Using the Creative Process for Sound Design Based on Generic Sound Form

G. Mazzola, F. Thalmann
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引用次数: 6

Abstract

Building on recent research in musical creativity and the composition process, this paper presents a specific practical application of our theory and software to sound design. The BigBang rubette module that brings gestural music composition methods to the Rubato Composer software was recently generalized in order to work with any kinds of musical and non-musical objects. Here, we focus on time-independent sound objects to illustrate several levels of metacreativity. On the one hand, we show a sample process of designing the sound objects themselves by defining appropriate datatypes, which can be done at runtime. On the other hand, we demonstrate how the creative process itself, recorded by the software once the composer starts working with these sound objects, can be used for both improvisation with and automation of any defined operations and transformations.
基于一般声音形式的声音设计的创作过程
基于最近在音乐创作和作曲过程方面的研究,本文介绍了我们的理论和软件在声音设计中的具体实际应用。BigBang的rubette模块为Rubato Composer软件带来了手势作曲方法,该模块最近被推广为可以处理任何类型的音乐和非音乐对象。在这里,我们专注于时间无关的声音对象来说明几个层次的元创造性。一方面,我们展示了通过定义适当的数据类型来设计声音对象本身的示例过程,这可以在运行时完成。另一方面,我们展示了如何创作过程本身,由软件记录一旦作曲家开始与这些声音对象的工作,可以用于即兴创作和自动化的任何定义的操作和转换。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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