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Dynamic Mapping Strategies for Expressive Synthesis Performance and Improvisation

机译:表达综合性能和即兴发展的动态映射策略

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Realtime musical expression through synthesis is notoriously difficult. The complete potential of a sound engine is traditionally available only at design time. In this paper two mapping strategies are presented, adressing this problem. Based on dynamic and random many-to-many mappings between control space and synthesis space, they erase the line between sound editing and synthesizer performance, with an emphasis on free improvisation. One strategy is based on the addition of random vectors in synthesis space, weighted by control parameters. The other is based on a gravity analogy, interpolating between random points in synthesis space, with the gravities controlled by player interaction. Vectors and point sets can be scaled and shifted during performance, allowing dynamic exploration of vast soundspaces or minute timberal control. The mappings have been adopted to a wide range of musical interfaces. Together with suitable sound engines, surprisingly expressive performance instruments have been created, and they have been used in regular rehearsals, concerts and recording sessions over the last two years.
机译:通过综合实时音乐表达是众所周知的难题。声音发动机的完整潜力传统上仅在设计时提供。在本文中,提出了两个映射策略,提示了这个问题。基于控制空间和合成空间之间的动态和随机多对多映射,它们擦除了声音编辑和合成器性能之间的线路,重点是自由的即兴创作。一种策略基于在合成空间中添加随机载体,由控制参数加权。另一个基于重力类比,在合成空间中的随机点之间插入,具有由玩家交互控制的重力。在性能期间可以缩放和移位vector和point集,允许动态探索庞大的声音空间或微小的时间控制。映射已被采用广泛的音乐界面。与合适的声音发动机一起创建了令人惊讶的表现性能仪器,在过去两年中,他们已被定期排练,音乐会和录音会。

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