Category Archive Studienprojekte Musikprogrammierung

Byadmin

BAD GUY: An acousmatic study

Abstract:

Inspired by the “Infinite Bad Guy” project, and all the very different versions of how some people have fueled their imaginations on that song, I thought maybe I could also experiment with creating a very loose, instrumental cover version of Billie Eilish’s “Bad Guy”.

Supervisor: Prof. Dr. Marlon Schumacher

A study by: Kaspars Jaudzems

Winter semester 2021/22
University of Music, Karlsruhe

To the study:

Originally, I wanted to work with 2 audio files, perform an FFT analysis on the original and “replace” its sound content with content from the second file, based only on the fundamental frequency. However, after doing some tests with a few files, I came to the conclusion that this kind of technique is not as accurate as I would like it to be. So I decided to use a MIDI file as a starting point instead.

Both the first and second versions of my piece only used 4 samples. The MIDI file has 2 channels, so 2 files were randomly selected for each note of each channel. The sample was then sped up or down to match the correct pitch interval and stretched in time to match the note length.

The second version of my piece added some additional stereo effects by pre-generating 20 random pannings for each file. With randomly applied comb filters and amplitude variations, a bit more reverb and human feel was created.

Acoustic study version 1

Acousmatic study version 2

The third version was a much bigger change. Here the notes of both channels are first divided into 4 groups according to pitch. Each group covers approximately one octave in the MIDI file.

Then the first group (lowest notes) is mapped to 5 different kick samples, the second to 6 snares, the third to percussive sounds such as agogo, conga, clap and cowbell and the fourth group to cymbals and hats, using about 20 samples in total. A similar filter and effect chain is used here for stereo enhancement, with the difference that each channel is finely tuned. The 4 resulting audio files are then assigned to the 4 left audio channels, with the lower frequency channels sorted to the center and the higher frequency channels sorted to the sides. The same audio files are used for the other 4 channels, but additional delays are applied to add movement to the multi-channel experience.

Acousmatic study version 3

The 8-channel file was downmixed to 2 channels in 2 versions, one with the OM-SoX downmix function and the other with a Binauralix setup with 8 speakers.

Acousmatic study version 3 – Binauralix render

Extension of the acousmatic study – 3D 5th-order Ambisonics

The idea with this extension was to create a 36-channel creative experience of the same piece, so the starting point was version 3, which only has 8 channels.

Starting point version 3

I wanted to do something simple, but also use the 3D speaker configuration in a creative way to further emphasize the energy and movement that the piece itself had already gained. Of course, the idea of using a signal as a source for modulating 3D movement or energy came to mind. But I had no idea how…

Plugin “ambix_encoder_i8_o5 (8 -> 36 chan)”

While researching the Ambix Ambisonic Plugin (VST) Suite, I came across the plugin “ambix_encoder_i8_o5 (8 -> 36 chan)”. This seemed to fit perfectly due to the matching number of input and output channels. In Ambisonics, space/motion is translated from 2 parameters: Azimuth and Elevation. Energy, on the other hand, can be translated into many parameters, but I found that it is best expressed with the Source Width parameter because it uses the 3D speaker configuration to actually “just” increase or decrease the energy.

Knowing which parameters to modulate, I started experimenting with using different tracks as the source. To be honest, I was very happy that the plugin not only provided very interesting sound results, but also visual feedback in real time. When using both, I focused on having good visual feedback on what was going on in the audio piece as a whole.

Visual feedback – video

Channel 2 as modulation source for azimuth

This helped me to select channel 2 for Azimuth, channel 3 for Source Width and channel 4 for Elevation. If we trace these channels back to the original input midi file, we can see that channel 2 is assigned notes in the range of 110 to 220 Hz, channel 3 notes in the range of 220 to 440 Hz and channel 4 notes in the range of 440 to 20000 Hz. In my opinion, this type of separation worked very well, also because the sub-bass frequencies (e.g. kick) were not modulated and were not needed for this. This meant that the main rhythm of the piece could remain as a separate element without affecting the space or the energy modulations, and I think that somehow held the piece together.

Acousmatic study version 4 – 36 channels, 3D 5th-order Ambisonics – file was too big to upload

Acoustic study version 4 – Binaural render

ByLukas Körfer

Speaking Objects

Abstract

In this project, an audio-only augmented reality sound installation was created as part of the course „Studienprojekte Musikprogrammierung“ (“Study Projects Music Programming”) at the Karlsruhe University of Music. It is important for the following text to distinguish the terminology from virtual reality (VR for short), in which the user is completely immersed in the virtual world. Augmented reality (AR for short) is the extension of reality through the technical addition of information.

 

Motivation

On the one hand, this sound installation should meet a certain artistic standard, on the other hand, my personal goal was to bring AR and especially auditory AR closer to the participants and to get them excited about this new technology. Unfortunately, augmented reality is very often only understood as the visual representation of information, as is the case with navigation systems or smartphone applications, for example. However, in my opinion, it is important to sensitize people more and more to the auditory extension of reality. I am convinced that this technology also has enormous potential and that there is a lot of catching up to do in terms of public awareness compared to visual augmented reality. There are already numerous areas of application in which the benefits of auditory AR have been demonstrated. These range from areas in which many applications of visual AR can already be found, such as education, increasing productivity or purely for entertainment purposes, to specialist areas such as medicine. Ten years ago, for example, there were already attempts to use auditory AR to enhance the sense of hearing for people with visual impairments. By sonifying real objects, it was possible to create a purely auditory orientation aid.

 

Methodology

In this project, participants should be able to move freely in a room in which objects are positioned and although these do not produce sounds in reality, the participants should be able to perceive sounds through headphones. In this sense, it is an extension of reality (“augmented reality”), as information is added to reality in auditory form using technical means. Essentially, the areas for implementation extend on the one hand to the positioning of the person (motion capture) and binauralization and on the other hand in the artistic sense to the design of the sound scene by positioning and synthesizing the sounds.

Figure 1

The motion capture in this project is realized with the Polhemus G4 system. The direction and position of a micro-sensor, which is attached to a pair of glasses worn by the participant, is determined by a magnetic field generated by two transmitters. A hub, which is connected to the micro-sensor via a cable, sends the motion capture data to a USB dongle connected to a laptop. This data is sent to another laptop, on which the binauralization takes place and which is ultimately connected to the wireless headphones.

Figure 2 shows two of the six objects in one variant each (angles of 45° and 90°). The next illustration (Fig. 3) shows the over-glasses (protective glasses that can also be worn over glasses) that are used in the sound installation. These goggles have a wide nose bridge to which the micro-sensor is attached with a micro-mount from Polhemus.

Figure 2

 

Figure 3

As previously explained, various decisions have to be made before the artistic aspect of the sound installation can be realized. This involves the positioning of the objects / sound sources and the sounds themselves.

Figure 4

 

Figure 5

Figure 4 shows a sketched top view of the complete structure. The six blue-colored circles mark the positions of the objects in the room and, of course, the sound sources of the scene in Binauralix, which can be seen in Figure 5. The direction and angle of the sources can be taken from the colorless areas (in Fig. 4), at either 45° or 90° angles, around the sound sources.

The completely wireless position detection and data transmission enables the participants to immerse themselves fully in this experience of the interactive reality-expanding sound world. The sound synthesis was carried out using the SuperCollider software. The sounds were mainly created through various tapping and clicking noises recorded by the SoundIn object, and finally changes and alienation of the sounds through amplitude and frequency modulation and various filters. By routing the sounds to a total of 6 output channels and “s.record(numChannels:6)”, I was able to create a two-minute multi-channel audio file in SuperCollider. When playing the file in Binauralix, the first channel is automatically mapped to source one, the second channel to source 2 and so on.

 

Technical implementation

The technical challenge for the implementation of the project initially consisted of receiving and reformatting the data from the sensor so that it could be used in Binauralix. The initial problem was that Binauralix is only available for MacOS and the software for the Polhemus G4 system is only available for Windows and Linux. As I had a MacBook and a laptop with Ubuntu Linux as my operating system at the time, I installed the Polhemus software for Linux.

After building and installing the Polhemus G4 software on Linux, the five applications “G4DevCfg”, “CreateSrcCfg”, “g4term”, “g4display” and “g4export” were available. For my project, all devices used must first be connected and configured with “G4DevCfg”. The terminal application “g4export” can be used to transmit the sensor data via UDP by specifying the previously created source configuration file, the local IP address of the receiver device and a port. The source configuration file is a file in which the position and orientation of the transmitter are defined by a “virtual frame of reference” and settings can be made for the entry hemisphere into the magnetic field, floor compensation and source calibration file. To run the application, the transmitters and the hub must be switched on at this point, the USB dongle must be connected to the laptop and the sensor to the hub, and the hub must be connected to the USB dongle. If the MacBook is now in the same network as the Linux laptop, the data can be received by specifying the previously used port. This is done with my sound installation in a self-created MaxMSP patch.

Figure 6

In this application, the appropriate port must first be selected on the left-hand side. As soon as the connection is established and the messages arrive, you can view them in raw form under the selection field. The six values that can be seen at the top in the middle of the application are the values for position and orientation that have been separated from the raw message. Final settings for the correct calibration can now be made in the action field below. There is also the option to mirror the axes individually or to change the Yaw value if unexpected problems should arise when setting up the sound installation. Once the values have been formatted into messages that can be used by Binauralix (visible at the bottom right of the application), they are sent to Binauralix.

The following videos provide a view of the scene in Binauralix and an auditory impression as the listener — driven by the sensor data — moves through the scene.

 

 

Past performances of the sound installation

The sound installation as a contribution to the EFFEKTE lecture series of the Wissenschaftsbüro-Karlsruhe

 

 

test
The sound installation as the subject of a workshop for the Kulturakademie at the HfM-Karlsruhe

 

ByLorenz Lehmann

Interactive composition/performance with live drawing and electronics

Foreword

In the following I would like to give an insight into the artistic and technical development of my piece “Waiting for the Night”. This article will be continuously updated and will thus document the development process.

The piece is to be realized by a performer and a draughtswoman.

 

Technical report

Setup

The performer stands on the stage. The projector must be positioned so that the image is projected onto the screen above the performer. There should be no shadow of the performer.

Fig. 1: Technical setup.

Sound analysis

Fig. 2: Spectral analysis in real time.

Live generated sound synthesis

Fig 3: CSound module

Live drawing

Artistic reflection