| "High-resolution audio (float samples at 96 KHz, say), which is now
standard in professional audio, covers the full range of human
perception, so is no longer at a loss compared to acoustical
instruments. If you have good enough speakers"--- Yes.
And HiRes is more than just 24-Bits at 96kHz/192kHz and 2.8224MHz
(for streaming across the net/web). It gets into a wider range of
aspects of recording, processing, storage and playback. Michael is
essentially correct. Check out or google Audio Engineering Society's
31st International Conference on High Resolution Audio, 25-27 June
2007, London in the UK. Very educational.
-Partev
=====================================================================================
--- michael.gogins@gmail.com wrote:
From: Michael Gogins
To: csound@lists.bath.ac.uk
Subject: [Csnd] Re: Re: ease (was Re: Re: Re: Re: Re: Re: [OT] Human speech is music to out ears)
Date: Thu, 10 Dec 2009 09:30:11 -0500
In my view, there is much to do -- very much to do.
To begin with, computer music sounds are not comparable to
instrumental music sounds. Generally, frankly, they are not as good.
This is not due to lack of potential, which is far greater for the
computer, but rather to lack of (a) understanding and (b) traditional
evolution towards quality.
Next, without quality sounds, quality performance is (a) less
rewarding, and (b) harder to improve through practice.
However, I believe the future is very rosy.
CD-quality audio covers a subset of human perception - a large subset,
but with less than the full audible dynamic range and frequency
response. Using this level of quality means that the sheer precision
of the sound is inherently inferior to what you get off a fiddle,
piano, or horn on stage. This is where computer music has been stuck
until very recently.
High-resolution audio (float samples at 96 KHz, say), which is now
standard in professional audio, covers the full range of human
perception, so is no longer at a loss compared to acoustical
instruments. If you have good enough speakers.
Synthesis algorithms continue to evolve. They evolve faster than the
acoustical instruments have evolved. Ergo, they will equal or surpass
the synthesis beauty of acoustical instruments in the future, probably
the near future.
Robotics and human user interface design principles also are
continuing to evolve and afford the possibility of musical performance
interfaces that exploit the full speed, precision and number of
degrees of freedom afforded by trained human performers (which, as I
am sure we all understand, is phenomenally beyond the capacity of the
most advanced robots today).
Indeed, I expect new interfaces to surpass acoustical instruments in
exploiting the potential of the body for expression. We can exploit
not only pressure and impact, but also orientation, speed of motion,
wireless sensing, the whole body, you name it.
Again, these performance interfaces are evolving rapidly.
When the "musical payoff" of the combination of synthesis beauty,
acoustical precision, and (potential) performance precision and
bandwidth hits a "sweet spot," performers will have an incentive to
practice. Not before. Where new musical possibilities are afforded,
for some performers these spots are already being exploited, e.g. Pat
Metheny and the MIDI guitar. More of these spots will appear -- at
least, in potential.
I would advise designers of computer performance system to view
synthesis beauty and performance interfaces as unified systems, and
not to work on one side while neglecting the other side. Otherwise,
the sweetness of the work will not be heard and nobody will feel
motivated to practice enough to get the music out of the system.
Regards,
Mike
On 12/10/09, DavidW wrote:
>
> On 10/12/2009, at 11:20 PM, Victor Lazzarini wrote:
>
>> That brings us to an interesting question: Need computer music
>> instruments (software or hardware) be 'easy to play'? This is
>> something I have always asked myself. Often we hear about how
>> something is either hard or easy, and whether in people's opinions
>> this makes it good or bad.
>>
>> In the case of traditional music instruments you don't seem to see
>> the same things. OK, players can complain some music is hard to
>> play, students complain that their instrument is difficult to
>> master, etc. But you don't see people going to redesign a violin to
>> make it easier to play; or attempts to do something like this seemed
>> to have taken away so much of the expressive possibilities that they
>> are disregarded as serious.
>>
> My experience with acoustic instruments, also backed-up by far better
> players than I, is that good instruments are harder to play than el-
> cheapo ones because they are more responsive, had a greater tonal
> range etc; these characteristics make them difficult for a beginner to
> play, not less.
> So the issue fro me is not ease of play, it is a sort of ratio of
> potentiality / skill. As skill develops software potentiality can be
> increased for more expressive power.
> What I don't find interesting, except in a perverse party-trick kind
> of way, is a piece of software written and locked off by an anonymous
> 3rd party that generates a "composition" for you on the click of
> mouse. Or, at the other extreme, the sort of software that makes tasks
> harder than they should be, given the required level of skill;
> requiring dogged determination because of the way the SW forces you to
> deal with it.
>
>> This links to another question: should we not be regarding 'computer
>> music' as a field of study and development that is every bit as
>> complex and with long-term-development goals as standard musical
>> instruction?
>>
> Do you mean the standard music performance instruction? If so, I'm
> sure there's as much work involved - probably more - but it is
> different class of work - very little concerned with learning through
> embodied memory, for example.
>
>> Victor
>>
>>
>> On 10 Dec 2009, at 12:06, Stéphane Rollandin wrote:
>>
>>> same here. by ease, I meant practicability. some concepts can
>>> really be played with only when the software supports them
>>> comprehensively, else it gets very tedious. we (as composers and
>>> software developer) have to reify the lower structural aspects of
>>> our composition in order to use them effectively; and while these
>>> are lower in the view of the composition, they are very high-level
>>> in terms of software engineering.
>>
>>
> Yes, I think that's what I was meaning above re brute force.
>
> David
> ________________________________________________
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Irreducible Productions
http://www.michael-gogins.com
Michael dot Gogins at gmail dot com
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