what I originally suggested as an 
"automation bus"; similar in principle to GUI widget control of an 
instrument or opcode, but the control signal comes from a generic 
numbered input channel, to which control data is sent via the host app.

and of course the invalue/outvalue system was in there even before that.

matt ingalls




Date2007-09-14 03:45
From"Mike Coleman"
SubjectRe: [Cs-dev] Engine Changes, or Csound 6 (was Re: [Csnd] feature request: multiple strings in"i"statements)
AttachmentsNone  

Date2007-09-14 03:48
From"Mike Coleman"
SubjectRe: [Cs-dev] Engine Changes, or Csound 6 (was Re: [Csnd] feature request: multiple strings in"i"statements)
AttachmentsNone