Travels in Space and Time, Explorations of Virtual SoundScapes, Multi-dimensionalism of Digital Music

Gabriel Maldonado

Fantalogica - Rome - Italy

g.maldonado@agora.stm.it

http://web.tiscalinet.it/G-Maldonado

Abstract

Computer Music still keep some of the features of traditional music, together with new ones. Rhythm, melody, harmony can still be present in new musical paradigms, but new compositional parameters are emerging, causing the old definition of the term "music" not always to be appropriate to describe new phenomena of sonic art. This paper will show some new paradigms of this kind of sonic art, as well as different view of old ones.

I believe that any past dogma should be wiped out when dealing with digital arts. The rebellion against tonality of the first half of 20th century is surpassed now, and in my opinion, new music can use harmonic intervals without generating the ideological problems which arose at that time (even if there are still many people who don’t admit it). Actually, digital domain opens a huge amount of unexplored worlds, making any past ideological dogma a prison we should free ourselves from.

Nowadays, making music has many things in common with visual arts and scientific research. Many musical parameters can be applied to video arts, architecture, and vice-versa. Structure of sound has a lot of similarities with many other physical phenomena such as inner atomic structure, particle physics, astronomy, biology etc.

This paper will deal with new uses and interpretations of old musical parameters (rhythm, harmony, melody) together  with a presentation of some of the new ones. Debated topics are:

·      Harmonic/inharmonic sounds, rhythm and melodies. Cycles, and the Deep Harmony.

·      The inner structure and evolution of a single sound.

·      Generative music: stochastic generation, algorithmic composition, levels of action.

·      Interpretative music: Music generated by exploration of sonic architectures,

·      Musical Travels in Space and Time: generative processes constrained by interpreter’s gestures, state transitions between musical structural configurations.

1. Harmonics and Inharmonics

Scientific researches have shown that the inner structure of a class of acoustic phenomena, called "pseudo-harmonic” sounds, presents many affinities with the vertical structure of tonal music. It is almost sure that the evolution of western music and most ethnic music has been influenced by this class of acoustic phenomena. On the other hand, music evolution cannot ignore the importance of inharmonic acoustic phenomena and of the sounds made of stocastic components (i.e. that sounds normally called "noises"), that actually are a superset of harmonic sounds. I’m convinced that dialectics between Harmonics and Inharmonics, Determinism and Alea, will drive us to the most interesting creative results.

1.1 Sound

Harmonic sounds are those acoustic phenomena whose pitch can be recognized by the listener. The most paradigmatic example of this class of sounds is human voice, when singing vowels.

Also melodic and polyphonic instruments (such as flutes, strings, pianos, organs, guitars, vibraphones etc.) produce this class of sounds, in contrast with rhythmic instruments (drums, cymbals etc.) that produce inharmonic sounds.

According to the Fourier theorem, any sort of signal (audio or non-audio, however complex it may be) can be considered as made up of a sum of elemental sinusoidal components. What determines its peculiarities are amplitude, frequency and phase of each sinusoid.

A harmonic tone is made up of a set of sinusoidal components whose frequencies have harmonic relation with each others. “Harmonic relation” means that each frequency is an integer multiple of a fundamental frequency. So, for example, if the fundamental has the frequency of 100 Hz (cycles per second) the other frequencies will have 200, 300, 400, 500,.... Hz. So, apart phase and amplitude, the peculiarity of harmonic signals is to have its partial frequencies in harmonic relation. A consequence of this fact is that an harmonic signal is periodic, i.e. it represents the same waveshape each lap of time. What leads this class of sounds is the INTEGER LAW.

1.2 Noise

On the other side harmonic signals are only a small subset of  the total class of acoustic phenomena. Noise has a continuous spectrum in contrast with the discrete spectrum of harmonic sounds (and with some inharmonic sounds, such as for example those produced by bells, that have a discrete specturm too, even if partials aren’t in harmonic relation with each others; this can be considered a third class of sounds, placed between the harmonic and inharmonic ones). Unlike harmonic signals, noise signals have no repetitive pattern at all. Acoustic impression of a noise signal is quite different from a periodic one. A noise signal can be considered as the sum of all periodic signals of any frequency in the audible spectrum, having an infinite number of sinusoidal partials. So, signals having a discrete specturm are a particular subset of noise signals. Noise can be compared with Chaos (maximum entropy), whereas a sinusoidal signal can be compared with Order (minimum entropy). Perfectly periodic signals can be compared with Determinism, non-periodic signals with Alea. However, both worlds have been useful in music, for timbrical reasons and for structural reasons as well.

It is almost impossible to find a perfectly periodic sound signal in nature. All vocal and instrumental sounds are quasi-periodic or pseudo-harmonic sounds. The most simple reason is that a perfectly periodic signal must have a infinite length. Any sound useable in music should have a finite duration instead, as well as an amplitude envelope. Also, the partials of an acoustic sound follow integer law only roughly, since normally, each partial has an independent pitch envelope, and only the mean frequency value can be considered an integer multiple of the fundamental. Maybe the only real harmonic signal is the whole universe itself (the motion of atomic particles seems to have perfectly harmonic cycles, even if this fact is still subjected to be investigated, I suppose). This opens an intriguing philosophical debate, started since the ancient world, called the Deep Harmony, or the Harmony of Spheres.

1.3 Dialectics between Sound and Noise

Rhythm and melody are the fundamental elements of almost all sorts of music, followed by polyphony and harmony. All these kinds of features have strong relations with the periodicity of cycles, i.e. with the  structure of harmonic signals. Maybe in history the inner structure of harmonic sound signals influenced the emergence of the common structure of music: it is demonstrated that the frequencial structure of most musical scales has many things in common with the harmonic series.

Fifth and Octave are intervals present in almost all cultures, and western diatonic scales have a lot of dependencies from the integer law. I take it for granted that western equally-tempered scale is an approximation of pure scales, that has be introduced  in order to simplify the construction and the playing technique of chromatic instruments (organs, cembalos, pianos and hard-positioned melodic instruments such as winds). I will discuss in more detail this argument below.

Also, iterative rhythms have many things in common with harmonic cycles, so they are directly related with the structure of periodic signals. As K.Stockhausen has shown, a periodic waveform can be perceived as a pitched sound or as a rhythm, depending on the repetition frequency of its cycle. When its frequency is above the lower threshold of human audibility range, we perceive a cyclic signal as a sound, whereas, when the frequency is below such threshold, we perceive each cycle as a rhythmic pulsation. On the other hand, rhythm is beaten and emphasized by means of percussion instrument that have undetermined pitch, most of them producing several classes of noise signals. Almost all percussion instrument, both pitched and unpitched ones, have a strong noisiness located at the attack section of its envelope, but most sounds produced by the other families of pitched acoustic instruments present this peculiarity too, even if less evidently. In particular, human voice is able to produce both periodic sounds as well as noises: most phonemes are made of a consonant attack portion (noised signal) followed by a vowel sound (harmonic signal).

S         O              U                        N           D

Fig. 1 spectral sonogram of  word “sound”.    

Figure 1 shows the sonogram of the word “sound”. We can clearly view the difference of spectral structure between “noisy” letters (“s” and “d”) and “harmonic” letters (“o”, “u” and “n”). Even if letter “n” is classified as a consonant by grammar, actually its result is still an harmonic signal.

2.  Using Structure of Sound to generate Musical Structures.

In this section some example of generation of musical structure (starting from the physical nature of sound) will be presented. The structure of historical scales and the basic elements of harmony and rhythm seem to be directly related to the nature of the sound itself, showing a sort of auto-correlation between the inner structure of sonic matter and its artistic elaboration. Even if I’m not completely sure that in human taste, there is a native principle which induces men to start from nature to put the basis of his artistic creations, I have strong suspicions that this is the way things work.

2.1 Scales

Besides the empirical and instinctive intuitions of ancient and ethnic musical practices, which demonstrate that the inner structure of their musical scales has been more or less influenced by physical structure of sounds, Grecian civilization (mainly with Pythagoras) and modern age culture (Zarlino, Marsenne, Rameau and others) have theorized the construction of scales based on relations between integer numbers. Actually, both Pythagorean Scale and Pure Scale (Just Intonation) are based on harmonic structure. Scale configuration is the most basic element of both melody and harmony (melody is the temporal succession of frequencies in a single voice; harmony is the practice regarding the parallel configuration of several contemporaneous frequencies, vertically layered). One can imagine a scale as a “quantization” of the frequencial continuum. Actually, this sort of quantization has almost always been one of the most common forms of expression of singing voice. The same thing is also valid for rhythm: iterative rhythmic patterns can be considered as a “quantization” of a cyclical sound wave.

Basic generative intervals of most historical music scales have been Octave (factor 2 of the harmonic series) and Fifth (factor 3 of the harmonic series), and, in some cases, Major Third (factor 5 of the harmonic series). In Table 1 there is a comparison of multiplier factors of Pythagorean, Pure and Tempered musical scales. Such scales are generated by integer ratios (that is, harmonic series), except the Equally Tempered Scale.

Frequencial ratios of sinusoidal partials of a generic harmonic signal

Fund.

2nd harm.

3rd harm

4th harm

5th harm

6th harm

6th harm

6th harm

6th harm

6th harm

nth harm

1

2

3

4

5

6

7

8

9

10

.....etc.

 

Frequencial ratios of the Pythagorean Diatonic Scale

Grade

Do

Re

Mi

Fa

Sol

La

Ti

Do

Ratio

1

9/8

81/64

4/3

3/2

27/16

243/128

2

 

Frequencial ratios of the Pure Major Scale (Just Intonation)

Grade

Do

Re

Mi

Fa

Sol

La

Ti

Do

Ratio

1

9/8

5/4

4/3

3/2

5/3

15/8

2

 

Frequencial multiplier factors of the Equally Tempered Scale

Grade

Do

Re

Mi

Fa

Sol

La

Ti

Do

Multiplier

1

 

2

 

Multiplier factor comparison between the Pythagorean, Pure and Equally Tempered Scales

(converted to decimal notation).

Grade

Do

Re

Mi

Fa

Sol

La

Ti

Do

Pythagorean

1

1.125

1.265625

1.33333~

1.5

1.6875

1.8984375

2

Pure

1

1.125

1.25

1.33333~

1.5

1.666666~

1.875

2

Eq. Tempered

1

1.12246..

1.25992..

1.33483...

1.49830...

1.681792...

1.887748...

2

 

Table 1. Comparison between ratios of several scales.

N.B. Pythagorean and Pure scales are directly related to the harmonic series, since they are derived from integer ratios, whereas Equally Tempered scale has nothing in common with the harmonic series (because its multipliers are generated from radicals and are irrational numbers, with infinite digits after the decimal point), except the fact that it approximates the values of previous scales.

Notice that the degree of “consonance” of a pure interval (i.e. a frequencial interval made up of an integer ratio), is determined by how much numbers of the ratio are small. For example, the most consonant interval is the Octave (ratio 2/1), followed by the Fifth interval (3/2), the Fourth interval (4/3), and so on. Comparing the previous tables we find that the most “consonant” scale is the Pure Major Scale, followed by the Pythagorean Scale. The less “consonant” scale is the Equally Tempered Scale, being made up of irrational numbers. Now, let’s go more in depth, and let’s explain how Pythagorean, Pure, and Equally Tempered scales are generated.

2.1.1 The Pythagorean Diatonic Scale

Pythagorean Diatonic scale is generated by means of a sum of Fifth intervals, and by wrapping around all the resultant values in order to fit all them into the Octave range. When speaking of frequencial ratios and using the term “sum”, we are actually referring to a multiplication instead. For example, if we want to sum a Fifth interval to a Third interval, we have to multiply their ratios (natural ratio of a Fifth is 3/2 and the one of a major Third is 5/4; to sum the two intervals we have to multiply their ratios, i.e. [3/2] * [5/4] = 15/8). On the other hand, when we want to subtract an interval from another, we have to divide their ratios. In order to generate all ratios of the Pythagorean scale, we have to start with the Fifth interval below the Tonic. So we have to subtract a Fifth interval (3/2) from the Tonic (1/1) that is, to divide the tonic ratio by the fifth ratio i.e. (1/1) / (3/2) = 2/3. In order to generate all grades of the Pythagorean Sscale starting with this interval, we have to add a Fifth interval (multiplying each previous ratio by 3/2) for six times,. Then we have to wrap around the results to fit them into the Octave range (Octave ratio is 2/1 and, to add/subtract an Octave to any interval, it is sufficient multiplying/dividing its ratio by 2), so:

Summing fifths to the intervals (i.e. multiplying ratios by 3/2)

Grade of the scale

Values wrapped around within the octave range
(i.e. values within 1 and 2)

2/3

Fa

4/3  = 1.3333333....          = (2/3) * 2

(2/3) * (3/2) = 1/1

Do

1/1  = 1

(1/1) * (3/2) = 3/2

Sol

3/2  = 1.5

(3/2) * (3/2) = 9/4

Re

9/8 = 1.125                       = (9/4) / 2

(9/4) * (3/2) = 27/8

La

27/16 = 1.6875                 = (27/8) / 2

(27/8) * (3/2) = 81/16

Mi

81/64 = 1.265625             = (81/16) * 2 * 2

(81/16) * (3/2) = 243/32

Ti

243/128 = 1.8984375       = (243/32) * 2 * 2

So, by means of these simple operations, we have obtained all ratios of the Pythagorean Diatonic Scale. The only subsequent pass which remains, is to arrange the ratios in increasing order, that is:

Pythagorean Diatonic Scale (ratios)

 

Grade

Do

Re

Mi

Fa

Sol

La

Ti

Do

absolute ratio

1

9/8

81/64

4/3

3/2

27/16

243/128

2

differential ratio

9/8

9/8

256/243

9/8

9/8

9/8

256/243

 

In this table differential ratio between adjacent grade is also provided. Notice that, being Pythagorean Diatonic Scale generated by ratios of integers, it can actually be considered as a harmonic series (i.e. a series made up of integer numbers, even if the value these number is quite high) if we eliminate the denominator of each ratio by multiplying all ratios by 384:

Pythagorean Diatonic Scale (harmonic series)

 

Grade

Do

Re

Mi

Fa

Sol

La

Ti

Do

Harmonic num.

384

432

486

512

576

648

729

768

differential ratio

9/8

9/8

256/243

9/8

9/8

9/8

256/243

 

Actually the full Grecian Scale system is more complex, having more modes than the Diatonic, being based on tetra-chords etcetera, but entering in depth within this topic is beyond the purpose of this paper.

2.1.2 The Pure Major Scale

Constructing Pure Diatonic scale is a bit more complex and structured than Pythagorean scale, but it is made up of more simple ratios than the Pythagorean one, so it sounds more “consonant”. Its model can also be used to invent new classes of scales, as I will show.

The basic concept of the construction of Pure Major Scale is the Pure Major Triad. A Pure Major Triad is a group of three frequencies proportional to the integer numbers 4, 5, 6. Actually numbers 4, 5 and 6 are the frequencial ratios of the fourth, fifth, and sixth harmonic partial of a periodic signal. A brief parenthesis about the relation between note names and harmonic number is needed now: for example, when considering a periodic signal having a fundamental frequency of 100 Hz, the second harmonic will have 200 Hz, the third harmonic 300 Hz, the fourth harmonic 400 Hz, the fifth harmonic 500 Hz, the sixth harmonic 600 Hz and so on. So the relation between integer factors is validated. But the frequencies of the first 10 harmonics can be also compared with the musical notes. If the first harmonic (factor 1) is a C note, the second harmonic (factor 2) will be a C placed an Octave above. The third harmonic will be a G placed an octave plus a Fifth interval above the fundamental, the fourth harmonic a C placed two Octaves above the fundamental, the fifth harmonic an E placed two Octaves plus a major Third interval, and the sixth harmonic a G placed two Octaves plus a Fifth interval above the fundamental. So we obtain a major triad C-E-G from the factors 4, 5, 6, considering the factor 4 as the triad fundamental. The Pure Major Scale is simply made up of three Pure Major Triads: the Tonic triad being the main triad, a Subdominant triad placed a Fifth interval below the Tonic (that can be obtained by dividing all triad elements by 3, since 3 is the factor corresponding the first Fifth interval we encounter in the harmonic series), and the Dominant triad placed a Fifth interval above the Tonic fundamental (that can be obtained by multiplying all triad elements by 3). So:

Tonic Pure Major Triad:    4, 5, 6  1, 5/4, 3/2  (that are the same factors lowered by two Octaves in order to have number 1 as the fundamental)

Subdominant Triad (obtained by dividing the original triad by 3):    4/3,  5/3,  6/3 4/3, 5/3, 2

Dominant Triad (obtained by multiplying the original triad by 3): 4*3, 5*3, 6*3 12, 15, 18  3/2, 15/8, 9/8 (the same factors wrapped around inside our base Octave).

So, by arranging all obtained ratios in increasing order, we obtain the Pure Major Scale again:

Pure Major Scale (ratios)

Grade

Do

Re

Mi

Fa

Sol

La

Ti

Do

absolute ratio

1

9/8

5/4

4/3

3/2

5/3

15/8

2

differential ratio

9/8

10/9

16/15

9/8

10/9

9/8

16/15

If we eliminate the all the denominators by multiplying all ratios by 24, we obtain the following harmonic series:

Pure Major Scale (harmonic numbers)

Grade

Do

Re

Mi

Fa

Sol

La

Ti

Do

Harmonic num.

24

27

30

32

36

40

45

48

differential ratio

9/8

10/9

16/15

9/8

10/9

9/8

16/15

Obviously differential ratios between grades remain unmodified. Notice that the harmonic numbers of Pure Scale are much smaller than those ones of Pythagorean Diatonic Scale, making it more “consonant”.

A picture showing the structure of the harmonic series so obtained follows:

Fig. 2

The picture shows that each Major Triad (made up of the factors 4, 5 and 6) is multiplied in turn by the factors 6, 8 and 9 that are respectively: the Tonic itself (factor 6), a Fourth interval above the Tonic (factor 8, corresponding to the Subdominant, in fact, an ascending Fourth interval is a descending Fifth turned an Octave around) and a Fifth interval above the Tonic (factor 9, corresponding to the Dominant).

Considering the generative structure of the Pure Major Scale, we can use such method to generate other scales. For example, the Pure Minor Natural Scale is made up of three Minor Triads (each one of them being generated by the harmonic factors 10, 12 and 15), the Tonic triad (factor 6, the same harmonic factor of the tonic of Major Scale), the Subdominant (factor 8) and the Dominant (factor 9). In this case the only difference with the Pure Major Scale is that, in this scale, the three generative triads are Minor triads instead of Major triads, but the tonic-subdominant-dominant multiplier factors are unchanged (6, 8 and 9) . These are the harmonic multipliers of Pure Minor Natural Scale and ratios (all ratios have been wrapped in order to fit into the same octave).

Pure Minor Natural Scale

Grade

La

Ti

Do

Re

Mi

Fa

Sol

La

Harmonic Num.

120

135

144

160

180

192

216

240

absolute ratio

1

9/8

6/5

4/3

3/2

8/5

9/5

2

differential ratio

9/8

16/15

10/9

9/8

16/15

9/8

10/9

The Pure Minor Melodic Scale is made up of the tonic-subdominant-dominant multiplier factors 6, 8 and 9, but in this case only the Tonic triad is a Minor triad (factors 10,12 and 15), whereas the Subdominant and the Dominant are Major triads (factors 4,5,6). All multipliers have been wrapped in order to fit into the same octave.

Pure Minor Melodic Scale

Grade

La

Ti

Do

Re

Mi

Fa#

Sol#

La

Harmonic Num.

120

135

144

160

180

200

225

240

absolute ratio

1

9/8

6/5

4/3

3/2

5/3

15/8

2

differential ratio

9/8

16/15

10/9

9/8

10/9

9/8

16/15

We can also invent completely new kinds of scales by starting from groups of harmonic multipliers chosen arbitrarily. For example, we can choose a trichord different from a triad as the base element of a scale, as well as a chord made up of more than 3 notes. In all above examples, we used the factors 6, 8  and 9 as multipliers (Tonic, Subdominant and Dominant), but in scales of our creation, we can choose any other integer number corresponding to other musical harmonies, different from the canonical Tonic/Subdominant/Dominant structure. Actually, the number of ways we can create new scale systems using the harmonic series is practically infinite.

2.1.3 Scales generated by radicals: the Equal Temperament

The most common used scale of the age we live, i.e. 12-stepped Equal Temperament, is a very strange an curious case. In fact, the mathematical method to generate the 12 semitones of the equally tempered chromatic scale is totally different from the ones of Pythagorean and Pure scales. But, for an incredible coincidence of nature, we can choose some of the 12 semitones to arrange scales whose ratios values are very near the values of Pythagorean and Pure Scales. For this reason, and because of the spreading and intensive use of modulation as compositional method in tonal music of the modern age, the Equally Tempered Scale made other kinds of scales to sink into oblivion, at least until the computer age of nowadays. Actually Equally Tempered Scale has made it easier the manufacture of some classes of acoustic instruments, such as the keyboards (organs, cembalos, pianos), and any kind of hard-pitched instruments (most wind instruments, vibes, xylophones etc.). In order to celebrate the introduction of the tempered scale, J.S.Bach wrote the two books of the “Well Tempered Clavier”, even if it is almost sure that Bach’s temperament was not equal, since, at his time, several kinds of unequal temperaments were commonly in use. The reason was that the ears of musician of Bachian age, still noticed the harsh roughness of temperaments, and tried to mitigate their inaccuracy, by introducing several kinds of temperaments, to be used in different situations, according to the tonalities and modulations of pieces. Nowadays, people are so much accustomed to Equal Temperament, to consider Just Intonation strange and odd. In fact, even if very near, the ratios of Equal Temperament are not exactly the same of the scales generated by the harmonic series. These differences are noticeable especially in chords. Also, some particular instrumental timbres make it more noticeable the difference (for example the timbres with high harmonic content such as the cembalo). Actually, when hearing a tempered scale, human brain makes some unconscious adjustments to interpret his perception of tempered intervals according to the corresponding natural intervals. These adjustments strain the hear, when listening music for a long time. Furthermore, Equal Temperament provides a unnatural harmonic and melodic hearing, and its structure of equally dividing the octave, makes music production easier, but musical results sound standardized and monotonous. So, together with the advantages, there are several disadvantages one should consider when using Equally Tempered scales. Today, with the computer, it is possible to choose what intonation system a composer intend to use, without having to support the weight of the practical restrictions imposed by acoustic instruments.

However, temperament is an easy way to create new scales. Let’s see how much easy it is, by generating a chromatic scale.

First, choose the main interval we intend to equally subdivide. This interval is normally the Octave (ratio 2/1), but the contemporary composer is not forced to use it. For example, we can use a Fifth (ratio 3/2), an Octave plus a Fifth (ratio 3/1), or any other interval.

Second, choose the number of steps the main interval has to be subdivided. In the case of standard semitone chromatic scale, the number of steps is 12. But if, for example, we want to subdivide the Octave into 24 steps (quarters of tone), it is only an arbitrary choice.

Third, generate the interval multipliers by means of radicals. The general formula to obtain a single step multiplier is:

step_multiplier =   

 that is:   step_multiplier = 

For example, to generate the step multiplier of a quarter of tone, (that is, a single step of the scale obtained by dividing the Octave by 24 parts) you need to apply the following operations:

quarter_of_tone =

This operation generates a single step multiplier. The general formula to create the multipliers for all steps, you can apply the following:

being the quarter of tone multiplier in this case.

Any chord based on intervals of a tempered scale, actually generates non-periodic signals, and, consequently, inharmonic signals (even if they can roughly approximates harmonic signals), whereas all chords based on intervals belonging to the Pure or Pythagorean scales, as well as any scale based on harmonic series, generate harmonic signals. So, only dissonant intervals are theoretically possible when using an equally tempered scale, except the Main Interval (i.e. the Octave, in the case of both canonical scale of 12 step, and the quarter of tone scale of 24 step), even if these dissonant intervals could approximate a consonant one.

2.2 Creating new scales, considerations

Being a scale one of the first choice of the act of composing, I consider the choice of a preexistent scale, or the creation of a new one, a real compositional act. This act is very similar to parameter mapping, a fundamental compositional act of Generative Music (in some case parameter mapping is the only compositional act of a generative work). I will treat of this in next sections.

By the practical point of view, any kind of new scale can be easily managed with computer synthesis and compositional programs such as Csound. MIDI protocol, if considered alone, is not smart enough to manage micro-tuning, and commercial electronic musical instrument companies are not seriously interested in providing the user with a flexible tool for non-conventional music making (even if some partial and unflexible attempts in this have been done by few electronic keyboard manufacturer), but prefer to influence customers to permanently stay in a trivial and standardized, but commercially secure and profitable status-quo.

3. Interpretative and Generative Sonic Arts

As we saw in previous sections, pitched sounds themselves have an inner frequencial structure. Even if this structure is approximated in most sounds (only sounds generated by the computer with mathematical formulas could have an exact harmonic structure, all acoustic sounds follow harmonic model more or less roughly), the model based on harmonic series has been almost always followed in the history of music, except for rhythmic instruments. Notice that harmonic structure of sound was perceived only empirically by musicians, until the time of Jean Baptiste Fourier (18th century) who proposed a mathematical theory about harmonic series (according to this theory, any kind of signal can be represented as a sum of sinusoids, each sinusoid having its independent amplitude, frequency and phase), and until the experiments of Hermann Ludwig Ferdinand von Helmholtz (19th century), who experimentally validated the theory that partials of pitched sounds follow the harmonic series structure.

3.1 Structure of Music in Western Tradition

Using the structure of sound to construct scales, is the first step to organize a musical structure. The second step is arranging the elements of the previously chosen scale horizontally (i.e. melodically) and/or vertically (i.e. harmonically). Usually, a hierarchical structure is followed in these steps, at least for classical music ( the “classical” term being to indicate all kind of western cultured music, except contemporary music, in this case). In western tradition, the first elements of this structure are the concepts of voice and chord. If we consider the musical notation commonly used in western music (for example the pentagram, or the graphic scores of contemporary composers) we can notice that it resembles a Cartesian graph, in which time is represented horizontally, passing from left side to right side, and pitch (frequency) is represented vertically (frequency increasing direction being down to up). Notice that a two-dimensional sheet of music is able to graphically represent only two parameters: time and frequency. In traditional music notation, amplitude is represented with some text or captions (such as ff, mp, pp etc.) or some graphic signs ( for example ), that, anyway, give the interpreter only some approximate information about the real value of amplitude.

3.1.1 Voice and Melody: the Horizontal Element of Music

Voices are the main horizontal elements: they are made up of different frequency slices (notes), that are displaced serially, in succession. The structure of a voice is the displacement of several frequencies in the time domain. A note succession is called melody, but this is a generic term.  Actually, a melody is structured into lower-level elements, made up of groups of notes. Also these note groups can be hierarchically and recursively divided into sub-groups. The interrelation of both note durations and  their time displacement, is the rhythm of the melody. Frequently, different note groups (belonging to the same melody) can present some similarities both in rhythm and in frequency intervals. This artifice provides unity, coherence and consequentiality both to the melody structure and to listener hearing. A melody is often compared to a speech, it has (at least inside the strong classical style) periods, sentences, phrases, clauses, and words. For this reason music is often compared to a language, having its grammar. But I believe that in music, differently from spoken languages,  there is no difference between the meaning and the medium, i.e. the physicity of the medium, the perception of the sounds themselves contains the meaning of music. Music significance is its perception itself.

3.1.2 Harmony and Chords: the Vertical Element

While it is impossible to think to melody structure without the time displacement of the notes, a single chord already contains a structure without considering time domain, being chords made up of a group of notes displaced vertically, in our Cartesian graph comparison. Actually, a single chord structure is a group of  notes displaced in the frequency domain. Harmony is the topic concerning both the structure of a single chord, and the displacement of several chords in time domain. Harmony rules also control the interrelations of several melodies flowing in parallel.

Many harmony rules have been extrapolated by the theorist of classical music. Such rules are simply a compendium of the usual procedures followed from the community of composers belonging to a determinate age and current. Actually, composers themselves govern the evolution of these rules. For example, one of the most famous harmony rules is the prohibition to do parallel Octaves or Fifths between two different voices. But, curiously, the first expression of harmony and polyphony of western music was the so called “Organum” a musical form made up of a Gregorian melody together with its parallel transposition a Fifth up or down. Musical rules are subject to change in different ages, and can always be broken by composers. An important thing composers should take into account, is the good audibility of their music. Unfortunately, in some historical periods (such as the second half of the 20th century) composers have been more interested in theoretical and formal structure problems, than in the audibility of their music, forgetting listener hearing. Even if this approach could be useful under certain aspects, and surely presents some intellectual interest, it has lead music more and more distant from public.

A chord, according to classical tradition, is generated by superimposing Third intervals once a time. So, a chord of three notes is made up of a fundamental, a note placed a Third above the fundamental, and a note placed a Third above the second one (last note is actually placed a Fifth above the fundamental). This kind of chord is called Triad. There are several classes of triads (for example, minor triads, major triads etc.).  A chord made up of four notes is called also a 7th chord, because last note is far a Seventh from the fundamental. Going ahead, there are chords of 9th, 11th and 13th, all generated by superimposing Thirds. All these chords are often generated by using a diatonic scale derived from the Equally Tempered scale. Obviously, chords generated by superimposing thirds are only a small subset of all possible chords, but they have been almost the only kind of chords used until 20th century. In 20th century some new kinds of harmonies have been introduced (for example, Hindemith proposed a method of generating chords by superimposing Fourths, instead of Thirds and Jazz harmony introduced some dissonant chords that would never been admitted by the classical school).

A chord can also be used to generate a scale, as we saw in previous section regarding the Pure Major Scale. For example, I theorized a new kind of triad, made up of fundamental, and of superimposing two Major Second intervals. In this case all intervals are Pure intervals with the following ratios:

Triad of Second Intervals (ratios)

Grade

Do

Re

Mi

Harmonic num.

8

9

10

absolute ratio

1

9/8

5/4

differential ratio

9/8

10/9

Notice that the Major Second intervals are different: there is a Big Major Second (9/8) and a Little Major second (10/9). Notice also that normal Pure Major triad is generated by the harmonics 4, 5 and 6, while Pure Major Second triad is generated by the harmonics 8, 9 and 10.

This triad is a bit more “dissonant” than normal major triad, but is still quite “consonant” to allow the construction of new scales, by transposing the Major Second triad by some factors chosen by the composer. Notice also that, in this case, we have to use pure intervals, because tempered intervals would sound much more dissonant.

3.2 Considerations about the Western Tradition

Classical school of music has been considered the only point of reference to make music for long time. Almost all of popular music has also a lot in common with the rules of classical tradition. Even nowadays, most people unconsciously consider it the only way to make music. Music that doesn’t follow these rules is commonly considered non-music. But I believe there could be new ways to develop and evolve classical rules, as well as starting from different and completely new paradigms. One of the limiting factors of classical school is stressing the pitch parameter, to the disadvantage of other sonic parameters, such as timbre, spectral distribution, accumulation, sonic density, spatialization, etcetera. On the other hand, with acoustic instruments it is very complicated to write music which uses these new parameters. But new fields are now opened by the computer. Also, the concept of note is not the only possible musical paradigm. Actually, even a single note conceal an extremely complex and subtle structure that often is not considered by the composer, but it is by the interpreter. I will treat this argument in next sections.

3.3 Death and Rebirth of Phoenix: New Musical Paradigms

The acoustic and aesthetic researches of the second half of 20th century, demonstrated that structure of acoustic sounds is by far more complex than it was previously believed. First approaches of electronic music in the Fifties (Stockhausen et al.) attempted to create sounds starting by scratch, and, at first, it was believed that electronic media of that time (analog oscillators) could be able to synthesize any kind of sound, including acoustic sounds. But, very soon, electronic composers discovered that this goal was impossible, at least with the oscillators and filters of that time.

3.3.1 The inner structure and evolution of a sound

The reason of such difficulty was that acoustic sounds were too complex. Actually, in pitched instrumental sounds, each harmonic has its more or less independent amplitude evolution, as well as the evolution of pitch deviation with respect to theoretic harmonic frequency. What were possible to synthesize by scratch, at that age, was only sounds sounding very electronic and mechanic (i.e. beeps and artificial-sounding noises). An acoustic sound contains an independent envelope (both for amplitude and pitch) for each partial, and global average envelope can be commonly divided in four phases: 1) the attack transient, that very often contains noisy components (so it is not possible to represent this phase only with harmonics, for example, the noise of the piano hammer beating on the string), 2) the decay transient (for example, the initial amplitude decay of a piano or guitar note), 3) the sustain phase (in which variations of amplitude and pitch are less evident than in previous phases) and 4) the release transient (in which the amplitude of sound returns to zero, at the end of the note). This scheme is very rough and cannot be applied to all acoustic sounds.

Another factor that influences and highly increases the complexity of acoustic sounds is the interpretative gesture of the performer. For example, a violinist can use vibrato differently even during the evolution of the same note (by continuously varying vibrato’s amplitude and frequency according to his interpretative feelings). A clarinetist could completely vary the timbre of the note by modifying lips pressure and breath flow. So, each played note is always different from the others, even if, in the score, they should have the same pitch. Actually, a single note could be considered a musical piece in miniature.

Several computer music composers have taken into account this fact in their work. Actually the common “note” concept is somewhat limited when treating of computer music, and generative processes cannot be applied to the generation of notes only, but also to the evolution of single notes. In extreme cases, a complete piece could be made up of a single note, even if the “note” term could not be appropriate in this case.

3.3.2 Events: extending the concept of Note

generative music has often to deal with evolution and processes. Evolution concept implies gradual and continuous things, while the traditional “note” concept, according to which notes are a sort of Lego pieces to be assembled by the composer, implies solid, discrete and stepped things. However, a real performed note is not so “solid”, as I told above, it can be compared more to “Plastiline” than to a Lego brick. Computer music tools allow to use the “Plastiline” to mould sounds, by means of evolving parameters that continuously change the configuration of a single note. So, a computer music sound can be more than a normal note (for example, it can be made up of a changing cluster of micro-notes), so the “note” term is not appropriate anymore, I prefer to use the event term. So, generative process can be applied to the evolution of a single event, besides to the generation of many events.

4. Some Generative Methods applied to Music

In the following sections some methods to generate acoustic material with the computer will be presented. They can be very simple, such as, for example, applying pseudo-random values generated by the computer directly to an arbitrary parameter of notes (for example to pitch or rhythm) or more clever, such as modifying random distribution, differential methods, and deterministic algorithms of various kind.

Whatever kind of algorithm or method is chosen, the main compositional act is parameter mapping. A very simple algorithm can produce good results with a shrewd mapping, whereas even complex and sophisticated algorithms can produce bad results, if parameter mapping is not so clever.

I remember that pitch and duration are only two of the possible musical parameters that composers can manipulate during music creation, even if they have been by far the most important compositional parameters for centuries, in western tradition. One of possible reasons of this predominance, is that note pitch and duration are the easiest parameter to be represented in a musical score. So, in the following sections, I assume that the generative methods which will be applied to pitch and duration, can also be applied to any other sound parameter.

4.1 Random numbers

Almost all computer languages implement a pseudo-random number generator. Normally, the random generator function implemented in most languages produces integer numbers within the range of 0 to 32767 or floating-point numbers within the range of 0 to 1. Pseudo-random numbers are the first and perhaps the most important generative approach.

4.1.1 The most simple Generative Process: generating Random Notes

The first operation one have to do for generative application, is to scale the range of random numbers to a useful interval, depending on the context. For example, if we want to apply such numbers to pitch, human range of audibility being approximately 20 - 18,000 Hz, we have to multiply each random-generated number by an appropriate factor, then add an offset value, in order to make the lower bound of range to coincide with desired value. Obviously, 20 - 18,000 Hz is the range of audibility, not the range of musically useful base pitches of notes. So we have to reduce this range by an adequate amount (depending on composer taste).

General formula to scale and translate the original range to another range, according to minimum and maximum values, is the following: 

where ScaledValue is the result, CurrentValue is the original random number (which must be within the range of  0 to 1, so it should be previously scaled to this interval, in case the random generator of the used language implements a different range), Min is the lower bound of the required range, and Max is the upper bound.

Applying scaled random values to the frequency of notes directly in Hertz, produces a brute and rough result when listening (even if it could be effective in some situations). A method to slightly improve hearing quality is to map random value to a musical scale (that can be chosen by the composer). In this case the absolute frequency of each grade of the scale can be mapped into a table (i.e. a computer array) and the random numbers should be used as indexes of this table. Instead of storing absolute frequency values into the table, it is possible to store the multiplier factors of each grade of the chosen scale. So, base frequency can be freely transposed, even during the performance, keeping melodic intervals between notes intact.

4.1.2 Introducing Hierarchical Structure

As it was said before, music is often compared to a language, with its own grammar and syntax. Structure of spoken languages is organized hierarchically, as well as structure of most music. Often, in conventional composition, melody is divided into sections, similarly to sentences, phrases, paragraphs and words. Each section is made up of notes or sub-sections, and each group of notes is organized according to some musical logic. It is expected that the listener should be able to follow this logic, at least partially, otherwise emotional communication cannot reach its destination. By the listener’s side, musical logic is made up of the perception of acoustic and emotional tensions/extensions, organized in a dynamic process. For example, the Classic Sonata form was made up of two antithetical themes in the first section that interact each others in second section, to reach a reconciling synthesis in the third (and final) section. Each one of these main sections is subdivided into many other sub-sections. Many new elements of musical logic have been introduced during the centuries, often merged with old ones, often disowning past styles. Some ways to organize structure in generative music will be presented below.

4.1.3 Varying Random Ranges continuously (Tendency Masks)

Even if generated values are mapped into musical scales, a pure random approach is still quite rough and trivial to our ears; it appears quite boring after only few seconds. The problem is that the melodies generated by the uniform random distribution (that is the type of statistical distribution implemented in most random generator functions of computer languages) seems to have no logic other than equally distributing the probabilities that any expected event can take place in any moment. In this case, any kind of melodic interval could appear, even intervals extremely large, providing unnatural structure to the melodic line. A way to control and limit the size of melodic intervals, is to provide tendency masks, i.e. varying continuously both upper and lower bound of possible random values generated by the computer.

Continuous variation of these bounds can be done at least in three different ways: 1] structured by the composer in a score, 2] varied by the interpreter during a real-time performance by means of gestural actions on computer devices (for example, mouse, joystick or graphic tablet) and suited programs,  or 3] by means of random (or algorithmic) sequences of values generated by the computer itself, sampled at a rate lower than note-generation rate. In the third case, at least two random generators are present, displaced according to a hierarchical structure: the note generator and the mask-bound generator. Mask-bound generator should generate a break-point every n-notes, where n itself can be varied by the composer/performer as well as be randomly generated. Also, linear (exponential, or cubic spline) interpolation between break-points can be provided in order to make tendency-mask transitions continuous. For example, Granular synthesis can be classified as belonging to any of the three previous cases. This kind of synthesis, is not only a sound timbre generation method, but also a real compositional method, according to the rate grains are generated, i.e. grains generated in a very fast way seems to produce a single, fat sound, whereas, with slower rates, each grain seems to be a different note, randomly generated according to eventual higher-level tendency masks provided by the composer, or generated algorithmically in turn.

4.1.4 Modifying Random Distributions. Differential approach

Another way to “break the symmetry” of uniform random distribution, is to use other random distributions. When using a distribution different for the uniform one, not all expected values have the same probability to take place. This approach already provides a “shape” or a “color” to the total set of generated events. This method produces results more interesting than uniform distribution, but its efficacy highly depends from the type of distribution used. Besides all scientific canonical distributions (for example, Gaussian, Poisson, Cauchy etc.) it is possible to create new distributions by scratch (some new opcodes of the synthesis language DirectCsound provides this feature), for example by defining its probability histogram by hand or by generating it algorithmically.

When generating melodies, it is often more important to define the relation between previous and next note, than defining their absolute pitch, keeping out of the context. Defining the interval between two adjacent notes of a melody, is a differential approach. In this case, random generator doesn’t generate the pitch of each note directly, but it generates the distance of next note from the previous one. One important peculiarity of differential method is that each generated event depends not only from the random number itself, but also from the value of previous event. This can provide unity, efficacy and originality to the melodic line, if mapping and distribution choices are done shrewdly. Differential approaches can also be applied to note duration and rhythm.

Another method that derives from differential approach, is to use the Markov chains. In Markov chains, the probabilities of the newly generated value not only depend from a single previous value, but from a set of n previous values where n is the order of Markov chain. For example, when n = 2, newly generated value depends only from the immediately previous one (as in the case of differential approach); when n is bigger than 2, newly generated value depends from the last n - 1 values.

4.1.5 Sections of Musical Speech

Melody sections can also be generated by means of random numbers. In this case the composer should provide collections of syntactical rules for each section to be generated. For example, a melodic sentence could be made up of two or more phrases, the first phrase being in opposition with the other ones. A set of both rhythmic and melodic templates should be provided in order reach this goal, and the random generator should choose the correct collection of templates for each section. For example, each template collection can contain only pitches belonging to some determinate class of chords, and/or pitches used as connection between grades of such chords. Obviously, new rules can be created from scratch by the composer or by the algorithm itself with genetic or evolutionary methods. In some case, rules can be made up of both random methods and deterministic algorithms.

4.2 Algorithmic composition in Generative Music

Random generation is subject to refinedly be adjusted by the composer, in order to fit very subtle compositional aesthetics, by means of the methods I mentioned before. However, other non-random methods can also be applied to generative music, such as algorithms of various kind (mathematical functions, fractals, cellular automata, neural networks, genetic algorithms, evolutionary processes, digital sampling of natural signals, physical phenomena simulations, bitmap image scanning, etcetera). Going into details is not the intention of this paper, so I will just present some arbitrary and trivial example.

4.2.1 Mathematical functions

A mathematical function, such as, for example, a trigonometric function can be chosen to generate global shape of some musical control parameter. In the most simple case, a sinusoid having sub-audio frequency can be sampled at different times, and sampled values can be applied, for example, to note pitch (generating the melodic line in this case), rhythm, or amplitude. Note articulation could be defined from another trigonometric function. Obviously, in the case of a fixed sinusoid, resulting music could be very repetitive and boring, but composer could take high-level control on the sinusoid, by vary its amplitude and frequency. Sinusoid’s amplitude will vary the interval range of melody generated, while the variation of sinusoid’s frequency will vary the length of each melodic phrase. Waveforms other than sinusoids can be chosen to make the result more complex, and other methods of shaping these waveforms (such as non-linear distortion and wave-shaping) can be added to make it more interesting and varied, such as clipping (continuously varying the clipping points themselves, according to other mathematical functions) or wrapping the signal around. Obviously the sampling values of generated signal could also be mapped according to a map carefully provided by the composer, before they are applied to the musical parameters.

4.2.2 Fractals and Cellular Automata

Fractals, such as Mandelbrot set, not only can be applied to generate images of fascinating beauty, but also to generate algorithmic music. For example, to generate an image with the Mandelbrot set, one have to select the coordinate range of the region of interest on the complex plane, as well as image resolution, that is the number of pixels for both width and height. Then apply the recursive formula:   where c is a complex number whose real and imaginary parts are the coordinates of points belonging to the complex plane area we take into account. The iteration cycles of recursive formula are stopped when the absolute value of x exceeds 2, or when the number of  iterations exceeds a limiting threshold set by the user. The iteration tests are repeated for each pixel of the area; the output data (for each pixel) is the number of iterations required to reach (or to exceed) 2. Output data are normally mapped to a color set provided by the user.

A method to apply Mandelbrot set to music, is to consider single points of the complex plane and take their number of iteration. Scanning of points can be done linearly (horizontal or vertical lines can be serially analyzed and the results of each point can be displaced in subsequent variation of a musical parameter, such as, for example, pitch of notes) or a custom path can be provided by the user, for example an orbit or a curve of any shape. Several horizontal lines can be scanned in parallel, by assigning their output to a different voice, obtaining polyphony. In this case, time interval of point scanning should be constant. Obviously, output values, that are integer numbers, can be mapped in any sorts of ways by the composer.

One-dimensional Cellular Automata can be easily applied to music. One-dimensional cellular automata are made up of a single row of cells (i.e. memory locations, in computer implementations), having an initial state (number contained in each cell), that interact with the adjacent cells, according to a rule given by the user. Next state of each cell is determined by its previous state and the state of previous adjacent cells. With this simple process, interesting structures are generated, in which a sort of auto-organization often emerges. Cellular Automata data can be mapped in many ways for musical tasks, for example, one can consider the state evolution of a single cell to control melodies or rhythms; it also possible to consider an entire row of cells controlling the amplitude of a bank of oscillators, making it possible to control additive synthesis. In this case, composers can arbitrarily choose frequency mapping of each oscillator of the bank. Other more subtle mapping is possible by adding some hierarchy to the raw data, for example, by choosing melodic phrases according to data values, instead of single notes, such phrases being previously generated by the same or by another cellular automata process.

4.2.3 Bitmap images

A bitmap image is made up of a set of points, named pixels, each one of that containing its color information. Normally, the color of each pixel is divided into three components, whose values express the intensity of red, green and blue colors. So the mix of various combinations of these three colors provides the viewer a perception of almost any color visible. RGB (Red, Green, Blue) data can also be mapped to control musical parameters. RGB values are usually codified as a two-dimensional matrix stored in the computer memory: width and height of the image are the dimensions of the matrix, and RGB values are its elements. Usually, each RGB value of a pixel, is made up of three bytes (or four bytes, when including Alpha Channel), each byte expressing the intensity of an RGB component. A byte is made up of 8 bit so the value range of each RGB component is 0 to 255. This value range can be mapped to control any musical parameter such as amplitude or frequency. So, image scanning can output a flow of RGB values, and each RGB value component can be used to control a different musical parameter. A timed scanning of the vertical lines of the image can be used to obtain a flow of arrays of RGB components, whose values can be assigned to the amplitudes of a bank of oscillators, making it possible to dynamically control additive synthesis. Frequency mapping of each oscillator (belonging to the bank) can be arbitrarily chosen by the composer. RGB is not the only way a color can be expressed. An RGB value can be easily converted to HSV (Hue, Saturation, Value) or HSL (Hue, Saturation, Luminance) coding. The difference between these two way of coding is that in HSV the Value component represents the maximum component value between corresponding RGB components, whereas, in HSL,  Luminance represents the sum of RGB components. For humans, I believe that HSL provides a more direct and intuitive representation of perceived colors. HSL is even easier to be applied to musical parameters. For example, Luminance is quite straightforward related to sound amplitude, Hue can be easily interpreted with timbre, and Saturation could be applied, for example, to spectral energy distribution.

Generating music starting from bitmap images opens a huge field in both generative and non-generative music. In fact the image can both be drawn by the composer (the image being in this case a sort of graphical score) and be produced by any generative method that can be applied to computer graphics. For example fractal images can be easily converted to music. Furthermore, scanning a bitmap image (to get its data, which have to be transformed in musical parameters) can be done linearly (for example, from the left to the right positions of the image), as well as non-linearly, following any possible path (for example, forward-backward, up-down and down-up, circular, elliptical, spiral paths and so on), paths can either be generated algorithmically or be covered by the performer with an interpretative gesture. All these possibilities open new paradigms for musical performances, transforming music into a sort of architectural construction to be explored. This concept will be expanded with the Hyper-Vectorial Synthesis, a technique described in next sections.

5. Musical Travels in Space and Time: Hyper-spatial Music

Music is an art displaced in the time domain, and its representation is normally provided by means of  two-dimensional sheets of paper in the form of a semi-graphical score. A graphical score represents time by means of a spatial dimension. The other spatial dimension of a score is frequency. However, relation between musical space and time contains several further aspects.

5.1 Space Ű Music relations

Evolution has provided humans with a very precise recognition of the displacement of a sound source, as well as with the capability to recognize the size and the shape of the environment a sound source is placed in. But besides spatial recognition, there are other Space/Music relations such as the Compositional Space. Compositional Space is an imaginary space concerning the structure of a music composition. This space presents several organization levels, from the micro-level to the macro-level and is subjected to be analyzed with a set-theory approach, actually this is the model used by most musicologists and music-analysts. As it was said before, musical time can be treated as a spatial dimension. Traditional western music-writing system uses the concept of “note” to deal with this kind of space in music notation. However the “note” concept runs into a lot difficulties when dealing with a compositional space of more than two dimensions  (pitch-time). Computer music offers the scope of notes having much more than pitch and time as parameters. Even if spectral evolution of a sound signal can be completely represented into a three-dimensional Cartesian space expressing frequency-time-amplitude, nevertheless sound generation can involve a huge number parameters. Dozens of further parameters can be assigned to single event. This opens the door to hyper-spatial world representing music. Sound-synthesis computer languages (such as Csound) can handle any number of sound parameters per event, by means of its orchestra-score philosophy. Besides duration, amplitude and pitch, each event can be activated with an arbitrary number of additional synthesis parameters, depending on the way a synthetic instrument is implemented. For example, an instrument containing 20 different controllable parameters can be represented in a space having 20 dimensions. The problem is how a single performer can control such massive amount of parameters, in the case of complex instruments. VMCI Plus, a program whose purpose is to control DirectCsound (a realtime version of Csound), provides this control by introducing two kinds of spaces interacting each-others: motion space and sonic-parameter space. Interested people can download these programs from my web site.

5.2 Traveling Forth and Back inside Space and Time

Computer Music provides tools to play a soundtrack at different rates, slowing down or accelerating reading speed without altering the original pitch (this can be obtained by means of spectral techniques such as Phase Vocoder, or with time-slicing tools such as Granular Synthesis). It is also possible to completely stop or to scan backward the temporal flow of a recorded sound, a sort of slow-motion film-editing machine, applied to music. On the other hand, it is also possible to keep temporal flow constant and traveling in the frequency domain, the other main dimension of sound signals, so, transposing a sound signal without altering its duration and spectral-energy distribution is also possible. This opens huge fields to composers, but even more interesting and intriguing is to explore a sound signal or a compositional structure interactively. I theorized this kind of travels in the article “Exploration of a Virtual Sound System” (1989), in which a performer (named Composinterpreter) drove a sort of musical spaceship. A technique to make this kind of travels possible has been introduced and continues to be developed: the Hyper Vectorial Synthesis. What is interesting and new is that the Hyper Vectorial Synthesis non only allows to explore the two standard dimensions of a sound signal (time-frequency), but also other dimensions belonging to Compositional Space, such as interpretative parameters and generative creation processes.

5.3 Conducting a Hyper-Spatial Spaceship for Musical Travels

       

 Fig. 3 Hyper-Vectorial-Synhtesis
            panel of VMCI

The Hyper Vectorial Synthesis technique is currently implemented in VMCI (Virtual Midi Control Interface) a computer program that provides a user interface to voyage in Compositional Space. It consists of a two-dimensional matrix containing several points called “breakpoints” (these that are visible in a rectangular area of computer screen as numbered buttons). Breakpoints are placed inside a rectangular area, and each breakpoint represents a vector containing the values of several synthesis parameters, so each breakpoint actually makes up a sound timbre configuration. A punctiform focal cursor is moved inside the rectangular area, dynamically changing its position, according to a path generated algorithmically (for example, an orbit) or by means of a user gesture, and the result of this action is to output a vector of parameters, that are sent to a sound-synthesis engine (such as DirectCsound). Such parameters are calculated depending on cursor position, starting from the weighted average contents of the four nearest breakpoints to the cursor. So output vector values dynamically change too, according to the motion of the cursor.

If we compare a synthesis parameter to a dimension of an n-dimensional space, we can consider a sonic configuration as a determinate point of that space. If a synthesized sound changes its timbre continuously, we can compare that sound to a point moving inside the corresponding n-dimensional space. The number of dimensions of that space is determined by the number of variant synthesis parameters. For example, a synthesized timbre in which only two synthesis parameters are adjustable by the user (for example the canonical pitch and amplitude), can be considered as a point of a two-dimensional space, i.e. a point of a plane area.

Until now, the compositional configuration of most western music is practically based on a two-dimensional plane area, because only pitch and time displacement of sound events can be written in a standard music score (amplitude of notes can be considered as a third dimension, but standard western music notation system doesn’t allow to define this parameter with precision). Computer music opens the possibility to compose with any number of discrete or continuous variant parameters, making it possible to deal with a hyper-spatial musical paradigm. One of the goodies of this technique, is that it can be applied not only to timbrical parameters of a synthesized sound, but also to any parameter of algorithmic composition (even if, in computer music, timbre evolution already is a compositional parameter, and there isn’t a clean distinction between timbrical and structural processes), or to any parameter which controls the generative process.