compositionl strategies and spectral spatialization
compositionl strategies and spectral spatialization
RIVERSIDE
Doctor of Philosophy
in
Music
by
Martin Jaroszewicz
March 2015
Dissertation Committee:
Committee Chairperson
I am deeply grateful to my supervisor, Dr. Paulo C. Chagas, for his teaching and the
guidance over the past four years. Without his incredible knowledge, this thesis would
I would also like to thank Wouter Snoei from the Game of Life Foundation and
be in residence at Hochschule Offenburg and connecting me with all the people and
Finally, I am very grateful to my wife for all the sacrifices and infinite support.
iv
To my beloved wife.
v
ABSTRACT OF THE DISSERTATION
by
Martin Jaroszewicz
involves rethinking the idea of the sound object – as described by Pierre Schaeffer in his
– especially when writing acousmatic music – needs to consider the materiality of the
studio where music is created. These interrelated factors and others, such as the means
of reproduction, the acoustics of the venue, the choice of loudspeakers and eventually
the software that executes the algorithms for complex calculations of movement and
other parameters of sound spatialization, are part of the techné involved in the creative
process. 1 Thus, the choice of sound material and the aesthetics of movement should be
One of the motivations behind the research conducted at EARS was to answer
Agostino Di Scipio’s question: “How can I design the tools that are necessary to realize
my own idea of composition ?” (Scipio 1995a). The other one, was to realize some ideas
inspired by Borges’ story The Library of Babel, which became the starting point behind
1
For a discussion about the significance of techné see (Manning 2006).
vi
the Laberintos series of electroacoustic études, each one related to one aspect of working
with space and using the electronic music techniques described in this thesis.
There is a discussion involving the meaning of working with space from the
deals with strategies for working with sounds objects whose trajectories are predeter-
mined by the composer during the composition process, as opposed to using space as a
resonant body to “enhance” music. A new definition of the sound object that considers
its “materiality” and its relationship with space is discussed. It views sound–objects
from a different perspective than Pierre Schaeffer, considering them as volumetric ob-
jects that occupy a space like any object or “thing” – a view in tandem with speculative
realism (Harman 2011). These sound objects are real; they can travel in space and
music using 3D modeling software. Although, none of these applications were designed
for music or sound and lack any synthesis capabilities – besides the creation of basic
space in the form of a simple text file. In addition, Blender 2 features a game engine
that can be used to send Open Sound Control (OSC) messages in real time using the
in C for the Pure Data language for the creation of sound trajectories using ideas taken
from parametric design. These objects offer the possibility to work using algorithmic
technical part of this dissertation deals with the tools I have developed at EARS and
how can be implemented using the techniques exemplified with my own work.
2
Open source 3D graphics and animation software.
vii
Another aspect of this thesis is the description of the systems available for
spatialization in music and how they differ from commercial systems. At EARS, I
built – and worked with – tools that were specifically designed for composition and
spatialization thus contributing to the techné and the aesthetics that influenced my
musical ideas. The result of the research conducted at EARS and the experienced gained
working with Wave Field Synthesis (WFS) systems – the Game of Life in Netherlands
and the systems at the Technische Universitt Berlin – not only generated new apparatus
From a technical point of view, among the programming languages for music
and sound, I found that Pure Data,3 Supercollider,4 Faust, and Chuck are suitable open
source tools for the composer working with electronic music as they are portable and
available for most platforms including Mac, Linux and Windows. 5 In addition, Pure
Data, with its visual approach, is a great tool for quickly sketching musical ideas and
for demonstrating the theory and technique of electronic music without writing lines of
code.
3
Pure Data PD is an object based graphical environment for sound synthesis developed by Miller
Puckette, professor at the University of California San Diego. In PD, like in Supercollider, it is possible
to create custom synthesizers, effects, musical patterns, and sonic and musical machines by connecting
on-screen patch cords, but most importantly, PD is a great tool for sound research, analysis and re-
synthesis.
4
Supercollider is an object-oriented programming language designed specifically for describing sound
processes in real time. SuperCollider was written by James McCartney and is now an open source
(GPL) project maintained and developed by various people. It is used by musicians, scientists, and
artists working with sound.
5
Software portability is the usability of the software in different platforms. For example, a Pure Data
patch can be run in a Macintosh, Linux or Windows computer without any modification of the code or
need to recompile.
viii
Contents
List of Figures xi
I Theoretical Aspects 1
1 Introduction 3
1.1 Space and Spatialization . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
1.1.1 Definitions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
1.2 Immersion and Fields . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
1.3 From Stereo to Wave Field Synthesis . . . . . . . . . . . . . . . . . . . . 17
1.4 Acoustic spatialization . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
1.5 Electroacoustic Spatialization . . . . . . . . . . . . . . . . . . . . . . . . 28
1.6 Gesang der Jünglinge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
1.6.1 Circular Sound Space . . . . . . . . . . . . . . . . . . . . . . . . 31
1.6.1.1 Répons by Pierre Boulez . . . . . . . . . . . . . . . . . 33
1.7 The Sound Source . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
1.8 The Aesthetics of Circular Motion . . . . . . . . . . . . . . . . . . . . . 42
II Technical Aspects 47
2 Sound Fields 48
2.1 Stereo and Panning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
2.1.0.2 Simple Linear Panner . . . . . . . . . . . . . . . . . . . 49
2.1.0.3 Surround . . . . . . . . . . . . . . . . . . . . . . . . . . 53
2.1.0.4 Ambisonics . . . . . . . . . . . . . . . . . . . . . . . . . 54
2.1.0.5 Wave Field Synthesis . . . . . . . . . . . . . . . . . . . 59
2.2 Characteristics of the WFS . . . . . . . . . . . . . . . . . . . . . . . . . 66
2.2.0.6 Delays, Doppler and Distance Cues . . . . . . . . . . . 68
2.3 The Design of The Portable Game of Life System . . . . . . . . . . . . . 69
2.4 The TU Berlin Systems . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
3 Spectral Spatialization 74
3.1 Spectral Domain. The Fourier Transform and its musical applications . 76
3.1.1 Windowing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
3.1.2 Window creation with Max/MSP . . . . . . . . . . . . . . . . . . 82
3.2 FFT in Max/MSP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
ix
3.3 Cross-synthesis and Spectral Shredding . . . . . . . . . . . . . . . . . . 87
3.4 Tools and Software for Spatialization . . . . . . . . . . . . . . . . . . . . 90
3.5 Some Remarks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
3.6 Envelopes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
3.6.1 The Sound Envelope as a metaphor for composition . . . . . . . 94
3.7 Parametric Tools for Spatialization . . . . . . . . . . . . . . . . . . . . . 97
3.8 Parametric Spatialization . . . . . . . . . . . . . . . . . . . . . . . . . . 97
3.8.1 HOA Library externals . . . . . . . . . . . . . . . . . . . . . . . 98
3.8.1.1 hoa.2d.decoder∼ . . . . . . . . . . . . . . . . . . . . . 98
3.8.1.2 hoa.optim∼ . . . . . . . . . . . . . . . . . . . . . . . . 99
3.9 Parametric Spatialization objects for PD . . . . . . . . . . . . . . . . . . 100
3.10 Parametric Spatialization using 3D Procedural Animation Software . . . 106
4 Laberintos 113
4.1 Laberinto 5 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 116
4.2 Laberinto I . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121
4.3 Laberinto III . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126
4.4 Laberinto IV . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134
4.5 9 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 149
5 Conclusion 152
5.1 Contribution . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 153
5.2 Future Work . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 155
.1 Appendix A - mj Library Source Code . . . . . . . . . . . . . . . . . . . 160
.1 Appendix B - Spectrograms . . . . . . . . . . . . . . . . . . . . . . . . . 169
x
List of Figures
0.1 Spatialization with the mj library for Pure Data and HOA . . . . . . . . 2
1.1 Odeion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
1.2 The simplest stereo panorama produces a void in the center . . . . . . . 18
1.3 The dome of San Marco basilica in Venice . . . . . . . . . . . . . . . . 21
1.4 Beginning of Mozart’s Notturno for 4 orchestras . . . . . . . . . . . . . 22
1.5 Some of the possible spatialization layouts in Mozart’s Notturno for 4
orchestras . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
1.6 Berlioz’s Rex Tremendae . . . . . . . . . . . . . . . . . . . . . . . . . . 24
1.7 Distribution plan for Voyage Four by Henry Brant . . . . . . . . . . . . 27
1.8 Excerpt from the manuscript of Gesang der Jünglinge . . . . . . . . . . 30
1.9 Répons’ sound projection . . . . . . . . . . . . . . . . . . . . . . . . . . 34
1.10 Répons’ spatial switch . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
1.11 “Wall” of Speakers at the Zuiderstrandtheater in Den Haag . . . . . . . 44
1.12 Elliptical and straight paths in a WFS system . . . . . . . . . . . . . . . 46
xi
2.18 a complex path created with the WFSCollider software . . . . . . . . . . 70
2.19 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
2.20 WFS studio at TU Berlin controlled by parametric spatialization tools
written by the author for the Pure data software. . . . . . . . . . . . . . 72
2.21 Speaker layouts. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
xii
4.15 Georges Seurat - ”Circus Sideshow” (1889) - detail showing pointillism
technique. Public domain image. . . . . . . . . . . . . . . . . . . . . . . 151
xiii
Part I
Theoretical Aspects
1
Figure 0.1: Spatialization with the mj library for Pure Data and HOA
2
Chapter 1
Introduction
galerı́as hexagonales...
La biblioteca de Babel
The use of technology for creating listening spaces to enhance music goes back
to ancient Greece and Rome where engineers built special theaters for music and speech.
Aristotle – 4th century B.C.– knew that the law of reflections could be applied to sound
as well and refers to the analogy between light and sound in his explanation of echoes
and resonances, demonstrating how timbre changes due to distance and absorption.1
1
See Aristotle’s Problemata. Book XI (Aristotle 2001).
3
A different use of space concerned with music is found in antiphonal practice
services in the 4th century.2 The difference between antiphonal and responsorial is
a choir responding to a soloist. There were also secular chants based on non-biblical
During the 16th. and 17th. centuries composers took advantage of the spatial
properties of cathedrals, such as the St. Mark’s Basilica of Venice, to “color” their music
by exploring timbre possibilities thus expanding their musical ideas. This practice can
be seen in the works of composers from the Venetian region who often wrote for double
chorus. The style grew with the polychoral music of Giovanni Gabrieli (ca. 1553–1612)
who explored the sonic capabilities of mixing up to seven choruses combining different
The practice in San Marco in Venice raises questions about music and space.
Did the composer selected the performance site and how musicians should be placed?
How these decisions affected the work of the composer? Any orchestral work requires
a specific layout, for example, in a standard orchestra we find the violin section to the
left of the conductor – and the audience – and double basses to the right. If halls did
not have reverberation the listener would have a completely different experience as he
violins – and lower frequencies from the bass section would definitely be perceived as a
4
4
Figure 1.1:
The law of reflections – produced by sound bouncing from a surface – was well
known by the Greeks. The work of the Roman Marcus Vitruvius Pollio De Architectura
libri decem (c. 30 BC.) provides an interesting account of early thought in room acoustics
and the use of different materials for acoustic conditioning applied to music and speech.
Vitruvius’ work explains how spaces with no reverberations – such as the open air –
are more suitable for speech intelligibility and reverberant spaces are adequate for the
performance of music (Pollio 2008, 149). For music performance, there were vessels under
the seats of the theaters that in theory would resonate with the frequencies produced
by the instruments:
The Greeks knew that the clear but dry acoustics of the open-air theatron(in
Greek “a place to see”) were excellent for speaking but inadequate for music.
Therefore, the odeion (Greek “a place to hear”) was developed for song per-
formances during musical competitions. A hall of limited size with excellent
acoustics erected on a rectangular ground plan, the odeion featured steeply
raking rows of seats and a flat horizontal ceiling. The walls and the ceiling
with structured surfaces produced well supported reflexiones consonantes,
the open window absorption (Baumann 2011).
4
Odeion. McGraw-Hill Dictionary of Architecture and Construction. Copyright ©2003 by McGraw-
Hill Companies, Inc.
5
In many cases, large reverberant spaces such as the domes of basilicas of the
roman tradition can produce reverberations times of eight seconds of duration 5 due to
Throughout the 17th and 18th centuries many architectural techniques were
used to reinforce or “enhance” sound including the use of water under the orchestra 6
and/or the audience. Some of these ideas had unpredictable or no results at all and
some did work. Only during the mid 19th century, the acoustics of the halls were
book Music and Space: A systematic and historical investigation into the impact of
“this period deserves to be called the ”golden age” in the history of opera houses and
In the mid 19th, Berlioz writes about the importance of room reverberations
and the effect on the listener: “And one must vibrate with the instruments and voices
and because of them in order to have a genuine musical sensation” (Berlioz 1994).
speech and those designed for music. Moreover, the inclination to use reverberant spaces
for music shows that music was meant to be perceived without being localized. In other
words, music needed to “fill” the space as one amalgamated form. On the other hand,
theater pieces took advantage of dry spaces in order for the audience to be able to
localize the voice of the actor/s on stage, for example, to easily follow a plot.7
5
Reverberation – Reverb – time is calculated by measuring the time a reverberated sound takes to fall
to 1/1000 of its peak amplitude. This is referred as the RT60 value because it represents a 60 decibels
(dB) drop from the intensity of the first reflection.
6
The word orchestra originally meant the semi-circular space in front of a stage in a Greek theater.
7
For a brief history of the development of architectural acoustics see Shankland (Shankland 1972)
and for an example of a scientific analysis of the acoustics in a Greek theater see Declercq (Declercq
2007).
6
The technology for sound reproduction – including the invention of the gramo-
phone in the late 19th century and the use of filters in the 20th century – made it possible
to recreate acoustic spaces with artificial reverberation. The technique is often used in
pop and rock music as recording studios are “dry”, that is, they are designed to not
produce any reverberations . In “classical” music, reverb may be not necessary as most
performances are recorded in “live” halls as opposed to studios. Moreover, the musician
often needs to adjust his playing to the acoustics of the concert halls and playing in a
The more realistic the artificial space is reproduced, the more important is
for the conductor to adjust the balance of the orchestra. Then, it is the task of the
and aesthetics such as in the music of the cathedral of San Marco. In addition, it is
possible to virtually recreate any concert hall or space by using convolution reverb, a type
of reverb that is obtained by “capturing” the space with microphones and convolving
A different aspect of the use of space is the concept of spatialization which is,
as I see it, part of the compositional process; it can be incorporated on the “score” and
in the material supporting the work. That is, as a parameter that can be “written”
in the music by the composer whereas as part of the score or by the use of techniques
and practices – algorithmic or “composed” –Moreover, in this thesis, I use the term
spatialization to refer to the techniques for moving acousmatic sounds from a virtual
source in a real space using computer algorithms and parametric implementations that
can be written in the score thus becoming a structural part of the work.8 Spatialization
8
As are dynamics, pitch collections, tempo markings, etc.
7
as a parameter of composition has strong links to serialism and Elektronische Musik is
especially suitable for working with timbre composition using parametric techniques:
The methods of timbre composition concentrated on parametric and com-
binatorial thinking link elektronische Musik to the polyphony of the Middle
Ages and the Renaissance and to the experimental music of the beginning of
the 20th century, particularly the aesthetics of atonalism, twelve-tone music,
and serialism (Chagas 2014).
Although spatialization deals with localization and movement and not with the
use of natural or artificial reverb, it is possible to combine these two different ideas as
composer Pierre Boulez did in the 20th Century with his work Répons .9
While spatialization does not concern with the acoustics of the space, the
manner of playing or the conductor’s decisions, the concepts are interconnected. Paulo
C. Chagas, in his book Unsayable Music clearly explains the connection between space,
It is in the 20th. century when composers could and began to explore other
aspects of the use of space other than the one imposed by the architecture of the hall.
This was possible by the invention of the tape recorder and the loudspeaker. In the last
fifty years, with the growth of the movie industry, new developments in audio spatializa-
tion and multichannel systems such as “surround”, that offer an immersive experience to
9
Pierre Boulez recreates the massive sonorous climaxes of antiphonal chant with his work Répons for
ensemble, soloists and spatialized electroacoustic sounds. Boulez’s work, in addition to a virtual sound
space created by the circular motion of acousmatic and electronic sounds around the listener, presents
a composer who is aware of the spectral changes imposed by the acoustics of the performance space.
Moreover, a closer look at the orchestration and electronic transformations in Répons, reveals how the
composer methodically works with the timbral possibilities of spatialization (Jaroszewicz 2013).
8
the movie aficionado, had been commercialized and standardized. Unfortunately, com-
mercial surround techniques have little to offer to contemporary music; their surround
panning techniques do not work in tandem with the aesthetics of contemporary music
A very special case in the history of electronic music and the development
Youths] (1955-56), which was the first piece to use multiple loudspeakers creating the
psychoacoustic illusion of circular motion around the listener: an aesthetics that has
influenced composers of electroacoustic music since the 1950s (Decoupret 1998). But
the most salient aspect of the work is undoubtedly the linkage of movement and spectral
transformations:
The revolutionary accomplishment of Gesang der Jünglinge is to provide the
first example of the integration of the composition of timbres with spatial
articulation (Chagas 2014, 111).
Being the first electroacoustic work to integrate space and timbre as part of the
composition process, Gesang der Jünglinge opened the path to new possibilities for the
composer of electronic music. Moreover, it changed the way electroacoustic music should
as opposed to large reverberant halls – such as those of churches – detaching music from
To further clarify the concept of spatialization, we can infer that there are three
different aspects of music and space according to several parameters; the last being the
9
Table 1.1: Different interpretations of the use of space in music.
task of composing music from a different perspective. Working with space adds another
level of complexity and I thought spatialization had to be “composed” with the music.
The analogy is the use of dynamics which some composers incorporate last as if it was a
can be approached from different angles and using different techniques. One of them is
algorithmic composition using stochastic methods for moving sounds in space. Another
one is the use of simple trajectories such as circular and elliptical paths. Lastly, the
11
Table 1.1 shows how correlations between music and space result in different ideas that are clearly
defined by their function and the intention of the composer to alter – or not – timbre. It also takes
into consideration the point of view of the listener who has the ability to focus on different aspects of
music such as timbre, harmony, melody, etc. When spatialization is part of the structure of a work,
the intention of the composer is to draw the attention of the audience to movement and the spectral
changes linked to the movement of the sound object as it travels through predefined – composed or
algorithmically generated – trajectories.
10
“composition” – written in the score or somehow notated – of paths that work in tandem
that a good composition practice was to work with these two elements at the same
time. For example, as a sound moves from point A to point B, it undergoes a timbral
to be the best way to link movement and spectra. At EARS,12 I had the opportunity
– for Ambisonics – and finally placing speakers accordingly to the shape of the room
and adjusting for distance using delay and gain compensation techniques. The software
tools at EARS allowed me to try different cross-synthesis techniques. I was also able to
experiment with different approaches for the creation of trajectories. There were several
11
tion on the aesthetics of sound trajectories, and a brief historical background for the
purpose of connecting ideas about timbre and space, always from the point of view of
composition. The reader will be able to learn about recent practices in sound spatial-
ization and get acquainted with the tools and technologies available to the composer of
contemporary music.
12
1.1.1 Definitions
Some definitions are provided to clarify and introduce the reader to spatializa-
tion terminology:
2. Binaural: Listening through two ears. This is the natural way of listening to
sounds. The term is also used for “binaural” recordings , which are made with
an anatomically correct dummy head that captures sounds binaurally with two
microphones attached to its “ears”. There are also binaural microphones that
are designed as earplugs – like headphones – and are able to record binaurally
the sounds.
3. Stereophonic: The word “stereo” comes from the Greeks meaning “solid” re-
image which in fact is not “stereo” in the strict meaning of the word. Stereo
4. Multichannel: A system than can reproduce more than one channel. At the
present time, commercial systems offer up to 7.2 channels, that is seven surround
channels and two subwoofers. There are 10.2 and 22.2 systems not commercially
available yet. The definition includes all the systems listed below.
5.1 and 7.1 surround. These include an array of speakers surrounding the listener.
The most common layout is the following 13 : Front Left(L), Front Center(C),Front
13
Clockwise.
13
Right(R), Surround Right(SR) and Surround Left(SR). the sub-woofers can be
6. High Order Ambisonics A technique for creating a sound field requiring a full-
sphere array where speakers are distributed in a dome surrounding the listener.
round formats as systems are widely available and most Digital Audio Workstations,
such as ProTools and Logic, offer plugins or built-in tools for bouncing surround files
and for creating surround automation. Moreover, if writing for multimedia, it is possible
to work with pictures and sounds in the same software environment. Multimedia works
theater setting; they can be encapsulated in a single file and stream or store in a DVD.
speaker to speaker using standard panning techniques. The focus of attention is not the
sound itself and movement usually adds little to nothing to the composition. For this
reason, alternative systems have been developed exclusively for music with emphasis on
which in addition act as physical boundaries. Surround techniques, which were originally
14
Immersion – without interactivity – creates a sense of depth integrating the listener and the space.
Sounds can be perceived as moving from point to point and in the case of surround systems, they can
only be perceived as moving from speaker to speaker, and only left to right and the opposite.
14
developed for the movie theater, are limited to the movement of sounds which is the
and timbre.
sonic environments where the listener can experience timbral changes and movement
devices such as the gmebaphone (1973), which is capable of doing spectral spatialization
by splitting frequencies into multiple channels and using cross-over techniques.15 It was a
These instruments were built under the premise of considering diffusion of electroacoustic
music inseparable from the process of composition. Christian Clozier argues that music
is a complex ensemble of parts and not single units that move in time:
Music is the only system of symbolic communication and exchange that un-
folds along the irreversible line of time, it is no mere information, nor is it the
simple flow of sequence of single sound units, but rather a complex ensemble
of parts related to each other not only in the present but as fragments of
processing time and future time (Clozier 2001).
as a technological “trick”.
ing the listener. Modern surround systems are designed to be “equal” in all directions
and are used for the reproduction of works where sound trajectories are not relevant
and not suitable for music reproduction.16 On the other hand, “geometric systems” are
15
Later versions of the gmebaphone moved away from the cross-over filtering of signals into a software
based instrument with fader motion capture and scene automation with crossfade. It was renamed
cybernephone in 1997 (Emmerson 2007).
16
In the 1990, the European standards organization ITU (International Telecommunications Union)
conducted research for optimal speaker placement. The recommendations are part of the document
15
considered when space is a structural part of the composition as in, for example, Stock-
hausen’s Oktophonie and Paulo C. Chagas’ Migration, the latter – for twelve channels
– “was the first electroacoustic piece that systematically explored the circular config-
uration of 12 loudspeakers in the WDR studio” (Chagas 2008). Chagas also designed
the spatialization system for Stockhausen’s Oktophonie. The intention to create a more
Systems such as WFS and ambisonics allow for a more flexible approach to
spatialization without the need to work or compose with the loudspeaker in mind. One
of the reasons behind the creation of the mj library was to detach the loudspeaker from
the sound–object allowing the composer to focus on the composition and the spectral
changes instead.
ITU-R BS.775-1. The research was conducted using classical music material and left the surround
channels for “effects” or “ambience”. The document was created well before the development of new
surround methods which give equal importance to all five main speakers which may not be ideal for
music applications. See: The Recording Academy’s Producers and Engineers Wing. Recommendations
for Surround Sound Production. The National Academy of Recording Arts & Sciences, Inc. 2004.
16
1.3 From Stereo to Wave Field Synthesis
with the invention of the phonograph in 1877 by Thomas Edison. The ability to record
sounds – and music – paved the way to the development of musique concrète which
began with recordings of natural sounds. Although, it “engaged the persistent myth
of listening to the sound of the world as a source of music creativity” (Chagas 2014,
107), the first phonographs had already inspired musicians to think of it as a musical
instrument.17
The earliest known use of a stereo system was Clement Ader’s experiment
with distant telephone listening in 1881. He demonstrated his invention at the Paris
Electrical Exhibition where the attendees where able to listen to music broadcast live
via telephone from the Grand Opera at Paris. The system consisted of two microphones
on the stage at the opera and stereo pairs of headphones connected in series at the
exhibition. Using the same principle as the stereoscope, which enables a person, by
means of the superposed visual impressions of the two eyes, to see the stereoscopic
17
Aders experiment is a demonstration of stereo sound spatialization as a psy-
loudness in the right ear”. Today we use the terms constant linear panning or linear
crossfade. Usually we can change the position of a mono-source signal by feeding each
channel with the same signal and adjusting the relative amplitudes of the channels. Al-
though an interesting way to create the illusion of moving sounds from left to right and
the opposite, linear crossfading does not preserve the loudness and creates a void in the
Figure 1.2: The simplest stereo panorama produces a void in the center
In the United States Harvey Fletcher, a physicist most famous for his contri-
“Acoustic Curtain” at the Bell Labs in 1932. For him, the ideal stereophonic system
could work with up to 80 microphones and speakers in a hall. This is perhaps the clos-
est idea to the Wave Field Synthesis systems we have today. His research included the
creation of a system capable of recording and reproducing the entire frequency range
and to be able to synchronize sound with motion pictures because silent film was the
prevalent format for movies. Sound was introduced by using Bell Lab systems but there
was no interest from the film industry to incorporate spatialization to movies. Fletcher
18
wanted to add a spatial dimension to movies by using binaural techniques which he
initially called “auditory perspective” and later became known as stereophonic sound
Fletcher demonstrated a binaural system in 1932 at the Bell Labs World Fair in
Chicago using a dummy head with microphones attached to each ear. As someone walk-
ing around the head would speak, the public listening through headphones connected
to the microphones would get the impression of being surrounded by someone talking
around them. Fletcher later contacted different orchestras and conductors to see if they
would be interested in a spatialization system for music. No one seemed interested ex-
cept Leopold Stokowski, at the moment conductor of the Philadelphia Orchestra and
who later collaborated with Disney in several projects including the first stereophonic
film Fantasia.
It was about 1931 when I first met Stokowski and we made tests of stereo-
phonic sound down at the Academy of Music in Philadelphia where the
Philadelphia Orchestra held its concerts. There was a spare room in the
Academy building which was large enough to house the orchestra so that we
could have them play on the stage and listen to it up in this large room.
In this way we tried experiments until we felt we had developed a stereo-
phonic system. Originally, the theory of this system was that it should have
an infinite number of loud speakers at one end and the same number of mi-
crophones at the other end. However, we found that in stage productions,
three microphones, three transmitting lines and three loud speakers were
sufficient. I’ll not go into the details of the development work that was nec-
essary to produce this. There are several printed papers on it. However,
we did make nine loud speakers expecting that we might have to use three
across and three up and down. However, we found that most of the action
was horizontal and consequently, three loud speakers were sufficient . . . so re-
alistic was the effect that to the audience the act seemed to be taking place
on the stage before them. Not only were the sounds of sawing, hammering,
and talking faith- fully reproduced correctly, but the auditory perspective
enabled the listeners to place each sound in its proper position, and to follow
the movements of the actors by their footsteps and voices [...](Fletcher 1992).
such as in film, telematic music and theater. He focused on two aspects: fidelity and
19
localization. During the 1980’s, fifty years after Fletcher’s experiments, A.J. Berkhout
and Diemer de Vries from the Delft University of Technology in the Netherlands devel-
oped the first Wave Field Synthesis system that was based on seismic data analysis –
elastic wave field extrapolation – and research in acoustics (Berkhout 1993).The WFS
technique changes the psychoacoustic stereo paradigm to a model where sound sources
are physically created in an acoustic field. The speaker is not the source of the sound but
part of a system that creates the acoustic field. WFS is costly to implement and there
are few places where it can be experienced. As of today, the most important centers
for research in WFS and music are at the Technische Universität Berlin, Germany and
music of the 20th Century, the practice of placing a sound in space with the purpose
of using the space as a musical parameter was explored by composers during the early
Christian tradition in the form of antiphonal choral music of cori spezzati .18
The interest in spatial writing was gradually lost 19 but by the end of the 18th
Century composers occasionally placed group of musicians away from the orchestra only
to create a “dramatic” effect. Wolfgang A. Mozart (1756–1791) wrote for four identical
chamber ensembles of strings and horns in his Notturno in D Major, K 286 (1776).20 In
18
The principle is also used in large polychoral compositions – for two or more choirs–. The term
cori spezzati or split choirs was used to describe polychoral singing in Venice in the later 16th century.
qPolychoral singing. Encyclopedia Britannica, 2013.
19
Many factors affected the way music was performed including performance practices, performances
in secular and private venues, the invention of the pianoforte, etc.
20
A nocturne is a piece intended for an evening party.
20
Figure 1.3: The dome of San Marco basilica in Venice
the score, Mozart notated the four entrances of the orchestras using the word “echo” 21
– Erstes Echo, Zweites Echo and Drittes Echo – corresponding to the entrances of the
In addition to expressively indicate the “echoes” in the score, the music does
evoke the acoustical phenomenon of echo; during the first ten measures of the piece, the
repeated entrances of the opening phrase become shorter, spanning from sixteen eight
notes to six eight notes at the last entrance. There is no polyphonic writing between
the ensembles until the last bars of the third movement – menuetto – before the “Trio”
where the four orchestras, at one point, sound simultaneously. Another interesting
aspect of the piece is that the trio is played by only one of the ensembles. In Mozart’s
Notturno the ensembles always play sequentially following the same order throughout
the piece. Mozart did not specify where the orchestras should be placed with respect to
21
From a scientific point of view, echoes are delays between approximately 30 milliseconds and about
a second in duration that usually do not change the “shape” of melodies or phrases (Roads 2004). For
more on time shifts and delays, see the corresponding chapter in Miller Puckette’s Theory and Techniques
of Electronic Music.
21
Figure 1.4: Beginning of Mozart’s Notturno for 4 orchestras
22
the audience. Many different combinations are possible and, by analyzing the way the
Although the details of the first performance of Notturno in D are not known,
and there is no indications of a layout in the score, four orchestras allow for the following
Figure 1.5: Some of the possible spatialization layouts in Mozart’s Notturno for 4 orchestras
Hector Berlioz’s Requiem (1837) is another example of the use of space in mu-
sic.22 The piece was written for four antiphonal brass groups placed on each corner
of the stage and a massive orchestra of singers, woodwinds, horns, strings and percus-
sion. Composed for Saint-Louis des Invalides in Paris, Berlioz exploited the acoustic
The four brass choirs enter at unison at the Tuba mirum section of the mass
playing an Eb chord then splitting into grandiose antiphons, polyphonic passages and
Although Berlioz was aware of the use of space in music and its implications,
the composer creates an impact on the listener as the majestic choir of brass first appears
in the Dies Irae – Tuba mirum – section of the mass 23 (Berlioz 1994).
22
Hector Berlioz. French. (1803–1869).
23
“Day of Wrath”. The Dies Irae was used in the Roman liturgy as the sequence for the Requiem
Mass for centuries being the most famous Christian doomsday chant, painting an apocalyptic vision of
the world’s dissolution into ashes.(Slonimsky 1998, 39).
23
Figure 1.6: Berlioz’s Rex Tremendae
24
Another example is the work of American composer Charles Ives (1874–1954),
many of his works. His Symphony No. 4 often requires two conductors as the composer
divides the gigantic orchestra into smaller groups and incorporates additional off-stage
ensembles. Ives was strongly influenced by the sounds of simultaneous marching bands
in the town of Danbury, Connecticut, where he was born. This influence can be clearly
seen in his innovate way of writing for overlapping keys and meters and the combination
his work The Unanswered Question, his intention is to separate different layers of inde-
pendent material. The work features three different layers of disparate material that is
tempo and key independent. In addition, these layers are further separated by the spa-
tial placement of the ensembles: the string orchestra off-stage, the woodwind ensemble
The string quarter or the string orchestra (con sordini), if possible, should be
“off -stage”, or away from the trumpet and flutes. The trumpet should use
a mute unless playing in very large room, or with a larger string orchestra
(Ives 1908).
distance, this is written in the foreword of The Unanswered Question where he asks the
trumpet to use a mute if too close to the string ensemble or playing in a small room.
The composer continued exploring the use of space with his Symphony No. 4 where he
takes the technique to a an unprecedented level applying the same ideas to a very large
orchestra.
25
From the point of view of Auditory Scene Analysis, the spatialization in Ives’
music aids the listener in the segregation of audio streams preventing the computing of
different parts of the hall are not perceived as one dissonant passage but as different
melodies. There is no intention by Ives to create new timbres. The juxtaposed materials
remain unrelated throughout the work whose layers are to be discretely perceived by
the listener.24
of Brant’s works are spatial. His first one being Antiphony (1953) where the orchestra
is divided into five groups and each section play in different keys. The result is a level
several layers within the same range of an octave, by-product unisons sound con-
fusing if they come from the same location, for example: performers that are close
together sharing a stage. If the same layers occur from widely separate locations
in the hall, the unisons are no longer perceived as unisons but as distinct tone
qualities created by diffusion and distance. In other words, same pitches on same
24
To break a complex sound apart our brain uses simultaneous strategies, the first one being segrega-
tion, itself composed of different strategies that attempt to identify individuals objects or events with
a composite stream of information. Another primitive feature is the regulatory of harmonic structure
or harmonicity. We understand the harmonics series as one event corresponding to one timbre and not
as separates sounds. For example, a note from a violin is one identifiable sound and not a series of
simultaneous streams with different pitches. For more information on the topic see the chapter on sound
cognition in Andy Farnell’s book Designing Sound (Farnell 2010).
26
[h]
instruments that are widely separated in a hall will have different spectral content
• Spatial separation allows for expanded complexity – if writing the music within
possible to have clarity within a group that is close together. On the other hand, if
groups are widely separated, the writing can be freed of restrictions hence adding
textural complexity.
in the hall must be carefully planned as part of the work in order to create a
controlled musical result. Brant originally wrote his ideas about the use of space
27
For many years composers focused on three elements of music: melody, har-
suggests that composers need to be aware of texture, spectral content and dynamics. All
these elements add complexity to the music and should not be arbitrarily considered.
It is during the early 20th century when composers started to think differently
about music and space. With the invention of the telephone and the gramophone, com-
posers – and the general public – began to develop different ideas about time and space
including timbre. For them, the earliest telephone systems were capable of transporting
a distorted but intelligible human voice – timbre – miles away from one space to another.
writings since they predate Stockhausen’s “spatial music manifesto” Musik im Raum
(1959) written after his acousmatic piece Gesang der Jünglinge (1955–56) and Gruppen
Stockhausen opposes Brant’s ideas about the use of space. In his “manifesto”,
the German composer dismisses Gabrieli’s use of partial techniques. He argues that
Berlioz and Mahler used spatialization on their works only to add drama accusing them
of being “too theatrical”. He argues that direction is the only spatial feature of sound
28
that perception of distance and timbral changes due the acoustics of a hall are param-
contrast, when a sound is placed in a circle around the audience, parameters such as lo-
calization and speed of movement can be operated with exact proportions. It is possible
to create “the scale of localities corresponding to the scales of pitch, duration, timbre
Stockhausen’s music and ideas were novel at the time. Today, a sound orbiting
for a given radius in a two dimensional polar coordinate system, allowing the sound to
be placed at a precise location, for example, using Wave Field Synthesis or High Order
Ambisonics. The perception of distance and timbral changes are a consequence of the
room’s acoustics and cannot be “composed” but highly controlled using artificial reverb
(1952, musique concrète), Studie I (1953, musik elektronische) and Studie II (1954,
musik elektronische) his previous works for tape. His first three pieces are monophonic
works; Studie I and II are completely serialized compositions. In contrast, Gesang der
Jünglinge was written for five channels and incorporates the idea of fusion between
sounds, in this case: the sound of a human voice and electronic generated sounds. This
is the first time a composer applies the idea of morphing acoustic sounds with artificially
generated spectra to create music. According to Paulo C. Chagas, Gesang der Jünglinge:
[...] develops an aesthetics of hybridism that integrates different kinds of
sound material. Inspired by Meyer-Eppler’s research in phonetics, Stock-
hausen explores the living quality of voice to create electronics imitations
29
Figure 1.8: Excerpt from the manuscript of Gesang der Jünglinge
of phonemes and other elements of spoken speech and language such as for-
mants, articulation and intonation[...] Stockhausen applied serial principles
of composition to the generalization of this material as well to other sound
dimensions and to the organization of the formal levels of the composition
(Chagas 2014, 110).
Gesang der Jünglinge is serialized work that employs the idea of functions of functions –
transposition of the series onto its own elements – developed by Boulez (Decroupet 1998,
100). The text from the prerecorded material is transformed by permutations that ob-
scure its meaning. Although continuing the German tradition of serialism, Stockhausen
gives a historically important step forward from early experimental stages of electronic
music and musique concrète showing a more open minded approach to composition
departing from the aesthetical constrains imposed by the studios in Cologne and Paris.
of audio: four speakers surrounding the audience and one hanging from the ceiling at
30
the center of the hall, and it is the first electronic piece to serialize the projection of the
music in space. For its first performance at its 1956 premiere, the fifth loudspeaker was
set up on stage. The first four channels where played by a four-track tape machine. the
fifth by a separate machine. After the performance, Stockhausen mixed the fifth track
Gesang’s spatialization seems to aid to clarify the serial texture not as a dis-
crete parameter of the composition. This aspect of Gesang shows strong evidence that
the composer was well aware of Brant’s ideas with regards to spectral content of textures
in spatial music. Although the logical step would have been to go from experimenting
with monophonic playback to stereo, the idea from working with multiple discrete sound
sources can be attributed to Henry Brant who wrote for five orchestras before Stock-
The aesthetics of circular motion, emerged after the creation of a device Stock-
sound images to be rotated 360 degrees within a two dimensional plane. The device
consisted of a table capable of rotating a loudspeaker that sit on top. Rotation was first
controlled manually, later motorized. There were four microphones in a square array
capturing the sounds emanating by the rotating speaker. The sounds were recorded into
a newly acquired four-track tape recorder, all sounds to be mixed later with mono tape
recorders (Manning 2006). This approach to the process of composition was not simple
aspect of the process that is usually not considered by many scholars is the fact that
25
Antiphony I (1953) was written for an orchestra divided into 5 sections situated in different parts of
the hall to create an effect the composer called spatial-polyphony (Brant 1977).
31
the Rotationslautsprecher made noise and generated wind as the table rotated. On top
of air and noise there was the addition of the Doppler effect as the sound from the
Although Stockhausen aimed for great precision and control over the serialized
material, the various monophonic tracks could never be synchronized perfectly, the
recorders would work at different speeds, the oscillator would never play back the exact
frequency of a sine tone the composer meticulously calculated (Manning 2006). All these
elements added to the aesthetics of the composition. The result of the parameterization
of electronic sounds in early electronic music could never be as “precise” as the ones
created by today’s digital computers but they incorporate to the aesthetics of the works.
The rotating loudspeaker mechanism was used for Kontakte (1959–1960), for
four-channel tape, piano and percussion. By using this device, Stockhausen created
a new aesthetics of sound spatialization that will be explored and expanded by other
composers such as Pierre Boulez notably in his work Répons. The aesthetics of circular
dissociated with the importance of the materiality on the resultant sound space. The
real physical room where microphones could be placed in a quadrant with a rotating
table in the middle. The recorded sounds were to be reproduced in a concert hall of
rectangular shape with the speakers oriented to the audience at the same angles. The
For Stockhausen, moving sounds in a circular fashion was not enough. Con-
related to time. The spatial perception of a sound moving in space is hard to achieve
32
with only two speakers. As the perception of a sound moving left to right on a stereo
distance from the two speakers. We localize sounds by their variations on their timbres
and the different times of arrival of sound waves to our left and right ears. In order to
make the circular sound space a structural part of a work, sounds need to change as they
move. Stockhausen applied morphing techniques 26 from one sound object to another as
sounds rotate. This technique originates the concept of spectral spatialization. As the
sounds morph while moving in circular motion, they make transitions clear. No matter
where the listener is, sounds belong to a space which in return shapes the spatiality of
Since the beginnings of the microcomputer revolution during the mid 1970s
and through the 1980s, processing of large amount of data became faster and cheaper.
Research institutions such as Ircam in France applied the technology to computer music,
with special emphasis on real-time signal processing. Composer and Ircam’s director
Pierre Boulez, and a group of collaborators designed and developed a machine that was
capable of synthesis, spatialization and transformation of sounds in real time: the 4x.
Boulez used the computer for his composition Répons which he wrote as a showcase for
Ircam. The machine was capable of doing the following real-time transformations:
33
Figure 1.9: Répons’ sound projection
soloists).
sound that is first captured by the microphone is the first one to be transferred to a
loudspeaker as in a FIFO system.28 It was not possible with the 4x to perform a FFT,
Boulez wanted to get rid of the “tyranny of the tape” as in Mario Davidovsky’s
Synchronisms where performers need to precisely synchronize with a fixed media leav-
ing no room for personal interpretation and the freedom of internal time as opposed to
metronomic time (Jaroszewicz 2013). Boulez positioned six instrumental soloists and
27
In electronics, a flip-flop unit is a circuit that has two states (0 or 1) and can be used for storing
state information. These circuits are the building blocks of digital computers.
28
FIFO: First In, First Out. An abstraction related to ways of organizing and manipulation of data
relative to time and prioritization.
34
Figure 1.10: Répons’ spatial switch
six loudspeakers surrounding the audience, leaving a small orchestra at the center of the
performance hall. The “surround” instruments are highly resonant: piano, glockenspiel,
harp, vibraphone and cimbalon. The work was inspired by medieval responsorial chants
question. After the opening movement at the entrance of the electronics and the intro-
duction of spatialization the 4x captures a series of arpeggios and creates a new sound
The attention of the audience is thereby suddenly turned away from the
center of the hall to the perimeter, where the soloists and the speakers are.
The audience hears the soloist’s sounds traveling around the hall without
being able to distinguish the paths followed by the individual sounds. The
overall effect highlights the antiphonal relation between the central group
and the soloists by making the audience aware of the spatial dimensions
that separate the ensemble from the soloists and that separate the individual
soloists as well (Boulez 1988).
In this case, the trajectories are not intended to be perceived as such. They are a timbral
extension of the soloists. Velocities and volume envelopes are map to speed of rotation
35
into four pieces which are later spatialized by the matrix. Although spatialization in
Répons seems to be executed in the time-domain, the four different “dissected” sections
of each arpeggio correspond to different parts of the spectrum as sounds change their
spectral content over time. A different approach – and technology – than Stockhausen,
that the materiality of the studio where music is created influences the aesthetics of
has a special role in the history of electroacoustic music – elektronische Musik – and
how it relates to serial music. Most importantly, Chagas describes how sound can
unique position in the space from which it can exclude other spaces.”
using different layouts and software including Ircam’s Spat, ICST’s Ambisonics Tools
and the HOA Library. I worked with different speaker layouts and different sound
to test sounds that had contrasting spectra and repetition rate. The results of the
research were applied to a series of spatialization etudes. The apparatus at EARS and
the physical space influenced the compositions of the etudes resulting in an aesthetic
imposed by the materials. Moreover, upon listening and working with different Wave
Field Synthesis systems in which sound sources become “physical”, a different way of
36
thinking was needed in order to understand what it meant to compose with sounds that
mations in space change the way sounds are perceived: they occupy a space therefore
necessitates a different thinking style, one in which sound is not seen as what it appears
– perceived – but as what it really is. Thus, a real world perspective is required that
A thing has the quality of being something that occupies a space in time. In
other words, a space-temporal concrete object that in global 21st century culture we
associate with material things, things we can observe and are perceptible by touch,
which for most people, is the ultimate proof of existence. We can perceive a flower by
its fragrance but it becomes a flower when we are able to see it and define its shape. We
reaffirm its quality as object by using a combination of senses; a rock becomes a rock
when we are able to see it, touch it,29 move it, measure its weight and feel its shape.
rock occupies a space and might not change its shape in a human perceivable time lapse.
We know it is changing by looking at the erosion produced by the elements. For us, the
rock is the same rock. On the other hand, a flower grows from a seed and decays in a
time span that is shorter than our own. Rocks and flowers are both concrete objects and
can be physically displaced while retaining its identity. Men, like the flower, perceivable
change over time but we still retain our identity even if those transformations are not
part of the natural aging process. This identity is conscious and experiential. Sounds
29
It is possible to physically touch sounds as demonstrated by Miha Ciglar’s tactile con-
troller which uses 97 ultrasonic transducers to focus acoustic radiation. “The result is a rel-
atively strong and spatio-temporally precise tactile reproduction of the projected audio signal”.
http://www.ciglar.mur.at/sonicbeams.html. Last accessed 01/20/2015.
37
morph as they travel in space following a trajectory and their identities become part of
For the physicalist and the materialist, the world is comprised of small particles
or atoms that create things that posses unity. Iannis Xenakis (1922-2001) – composer
and architect – applied these ideas as a metaphor for composing with microsounds. In
his book Formalized Music: Thought and Mathematics in Composition, Xenakis uses
the concepts of “granular sounds” and “sound-points” defined by an audible area called
“screen”. This screen defines the boundaries of the thing, in this case, a sound-thing or
should preserve those boundaries that define it. For example, given that we cannot per-
ceive ultrasounds with our human ears,30 a sound object is limited by its frequency com-
ponents but the combinations of those components are what defines and gives a sound
its identity, which we call timbre. For example, the sound of a locomotive changes over
time depending on parameters such as the speed of the train, but it preservers its iden-
tity; the frequency components undergo small variations but preserve their relationship.
Then timbre is analogous to shape and the contour of the shape is the screen. This idea
corresponds with our modern conception of matter. We think every object is composed
thus remain local belonging to some spatial scale. When does a sound object begin and
when does it end when we only look at its spatial dimension? If the frequency compo-
nents keep their relationship over time then the object preserves its unity but then what
38
It is difficult to define boundaries for some objects and especially human created
things. Considering a sound–object that preservers its unity as time advances, it may
occupy a space in our consciousness and does occupy a physical space as sound waves
traverse an elastic medium such as the air. A perturbation of the pressure of the medium
can be measured with a sound level meter and a sound field can be established. The
boundaries of the sound field cannot be established by the listener and the sound object
space.
Examples of hyperobjects are icebergs, the universe, radiation and music (Mor-
ton 2013). Imagine a helicopter flying in a city like N.Y. with a dense distribution of
skyscrapers. For the listener on the street, the sound from the helicopter only means “he-
licopter”. It does not carry other information as the reverberations makes it impossible
for the human ear to know where the sound is coming from, and for the listener to point
unity.
For everyday material objects, space unity takes precedence over temporal
unity (Garcia 2014, 35); an object that can be moved retaining its shape has more
permanence than and object that changes as it moves, thus creating a hierarchy. Spatial
reappears unchanged or slightly varied as the music progresses. This idea was explored
by Wagner who used shorts musical ideas – the leitmotiv – associated with physical
objects or characters in his cycle Der Ring des Nibelungen. In Wagner’s music, these
39
external forces. Leitmotivs are sound objects that are associate to a greater object and
from a different perspective, sound objects in Wagner’s music acquire another dimension
as they carry a musical idea attached to them. For example, as with the fragrance of a
flower signifying the flower, the “ring” leitmotiv signifies the ring.
If an object changes and loses its unity as it is being spatially displaced, it be-
comes “unthingly”, bounded with the environment and of an inferior hierarchy. Spatial
In music, this consistency creates form and coherence. If a sound–object lacks the at-
a spatio–temporal object. But as material things change and our perception of them
also changes over time, their spatial limits are different at different scales, for example, a
sound particle or microsund can be part of a stream of sound particles, the latter having
its own timbral qualities. As things are constantly changing at different temporal scales
an insect might live one day and a rock could take millions of years to dissolve. Accord-
ing to Tristan Garcia in his book Form and Object, for the formalist or metaphysical
abstract things are objects that can exists regardless their spatio-temporal attributes:
abstract things exist outside those boundaries. “Many things exist, and we cannot do
without the concept of “thing”. In the absence of things, the world becomes undiffer-
where does the sound object begin and where does it end?
According to Pierre Shaeffer, the sound object is not the instrument that has
been played (Schaeffer 2003, 58). For example, if we listen to a recording of a band
40
whose instruments are unknown to us, what is what we listen to? For him, that is
the sound object. The sound object is neither the instrument nor the tape which is a
support for the sound. This tape can contain many different sound objects and when
the composer manipulates sound by splicing and pasting its pieces, he is not modifying
the sound but creating new sound objects. For Schaeffer, the sound object is not an
emotional state because the object does not change from one listener to another or
between our different moods or attention spans. The object does exceed our individual
experiences: the visual, auditory, tactile impressions and the way we interact with it
level that is deeper than the acousmatic reduction (Schaeffer 2003, 50). There is no
need to interact or find its significance. When we listen to a speech we focus on the
concepts that are transmitted by the speaker, the sound is a significant. On the other
hand, the sound objects appears when we do this different level of listening that is
more rigorous which Schaeffer calls l’écoute réduite. It is the sound itself that takes our
attention without any meaning attached to; we disregard its significance. A deeper level
of listening is achieved by detaching the information about the sign. If we listen to the
sound of a helicopter in a recording, it will be hard not to think about a helicopter at the
when we do not think of the helicopter anymore and instead our attention focuses on
the sound object, we are doing a deeper level of listening and the sound object reveals
itself.
With Schaeffer’s ideas, it is very difficult to see how a sound object can become
a thing or how the definition of object applies to an acoustic sound. For us, it is missing
41
of a hyperobject is that it is non-local and it is massively distributed in time and space.
Music is a hyperobject, but in a micro scale we could consider Pierre Schaeffer’s sound–
category Ambient music and ambisonics fields for background support. These non-
localized sounds occupy the whole space and they are meant to have no clear beginning
or end, they usually give the listener a background layer for other sounds. Brian Eno,
describes immersion being the point of Ambient music; “music to swim in, to float in,
connection with a listener’s life” (Landy 2007, 45). In order to find the sound object in
and tries to offer and interpretation of the material that was transformed. On the one
hand, Ambience music offers the listener a space to explore without having to search
for meanings, on the other hand, spatialization, gives the listener the opportunity to
attach to, follow and hear the transformations of the sound object as it morphs into
generated trajectories.
We shall focus now on one of the aspects that define the sound object: the
very well for the ears. Extended experimentation with circular panning techniques at
EARS and at the Wave Field Synthesis system in TU Berlin resulted in excellent per-
42
ception of circular motion regardless of the system (Chagas 2008). This perception is
enhanced by the the visual layout of the speakers, which are usually positioned sur-
rounding the listener. Complex trajectories are more difficult to follow with the WFS
But an object that moves elliptically – loops – around the listener creates more
than movement, it becomes part of the structure of the composition by adding to its
form. The use of concentric circles in a WFS plane can create form as objects move
towards the listener at different time intervals. If sound objects preserve their amplitudes
throughout their orbits, then a special event occurs when it reaches the closest point to
the listener. This varies of course, depending if the listener is static or moving inside the
space. For static listeners, there is something that comes back musically. For example,
if an orbit takes one minute to complete, and the object completes an orbit during the
piece, this could be perceive as A (object’s position closest to listener X) and A again
when object arrives at the starting location. As a part of a piece, this could be perceived
as A - B - A if at some point the object disappears from the listener’s ears. We have
a similar experience when listening a theme that returns during the recapitulation of
a sonata. The sound object becomes a building element of the musical form like a
recurring motive.
Another approach is to use orbits that reach listeners at different time intervals.
This creates a new challenge for the composer as he needs to think about form from a
different perspective. In some cases, the composer could be dealing with as multiple –
and complex – forms as there are listeners in the space, even if he wrote the piece with
This also raises the question about form and the perception of the work by
different listeners at different points in the listening space. A moving audience is very
43
Figure 1.11: “Wall” of Speakers at the Zuiderstrandtheater in Den Haag
likely when concerts are held in large warehouses or works are part of sound installations.
To give an example, the Zuiderstrandtheater in Den Haag held in 2014 a series of concerts
where sound was projected from a gigantic array of speakers and the audience was free
follow the orbital paths of four 31 objects sounding at the same time. I experimented with
sounds including repetitive patterns (drum loops, clicks, noise, short samples) and those
provided no problems for the listener but is it possible to follow the location of many
objects that transform in time? Usually when there is a great timbral transformation, for
of sound B eventually morphing into B, and the paths are not elliptical, there is chance
to lose the connection with the sound. But the question is difficult to answer because
if the listener is not static then, what does it mean to follow a sound in space? With a
31
Stockhausen talks about spatial depth and the ability to hear up to 6 layers in Four Criteria of
Electronic Music. Lecture IV, Kontakte given at the Oxford Union on May 6Th 1972.
44
WFS system it is possible to physically “follow” the sound by walking around the space
especially if the source is created as a plane wave instead of a point source .32
quired in order to find out what works and what does not for the composer. As spa-
tialization becomes a structural part of a musical work, aesthetic choices are left to the
composer who can “preview” his work using a binaural tool. Nonetheless, one must
spend hours listening and fine tuning paths, dynamics, velocities, etc. The process itself
is like any other aspect of a composition. I had the opportunity to listen to many works
written for the Game of Life system and found unique approaches when working with
moving objects. Some composers see spatialization as a way to create interesting paths
that are more visually and conceptually appealing than their musical outcomes. But
a great example of a very effective use of circular motion is the piece ”Iron Age” by
Robert Henke. The composer uses static concentric circles distributed around the field
creating a form that has different timing for listeners located at different points inside
the field.
Complex patterns with irregular shapes are difficult to follow, they depend on
the speed of movement and the timbral characteristics of the objects. The interpolation
of continuous movement between two points may not be perceived by the listener but
Using circular or elliptical orbits and straight paths with a WFS system is an
excellent combination to provide the listener with a sense of motion and form, as the
WFS produces a good sense of depth; sounds can be positioned close to the listener’s
head and can gradually disappear moving away from the listener.
32
See the Wave Field Synthesis. Section 3.1
45
Figure 1.12: Elliptical and straight paths in a WFS system
46
Part II
Technical Aspects
47
Chapter 2
Sound Fields
background, which surrounds or is unrolled before the viewer.1 In audio, panning is the
technique to place a monaural –one channel – sound in the stereo sound field between
the left and right speakers to create a sense of space. For example, a performer can be
1
Encyclopædia Britannica Online, s.v. “panorama”, accessed January 21, 2015.
http://www.britannica.com/EBchecked/topic/441452/panorama.
48
The field of an audio panorama is called the image. Although it is delimited
• Cosine Panner
The simplest form of panning by equally decreasing and increasing the power
of both left and right signals. A control signal (x: 0.0, 1.0) is used to calculate (1 − x).
Figure 2.2: Simple Linear Panner in PD with Low Pass Filters for smoothing the signals.
As shown in Figure 2.2, the signal loses power at the center. The square root
law panner and the sine-cosine law panner compensate for that loss. See Figure 2.3. The
sine-cosine panner is smoother at the edges as it approaches them at 45°. The latter
is also good for creating the impression of circular motion in front of the listener, for
example, it can be used for placing the musicians of a large orchestra like in a concert
hall. For small ensembles –rarely panned hard left or right – a square root panning
49
Figure 2.3: Square root panner (left) and Sine-Cosine panner (right)
technique is more desirable as it does have better response at the center (Farnell 2010,
222).
towards the center of the listening space – a concert hall, studio, etc –. This point
between the speakers is known as the sweet spot. Panning, due to several psychoacoustic
mechanisms, gives the listener the impression that sound moves. This is perhaps the
oldest and most common technique that has been implemented for the reproduction of
music. Surround sound such as 5.1 is based on the same technique and also requires
– like stereo – that the speakers are laid out using always the same setup. This is
a channel based technique because the mixing is done working on each channel. For
example, in Apple’s DAW Logic Pro X one can automate how sound moves from left to
Although it seems fairly easy to use the pencil tool in a DAW to add movement
to sound, it only works with stereo or surround panning. For complex spatialization
instead, it is necessary a dedicated programming language for audio such as Pure Data
or Supercollider, especially when working in real time. Alternatively, for the creation of
50
Figure 2.4: Logic Pro X. Panning using automation. From right to left to center in 2 seconds
Another and better approach to panning is to use the Equal Distance Crossfade
technique, where the curve of level differences needed for a specific angle, is approximated
gainL − gainR
sin φ = sin ω (2.1)
gainL + gainR
where gainL and gainR are the gains for each channel, φ is the angle of the
virtual sound source and ω is the angle formed by the loudspeaker. Blumlein Law works
only for frequencies lower than 600Hz and a listener’s head pointing directly forward.
gainL − gainR
tan φ = tan ω (2.2)
gainL + gainR
2
These equations can be easily implemented using C-like expressions in Max/MSP or Pure Data.
51
Figure 2.5: Stereo panning in Max/MSP
√
2
gainL = cos(φ) + sin(φ) (2.3)
2
√
2
gainR = cos(φ) − sin(φ)) (2.4)
2
Blumlein Law was named after Alan Blumlein, an English electronics engi-
neer who in 1931 developed what he called “binaural sound” when working at EMI in
England. His technique used a two channel stereo system for recording and playback
note that recording techniques begun in the middle 1800s with the invention of recording
devices such as the phonoautograph, the paleophone and the later phonograph which
number of speakers necessary to reproduce a wave front that could position a sound
source moving from left to right on a theater’s stage or a cinema screen. Stereo as the
3
The phonoautograph, the paleophone and the phonograph were invented by Edouard-Leon Scott de
Martinville in 1857, Charles Chros in 1877 and Thomas Edison in 1857 respectively.
52
Figure 2.6: XY Stereo microphone placement technique
standard format for the music industry today serves the purpose of virtually reproducing
Most recordings of live events are done using two microphones. Common microphone
placements techniques are x-y, ORTF, NOS, Stereosonic, MS and parallel spaced. Many
2.1.0.3 Surround
one (5.1) and Seven-point-one (7.1) are the most common surround formats adopted by
the movie industry today. In surround, the .1 or 0.1 is the Low-Frequency channel or
Other formats such as quad – four speakers in a square – never became com-
mercially popular due to a reluctancy from the public to add more speakers to their
LPs and tapes between the late 1960s and through the 1970s (Holman 2008, 7). Today,
the general public has access to inexpensive surround systems for the home which in-
53
systems – sometimes called 4.0 surround – have been adopted by composers willing to
sounds on each channel as discrete direct radiators at 90◦ . Pans from the front to the
The 0.1 is widely used in music to accurately reproduced the low end of an
acousmatic piece and it should be used for frequencies lower than 120Hz. In addition
the main loudspeakers when handling large amounts of low bass 4 (Holman 2008, 59).
2.1.0.4 Ambisonics
The fault lies partly in studio equipment incapable of giving good quadra-
phonic results, and partly in erroneously conceived “quadraphonic” systems
which leave the apparent localization of sounds at the mercy of the listener’s
imagination (Gerzon 1974).
It decomposes the sound field at a point using spherical harmonics up to a certain order
accounts for plane waves, that is, only the direction of the source is considered.
4
Intermodulation distortion is a type of non-linear distortion that comes with a non-linear relationship
between the input signal and the resulting sound. For example, a common distortion is created when a
smaller sound is masked by a larger sound. According to Floyd Toole in “Sound Reproduction” this is
not a problem with loudspeakers unless they are put into a limiting condition.
54
Figure 2.7
Ambisonics can be used for recording and playing back multichannel audio
“full sphere” (periophonic system) (Figure 2.7). This system encodes the signal in three
channels for pantophonic systems and requires an extra “height” channel for periophonic
ambisonics encoding. The main purpose of using Ambisonics is the creation of a surround
sound field. It is possible to render virtual acoustic spaces with sound sources that can
5 Ambisonics is isotropic meaning that sounds from all directions are treated equally.
Another advantage of using Ambisonics is that the position of the speakers can vary from
square to circles to regular polygons. All speakers are used to localize sound creating a
sound field that is stable regardless of the listener position. In order to understand how
panning works is best to understand how 2D panning works first. We saw that panning
uses differences in gain that are fed into the loudspeakers nearest to the virtual sound
5
Uniform in all orientations; it is derived from the Greek isos (”equal”) and tropos (”way”). For
example, a bell is an isotropic radiator of sound. The sun is an isotropic point source of light.
55
source. In a stereo system, using linear panning or the square of the cosine function,
p
p
gainLp + gainRp = 1 (2.5)
or
In Ambisonics, all channels add to 1 at the same time thus creating a sound
field instead. The panning functions are defined for 3 dimensions. In addition to the
recording of the sound source, a spherical array of microphones will also record room
The decoding of Ambisonics can vary from different degrees of accuracy de-
pending on the desired directionality for each speaker that is used to create the virtual
sound field. This directional accuracy is given by the so-called order of Ambisonics. The
zeroth order corresponds to a mono signal of equal loudness for all speakers. An order
higher order localizes the sound at one speaker as shown in Figure 2.9.
is a sweet-spot and better images are created at the center of the field, an accurate
representation depends on the order. As shown in Figures 2.10a, the ambisonics order
defines the accuracy. As ambisonics does not provide information about distance, when
working with synthesized sources, it is possible to simulate distance encoding with the
use of artificial reverb and filters. In addition it is also possible to simulate sound
sources with other shapes other than points (Pérez-López 2014). Ambisonics – 1st order
56
Figure 2.8
Figure 2.9: Directivity of a point source encoding with different Ambisonic Levels (Pérez-López
2014).
Figure 2.10: Different ambisonics orders and their directionality in Max. The patch was devel-
57
– is a good system for composing a sound field that surrounds the listener without
moving sound objects. For example, it is possible to create a sound field with only four
speakers, but for moving sources, higher orders are needed – and more speakers – as
the order defines the level of localization accuracy. For example, one of the advantages
soundscape:
mono signal enters the system and it is encoded into a number of different channels –
depending on the HOA format – and is sent to the a decoding algorithm of the same
order to be distributed to N speakers. During the encoding process the sound waves
are projected into the spherical harmonics using four channels with omnidirectional w,
x, y and z -directional information. The decoding process reconstruct the spatial scene
2 ∗ (order + 1) (2.7)
onal directions x,y,z of the unit vector u - or rather an incident plane wave u carrying
58
W =S
√ √
X = 2~u.~xS = 2 cos θ cos δS
(2.8)
√ √
Y = 2~u.~xS = 2 sin θ cos δS
√ √
Z = 2~u.~xS = 2 sin δS
where the vector ~u is described by the spherical harmonic (θ, δ) (Daniel 2001).
Wave field synthesis is also a spatial sound field representation with the purpose
WFS is among the newest techniques for sound spatialization and requires large
number of speakers to create a virtual auditory scene. The system completely overcomes
the limitations of stereophonic and ambisonics regarding the listener’s position in the
sound field such as the sweet-spot. Rather, there is a sweet-area delimited by the layout
of the speakers. Given the number of speakers required to implement the technique,
attempts have been made using a linear distribution thus creating a planar listening
WFS is based on the principle of Huygens which states that when there is
a wave front, it is possible to synthesize the next wave with an infinite number of
small sources or spherical waves. Sound sources can be located outside or inside the
front, though, the sound source should always remain before the listener. In other
word, the listener is positioned inside an enclosing array of speakers (Figure 2.11). In
6
Auditory scenes refer to all audible sounds belonging to a sound field from the perspective of a
listener. Auditory scene analysis aims to study how the human brain reconstructs sound. There are
practical applications in the field of artificial intelligence such as machine listening
59
Figure 2.11: Speaker array, point source and wave generated by the system.
WFS, loudspeakers are used as secondary sources. This way, virtual sources can be
From a mathematical 7 point of view this principle states that a wave field at
time t+δt can be synthesized by replacing the wave front at time t by an infinite number
7
For an extensive discussion behind the physics and mathematics of WFS see (Sascha 2008).
60
Figure 2.13: Kirchhoff-Helmutz. Illustration of the geometry (Sascha 2008).
of secondary sources at an infinite small distance δx from each other; this is basically
the Kirchhoff Integral (Van Dorp Schuitman 2005) which states that it is possible to
e−jkr e−jkr ∂P
Z
1 ∂
PA (r, ω) = P − dS (2.9)
4π S ∂ n̂ r r ∂ n̂
A WFS system creates a point source at the desired location. The point source
is where the wave will start to propagate in all directions like an inflating balloon (Snoei
2014).
but WFS is not a 3 dimensional system thus it only uses the plane that inter-
sects with the wave field as shown in Figures 2.14. This simplifies the wave field to a 2
61
Figure 2.15: WFS Spherical Harmonics
dimensional system of coordinates: (x,y) and from the listener’s point of view the first
As shown in Figure 2.12 the array of speakers recreates the waves originating
in a virtual source as if they were passing through a “glass” 9 that transforms them in
“real” waves, each speaker reproducing a portion of the source. Thus, for the system to
work, all speakers must be working together and must be synchronized. Given that there
is no sweet spot, all listeners hear the source radiating from the exact same location – the
source has an absolute position – and a physical wave is generated .10 The acoustics
of the room responds accordingly and does not play an important role in localization.
The integral in 2.9 tells us that we need an infinitesimal small distance between
the speakers 11 but this is impossible in practice and one of the physical limitations of
62
speakers located next to each other as close as possible. The resulting discretization
effects may be described in terms of spatial sampling . For the human range of hearing
(about 20,000 Hz) loudspeakers have to be placed at a distance less than 1 centimeter
apart, something not possible considering the size of available speakers and the quantity
needed for the construction of the array (Rabenstein 2006). The system will distort
when representing frequencies above the spatial aliasing frequency as frequencies start
to overlap. Distorted 12 frequencies will not contribute to spatial cues and the listener
perceives them as coloration (Van Dorp Schuitman 2005). Speakers that are approx-
imately 17 centimeters apart will have an spatial aliasing at 1000 Hz. so to in order
to avoid distortions in the human hearing range, secondary sources should be less than
one 13 centimeter apart. Fortunately, higher frequencies do not contribute with spatial-
ization cues as much as frequencies in the range 800-1600 Hz where the brain uses a
For the system to calculate the wave field, each speaker has to process an
algorithm that considers the distance from the speaker to the sound source in meters
d, the speed of sound (344m/s) c, delay d/c and the scaling amplitude factor in a 2
Basically, calculations are based on the same theory used to calculate an ITD
panner 15 but from the perspective of a speaker array in space with a system of coor-
dinates that includes a virtual and a real space. Knowing the distance between each
speaker, the attenuation – loss of intensity due to the air – and the position of the source
63
q
dL (r, d, α) = (r · sin(α))2 + (r · cos(α) − d2 )2
q
dR (r, d, α) = (r · sin(α))2 + (r · cos(α) + d2 )2
q q
d2 d2
delta(r, d, α) = dL (r, d, α)−dR (r, d, α) = r2 − d · r · cos(α) + 4 −r2 + d · r · cos(α) + 4
Figure 2.16 below shows a system of coordinates with the origin at the center
of the leftmost speaker on the x axis. The y axis is oriented as the depth and the unit is
1 meter. A sound source has positive coordinates and the listener negative coordinates.
Figure 2.16
to n:
If the speaker line has a length Sn and (x, y) are the speaker coordinates then:
p
Di (d, x, y) = (x − d · i)2 + y 2 (2.11)
64
Sound pressure p is a force per unit area, in N/m2 and the peak sound pressure
1
of a wave is inversely proportional to the distance decreasing r for a distance r 16 so we
1
have to use a level scaling factor Li proportional to Di for each speaker (Bole 2008):
1
Li (d, x, y) = (2.12)
Di (d, x, y)
and delay:
Di (d, x, y)
Deli (d, x, y) = (2.13)
343m/s
An implementation only taking into account delay times and amplitudes for
each speaker is shown by using the Faust programming language.17 The hypothetical
scenario has 8 speakers that are 10 centimeters apart – for simplification – with the
2 import("music.lib");
3 import("filter.lib");
6 x = 0; // in meters
7 y = 5; // in meters
8 nSpeakers = 8;
10 Quad(x) = x * x ; // x squared
12
13 // Amplitudes assignments:
16
Sound pressure is an absolute measurement and applies to a point in space where the measurement
is made without taking into consideration the direction of the wave. Sound Pressure Level (SPL) is a
ration given in decibels (Farnell 2010).
17
Faust is a functional programming language that offers high-performance signal processing at the
sample level thus suitable for low level DSP operations. http://faust.grame.fr/. It can be used for
building VST plugins, PD externals, Max and others.
65
14 Amp(d,i,x,y,sig) = sig / D(d,i,x,y) ;
15 OutA(d,1,x,y,sig) = Amp(d,1,x,y,sig) ;
17
20 OutR(d,1,x,y) = R(d,1,x,y) ;
22
23 // sequence composition:
25 process = Out(d,nSpeakers,x,y) ;
1. y1 (t) = 0.2
2. y2 (t) = 0.196116135138184
3. y3 (t) = 0.185695338177052
4. y4 (t) = 0.171498585142509
5. y5 (t) = 0.156173761888606
6. y6 (t) = 0.14142135623731
7. y7 (t) = 0.12803687993289
8. y8 (t) = 0.116247638743819
1. Point Source
3. Plane Wave
66
Figure 2.17: Block diagram of the process generated by Faust svg compiler
The point source gives an absolute position for every listener in the room, when
the listener moves the source is still perceived as being in the same position. If there are
multiple sources, there is a sense of perspective of the sound field. A focus point source
is a source that is located in front of the speaker array.18 The location of these sources
will be perceived accurately only by listeners who are in front of the source. Finally,
plane waves are sources that have the same angle for every listener. They “”follow the
listener when he moves inside the space. The latter is mostly used for reverb/reflections
67
2.2.0.6 Delays, Doppler and Distance Cues
In the example above delay lines are interpolated using a 1st-order Lagrange
interpolation .20 Given that there must be some sort of interpolation when sources are
moving, there is a cost on CPU if applying higher orders in real time but they give
better sound quality and sound localization. In addition, when sources move from the
“virtual” space behind the speakers to the “real” space in front of them, delay times are
inverted causing a “click”. The Game of Life uses a crossfading technique to solve this
issue, other systems may use interpolation techniques but according to Wouter Snoei
Doppler shifts are generated as a natural side effect on WFS systems and
happen because of the distance between the source and the listener: normal Doppler
shift, and the distance between the source and each speaker: Speaker Doppler shift. The
former can be canceled out but the latter, caused by the discontinuity of the array,
cannot be canceled and could be exacerbated by the cancellation of the normal Doppler
amplitude roll-off relative to a reference point or line.22 As with any system, one can
apply a low-pass filter to mimic distance cues as higher frequencies decay faster than
lower ones.
20
”Lagrange interpolation is a well known, classical technique for interpolation [194]. It is also called
Waring-Lagrange interpolation, since Waring actually published it 16 years before Lagrange [312, p.
323]. More generically, the term polynomial interpolation normally refers to Lagrange interpolation. In
the first-order case, it reduces to linear interpolation.” (Smith 2010).
21
Wouter Snoei is the lead developer behind The Game of Life software end of the system. An alumni
of the Institute of Sonology in Den Haag, the composer still maintains, updates and add new features
to the Supercollider driven system. WFSCollider can be installed from its Sourceforge repository at:
http://sourceforge.net/projects/wfscollider/.
22
The Game of Life system imposes a roll-of of 6dB per distance doubling according to the inverse
square law (l/r) (Snoei 2014).
68
To conclude, WFS is more accurate than first-order-Ambisonics for moving
sources as the distance cues are clearer. Given that there is no sweet spot, it can
be used for installations and acousmatic performances where listeners can freely move
discrepancy between the output of the system and the location of the speakers as sound
sources can be positioned anywhere – up to 200 meters away in the Game of Life system
setups. In concert situations, I have seen people looking at the speakers surrounding
them “looking for” sounds as if they were moving from speaker to speaker. With a
WFS system we see something but we hear something that does not corresponds with
the visual cues we rely on for spatial processing. I do not think this is a disadvantage
of the system, on the contrary, it opens the doors to a new way of listening that goes
beyond the loudspeaker and beyond the constrains of the physical space.
Game of Life is a portable WFS system that was located in room ANNA
RW47, at Raamweg 47, The Hague, Netherlands in November 2014 when I visited. It
Arts Fund NL (Fonds Podiumkunsten NL). The foundation was founded in September
of 1999 and its purpose is to promote electroacoustic music organizing and curating
concerts in the field of spatial reproduction.23 The GOL was built as a system that can
be easily used by composers with good sound quality and the most important aspect:
portability. The system can be pack by a few people and transport anywhere by land.
23
The site of the Game of Life Foundation is active and contains documentation and how to place a
request to work with the system. It can be accessed at: http://gameoflife.nl/en/.
69
Figure 2.18: a complex path created with the WFSCollider software
One of the most remarkable aspects of the GOL is its user interface that allows the
specifications:
• 24 Behringer ADA8000
70
Figure 2.19
The system can be configured as a 10x10 meters array. There are 24 mod-
ules; for a square setup there are 6 modules on each side, each containing 8 speakers.
It can also be configured in any shape allowed by the 24 modules including for ex-
ample, 5x7 modules, circular setups, etc. There is a subwoofer every other module.
Each module is driven by one 8-channel amplifier that receive an analog signal from
interface for synchronizing the digital signals with the 8 2408mk3 connected to 3 ADAs,
each 2408mk3 controlling three modules. There is a network switch between the control
unit (MacBook) and a HEAR ADAT ethernet extender between the Motu828 and the
2408mk3. The Mac Pro servers controls 4 of the motu2408s as shown in Figure 2.19
(Snoei 2014).
The open source software fully written in Supercollider features a solid interface
with a live input and control of every sound source’s spatial position. The system is being
expanded to consider directionality 25 and the addition of more effects and synthesis
71
Figure 2.20: WFS studio at TU Berlin controlled by parametric spatialization tools written by
The Technischen Universität Berlin has two WFS systems. The lecture and
event hall WellenFeld H104 features a system with more than 2000 speakers grouped in
modules of 8 channels with 3 drivers for each channel and two subwoofers. Drivers are
on the left side of the stage with 832 audio channels. The hardware is controller by a
The other WFS system is located at the 3rd floor in the EN - building of
is mainly used for research and composition. It is possible to compose in the studio and
transfer the work to the larger system. Like the Game of Life, there is a Supercollider
server that is located in a different room used to control the spatialization. The system
• 1 main computer with the matrix software (Mac Pro in different room)
72
(a) 3D view (b) Side view (c) Top view (d) Top view (e) Top view
The system can be controller by OSC messages from other applications such
as Pure Data.
73
Chapter 3
Spectral Spatialization
EARS using its eight channel system. It includes a description of sound morphologies
(Landy 2007), spectral typologies and morphological archetypes used with different spa-
paths and spirals that were used for a series of pieces under the name Laberintos in-
spired by Jorge Luis Borges’ story La biblioteca de Babel .1 These etudes explore the use
the latter a technique developed at EARS that combines the creation of an isotropic
side. Designed and built by director Paulo C. Chagas for research in experimental
electroacoustic music, it became a flexible spatialization studio that allows for different
1
The Library of Babel. Borges’ short story describes a universe that consists of a vast library con-
taining an undefined number of hexagonal rooms that are identical. The order of books and their
content seem to be random and extend to the infinity. The books contain every possible permutation of
characters, from books with only one letter to meaningless books of random words. Given that all the
combinations of the alphabet are possible, the library holds all possible books in the universe.
74
configurations of speakers which can be arranged very quickly. The following is the
• iMac 2011
I have worked with several electronic music techniques in the time and spectral
domains but special attention is given to spectral morphing, a technique for merging
two sound spectra. Basically, frequencies that are common to both sounds are em-
phasized while the rest of the spectrum is diminished. The spectrum of a wave is a
point in time. By morphing two sounds new spectra with some characteristics of both
sounds is created. Morphing between two sounds requires a process that starts with
the Fast Fourier Transform and the technique is particularly interesting when combined
with synchronized sound trajectories that add musical meaning to movement, the main
goal of this research. Two basic procedures can be applied: sounds and musical gestures
can be spatialized to their entire length or can be timed stretch to fit their trajectory’s
length using a one-to-one – injective – mapping technique, the most common approach
The main tools used for the design and implementation of spectral spatializa-
75
• The Fast Fourier Transform
• Cross-synthesis
• Envelopes
The FFT
sical applications
seems to be governed by chaos, there is an element that makes it comprehensible for us:
patterns of repetition. Seasons repeat every year, Comet Halley is visible from Earth
the smaller scale of natural phenomena we find that mechanical waves, oscillations that
travel through space and time, are an essential component of nature given their ability
We have evolved to perceive the types of waves that manifest in the form
of light and sound with our eyes and ears respectively. They differ in the way they
propagate, their frequency content and length. Visible light is electromagnetic radiation
with waves in the frequency range of 405 THz to 790 THz with a wavelength in a
range from 380 nanometers (nm) to about 740 nm. If light travels through a prism, it
decomposes into its constituents colors; it was Isaac Newton who discovered that light
could be reconstituted back into its original form if passed through a prism again. We
cannot use a prism to decompose sound into its sinusoidal components but there is a
mathematical device: the Fourier Transform, which can deconstruct a sound wave and
76
under certain conditions, the same wave can be mathematically reconstructed using the
There are several terms related to the Fourier Transform and its implemen-
tations: Fourier series, Fourier Transform, Discrete Fourier Transform (DFT), Short
Time Fourier Transform (STFT) and Fast Fourier Transform (FFT). Although they
refer to different things, the latter is the most common term used in audio applications.
Joseph Fourier (1768-1830) was a French mathematician and physicist who, after study-
ing how heat propagates to an object, proposed that a periodic wave could be expressed
as the sum of infinite simple waves. The Fourier series decomposes periodic functions
or periodic signals [sig˜] into the sum of an infinite set of cosine and sine waves
∞
X
f (x) = a0 + an cos nwt + bn sin nwt (3.1)
n=1
eint (3.2)
where an and bn are the coefficients that represent the amplitude of the waves and nwt
sary to create software or hardware devices that emulate how our hearing works. The
first step would be to create a tool that can detect when events happen in time and how
fast they repeat. These two elements, time and repetition, appear to be fundamental
parts of any music. For example, we can look at the rhythm cycles of the Indian tala,
the key cycles of a classical sonata or rondo, a melody or motif that is repeated in its
original form, intervallic relationships, etc. If we can count these repetitions and localize
them in time, then we can extract a statistical analysis of the given work. In computer
77
music, it is possible to modify the spectrum of the work and perform an Inverse Fourier
used to compute the Discrete Fourier Transform (DFT) which is based on the mathemat-
ical series of Fourier. Jean-Baptiste Fourier formulated a theory stating that periodic
sine waves of different amplitudes, frequencies and phases. In order for a computer to
calculate the series it is necessary to discretize it into small segments. Given that the
human hearing range has its limits around 22 KHz, digital sound is sampled at 44.1 kHz
–Nyquist sampling theorem–. By only computing a small range of the real spectrum the
essary to use the Short-Time Fourier Transform (STFT) which is essentially a DFT
adapted to perform that task.4 Although there are several algorithms to compute the
FFT, all compute the DFT ; in this chapter the general term FFT will be used to
describe the process of spectral domain analysis, that is the conversion of any periodic
signal into the sum of its infinite sinusoidal (sine and cosine) components obtaining mag-
nitude (energy) and phase for each bin. The FFT can be viewed as a transform that
converts any finite, discrete signal into a finite, discrete sum of discretized sinusoidal
components. With the FFT, it is possible to obtain magnitudes and amplitudes of the
desired frequencies of an entire audio clip and look at differences and similarities across
the spectrum. The output of the FFT is the spectrum. Therefore, by applying a FFT
3
The FFT performs a fast computation of the Discrete Fourier Transform (DFT)
4
The Short Time Fourier Transform splits the signal into equal overlapping blocks and calculates a
DFT for each block which is windowed.
78
to an incoming audio signal we are taking the signal from the time domain to get useful
Given that any type of Fourier analysis assumes infinite periodic signals, peri-
small segment of the signal we could multiply the original audio by a signal of value 1
the original signal by a window that has a shape of a bell, we minimize spectral leakage
that occurs at the beginning and end of the windowed signal that adds distortion or
Different types of windows are commonly used, for example: Hann (Hanning),
Hamming, Blackman (Roads 2004). These series of windows are overlapped – shifted
by n-samples and summed – for better time localization. The FFT is a function of both
time and frequency. To summarize, the spectrum provides insightful information about
a Fast Fourier Transform. With computer languages for real-time audio processing such
its inverse iFFT with minimum coding. Finally, The FFT differs from its mathematical
for storing and manipulating a spectrum. Secondly, it is a sum rather than an integral
making it easier to implement with software and hardware. Lastly, there is no need to
define the function over time given that the function operates on a finite data record.
79
Figure 3.1: Spectrogram of an entire performance of Pierre Boulez’s Répons
One of the uses of spectral domain analysis in contemporary music is for finding
changes in texture or the gravitational center of a work in order to understand its form
or key features.5
For the purpose of this research, a Hanning window was used to compute the
FFT. In addition sound buffers containing this type of window were used in replacement
of fading and panning algorithms. Different windows –not limited to the common ones–
were generated using buffers in Pd and Max. Experimentation at EARS have shown that
and clutter that are translated into noise which may be desired – as part of the work’s
Given:
Z∞
x(t) = X(f )ej2πf t df (3.3)
−∞
80
Figure 3.2: Hann Window and resultant spectrum
Z∞
X(f ) = x(t)ej2πf t dt (3.4)
−∞
The first equation x(t) refers to a time-domain signal while the second one,
signal.
N
X −1
X[n] = x[k]e−j2πnk/N (3.5)
k=0
n = 0, 1, 2, 3..., N − 1
signal.
3.1.1 Windowing
The theory behind the FT allows us to analyze any signal or data. In order to
do that, it would be necessary to apply a window the size of the work which in return
will be converted to a spectrum containing information about all the frequencies present
in the piece, which their magnitudes and phase providing statistical information without
81
As oppose to real-time analyses using many overlapping windows, conserving
memory and obtaining results quicker, the analysis of an entire piece using long windows
applied to the desired sections could give us more information about the section itself
Harris are commonly used for analysis and resynthesis in music. One can always try
different type of windows and decide what is more convenient for the type of analysis
to be done.
into an object that stores audio samples buffer˜ . In the following example a window
n
ω(n) = 0.5 1 − cos 2π (3.6)
N
If the sample rate is 44100 and the FFT size is 1024, then a window that is
half the FFT size (512) creates band sizes of approximately 86 Hz.
44100
= 86.15 (3.7)
512
82
Figure 3.3: Hanning Window in Max
an FFT in Max is to use the object fft˜ and multiply the incoming signal by the
window. Another option is to use a patcher loaded by the pfft˜subpatch object. Inside
the patcher there should be an fftin˜hanning object with an argument specifying the
desired window type. If using the pair pfft −→ fftin , three elements can be obtained
from the signal: a real part, an imaginary part and the FFT bin index. These are the
three outputs of the fftin˜hanning object inside the pfft patch. With the real and
imaginary signals then it is possible to convert to polar form and the opposite, from
polar back to cartesian before the ifft˜ . In polar form the signal becomes magnitude
and phase. The third outlet is very useful for analysis, storing or displaying a signal.
into many different channels.6 By knowing the FFT bin index, it is possible to gate
the signal to a specific buffer when a particular index has been reached. Moreover, the
6
8 channels at EARS.
83
Figure 3.4: Dividing a spectrum into 8 different buffers
signal can be stored on different buffers that can be read and output to the time-domain
. Each output of the pfft˜subpatch can be sent to an ambisonics encoder for further
spatialization.
the properties of two sounds into a single one. Convolution is a special case of cross-
Several techniques were used and tested at EARS using a wide variety of sounds
with contrasting spectral content.7 For the purpose of spatialization, morphing between
two sounds requires control over their lengths. In addition, expansion and compression
(compand) in the spectral domain was implemented to match the amplitudes of signals
7
see Appendix B.
84
with strong spectral energy.8 Techniques included cross-synthesis by mixing, source-
• Spectral shredding
• Spectral delays
• Spectral compand
• Spectral gates
trum into as many parts as channels are available in the system. For example, with an
octagon array the spectrum of a sound is divided into eight equally 9 divided sections.
This is achieved in the spectral domain after performing an FFT. Each segment is then
sent to the time domain after an iFFT for further spatialization. I have found that spa-
tialization at fast speeds creates an effect similar to applying granular synthesis, that
is dividing a sound into particles that are less than 50ms in length. Spectral shredding
in combination with ambisonics is a great technique for creating a virtual space where
more directional sounds can be layered thus creating a complex and rich sound space.
Spectral gates aid in the control of the amount of noise that is filtered. Applying
spectral noise gates before cross-synthesis creates a smoother transition between the two
sounds, something that may be desired or not. Spectral delays can be used for aesthetical
reasons but delaying across the spectrum with different times and feedback amounts can
85
Spatialization
• Paths, Spirals
• Point Clouds
Different techniques and software for spatialization had been tested at EARS.
For transformations using two, three or four channels in a circular array, logarithmic
panning in combination with Hanning windows for control of fading work well. In
addition, a window and its inverse can be used to cross-fade between original sounds
and morphed spectra. In this case windows are not used for convolution but as a control
function.
Circular and elliptical motion was first tested using IRCAM’s 10 Spat, ICST’s
ambisonics 11 objects for Max/MSP and CICM’s HOA library for Pure Data. Working
with ICTS’s and CICM’s libraries allow for a better control of specific output as opposed
to the more user-friendly Spat. Most importantly, both libraries are open source and
well documented.
Circular motion works very well especially when working with sounds with a
short attack and fast repetition patterns and for applying morphing techniques.
Cross-synthesis
1. Cross-synthesis by mixing
2. Source-filter
3. Convolution
10
http://forumnet.ircam.fr/product/spat/?lang=en
11
http://www.icst.net/research/projects/ambisonics-tools/.
86
4. Cross-modulation
5. Square-root convolution
6. cross-product
1. Spectral shredding
2. Spectral delays
3. Spectral compand
4. Spectral gates
Spatialization
3. Point Cloud
the properties of two sounds into a single one. Convolution is a special case of cross-
There are several techniques used to combine aspects of two sounds. For ex-
87
• cross–synthesis by mixing
• source–filter
• generalized cross-synthesis
5. Cross-product #1: M = M1 M2 , θ = θ1
6. Cross-product #2: M = M1 M2 , θ = θ2
88
The first technique: summation or cross–synthesis by mixing, involves mixing
summation would involve fading in and fading out the two sounds respectively. Although
there is no spectral processing involved, it can give the listener the impression of sounds
The rest of the techniques are performed in the spectral domain after analyzing
the signal with an FFT and converting the sines and cosines to amplitudes and phases.
In other words, converting from cartesian to polar coordinates. These techniques differ
in the way the amplitudes and phases are combined. Operations between magnitudes
Source-filter cross synthesis requires an extra step taking the signal to the
more – sounds as they move from one loudspeaker to another, it is possible to create
89
Figure 3.6: Source–filter cross–synthesis in cepstrum domain with Max
• Room presence
90
Figure 3.7: Swarm behavior of eight sources after spectral shredding
• Reverberation
• Envelopes
• Equalization
• Doppler effect
• Air absorption
• Reverberation
• Delay
the sound itself, especially its attack. As lower frequency sounds tend to be harder to
91
localize, sounds with a complex spectrum are preferred and work well for morphing. The
techniques the author has implemented for his own work range from cross-synthesis of
two sounds to spatialization techniques including basic rotation using an array of eight
speakers, swarm behavior, trajectories and combined movements using a set of tools for
3.6 Envelopes
can be continuous or a succession of discrete time intervals, for example: floats and
integers, analog and digital. In music, the analogy corresponds to staccato versus legato
or a scale versus a glissando. Dealing with events or streams can change the way
the micro and macro structures are perceived. If there is a gradual transformation
throughout a piece, changes may not be perceived by the listener but contrasting events
envelope or transient generator makes a signal to rise and fall “smoothly” approaching
its limits [0, x], 0 >= x <= 1 without any discontinuity that can cause unwanted clicks
parameters, when applying this concept to computer music, the main application is the
components: Attack, Decay, Sustain, Release (ADSR). Any continuous function can
be used as an envelope and some are designed to emulate the changes in amplitude of
acoustic instruments. For example, Supercollider has built-in envelopes that can be used
92
1 Env.perc.test.plot;
2 Env.triangle.test.plot;
3 Env.linen.test.plot;
4 Env.sine.test.plot;
5 Env.asr.test.plot;
6 Env.adsr.test.plot;
Figure 3.8: Percussion, triangle, linear and sine envelopes created in Supercollider
or one can generate a more complex envelop as shown in the code snippet and
Figure 3.8.
1 ({
3 var dur = 2;
6 env1.plot;
7 envgen = EnvGen.ar(env1,doneAction:2);
8 output = SinOsc.ar(mul:envgen) ;
9 }.play
10 )
93
Figure 3.9: A more complex envelop applied to a sawtooth oscillator
Envelopes can be used for other purposes than modulating the amplitude of a
sound in time. For example, an envelope could be used to modify parameters such as
density or texture when working with acoustic instruments. The envelope becomes a
composition tool. The following excerpt shows how to use a linear envelope to control
writing two electronic works (Glisandi, 1957 and Artikulation, 1958) at the WDR studio
in Cologne. The beginning of the piece gradually builds as a timbral changing cluster
without any identifiable melody or rhythm: “The micropoliphonic web enters extremely
softly, increasing in volume only in the last four bars. Each part has a step-wise pitch
94
Figure 3.10: The shape of the increasing texture resembles a Gaussian envelope
95
Figure 3.11: The PD patch showing the creation of an envelope (ADSR) applied to a table
In PD, the object vline˜, Figure 3.11 is used for signal rate control data. vline˜
is a high precision audio ramp generator that can be used to create an ADSR envelope.
96
3.7 Parametric Tools for Spatialization
The idea of creating PD externals for spatialization came from the difficulties
the composer faces when working with libraries such as Ircam’s SPAT, ICST’s Am-
bisonics Tools and CICM’s Hoa Library. There is no standardized system of coordinates
and/or spaces. For example, the HOA Library includes an object for the rotation of the
ambisonics field. Ircam’s SPAT includes examples on how to achieve different rotational
figures using signals but the composition of paths has to be done with programming.
I created a series of externals for Pure Data to help the composer working with
These externals specify trajectories of three different categories: circular motion, recti-
linear motion and a stochastic point cloud. These can be applied to a two-dimensional
The externals work well with the HOA library 14 and can be used in any en-
vironment that receives OSC data as they output coordinates (x,y,z )as floating point
numbers. The system of coordinates is based on a cube of 2 units with (0,0,0) at the
97
3.8.1 HOA Library externals
3.8.1.1 hoa.2d.decoder∼
Arguments:
1. Ambisonics order
2. Decoding Mode:
• 0 or ambisonics
• 1 or binaural
Note that ambisonics decoding is used for a circle of equidistant speakers. For
an irregular configuration there should be delay and gain compensation for each speaker.
Any configuration of speakers can be used if this method is applied. I created two
abstractions that use the hoa.process∼ external for working in PD with the HOA
library:
98
Figure 3.12: Speakers configuration at EARS
Both abstractions need a list with floats representing the values for each speaker.
Delay is in milliseconds and gain is a multiplier (0–1). By applying delay and gain com-
pensation we are creating a virtual circle regardless of the layout of the studio allowing
1. mono
2. stereo
3. 3.1
4. quad
5. 5.1
6. 6.1
7. 7.1
3.8.1.2 hoa.optim∼
99
Arguments:
1. Ambisonic order
2. Optimization type:
• mjRotation
An external that can be used for the creation of elliptical, circular or linear
motion paths. The inlet parameters are trajectory(0..1), ellipticalX(0..1) and exllipti-
calY(0..1) and the outlets output (x,y) coordinates in the form of floats. It is possible
to create pendular rectilinear motion over the Y axis and vice versa by sending ellipti-
connected to a snapshot∼ thus sending floating point values from 0..1 to the trajectory
inlet.
100
1 void mjRotation_float(t_mjRotation *x, t_float f){
2 t_float a1 = x->f_x;
3 t_float a2 = x->f_y;
4 t_float a3 = x->f_z;
5 ;
7 x->f_y = 0;
9 outlet_float(x->l1_out, a1);
10 outlet_float(x->l2_out, a3);
12 }
• mjRose
motion for HOA or WFS. Given that this external outputs (x,y,z) coordinates, it is
suitable for working with a spherical system but can be used with a planar system with
r = asin(nθ),
or
r = acos(nθ).
101
Figure 3.13: Simple and complex paths can be created with mjRose
• If n = r/s is a rational number, then the curve closes at a polar angle of θ = πsp,
3 double n;
4 double d;
5 modf(x->f_n,&n);
6 modf(x->f_d,&d);
7 int z = x->f_z;
8 int in = n;
9 int id = d;
11 x->f_mult = M_PI*2*d;
12 } else {
13 x->f_mult = M_PI*d;
14 }
15 x->f_position = f;
102
16 float position = x->f_position*x->f_mult;
21 outlet_float(x->l1_out, out_x);
22 outlet_float(x->l2_out, out_y);
23 outlet_float(x->l3_out, out_z);
25 outlet_bang(x->l4_out);
26 }
27 }
103
• mjRandom
Stochastic point cloud generator. The first inlet – as with the other externals
– accepts a float from 0..1 to traverse the cloud. The second inlet takes a value for the
seed of the random number, the third inlet selects the number of points. It generates
are calculated using the C Macro RAND MAX and the function rand().17
The data provided by these objects is not limited to providing coordinates for
sound sources. It can be used for other purposes. For example, to easily create tables
104
Figure 3.15
1 void mjRandom_float(t_mjRandom *x, t_float f){
5 outlet_float(x->l1_out, x->a_x[index]);
6 outlet_float(x->l2_out, x->a_y[index]);
7 outlet_float(x->l3_out, x->a_z[index]);
10 }
11 }
12
14
19 points = 100;
20 }
23 points = 0;
24 }
25 int index;
105
26 float m1[points];
27 float m2[points];
28 float m3[points];
33 post("x[%d] = %f",index,m1[index]);
34 post("y[%d] = %f",index,m2[index]);
35 post("z[%d] = %f",index,m3[index]);
36 x->a_x[index] = m1[index];
37 x->a_y[index] = m2[index];
38 x->a_z[index] = m3[index];
39
40 }
41 }
mation Software
plugins to animation and SFX applications such as Side Effects’ Houdini and the Open
Source Blender. Blender includes a game engine that can be used in real time to send
– and receive – coordinates via the OSC protocol. Both softwares can be extended by
using Python scripting, Blender being more flexible as it is possible to create a full
application for spatialization using its engine. For algorithmic spatialization, there is
an open source graphical sequencer Iannix ,19 which can be programmed and extended
19
http://www.iannix.org/
106
Figure 3.16: mjRose with different values for n, d and z
107
with JavaScript. With Iannix it is possible to create Bezier and elliptical curves in 3D,
By using Blender or Houdini, the composer can create or use any imaginable
shape not limited to an algorithm. For example, one can import a 3D model of a building
and use its vertices as (x, y, z) coordinates. In addition, the same algorithmic shapes
can be easily created with some scripting. More complex planes and surfaces can be
Figure 3.17.
For non-real time work, vertices and its coordinates can be exported as Wave-
front Object files (.OBJ) or other formats which can be used to populate a list or matrix
in PD or Max (Murray 1996). As these type of files include more information than the
necessary and the format is not readable by Max’s coll or PD’s textfile the format
needs to be converted to something else. For that task, I created a command-line tool
– polyConverter – for Mac that can transform Houdini .poly files to a text file that can
108
The application polyConverter takes the following arguments source(file)
NSWindowsCP1250StringEncoding,
5 error:&isError)
9 if conversionFormat == "max" {
11 } else {
13 }
14
15 copy = copy.stringByTrimmingCharactersInSet(NSCharacterSet.whitespaceAndNewlineCharacterSet())
17 copy = copy.stringByAppendingString(";")
109
(a) 3D view (b) Side view
Figure 3.18: Different views of a point cloud. In addition to the creation of curves using param-
eters or manually drawing curves, 3D software allows the composer to visualize the curve in real
time from any angle and modify any vertex or point as desired.
110
(a) Lines (b) Helix
Figure 3.20: Different paths created with Houdini and Python. See Appendix A for source code.
111
Part III
Laberintos
112
Chapter 4
Laberintos
This chapter presents s series of works inspired by Borges’ short story The
Library of Babel 1 and the book The Unimaginable Mathematics of Borges’ Library of
Babel by William Bloch (Bloch 2008). In his book, Bloch analyses the possible numerical
outcomes of the story which he uses for the purpose of teaching some mathematical
is the chapter Geometry and Graph Theory where he describes how the library in Borges’
story could look like with its hexagonal and spiral shapes.
The next observation is that it’s conceivable the floor plan of a level of the
Library may look like the preceding illustrations, in which the paths run
straight through the hexagons. However, it is consistent with the text – and
the atmosphere of the story – that the corridors weave and spiral around
symmetrically or chaotically (Bloch 2008, 97).
As a composer, the infinite permutations and the paths were the main motivation behind
the music and the research conducted at EARS. Beginning with the hexagonal shapes
of the library, one can create a path that traverses each room as shown in the figures
below
1
La biblioteca de Babel (Borges 1997).
113
Figure 4.1: A contorted passage and path through the library.
This idea of an algorithmically designed path was the main inspiration that
with the story, six speakers in an hexagonal array surrounding the listener were used.
The space could be virtually rotated and transformed in real time. I think of parametric
generated shapes and their permutations as a new form of working with space in music
and a way to connect sound spatialization to form thus breaking away from the aesthetics
of circular motion, at least from a conceptual point to view. The paths in Borges’ story
became sound trajectories in an ambisonics space and from there other curves were
All the etudes were originally conceived from Borges’ stories and realized us-
ing the theory and technique of spatialization, envelopes, transformations in the spectral
composition with the strongest connection to Borges’ story; Laberinto I, for flute and
live electronics uses point cloud spatialization; Laberinto 3, for Clarinet and live elec-
2
The path is a metaphor for the trace left by a librarian in Borges’ story. The laberynthic geometry
of the hexagons and plausible paths are discussed by Bloch (Bloch 2008, 99).
114
(a) A path (b) Ambisonics trajectory
tronics, uses envelopes and circular motion with delay lines to create an infinite spiral
of sounds; Laberinto 4, for piano an electronics, uses granular synthesis and algorithms
as a metaphor for the Minotaur and the Labyrinth in Borges’ The House of Asterión .
3 In Laberintos, labyrinths become paths and sound trajectories in which the listener
can discover his own labyrinth or a meaningful connection between movement and the
music.
3
La casa de Asterión.
115
Figure 4.4: Laberinto V screenshot
4.1 Laberinto 5
Laberinto 5 (2014),4 the last of the pieces in the series Laberintos, is an audio-
visual algorithmic composition that include elements that reflect the beginning and the
last stages of the research conducted at EARS. The beginning, because it incorporates
the metaphor of the Labyrinth with its infinite permutations as imagined from Borges’
story. It is also a work written for 5.1 surround which is somehow a primitive form
of spatialization but developed with the algorithmic tools – computer music and 3D
hexagonal rooms. On the shelves of these rooms are books and all the books put
together contain every possible permutation of single characters –all the letters of
the alphabet and punctuation marks–. Most books are complete nonsense but some of
the books contain true and accurate descriptions of the universe, including everything
4
Laberinto 5. Stereo. http://vimeo.com/100868756.
116
that has ever happened and everything that will happen. Departing from the idea of
list with Western characters. Those characters were also randomly put in a matrix for
visualization in a 3D space. Visual effects were used to transform each character into
The sounds in Laberinto 5 were created using the technique of granular synthe-
sis 5 with Csound, Max/MSP and mixed with ProTools. Firstly, phonemes were recorded
and converted to samples cutting unnecessary silence to make them all the same length,
and to optimize the files for granular synthesis. Using a random algorithm, sections of
each sample were randomly selected using parameters such as the sample index, size and
duration. The small “pre-grains” were then recorded and sent to Csound were granular
One of the interesting aspects of the piece is the camera movement done in
Houdini. The letters only move forward and there is a slow motion rotation that is
more perceivable in the second section. The reason behind such unusual way to move
the camera without having objects moving from left to right –and vice versa–, as one
might see in a film, is to focus the audience’s attention on the movement of the sound
The piece is divided in two sections. The first section begins with a short
introduction where vertical stripes of black against a bright background move back and
forward in pendulum motion. The lines dissolve into recognizable characters which move
towards the viewer at a fast rate. The scene is saturated with indistinguishable sounds
which occupy all 5 channels. Although the spatialization is minimum and the visuals are
5
Granular synthesis is a technique that uses sounds that are between 10-100ms and windowed by a
function. See Roads Microsound (Roads 2004).
117
Figure 4.5: Algorithmically created letters in Houdini.
not synchronized with the sound, the granular synthesis creates a strong connection with
the visuals as the stripes are composed of small particles. The contrasting second section
is dark and slow. Small particles move counterclockwise at a slow rate slowly revealing
as text characters. The movement is synchronized with the sounds and spatialization is
noticeable and surrounds the listener. The visuals accompany the sound and not vice
versa. Grains are of longer duration and although they change fast, one can understand
they are phonemes. As time move forward layers are added and the particles on the
screen reveal as letters as they become closer to the viewer. Towards the end, sounds
and movement –like in the first part–saturate the medium. Finally, sounds abruptly
stop and there is a short fading out of a single character that occupies the entire screen.
118
Figure 4.6: Laberinto V Frame.
Figure 4.7: Images only move forward while sounds move in all directions.
119
Summary of techniques
• Sampling
• Granular Synthesis
• 5.1 Surround
120
4.2 Laberinto I
for flute and live electronics. 8 channels The first piece of the series and a short
techniques including multiphonics, whistle tones, key clicks, microtonal oscillations and
The processing and spatialization is in real time requiring a live input from a microphone
− > Spatialization − > DAC − > Mixer − > Speaker Array (4.1)
20Hz-20KHz is preferred 6 to avoid noise from the performance space and feedback from
the speakers. Several patches were made using PD and Max/MSP to find which one
could do better pitch tracking. Best results were obtained in PD with the sigmund∼
yin∼ uses the YIN algorithm which is a fundamental frequency estimator for
The pitch tracing object is used to split the signal in two according to a thresh-
old. Detected clicks and high pitch sounds are sent to a granular process (g) and lower
pitches to a harmonizer (h). If using a flute, frequencies below 500Hz – first octave –
are sent to the harmonizer. The idea is divide the spectrum and apply different synthe-
sis and spatialization techniques (p). An ambisonics field is created with the noise (n)
6
Such as the DPA 4011A. Cardioid microphones have an angle of rejection of 180◦ .
7
The autocorrelation method compares the signal to its shifted self. It applies a Fourier transform
of the power spectrum and can be seen as measuring the regular spacing of zcs within that spectrum.
(De Cheveigne 2002).
121
Figure 4.8: Two excerpts. The first shows micro-glissandi (long sounds); the second, short
sounds. These gestures are spatialized using rotation and point cloud respectively.
generated by the extended techniques. See Diagram 4.2. Both processes are sent to a
n− > g) (4.2)
The spatialization can be done in real time using the hoa.mapl object or algorithmically
with the mj Library if working in PD. For this piece, I have chosen to use rotation for
longer sounds with micro glissandi, and point cloud spatialization for short sounds.
122
Martin Jaroszewicz
!
!
!
Laberinto I
for piccolo flute and interactive electronics
Laberinto I
!
LEGENDA - LEGEND !
!
! !
! !
! !
gradual accelerando
! ! key clicks!
!
!
!
! random/approximate key clicks!
!
!
!
!
! ! pizzicato!
!
!
!
!
!! pizzicato with key click!
!
!
!
!
!
! Microtonal oscillation (more or less fast)
! by embouchure rotation!
!
!
!
!
!
! Embouchure open, close, and tongue in
! mouthpiece!
123
Laberinto I
for piccolo flute and interactive electronics
Martin Jaroszewicz
q = 40
ª
4 j √
‰ Œ Œ ‰ ¿ Œ Œ ¿ ‰ Œ ∑
&4 ¿
Jw w #¿
f w w
W O #œ nœ µœ n œ OO
œ µœ ® ‰ ‰ n¿ ‰ Œ
nO U
4
œ >#œ bœ
>. . . . . . . . ˜>. . . . . . . nO. O
& Œ Œ 3
Jw >bœ nœ O 8
3
sfz p f mf
mp f
ª R
œ ˘ µœ ™ n>œ µ>œ µ>œ µœ ˘ nœ Bœ n>œ œ >œ n>œ >œ >œ œ™ >œ™ ™ µœ ™ œ
µ
ææ æ ææ
19 3
W R W R W
31 ˘
n>
# b> > #> bO ™
j j j j #>
3
‰
3
& O
> #> > O > > > #>
bO ™
nO O O O O O
#O nO O O O O O O
p sfz ff
˘
#œ œ œ bœ n>œ O O O >O O ™
>O O #œ O O O œ bœ
& ææ æ æ ææ æ #æœ
nœ #œ #œ œ #œ
37
J J J J J J J J
æ 5
> >
3
3
f 6
n¿ #œ J R n ¿w ¿ n ¿ w
3 sfz sfz sfz
3
w w
√
æ æ
nœæ™ œ™æ
51
b¿ ¿
& ¿ w ∑ w ¿
w w #¿
w mf
fff
124
3
æ æ bœ œ œ œ nœnœ ∑
œ™æ œ™æ
59
œ #œ
& œ
œ #œ #œ œ œ œ œ œ œ œ œ œ œ œ œ nœ#œ œnœ#œ œ#œ œ œ œ œ œ
fff mp fff
66 ˘ √ √
#œ œ ∑ ∑ #œ bœJ œ™ œ™ bœ œ œ œ#œ
& œnœœbœ œ#œœ#œœ nœnœ #œ#œnœ#œ œ œnœ œbœœ#œ nœ ™ œ™ œ™ œ™ œ J
5 6
sfz pp mf p
˘
œ œ œ™ œ™ >
b¿ b¿ œ ™ n>œ j >œ œ >œ œ >œ œ œ
78
& #œ œ ¿ b¿ #¿ J ¿ J J b¿ ¿j
J
‰ R J J J
mf 3
5 mf 9 p
nœ œ >œ >œ
3
86
œ >œ j >œ œ œ >œ œ œ œ œ >œ nœ œ œ
& ¿ ¿ J J J ≈ #¿ #¿ n¿ ¿ > #¿ ¿
3
#¿ n¿
3 5
œ˘œ œ œ œ œ œ œ™ œ
4
e=160
œ œ >œ œ œ # œ. œ. . . # œ. . . n œ. œ. .
œ œ œ œ™ œ œ œ œ™ œ œ œ œ œ ææ æR œ. œ. œ . œ œ. . œ œ. . œ . œ œ. .
93
≈ ≈ œ . œ œ . œ œ
& #œ #œ
6 6 6
fff p
. . œ™ B œ ™ # OO ™™ # OO ™™ # OO ™™ # OO ™™
œ#œ. >œ œ˘
œ. œ. œ. œ. œ œ. œ. œ œ. .
nœ˜œBœ B O ™ B O ™ B O ™ B O ™
ritardando e=140
æ ææ ææ ææ æ ææ ææ
.
& #œ #œ j‰
¿
w 3
f
fff
125
4.3 Laberinto III
for Bb clarinet and live electronics. 8 channels The piece is divided into two
sections: A, a meditation with long notes that resembles the playing of a shakuhachi
flute 8 ; B is a contrasting section with long chromatic lines of fast motion interlocked
with multiphonics and Flatterzunge. The processes are simple, there is a slow rotation
in the first section with each long note transposed at the micro level using envelopes con-
nected to a real-time pitch transposition module that uses a vocoder. The fast section is
a dense spiral of sound that moves upwards, an effect that is achieved by using spectral
delays and the coordinates of a spiral curve exported from Houdini 9 and spatialized
using ambisonics. The ideal format for this pieces is a high order ambisonics field with
8
A shakuhachi is a Japanese flute made of bamboo introduced from China in the 8th Century. It
was used by the Fuke monks of Zen Buddhism.
9
This can also be achieved by using mjRotation with an offset on the y axis driven by a phasor and
changing the radius of the circle as the piece progresses.
126
Figure 4.10: A spiral curve used in Laberinto III
127
!
Martin Jaroszewicz
!
!
!
!
!
!
!
!
Laberinto III
for clarinet in Bb and interactive electronics
128
Laberinto III!
!
!
!
!
!
LEGENDA - LEGEND!
!
!
!
!
!
n.v.! ! ! ! non vibrato!
!
v.! ! ! ! vibrato!
!
! ! ! ! progressive transformation!
!
s.g.! ! ! ! slow glissando!
!
!
1!! ! 2! ! 3! ! 4!
!
!
!
1. three quarter flat!
2. quarter flat!
3. quarter sharp!
4. three quarter sharp!
!
!
!
Multiphonics (in parenthesis) are notated as sounding.
!
The piece starts with a mediation in the style of traditional Japanese Shakuhachi music. The durations are not strict
and more or less related to the breathing of the performer.
!
All the chromatic passages should be executed legatissimo.
!
The gestures in the second part of the piece marked floatingly, ethereal, are analyzed and transformed by the
electronics creating a series of spectral delays that follow the performance. Gradual accelerandi and decrescendi
and gradual changes in dynamics are recommended to create a sense of a timeless moving object.
129
Laberinto III
Martin Jaroszewicz
q = 45 meditativo
& ˙™ nœ j bœ Ó bw
#œfi #œfi œ J
Cl. Sib j j
pp p
<n> œ
accel.
tempo giusto
œ , , ,
> œ œ > œ #œ n>œ ˜œ ˜w
U
10 s.g s.g
& #œ œ œ ∑ w j nœ œj #œ ‰
nœ œ œ #œ J
n.v v.
˜œ µœ
16 s.g. s.g s.g
œ
& #w nœ
œ#œ
#w
œbœ
#w µœ
#œ J ‰
q = 96
,
rit. come un eco scompariendo tempo giusto
22
> >œ >œ >œ 5
œ #œ
& œJ J J J œ
œ œ œ #œ bœ œ # œ nœ b œ
œ
œ œ
œ
œ
œ
œ
œ
œ œ
mp p pp ppp mf
tempo primo
24
,
‰
&
w µw nw œ
j #w µw œ #œ
ff ppp pp
Ϫ Ϫ Ϫ
30 pitch noise
& œ™ œ™ œ™ ∑
µœ µœ
j j j j j
œ #œ œ #œ #œ
pp
mf
130
2
q = 96 , ,
µw Y <n>
34 pitch noise
& w nw ‰ #œ œ #œ œ #œ
nœ œ œ
N mf p (audible) f mf f mf
n œ b œ nææœ w
œ <n>œ
,
bœ #œ æ
39
& #œ œ œ #œ œ nœ #œ bœ #œ
b œ
f mf f mf
mp mf
˙ w
æ w √
42
& #Ɯ
J
#œ
j
∑
bw
f fff
tempo primo , q = 96
45
5
∑ #œ Œ ‰ Ó nœ #œ ‰
& #œ. #œ. œ. .
œ œ#œ œ#œnœ œbœ œ #œ#œ w µw
˙ œ nœ#œbœ
mp p mf
nœ
53
nœ nœ œ #œ
& œ #œ œ œ #œ œ nœ œ
nœ nœ #œ
,
~~ Ÿ~~~~~~~~~~~~
accel.
n œ #œ #œ.
œ.æ ‰ ææ ææ æ
60
& #œ. œ
bw b œ. œ. œ. œ. µœ . . . . . . . .
œ œ œ œ œ œ œ œ ˙
mf mf p pp
f f ffff ff
131
3
Floatingly, ethereal
œ bœ
70 q = 86
bœ œ œ.
& œ nœ bœ nœ œ œ œ bœ nœ bœ œ œ bœ nœ œ nœ œ œ nœ œ nœ bœ nœ Œ 41
nœ
5 7 7 6
mp mf mp
bœ n œ. b œ.
œ #œ œ #œ nœ nœ bœ œ bœ œ .
œ nœ œ nœ œ #œ œ bœ. œ.
72
& 41 nœ œ
7 6 5
6 mf
nœ œ bœ #œ œ nœ œ œ nœ œ nœ nœ
74
nœ bœ nœ bœ œ nœ bœ œ
&
6 7 7
5 nœ bœ œ nœ bœ œ bœ
#œ nœ #œ
75
œ bœ œ
& bœ nœ œ œ nœ
7
6
f mf
,
76
nœ bœ nœ œ #œ œ bœ œ œ œ nœ b œ n œ bœ #œ n œ œ œ nw
w
& #w
7 7
fff
mp
, U
6
79
#œ n œ œ bœ œ bœ nœ bœ bœ œ nœ # œ œ bœ œ b œ n œ n œ ##w
w
& œ nœ bœ nœ nœ #w
5 6 ff
6
mf f
(as loud as possible)
132
4
accel.
nœ #œ bœ #œ # œ
7
#œ nœ nœ
82
œ nœ œ bœ œ bœ bœ nœ œ bœ nœ bœ nœ #œ œ œ
& œ nœ #œ œ bœ nœ
5 f 7
mf 6 5
æ
n œ nœ #œ
accel. giusto
nwæ
84
nœ œ #œ nœ #œ nœ #œ œ nœ #œ nœ œ bœ nœ bœ nœ
7 7
& #œ
6 mf
accel.
æ
7
#wæ
bœ nœ bœ nœ nœ #œ œ œ nœ œ bœ œ bœ œ
86
& œ
bœ
#œ œ bœ nœ bœ nœ œ
7 7
f p fff
bœ nœ bœ nœ nœ #œ œ œ nœ œ bœ œ bœ nœ œ nœ œ œ bœ œ œ
88 3
& œ #œ œ #œ nœ #œ
3
7 7 7
mf mp mf mp
æ 3æ æ æ3 æ ææ æ æ æ æ æ
giusto
œnœnœbœnœ œæ˙æ
3
90
bœnœbœœbœœœbœœbœ
& bœnœœbœnœ
3 3
5
#œ bœ nœ nœ œ œ bœ œ# œ n œ bœn œ œ #œ
7 p
8
mf mp pp mp
flessibile accel.
æ æ
& œæ æ nœææ ææ nœ bœ nœ nœ#œ bœ nœæ æ ææ ææ ææ
flessibile
94
ææ
6
7 7 3
œ # œ n œ œ # œ n œ #œ
accel.
97
7 7
&
œ œ #œ œ #œ œ #œ nœ œ nœ œ œ #œ œ #œ œ œ #œ 7
ppp mf
flessibile accel.
98
nœ #œ nœ œ bœ œ bœ nœ œ nœ œ #œ
nœ bœ nœ nœ #œ #œ nœ #œ nœ nœ #œ nœ
7
&
5 7
5
f
99
7
& #œ nœ
nœ #œ nœ #œ nœ #œ œ bœ nœ bœ œ œ nœ œ.
fff
133
4.4 Laberinto IV
for piano and live electronics. Stereo Laberinto IV is based on the piece Laber-
into Borgiano inspired by Borges short story La casa de Asterión 10 and the formation
labyrinth, a type of Greek labyrinth that hold the Minotaur and a metaphor for the
creation of the universe and the composer’s creative labyrinths. These two elements:
the man and the bull, are developed and expanded. The first one is gradually trans-
formed and leads into the B section of the work where the sense of a path is lost. The
second short motif (the entrance to the labyrinth) becomes the labyrinth itself which
reveals itself at the last section of the piece gradually moving towards the center of the
The piece was constructed through the concept of duality which is found at
every level in its form. The first two measures contain the material that is developed
in different sections of the work. At the immediate surface level, there are two motives
that are expanded and transformed into sections respectively. There is an introduction,
where the material is presented, and there are short transitions to the main sections of
the piece. The concept of duality is furthered explored by trying to create independence
of the hands and the feeling of more than one piano, or two hands, being heard.
without trying to create a sense of linear counterpoint or polyphony. The idea of duality
is present throughout the work and is presented at the beginning with two different
134
Figure 4.11: First measure of Laberinto Borgiano
There are four main motifs (Figure 4.12). The first two, M1 and M2 are
developed in each section of the work respectively. M3 gradually becomes and important
element in A at the end of the section. The addition of M4 in A creates the material for
the transition between A and B. M1 is deconstructed at the end of the work intersecting
135
Figure 4.13: Time envelopes.
sonata Op. 100, III movement, alludes to the bebung technique .11 The electronics
extend the piano and play upon the notions of vibrato and the use of repeated notes
and/or slurs.
For each section different time envelopes were used to mix the sound of the
piano and the electronics. Combining pitch tracking and time envelopes, a cheap form
of “score following” was implemented. The performer also controls time by manually
advancing sections – and triggering the envelopes – with a ”user friendly” interface.
There are three basic envelopes that trigger eight sections of the piece. The
first one has an exponential value of 1.09, the second one and exponential value of 1.036
and the last one, a linear envelope –with a value of 1.0–as shown in Figure 4.13. The
sections trigger different settings for a granular synthesizer with a smooth overlap and 12
time stretching/freeze capabilities. The signal is divide into two different streams at
middle C with a crossover filter at 261 Hz. This allows for processing the left and right
hands separately, especially in the last section of the piece where the resonances of high
11
A type of vibrato executed on the clavichord by applying force to a depressed key. Although not
often written, performers apply the technique as ornamentation.
12
IRCAM’s sogs∼ .
136
Martin Jaroszewicz
!
!
!
!
!
Laberinto IV
for piano and interactive electronics
!
!
!
!
!
!
!
!
!
!
!
!
!
!
!
!
!
!
!
!
!
137
Requirements and Setup
!
!
• Accompanying standalone Max/MSP patch. The patch
requires the sogs granulator from IRCAM’s SoundBox
• Two condenser microphones and cables
• An audio interface with at least two inputs/
outputs. Direct monitoring through outputs must be
avoided.
• Mixer
• Two speakers / PA system
• The Max/MPS patch contains eight buttons the
performer has to click as notated in the score.
The buttons’ numbers turn green when the mouse is
over for better visibility and precision.
• Balanced should be achieved between the sound of
the piano and the electronics.
Mixer
Computer/Max
Audio Interface
Mic Mic
Piano
Speaker Speaker
Audience
138
!
• Double click the adc~ object to configure inputs
and outputs.
139
Laberinto IV
U
Martin Jaroszewicz
q = 50
44 1 ¿
{
Ped.
sff (pigiare il pedale con tutta la forza)
œ œ ™ œ œ nœ nœ œ œbœ œ œ œbœ œ U
2 A
b nnnnn
Recitativo 6 più adagio
b
&b b b nœ œ ˙
œ œ œ
5 nœ
? bb b
b b œ nœ œ œ œ nnnnn
?
{
™ ™
2
œ œ œœ œœ œœœœœœœœ er œJ œ œ œ œ œR œRÔ œ œ œ œ œ œ œ œ œ œ œ œ
4
& #œ
pp
? n##w
w
w
w
6
œ #œ
œ
{
Ped.
6
œ œ œ œ œ œ œ œ#œ œ œ œ œ œ œ œ
& ≈ ≈ ≈ J
#œ œ
? Œ ‰™
nœ nœ nœ œœ ™™
{
bœ œ œ œ œ œ œ œ œ œ œ œ œ œ œ œ œ œ œ œ œ œ œ œ œ œ œ œ œ œ
7 be
R
&
? nww
*) The use of dotted barlines is evident at rehearsal C. The performer can repeat and randomize this section
ad libitum keeping the transition to section D connected. Pitches in measure 17 can be altered on every repetition.
140
2
“”
B
{
bœ √
*) 9
8
œ œ
& #œ #œ nœ #œ #nœœ #œœœ #œœœ #˙˙˙
?
mp
∑
Ped.
{
bb œœœ ˙˙˙
9 nœ ™ 3
œ bœ ˙
œ
&
{
pp come un'eco lontano
? ∑ &
U
Ped.
##n ˙˙˙˙ 3
œ
#œ bœœ œ nœ
10 9
œœ œœ œœ ˙˙ Ó
& œœ˙
pp
#w
mp
& Œ #œœ #œ Œ Œ b>œ Œ w
b œœ >
mp p
? œ#œ œ nœ
ø ø
œ œ #œ œ œ# œn œ
“‘
{
œ w
ø ø
1/2 (Ped.)
“” >œ n œ œ #œ
œ œ œ nœnœ œ#œ nœ nœ#œ œ
12
& #œ nœ nœ nbœœ œœ 42 ∑ 42
œ # œ # n œœœ œœœ
mp
mf
4
f
& ‰ #œ 3œ nœ nœ #œ Œ ? ‰ 42 ∑ 42
5
#œ œ nœ œ # œ n œ œ
1/2 (Ped.) ø “‘
ppp ff
141
3
{
C q = 165
q=120 poco accel.
3 3
# œœ
Meccanico e secco
? 42 bœ œ œ
5
j œ
14
nœ j ‰ #œ #œ nœ ‰ ‰ & nœ>œ
3
?
#œ œ œ nbœœ # œœ
f ff
?2 Œ 3
‰ j‰ ‰ ‰ ‰ j ‰
5
Ó œœ œœ
martellato
4
œ #œ
salvo indicazione “‘
senza pedale Ped.
{
b3œ bœ œ 5 œ #œ
18 q=120
? ‰ ‰ œ œ ‰ J ‰& Œ ≈ nœ bœ
œ‰ ≈
nœ œ #œ
f
? Œ Œ
œ œ#œnœ œ j ‰ ∑ ‰
œ œ#œnœ
‰ ‰
“‘ “‘ “‘
œ
{
œ 3 #œ
‰ j ‰ œj ‰ j
22
3 3
≈≈ nœ J ‰ ‰ Œ
3 3
nœb œ œ œ bœ
bœ #œnœ nœ
nœ # œ œ œ #œ nœ
? ‰ ‰ j ‰ ‰ bœ ‰ ‰ nœ ≈ ‰ j #œ
3
J nœ
œ‘ nœ #œ
“
{
n>œ3 œ 3
#œ ‰ J ‰ J ‰ bœ ‰ ™ œ œ bœ œ#œ œ&
26 3
‰ R ≈ œ ‰ #œr ≈ ≈ j #œ
#œ ™
3 3 3
#œ œ J J
? #œ ‰ j ‰ ‰ bœJ ‰ ‰ Œ
3
‰ ‰ œ bœ j #œ
œ œ J
{
œ
>œ >œ3
#œb œ œ b œ œ œ#œ
30 5
œ œ ≈‰ ≈J ≈ Œ ‰J ‰ ‰ bœJ ‰ ≈
3
& ≈#œ ‰
j ‰ bœ œ œ # œ #œ œ# œ n œ nœbœ œJ nœ bœ œ nœ 3œ #œ
3 5
? nœJ ≈ ‰
3 3
‰ œ
142
4
{
b3œ œ œ
#œ ‰#œJ ‰ ‰ 3 j ‰ ≈ J ≈ ≈ œ#œnœnœbœ ≈ R
34
œ ≈ ‰ J ‰ ‰
3
& ≈J J bœ
b œ œ # œ5 n œ nœ
? œ #œ 3
j
3
j #œ nœ #œ
3
J& nœ #œ nœ
J œ # œ œ œbœnœ œ œ b œ œ
{
#œ nœ#œnœ œ œ#œnœ bœ œ#œ nœ
38
R ≈ ≈ nœR œR ≈ ≈ J > >
& ≈ ≈ ≈bœR œJ ‰ ≈ ≈ œJ ≈
j œ bœ œ #œ bœ nœbœ œ
3
{
gradualmente legatissimo e leggiero
D
42 >œ œ b >œ >œ
& ≈ #œ œ ‰ J J J
3
{
44
œ #>œ œ n>œ ™
& J ‰ ‰ J J ‰ ≈ J
nœ #œ nœ nœ #œ nœ #œ #3œ nœ bœ #3œ œ œ #œ nœ œ
3 3 3 3 3
#œ nœ nœ #œ nœ #œ nœ #œ &
3
&
{
#>œ ™ œ >
≈ nœJ œ
46
& Œ ≈ J R J ‰
3 3 3 3 3
& nœ œ œ #œ nœ #œ #œ nœ #œ nœ œ nœ œ bœ œ #œ nœ œ œ #œ œ œ # œ
3 3 3
nœ
143
5
{
n>œ ™ b>œ
48
œ #œœ
& ≈ J
3 ¥al fine >œ
3
? #œ nœ nœ nœ b3œ œ #œ nœ3
3
3 3 3
& #œ nœ #œ nœ œ bœ œ nœ bœ œ #œ
#œ nœ œ bœ œ
ø ø
{
“”
& <#>œœœ
50
Œ #˙
˙
? 5 5 5 5
?
nœ #œ nœ n œ b œ œ # œ n œ œ #œ nœ #œ nœ n œ b œ
n œ b œ “‘ œ #œ nœ
ø ø
√
{
##n ˙˙˙˙ 5
E
52 q = 50
& Ó
44
√
ff mp
? 44
nnnn ˙˙˙˙˙ ˙˙˙˙˙
<“> ˙˙ ˙˙
{
Ped.
44
54 q = 128
4
&4 ∑ ∑
sim
3 3 3 3 3 3 3 3
?4
4 bœœ œœ
œœ n œœ n œœ œœ
# œœ Ped. œœ >
ff
> sim *
Ped. alzare il pedale gradualmente
144
6
{
56 q = 50
˙ ™™ √
w
6
b˙˙ ™
& ∑ ∑ w
w
√
p
?
nww ww ww ww
nw
ww
ww w
ww
ww w
ww
ww w
ww
ww
ffff
“”
Ped.
{
nœ
b œ nœ n œ √
q = 50 9
60
& Œ #œ #œ nœ Ó
œ bœ
mp
? ∑
{
Ped.
q = 128
61 3 3 sim 3 3 sim
? >
bœœœ bœœœ bœœœ bœœœ bœœœ
œ œ œ œ œ
?
œ œœ œœ œ œœ
# œœœ œ œœ # œœœ œ
>œ >œ
{
sim
*
√
sim
Ped. alzare il pedale gradualmente
n˙ w
63 q=50 # ˙˙ w
w
6 7
& ∑ ∑ Ó
√
#˙˙˙ w
p
∑ ∑ Ó w
w ?
& &
?
nw
ww w
ww w
ww w
ww
ww
ww ww
ww ww
ww ww
ww
ffff
Ped.
145
7
{
F
(q = 50)
œ™ 3n œ #œ #˙ bœ
67
œ nœ œ
& Œ ‰ œ #œ #œ J ‰
bœ
p
mp
?
w
ww w
ww
ww
ww ww
ww
{
“”
8 nœ œ œ œ
3
bœ R ≈ ‰ œ œ
69 3 3
b œ
3
& Ó Œ ≈ nœ #œ nœ ≈ bœ œ œ # œ bœ #œ
mp sempre legatiss. sempre, quasi sempre Ped.
? ∑ ∑
{
<“>
nœ
b3œ nœ 3 n œ œ 3 n œ n œ #œ œ œ 3 #œ œ n œ œ3
5
nœ #œ nœ
71
r
& nœ œ #œ nœ bœ ≈nœ œ bœ œ #œ
œ# œ œ nœ œ b œ œ
? ∑ ∑ ?
{
“”
œ b œ n œ œ“œ”
5
3 nœ nœ
73
nœ
nœ ≈ R bœ œnœbœ ≈nœ ≈ œ
5
? nœ #œ ∑ nœ #œ nœ #œ ∑
146
8
{
”
n“œ
#œ œ
3
œ œ œ
75 3
œ œ #œ
5
œ
3
nœ
≈ bœ nœ
3
& œ bœ n œ #œ nœ nœ bœ
? ∑
{
nœ nœ
5
nœ
3 nœ
≈ nœ œ œ #œ
76
bœ
5
&
3
#3œ bœ
bœ nœ # œ n œ n œ œ
? #œ œ #œ
{
n œ3 bœ 5
œ
77 b œ n œ œ 5œ nœ
bœ œ
& nœ
3
3
? nœ #œ nœ nœ bœ
leggierissimo cresc
nœ nœ #œ œ œ
{
“” “”
“œ”
5
#œ 3
œ 5 œ
78 #œ œ œ œ
#œ nœ œ nœ
& bœ
? œb œ
œ œ #œ
147
9
{
“”
poco accel
œ #œ nœ nœ
5
œ
5
nœ
3
œ
nœ
79
& nœ nœ #œ ≈ ≈
R
?
decresc
œ
œ #œ œ bœ #œ
“”
{
“œ” bœ
80 tempo
J ‰ Œ √
& Ó Ó ‰ ‰
? √ nœ œ
9
œ œ # œ n œ œr
≈‰ Œ bœ bœ œ Ó
œ nœ bœb œ
≈≈≈
“‘ #œ
{
◊ÿ
82 nœ œ U
& ‰ ≈ J ≈ ‰ Œ ∑
bœ U
9
? Ó Œ nœ œ ∑
n œ œ b œ nœ #œ #œ
p mf p
Ped.
◊ÿ ◊ÿ
# w√
ritardando come un'eco lontano
84 ˙ ˙U
˙ w
w
&
ppp
148
4.5 9
with pseudo random algorithms and composed spatialization. In the context of computer
object and morphology contributes to the whole resulting in a work with its own unique
identity. The end result is intrinsically related to the time scale of each individual
object. As the time scale gets smaller, the whole acquires a stronger morphological
identity as perception in the micro sound 13 scale –less than 100ms–. This does not leave
enough time for the listener to aurally discriminate sound morphologies and envelopes,
especially sounds in which the attack has been masked by a window as in granular
synthesis. If the time scale varies or fluctuates from the microtime domain to a bigger
scale, microsounds can become a portion of an envelope of a sound that will be created
and become an entity of the multiscale system escaping from the microstructure. For
the work to be considered a montage or micro-montage, the composer must not create
random sequence to preserve what we might expect from a random selection of objects.
random operations on a single sound object containing rich and varied material. This
object is accessed randomly at different points in time providing the micro material
for building the macrostructure. More than 5000 “particles” were generated with this
13
For a discussion on time scales and granular synthesis see Roads (Roads 2004).
14
A quasi random algorithm will be more appropriate for this purpose than a “random” or “pseudo-
random” one, which has the tendency to clump objects together instead of being scattered somehow
uniformly.
149
Figure 4.14: A random or ”pseudo random” distribution in PD
technique for later construction of the montage. The use of particles in granulation
differs from a montage in many respects, the most important of which is the process by
which these particles become part of the work. In granulation, particles are generated
a composer “painting” as in the works of pointillists such as the French artist Seurat
(Figure 4.15). The composer not only adds particles, he also adds silence, which could be
compared to the non-intentional white space between the dots on the canvas which seems
The durations in 9 are very short, and silences of different lengths were ran-
time scale were also added. These layers that are not part of the random micro-structure
add contrast to the work creating two independent macro-structures that are balanced
creates a sense of direction that is perceivable by the listener as a formal structure cre-
150
Figure 4.15: Georges Seurat - ”Circus Sideshow” (1889) - detail showing pointillism technique.
ating “something to hold on to” (Landy 2007). Silence creates the time scale for the
As sounds move in a swarm-like pattern, similar to that of insects, the listener begins
a spatial effect in a process that can be thought of as forming a cloud in space. This
15
The stereo version of the piece was mixed creating a virtual quadraphonic stage with four speakers
panned in front of the listener at 30,60,90,120 degrees
151
Chapter 5
Conclusion
in space and the use of technology as a creative tool. Developed by the author to find
solutions to his own compositional strategies, these parametric and algorithmic tools can
help the composer of contemporary music to focus on the composition of sound spectra
As part of the research conducted at EARS, and given the portability and
approach was essential to the development of the collection of works Laberintos and their
metaphors. As the apparatus becomes part of the composition in many different ways,
a studio that is more flexible opens an opportunity for the composer to develop new
musical ideas, overcoming the limitations of the past and finding new ones that in turn
will be part of the techné that will shape future interactions. The mj Library for PD
152
is a small contribution to the integration of spatialization in the compositional process,
but it triggered new ideas for future work and the way the composer can interact with
sound trajectories. The creation of a tool for spatialization that can work in tandem with
that can transform their spectral content as they move along a composed path. The
needed, one that considers new philosophical ideas that are current and can contribute
to the understanding of new technological developments as they shape the work of the
composer.
5.1 Contribution
• A series of objects for the Pure Data programming language to aid the composer
with the design of parametric curves and random algorithmically driven paths.
• A series of études that range from stereo to 8 channels using ambisonics and dif-
ferent computer music techniques including granular synthesis in the time domain
to spatialization in music, sound imaging, sound fields and the aesthetics of circular
motion. Most systems share a fundamental limitation: they are determined by the
153
location of the listener, with some systems relying more on the sweet spot. There is
a need of more tools to deal with movement in space as most libraries only provide
encoding and decoding with few or no composition tools. The Game of Life is the only
system that allows the composer to “compose” the spatialization along with the music
Blender where any shape can be created and exported as coordinates. I also proposed the
and form. Spectral spatialization by changing spectra as sound moves is the correct
approach to add meaning and clarity to electroacoustic music, whereas the creation of
sound fields and diffusion creates an immersive experience that is more related to the
space than the work. While spatialization focuses on the movement of sound objects,
spectral spatialization focuses on the object as part of the work, that is, it focuses
on form, thus movement becoming a structural part of it. There is a need for an
integrated system that can allow the composer to work with spatialization in tandem
with morphing.
Babel and the labyrinth in La casa de Asterión were the sources of inspiration to create
154
5.2 Future Work
At the time of this writing, a small contribution to the groundwork for specify-
ing a framework for composers to work with spatialization in a meaningful manner was
given. Tools for the – open source – Blender 3D software are being developed to be able
to communicate in real time using the OSC protocol. Composing with the space in a
where the composer can transform non-musical ideas into meaningful spatialization.
155
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156
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159
.1 Appendix A - mj Library Source Code
• mjRotation
1 //
2 // mjRotation.c
3 // mjRotation
4 //
7 //
9 #include "m_pd.h"
10 #include <math.h>
11 #include <string.h>
12
14
16 t_object x_obj;
17 //local variables
18 t_float f_count;
19 t_float f_x;
20 t_float f_y;
21 t_float f_z;
22 t_float f_elipX;
23 t_float f_elipZ;
24 t_float f_input;
25 t_float f_mult;
27 } t_mjRotation;
28
29
31 t_float a1 = x->f_x;
32 t_float a2 = x->f_y;
160
33 t_float a3 = x->f_z;
34 ;
36 x->f_y = 0;
38 outlet_float(x->l1_out, a1);
39 outlet_float(x->l2_out, a3);
41 }
42
44
46 x->f_mult = 3.14159 * 2;
50 floatinlet_new(&x->x_obj, &x->f_elipX);
51 floatinlet_new(&x->x_obj, &x->f_elipZ);
52
54 }
55
56 void mjRotation_setup(void) {
57 mjRotation_class = class_new(gensym("mjRotation"),
58 (t_newmethod)mjRotation_new,
59 0, sizeof(t_mjRotation),
60 CLASS_DEFAULT,
61 A_DEFFLOAT, 0);
62 class_addfloat(mjRotation_class, mjRotation_float);
63
64 }
• mjRose
1 //
161
2 // mjRose.c
3 // mjRose
4 //
9 #include "m_pd.h"
10 #include <math.h>
11 #include <string.h>
12
14
16 t_object x_obj;
17 //local variables
18 t_float f_position;
19 t_float f_mult;
20 t_float f_n;
21 t_float f_d;
22 t_float f_z;
24 } t_mjRose;
25
26
28
29 double n;
30 double d;
31 modf(x->f_n,&n);
32 modf(x->f_d,&d);
33 int z = x->f_z;
34 int in = n;
35 int id = d;
162
37 x->f_mult = M_PI*2*d;
38 } else {
39 x->f_mult = M_PI*d;
40 }
41 x->f_position = f;
47 outlet_float(x->l1_out, out_x);
48 outlet_float(x->l2_out, out_y);
49 outlet_float(x->l3_out, out_z);
51 outlet_bang(x->l4_out);
52 }
53 }
54
56
58 x->f_n = 1;
59 x->f_d = 1;
60 x->f_z = 0;
65 floatinlet_new(&x->x_obj, &x->f_n);
66 floatinlet_new(&x->x_obj, &x->f_d);
67 floatinlet_new(&x->x_obj, &x->f_z);
71
163
72 return (void *)x;
73 }
74
75 void mjRose_setup(void) {
76 mjRose_class = class_new(gensym("mjRose"),
77 (t_newmethod)mjRose_new,
78 0, sizeof(t_mjRose),
79 CLASS_DEFAULT,
80 A_DEFFLOAT, 0);
81 class_addfloat(mjRose_class, mjRose_float);
82
83 }
• mjRandom
1 //
2 // mjRandom.c
3 // mjRandom
4 //
7 //
9 #include "m_pd.h"
10 #include <math.h>
11 #include <string.h>
12 #include <stdlib.h>
13
15
17 t_object x_obj;
18 //local variables
19 t_float i_num_points;
20 t_float a_x[100];
21 t_float a_y[100];
164
22 t_float a_z[100];
23 t_float f_seed;
24 t_float f_input;
26 } t_mjRandom;
27
28
30
33 outlet_float(x->l1_out, x->a_x[index]);
34 outlet_float(x->l2_out, x->a_y[index]);
35 outlet_float(x->l3_out, x->a_z[index]);
38 }
39 }
40
42
47 points = 100;
48 }
51 points = 0;
52 }
53 int index;
54 float m1[points];
55 float m2[points];
56 float m3[points];
165
57 for (index = 0; index < points; index++){
61 post("x[%d] = %f",index,m1[index]);
62 post("y[%d] = %f",index,m2[index]);
63 post("z[%d] = %f",index,m3[index]);
64 x->a_x[index] = m1[index];
65 x->a_y[index] = m2[index];
66 x->a_z[index] = m3[index];
67
68 }
69 }
70
72
78 floatinlet_new(&x->x_obj, &x->f_seed);
79 floatinlet_new(&x->x_obj, &x->i_num_points);
80
82 }
83
84 void mjRandom_setup(void) {
85 mjRandom_class = class_new(gensym("mjRandom"),
86 (t_newmethod)mjRandom_new,
87 0, sizeof(t_mjRandom),
88 CLASS_DEFAULT,
89 A_DEFFLOAT, 0);
90 class_addbang(mjRandom_class, mjRandom_bang);
91 class_addfloat(mjRandom_class, mjRandom_float);
166
92
93 }
2 import math
6 def createGridGeo():
10 aGridNode = aGeoNode.createNode(’grid’)
12 aGridNode.parm(’rows’).set(1)
14 aGridNode.parm(’sizey’).set(1)
16 aPointNode = aGeoNode.createNode(’point’)
17 aPointNode.setFirstInput(aGridNode)
22 aDeleteNode = aGeoNode.createNode(’delete’)
23 aDeleteNode.setFirstInput(aPointNode)
24 aGeoNode.layoutChildren()
25 aDeleteNode.parm(’pattern’).set("0 $N")
26 aDeleteNode.parm(’keeppoints’).set(1)
27 aDeleteNode.setDisplayFlag(1)
29 aFileNode = aGeoNode.createNode(’file’)
30 aFileNode.setFirstInput(aDeleteNode)
167
31 aFileNode.parm(’filemode’).set(2) #write
32 aFileNode.parm(’file’).set("test.poly")
33 aFileNode.setDisplayFlag(1)
34
35
36 createGridGeo()
168
.1 Appendix B - Spectrograms
(a) A chord played by a string ensem- (b) Granular texture. Dur: 14 sec-
169
(a) Male voice speaking in French. (b) Granular glass sounds. Dur: 16
170