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ویرایش: 1
نویسندگان: Masao Abe. Fujihiko Kaneda
سری:
ناشر: SC - Gatopeia
سال نشر: 2024
تعداد صفحات: 2217
زبان: English
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود)
حجم فایل: 176 مگابایت
در صورت تبدیل فایل کتاب Complete SuperCollider Opus. به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب SuperCollider Opus را کامل کنید. نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
Santa Clara University
Scholar Commons
2014
A Gentle Introduction to SuperCollider (2nd edition)
Bruno Ruviaro
Recommended Citation
I BASICS
Hello World
Server and Language
Booting the Server
Your first sine wave
Error messages
Changing parameters
Comments
Precedence
The last thing always gets posted
Code blocks
How to clean up the Post window
Recording the output of SuperCollider
Variables
``Global\'\' vs. Local
Reassignment
II PATTERNS
The Pattern family
Meet Pbind
Pseq
Make your code more readable
Four ways of specifying pitch
More keywords: amplitude and legato
Prand
Pwhite
Expanding your Pattern vocabulary
More Pattern tricks
Chords
Scales
Transposition
Microtones
Tempo
Rests
Playing two or more Pbinds together
Using variables
Starting and stopping Pbinds independently
Pbind as a musical score
EventStreamPlayer
Example
III MORE ABOUT THE LANGUAGE
Objects, classes, messages, arguments
Receiver notation, functional notation
Nesting
Enclosures
Quotation marks
Parentheses
Brackets
Curly Braces
Conditionals: if/else and case
Functions
Fun with Arrays
Creating new Arrays
That funny exclamation mark
The two dots between parentheses
How to ``do\'\' an Array
Getting Help
IV SOUND SYNTHESIS AND PROCESSING
UGens
Mouse control: instant Theremin
Saw and Pulse; plot and scope
Audio rate, control rate
The poll method
UGen arguments
Scaling ranges
Scale with the method range
Scale with mul and add
linlin and friends
Stopping individual synths
The set message
Audio Buses
Out and In UGens
Microphone Input
Multichannel Expansion
The Bus object
Panning
Mix and Splay
Playing an audio file
Synth Nodes
The glorious doneAction: 2
Envelopes
Env.perc
Env.triangle
Env.linen
Env.pairs
Envelopes—not just for amplitude
ADSR Envelope
EnvGen
Synth Definitions
SynthDef and Synth
Example
Under the hood
Pbind can play your SynthDef
Control Buses
asMap
Order of Execution
Groups
V WHAT\'S NEXT?
MIDI
OSC
Sending OSC from another computer
Sending OSC from a smartphone
Quarks and plug-ins
Extra Resources
1 Getting started with SuperCollider
1.1 About SuperCollider
1.2 SC overview
1.3 Installation and use
1.4 Objectives, references, typographical conventions
2 Programming in SC
2.1 Programming languages
2.2 Minima objectalia
2.3 Objects in SC
2.4 Methods and messages
2.5 The methods of type {\\tt post} and {\\tt dump}
2.6 Numbers
2.7 Conclusions
3 Syntax: basic elements
3.1 Brackets
3.2 Expressions
3.3 Comments
3.4 Strings
3.5 Variables
3.6 Symbols
3.7 Errors
3.8 Functions
3.9 Classes, messages/methods and keywords
3.10 A graphic example
3.11 Control Structures
3.12 Yet another GUI example
3.13 Conclusions
4 Synthesis, I: Fundamentals of Signal Processing
4.1 A few hundred words on acoustics
4.2 Analog vs. digital
4.3 Synthesis algorithms
4.4 Methods of {\\tt Signal}
4.5 Other signals and other algorithms
4.6 Still on signal processing
4.7 Control signals
4.8 Conclusions
5 SC architecture and the server
5.1 Client vs. Server
5.2 Ontology of the server as an audio synthesis plant
5.3 The server
5.4 SynthDefs
5.5 UGens and UGen graphs
5.6 Synths and Groups
5.7 A theremin
5.8 An example of real-time synthesis and control
5.9 Expressiveness of the language: algorithms
5.10 Expressiveness of the language: abbreviations
5.11 Conclusions
6 Control
6.1 Envelopes
6.2 Generalizing envelopes
6.3 Sinusoids \\& sinusoids
6.4 Pseudo-random signals
6.5 Busses
6.6 Procedural structure of SynthDef
6.7 Multichannel Expansion
6.8 Conclusions
7 Organized sound: scheduling
7.1 Server-side, 1: through UGens
7.2 Server side, 2: Demand UGen
7.3 Language-side: Clocks and routines
7.4 Clocks
7.5 Synthesizers vs. events
7.6 Graphic interlude: drawings and animations
7.7 Routines vs. Tasks
7.8 Patterns
7.9 Events and Event patterns
7.10 Conclusions
8 Synthesis, II: introduction to basic real-time techniques
8.1 Oscillators and tables
8.2 Direct generation
8.3 Spectral modelling
8.4 Physical Modeling
8.5 Time-based methods
8.6 Conclusions
9 Communication
9.1 From server to client: use of control buses
9.2 From server to client: use of OSC messages
9.3 OSC to and from other applications
9.4 The MIDI protocol
9.5 Reading and writing: File
9.6 Pipe
9.7 SerialPort
9.8 Conclusions
Cover
Series
SuperCollider for the Creative MusicianA Practical Guide
Copyright
Dedication
Contents
Acknowledgments
About the Companion Website
Introduction
Part I Fundamentals
Chapter 1 Core Programming Concepts
1.1 Overview
1.2 A Tour of the Environment
1.3 An Object-Oriented View of the World
1.4 Writing, Understanding, and Evaluating Code
1.5 Getting Help
1.6 A Tour of Classes and Methods
1.7 Randomness
1.8 Conditional Logic
1.9 Iteration
1.10 Summary
Chapter 2 Essentials of Making Sound
2.1 Overview
2.2 Booting the Audio Server
2.3 Unit Generators
2.4 UGen Functions
2.5 Envelopes
2.6 Multichannel Signals
2.7 SynthDef and Synth
2.8 Alternate Expression of Frequency and Amplitude
2.9 Helpful Server Tools
Part II Creative Techniques
Chapter 3 Synthesis
3.1 Overview
3.2 Additive Synthesis
3.3 Modulation Synthesis
3.4 Wavetable Synthesis
3.5 Filters and Subtractive Synthesis
3.6 Modal Synthesis
3.7 Waveform Distortion
3.8 Conclusions and Further Ideas
Chapter 4 Sampling
4.1 Overview
4.2 Buffers
4.3 Sampling UGens
4.4 Recording UGens
4.5 Granular Synthesis
Chapter 5 Sequencing
5.1 Overview
5.2 Routines and Clocks
5.3 Patterns
5.4 Additional Techniques for Pattern Composition
5.5 Real-Time Pattern Control
Chapter 6 Signal Processing
6.1 Overview
6.2 Signal Flow Concepts on the Audio Server
6.3 Delay-Based Processing
6.4 Real-Time Granular Synthesis
Chapter 7 External Control
7.1 Overview
7.2 MIDI
7.3 OSC
7.4 Other Options for External Control
Chapter 8 Graphical User Interfaces
8.1 Overview
8.2 Basic GUI Principles
8.3 Intermediate GUI Techniques
8.4 Custom Graphics
Part III Large-Scale Projects
Chapter 9 Considerations for Large-Scale Projects
9.1 Overview
9.2 waitForBoot
9.3 Asynchronous Commands
9.4 Initialization and Cleanup Functions
9.5 The Startup File
9.6 Working with Multiple Code Files
Chapter 10 An Event-Based Structure
10.1 Overview
10.2 Expressing Musical Events Through Code
10.3 Organizing Musical Events
10.4 Navigating and Rehearsing an Event-Based Composition
10.5 Indeterminacy in an Event-Based Composition
Chapter 11 A State-Based Structure
11.1 Overview
11.2 Simple State Control
11.3 Composite States
11.4 Patterns in a State-Based Composition
11.5 One-Shots in a State-Based Composition
11.6 Signal Processing in a State-Based Composition
11.7 Performing a State-Based Composition
Chapter 12 Live Coding
12.1 Overview
12.2 A Live Coding Problem and Solution
12.3 NodeProxy
12.4 Additional NodeProxy Features
12.5 TaskProxy
12.6 Recording a Live Coding Performance
Index
Cover
Copyright
Credits
About the Author
About the Reviewers
www.PacktPub.com
Table of Contents
Preface
Chapter 1: Scoping, Plotting, and Metering
Plotting audio, numerical datasets, and functions
Using plot and plot graph
Using plotter
Using SoundFileView
Scoping signals
Scoping waveforms
Scoping spectra
Metering levels
Monitoring signals
Monitoring numerical data
Nonstandard and complex visualizers
Nonstandard visualizers
A complex scope
Summary
Chapter 2: Waveform Synthesis
Waveform synthesis fundamentals
Time domain representation
Waveform species
DC, amplitude, frequency, and phase
Custom waveforms generators
Wavetable lookup synthesis
Using envelopes as wavetables
Custom aperiodic waveform generators
Waveform transformations
Waveshaping
Unary operations
Binary operations
Bitwise operations
Summary
Chapter 3: Synthesizing Spectra
Introducing the frequency domain
Spectra
Fast Fourier Transform in SuperCollider
Synthesizing the spectra
Aggregating and enriching spectra
Sculpting and freezing spectra
Shifting, stretching, and scrambling spectra
Using the pvcalc method
Visualizing spectra
Limitations of spectral scoping
Optimizing spectra for scoping
Summary
Chapter 4: Vector Graphics
Learning the vector graphics fundamentals
Drawing primitive shapes and loading images
Complex shapes and graphics state
Introducing colors, transparency, and gradients
Abstractions and models
Objects and prototypes
Factories
Geometrical transformations, matrices, and trailing effects
Complex structures
Particle systems
Fractals
Summary
Chapter 5: Animation
Fundamentals of motion
Motion species
Using UserView
Animating complex shapes and sprites
Fundamental animation techniques
Trailing effects
Interaction and event-driven programming
Particle systems
Advanced concepts
Animating fractals
Adding dynamics to simulate physical forces
Kinematics
Summary
Chapter 6: Data Acquisition and Mapping
Data acquisition
Dealing with local files
Accessing data remotely
Using OSC
Using MIDI
Using Serial Port
Machine listening
Tracking amplitude and loudness
Tracking frequency
Timbre analysis and feature detection
Onset detection and rhythmical analysis
Basic mappings
Preparing and preprocessing data on client side
Preparing and preprocessing data on server side
Basic encodings and interpolation schemes
Sharing and distributing data
Summary
Chapter 7: Advanced Visualizers
Audio visualizers
Trailing waveforms
Spectrogram
Music visualizers
Rotating windmills
Kinematic patterns
Visualizing and sonifying data
Particles and grains
Fractalizer
Summary
Chapter 8: Intelligent Encodings
and Automata
Analyzing data
Statistical analyses and metadata
Probabilities and histograms
Dealing with textual datasets
Advanced mappings
Complex and intelligent encodings
Neural networks
Automata
Cellular automata
Game of Life
Summary
Chapter 9: Design Patterns and Methodologies
Blackboard
Methodology
Model-View-Controller
Handling multiple files and environments
Threads, semaphores, and guards
The View
Clients and interfaces
Implementation
Strategies and policies
The Model
Aggregates and wrappers
Software agents
Introducing software actors and finalizing the model
The Controller
Game of Life
Finalizing the Controller
Summary
Index
2 - TENOR_BOSTON_2023_paper_5657 Nowakowski.pdf
1. Introduction
2. Method
3. Results
3.1 System Usability Score (SUS)
3.2 AttrakDiff2
3.3 Liveness
4. Discussion
4.1 Limitations and Problems
4.2 Metrics in detail
4.3 Correlating the results
5. Conclusion & Future Work
6. References
3 - TENOR_BOSTON_2023_paper_5929 Loui.pdf
ABSTRACT
1. INTRODUCTION
Techniques for the notation, representation, and visualization of music and sound are inextricably linked to the human understanding of musical structure within their broad contexts. These understandings include the cognitive representations that the ...
2. Studies in Musical Creativity
3. Challenges and Motivations Behind Present Research
4. the BP sequencer
5. experiment 1: sequence production task: generating creative output
6. Experiment 2: Sequence Ratings Task: Perception of creativity
7. Experiment 3: EEG Signatures of Creativity from BP Sequencer data
8. CONCLUSIONS
9. references
Acknowledgments
We acknowledge funding support from NIH R01AG078376, NIH R21AG075232, NSF-CAREER 1945436, and NSF 2240330 to PL. We thank lab members Anjali Asthagiri, Jethro Lee, Catherine Zhou, Kristina Abyad, Carly Monson, Ayla Hadley, Corinna Parish, Eva Wu, and ...
4 - TENOR_BOSTON_2023_paper_8103 Frame.pdf
1. Background
1.1 Documentation for Digital Musical Instruments
1.2 The AirSticks Community
2. Related Work
2.1 Prescriptive notation
2.2 Descriptive notation
2.3 Describing experience?
3. The notation system
3.1 Overview
3.2 Capturing AirStick experiences
3.3 Technical process
3.4 Case study
4. Discussion
4.1 Utility of new systems
4.2 Future work
5. References
5 - TENOR_BOSTON_2023_paper_5652 Celerier.pdf
1. Introduction
2. An ossia score primer
3. Distributing scores
3.1 Abstracting over hardware with groups
3.2 Distribution of interaction
3.3 Polyphony
4. Distributing data
5. Visual language extensions
6. Implementation
7. Distribution examples
7.1 Sending data between machines
7.2 Combining control data across a group of players
7.3 Duplicating an input
7.4 Score for SMC2022
7.5 Polyphony, sharing and visual language
8. Conclusion
6 - TENOR_BOSTON_2023_paper_4288 Privato.pdf
1. Introduction
2. Background
2.1 Instruments-Scores and Non-visual Inscriptions
2.2 Event Scores and Non-visual Inscriptions
2.3 Permanent Magnets
3. The Magnetic Score
3.1 Magnetic Board
3.2 Magnetic Discs
3.3 Sound Processing
4. Presenting the Magnetic Score
5. Discussion
5.1 Magnetic Inscriptions
5.2 The Magnetic Score as Inherent Score
5.3 Relational Inscriptions
6. Future Work
7. Conclusions
8. acknowledgments
9. References
8 - TENOR_BOSTON_2023_paper_7600 Armitage.pdf
1. Introduction
2. Background
2.1 Perspectives on Agency
2.2 Exploring Agency through Boundary Objects
3. Agential Scores
3.1 Agency of Points and Lines
3.2 A Typology of Entanglements with Agential Scores
3.3 Assemblages and Intra-action
3.4 Agential Scores in Practice via Artificial Life
4. Tölvera: a Library of Number Beings
4.1 Number Beings
4.2 Mappings and Visualisations
4.3 Implementation
5. Musical Encounters with Tölvera
5.1 Encounters Summaries
5.1.1 Encounter 1: Boids & Two Guitars
5.1.2 Encounter 2: Physarum & Two Guitars
5.1.3 Encounter 3: Boids, Physarum, Guitar & Conductor
5.1.4 Encounter 4: Reversing Roles from Encounter 3
5.2 Post-Encounters Discussion
6. Discussion
6.1 Fluid Material Agency
6.2 Mapping of Self Onto Agential Materials
6.3 Perceiving the Intra-Actants
6.4 Future Considerations
7. Conclusion
8. References
9 - TENOR_BOSTON_2023_paper_2697 Hori.pdf
1. Introduction
2. Note-Tablature-Form Tree for Monophonic Cases
2.1 Fingering decision based on HMM
2.2 Note-tablature-form tree
3. Note-Tablature-Form Tree for Polyphonic Cases
3.1 From chord to tablature
3.2 From tablature to form
3.2.1 Representing forms by finger numbers
3.2.2 Numbering string-fret pairs
3.2.3 Non-decreasing finger numbers
3.2.4 Enumerating left hand forms
3.2.5 Inserting mandatory separators
3.2.6 Inserting optional separators
4. Conclusion
5. References
10 - TENOR_BOSTON_2023_paper_8126 Panariello.pdf
1. Introduction
2. Motivation
3. Class description
3.1 fileName
3.2 midicents
3.3 magnitudes
3.4 rhythmTree
3.5 metronome
3.6 quantization
3.7 threshold
3.8 dynamics
4. Examples
4.1 Writing a score from patterns
4.2 Writing a score from spectral data
5. Case study – generating a piano piece using SuperOM
6. Limitations
7. Conclusions and Future work
8. References
11 - TENOR_BOSTON_2023_paper_9804 Shapiro.pdf
1. Introduction
2. Related Work
3. Language Features
3.1 Low-Level Fundamentals
3.2 High-Level Templates
3.3 Additional Features
4. Sample Program
5. Compiler Structure
6. Template Expansion Logic
6.1 Backbone Logic
6.1.1 Generating Notes in a Diatonic Scale
6.1.2 Generating Chord Templates in a Diatonic Scale
6.2 Template Expansions
6.2.1 Scales
6.2.2 Chords and Arpeggios
6.2.3 Cadences
6.2.4 Harmonic Sequences
7. Conclusion
8. References
12 - TENOR_BOSTON_2023_paper_6679 Yamamoto.pdf
1. Introduction
2. Preliminaries
2.1 Tonal Pitch Space
2.2 Distance Models concerning Harmonic Features
3. Our Approach
3.1 From Chord Names to Chord Interpretation Paths
3.2 Between Chroma Vectors and Chord Interpretations
3.3 From Chroma Vectors to Chord Interpretation Paths
4. Experiments
4.1 Dataset
4.2 Results
5. Conclusion
6. References
13 - TENOR_BOSTON_2023_paper_9279 Gaulhiac.pdf
1. Introduction
2. Background
3. Harmonic Descriptors
3.1 Implementation & Spectra Computation
3.2 Concordance
3.3 Third Order Concordance
3.4 Roughness
4. From Harmonic Descriptors to Harmonic Maps
4.1 Stability of Sounds
4.2 Timbral Considerations
5. Interactive Harmonic Maps
5.1 Implementation
5.2 MPE Control & Harmonic Trajectories
6. Examples
6.1 Influence of the Number of Partials
6.2 Influence of Timbre
6.3 Influence of Dynamics & Playinng Techniques
6.4 Influence of Harmonicity
6.5 Roughness
6.6 Third Order Concordance
7. Conclusions & Future Work
8. References
14 - TENOR_BOSTON_2023_paper_7968 Lepper.pdf
1. Introduction
2. Beaming Rules as a Transformation Pipeline
2.1 Foundation: Genuine Beams
2.2 Modification of Genuine Beams
2.3 Beams for Rhythms
2.4 Local Transformations of Beam Patterns
3. Additional External Data
3.1 Indirect Influence by Stem Direction
3.2 Direct Influence
3.3 Beams expressing Tempo – ``Feathered\'\' Beams
4. Two-Dimensional Layout: Vertical Position and Pitch Height
4.1 Ergonomic Significance of Beam Inclination
4.2 Stem Direction of Beam Aggregates
4.3 Graphical Placement of Beam Aggregates
4.4 Fine Tuning against the Staff Lines
4.5 Resolving Conflicts by Breaking Beams
4.6 Resolving Conflicts by Knees
4.7 Resolving Conflicts by Changing Height and/or Inclination
5. Aspects Not Covered
6. Conclusion
7. References
A. Appendices
A.1 Polymetric Constellations Expressible by Beams
16 - TENOR_BOSTON_2023_paper_2367 Onttonen.pdf
1. Introduction
2. Main features
2.1 Leader interface
2.2 Musician interface
3. Design principles
4. Development process
5. Technical implementation and limitations
6. Case: Labra
6.1 General remarks
6.2 Two examples
7. Conclusions and future work
8. References
18 - TENOR_BOSTON_2023_paper_9910 Bell.pdf
1. Introduction
1.1 Are scores maps?
1.2 Maps do not represent time
1.2.1 Databases as an art form
1.2.2 Morton Feldman and the European clock makers
2. Corpus-Based Concatenative Sound Synthesis (CBCS) today
2.1 Timbre Space
2.2 Corpus-Based Concatenative Synthesis - State of the art
3. First attempts
4. Motivations
5. Workflow
5.1 Corpus Selection
5.2 Analysis in FluCoMa
5.2.1 Slicing
5.2.2 mfcc on each slice - across one whole slice/segment
5.2.3 statical analysis over each slice
5.2.4 Normalization
5.2.5 Dimensionality Reduction
5.2.6 Neighbourhood queries
5.3 PatchXR
5.3.1 Interaction and OSC communication
6. Future works: the Raspberry Pi Orchestra
7. Conclusions
8. References
10 - TENOR_BOSTON_2023_paper_8126 Panariello.pdf
1. Introduction
2. Motivation
3. Class description
3.1 fileName
3.2 midicents
3.3 magnitudes
3.4 rhythmTree
3.5 metronome
3.6 quantization
3.7 threshold
3.8 dynamics
4. Examples
4.1 Writing a score from patterns
4.2 Writing a score from spectral data
5. Case study – generating a piano piece using SuperOM
6. Limitations
7. Conclusions and Future work
8. References
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Blank Page
1. Introduction
2. Motivation
3. Class description
3.1 fileName
3.2 midicents
3.3 magnitudes
3.4 rhythmTree
3.5 metronome
3.6 quantization
3.7 threshold
3.8 dynamics
4. Examples
4.1 Writing a score from patterns
4.2 Writing a score from spectral data
5. Case study – generating a piano piece using SuperOM
6. Limitations
7. Conclusions and Future work
8. References
10 - TENOR_BOSTON_2023_paper_8126 Panariello.pdf
1. Introduction
2. Motivation
3. Class description
3.1 fileName
3.2 midicents
3.3 magnitudes
3.4 rhythmTree
3.5 metronome
3.6 quantization
3.7 threshold
3.8 dynamics
4. Examples
4.1 Writing a score from patterns
4.2 Writing a score from spectral data
5. Case study – generating a piano piece using SuperOM
6. Limitations
7. Conclusions and Future work
8. References