SIntesis Granular - Sound in A Nutshell
SIntesis Granular - Sound in A Nutshell
Granular Synthesis
An overview of granular synthesis and the
techniques involved.
tim_opie@yahoo.com
BA Honours (Music)
Supervisors:
Terry McDermott
Graeme Leak
Preface
The thesis begins by going through all of the details and parameters that
form a grain. It then looks at how the grains are structured together as textures
and the control methods involved. It goes through the history of the
conceptualisation of granular synthesis, and how sound has come to be
perceived. The thesis considers some examples of compositions written using
granular synthesis methods. It finishes off by looking at areas which still need to
be explored, and gives some new ideas about the direction research in granular
synthesis could go.
Acknowledgements
I would especially like to thank Terry McDermott for all of his help and the
patience he displayed whilst I was still trying to learn the basics of an area
which has now become dear to me.
I would also like to thank Graeme Leak for his fun and practical ideas
about composition. I would like to thank David Hirst for getting me onto the road
of computer music technology in the first place.
All the staff in the La Trobe University Music Department for their support
and willingness to keep on going, despite what is happening to the department -
namely the closure of the La Trobe Music Department.
Nicole Bone for lending me computer equipment, Blake Stickland for
helping me find references, Marc Lawless for grammatical advice, and Wendy
Jones for her encouragement and proofreading. Lastly I would like to thank my
family.
Statement of Authorship
I certify that this thesis is my original work. No other person's work has
been used without due acknowledgement. This material has not been
presented by me for examination in any other course or subject at this or any
other Institution. Signed in the original document by Timothy Opie on 12
November 1999.
1.0 Introduction
6.0 Conclusion
7.0 References
Appendix 1
Appendix 2
Appendix 3
Appendix 4
Appendix 5
1.0 Introduction
contents
envelope
make up an entire sonic grain. The sonic grain itself has a very short duration
and as a single entity would seem very insignificant, but once the grain
becomes part of a granular population, these two parameters make a big
difference to the sound. Let us begin by looking at the contents.
The contents of the grain can be derived from any type of sound wave.
The purest sound wave is the sine wave. The sine wave though, is not a natural
wave, and it can only be produced synthetically. Barry Truax described it in
such a way:
If you remember the first time you heard a sine wave oscillator your ears
should have told you this is not a good sound, this is not an interesting musical
sound. (Iwatake 1991)[1]
The purity of the sine wave may sound unnatural, but it means it is
predictable when manipulating and distorting. Sine waves are also useful
because they are very simple and easy to generate. They have just three
parameters: amplitude, frequency, and phase, which means they can be
controlled with ease. Sine waves can be precisely added together through the
process of additive synthesis to create new signals. The additive process is
fundamental to granular synthesis.
The main problem with sine waves is that they theoretically have an
infinite duration.[2] The parameters of a sine wave allow the user to determine
the frequency, and the number of oscillations per second, but not how many
seconds to actually play the sine wave for (See figure 2.1). Using granular
synthesis the dimension of duration is added to the sine wave. By truncating the
sine wave it can technically no longer be called a sine wave. For better
understanding it may be called a sine grain (See figure 2.2).
ad infinitum.
Time -->
There are two sorts of sampled sound in granular synthesis. They are
short samples, and long samples. That may seem rhetorical but they are used
differently. Short samples that have the same duration as a single grain, can be
used in their entirety as the grain contents. A longer sound sample can be used
in a series of grains, although not necessarily in a particular order. The principle
of time-stretching has been carried over to granular synthesis which involves a
very deterministic progression of the sampled grains, but there are also many
other ways to use sampled sounds. These include using some grains from a
sound sample in the same way one would use a sine grain. For example you
might use just three small sections from a large sound sample as the content
source.
A
M
P
L
I
T
U
D
E
FREQUENCY
Fig 2.4: The same sound sample after it has been formed into a grai
There are many different ways to create the contents for a grain. As more
content ideas are introduced, the variety of granular textures increases. Looking
at the sound sample after it has been turned into a grain it is obvious that the
shape of the sound sample has changed. This is due to the introduction of the
envelope, which will be discussed next.
[1] Toru Iwatake interviewed Barry Truax on August 7, 1991 at the Department
of Communication, Simon Fraser University.
[2] See chapter 3.4 for a details on Fourier frequency transform.
[3] Acoustical quanta is a term used by Gabor to describe the grains of sound
he created in his experiments with communication and signal reproduction.
These are also referred to as Gabor grains. See chapter 3.5 on Dennis Gabor.
[4] See appendix 1.
The sound envelope determines the duration, and the amplitude of the grain.
The process of adding a grain envelope is known as windowing. Windowing is a
type of amplitude modulation technique. The idea of windowing comes from an
analysis process where small amounts of sound information can be put into a
window frame, making it easier to analyse the sound. The idea of windowing
also has a more closely related link to granular synthesis because of the
practical nature in which it was first used.1 When the grain content is windowed
it imposes an amplitude change over the content as was seen in figure 2.2 and
2.4. The amplitude follows the shape of the envelope. Figure 2.5 shows the
most basic way to create a sonic grain.
The envelope
generador
The content
Figure 2.5 A method for producing a sound grain (Dodge & Jerse 1997: 263).
This method involves multiplying the amplitude of the contents with the
amplitude of the envelope
Duration
Amplitude
Attack time
Sustain time
Decay time
These parameters can be summarised using the multidimensional
'parameter':
Shape
The duration of the envelope determines the entire duration of the grain.
Experimentation has shown that durations of between 10 milliseconds and 50
milliseconds are the best to work with.3 Obviously this is an extremely short
duration, therefore only the most salient features would be immediately
obvious.The duration determines the distinction of the contents of the grain.
Grains with a shorter duration have a more ambiguous spectrum. This is due to
the time-frequency relationship of sound. The shorter the duration, the less the
spectrum is defined. A short grain duration creates a broader bandwidth making
the grain noisier. This is very useful for creating a larger spread of frequencies.
Another feature of using a short duration is that it is more difficult for the ear to
decode the contents. This allows the composer to deceive the listeners
perception of sound. An isolated grain with a very short duration produces a
kind of buzzing or clicking sound. A longer duration causes less convolution in
the contents of the grain. An isolated grain with a longer duration sounds more
like when a woodblock is tapped on. Different durations become much more
significant when there is more than one grain involved, as discussed later.
2.2.2 Amplitude
The attack time determines how quickly the envelope reaches full
amplitude. The attack is a necessary rounding tool. If a sound is immediately
played at full amplitude, then there will be a loud crackling noise at the
beginning. This occurs when a sound changes instantly from silence to full
amplitude and causes extra distortion, which is usually not the desired result.
Any sharp angles in the envelope will cause strong side bands in the spectrum.
The side band is caused by convolution between the envelope shape and the
contents of the envelope. Having no envelope is just like a vertical attack
gradient, with essentially no duration. As stated previously there is a
relationship between time and frequency. With an extremely short, or zero
attack time, the resultant frequency would contain an extremely large
bandwidth, resulting in the audible clicking noise. If the clicking sound is
undesired then a significant attack time must be applied.
The decay time determines how quickly the envelope drops back to zero
amplitude. Different gradients of release will produce faster or slower cut off
times. The release does not have to be at the same rate as the attack. When
working with synchronous granular synthesis a different release time to the
attack time will impose a different spectrum on the resultant sound. This is
caused by convolution between the envelope and the contents. In an isolated
grain the effect is not really noticeable. In order to percieve the resultant sound
it must be repeated at a continuous rate, which is why it has less effect on
asynchronous granular synthesis.
1In the earlier experiments of Dennis Gabor, he used a small glass window with
the sides slightly shaded. The window was used in a film soundtrack (which is
visual) where light passes through the soundtrack and is then converted to
sound. See Chapter 3.5.2 for more information. (Gabor 1946: 446)
2See appendix 2 for more information about convolution.
3Gabor was the first to start experimenting and he came to this conclusion
which has been reinforced by each successive exploration into granular
synthesis. This will be dealt with in later chapters, starting with chapter 3.
2.2.6 Shape
With all the parameters available for the envelope it is possible to create
hundreds of different types of envelopes. These could be categorised into three
basic shapes.
Straight-lined
Curved
Complex
It must be noted that the shape is only a graphic representation of the function
of the envelope.
2.2.6.1 Straight-lined
The straight-lined envelopes consist mainly of triangular and trapezium
shaped envelopes. The Trapezium is the most common type of envelope
because it is simple to make and has all the parameters that are needed. An
attack, sustain and release. A triangular shape is even simpler to make,
however, many applications require a sustain. Linear shapes are useful
because they can be calculated more quickly, and achieve their purpose
efficiently. (See fig 2.5)
Amplitude
Time
Amplitude
Time
Amplitude
Time
Amplitude
Time
'Complex' Envelopes are still very new to the idea of granular synthesis.
They consist of two envelopes. The first envelope is a sinusoidal type wave.
Over the sinusoidal wave is placed another wave, any type of linear or
exponential wave is adequate.
Amplitude
Time
This type of envelope has, until recently, only been used with an analysis
technique called Wavelet Transform (WT). This analysis process was
developed by scientists at the University of Marseille in 1988 for physics and
acoustic applications. (Boyer & Kronland-Martinet 1989: 51) The wavelet is very
similar to a grain, but it's primary service has been analysis of magnitude of
frequency, and phase. This analysis technique is used by windowing a sound
sample with wavelets. (Roads 1996a: 581). Gordon Monro a mathematician at
Sydney University has used Wavelets as a compositional tool. He suggested
that this knowledge could be put into practice with granular synthesis. (Monro
1996) At the moment though it lies as a vast new area awaiting in-depth
research.
1A probability curve was suggested by Dennis Gabor, but others have referred
to it specifically as a gaussian probability curve. Whilst Gabor did not say
gaussian, his mathematics and diagrams imply gaussian distribution. (Roads&
Alexander 1996b: 3)
2.3 Synchronicity of granular synthesis
There are two distinct ways of using granular synthesis. These methods are
quite different from each another and produce different textural effects.
They are:
Synchronous granular synthesis
Asynchronous granular synthesi
Amplitude
Grain Density
Pitch
Inter-onset time
also attack and decay times.
2.3.1.1 Amplitude
The Amplitude controls the overall amplitude of the texture. This, like the grain
envelope, can be set up as an envelope over the duration of the texture.
The Grain Density is the single most important factor in creating granular
textures. Initially, it determines how densely the grains are distributed within the
texture, but the density affects a few different parts of the texture. Grain density
is measured as the number of grains per second. There is really no limit on
grain density, although the denser it is, the longer it takes to process the sound.
There are many side effects of grain density which will increase as the density
does. The Grain density affects the timbre, the amplitude and the pitch of the
texture. A sparse density of less than 30 grains per second will create a
rhythmic effect. As the density increases the distinction of any rhythm will be
lost and will give way to a pitch sensation determined by the grains. The higher
the density the greater the spectral complexity of the timbre. Denser textures
will yield more partials, formants and side bands in the texture making them
richer. The amplitude will increase as the density increases. The pitch will rise
as the density rises.
There is a direct relationship between grain density and grain duration. The
longer the grains are, the more they will overlap making the texture denser at
lower grain density rates.
2.3.1.3 Pitch
The sense of pitch can be set from the texture level. This can be done by
playing the grains at different sampling rates. Normally the sense of pitch would
be changed at the grain level, but it is possible to control it from a higher level
as part of a change in frequency. As mentioned above the sense of pitch can be
increased by increasing the grain density.
This function is associated very closely with the grain density and the
synchronicity. It could be considered an obsolete parameter, because it can be
fully determined by the density and the synchronicity. It is used mainly as a
measurement, rather than a parameter. The inter-onset time is the duration
between two adjacent grains.
With asynchronous granular synthesis the grains are added to the texture
without the strict linear relationship of synchronous granular synthesis. The
relationship will contain random elements or there will be a very indistinct
relationship. Asynchronous textures can be created by randomly spreading
grains across the texture without worrying about timing.
2.3.2.1 Amplitude
The amplitude functions in exactly the same way as with synchronous granular
synthesis.
2.3.2.2 Grain density
2.3.2.3 Pitch
Initially this is the same as synchronous granular synthesis except that it plays a
less noticeable role and it is not affected by density.
A number of control parameters have already been discussed, that is, the micro
level controllers, but there are still more parameters to consider. It is apparent
that, whilst it is good to be able to control so much information, it is becoming
increasingly more difficult because of the sheer number of events, especially if
there are over a thousand grains being processed per second.
Tendency masks are useful because they are simply understood and much
more compact than a list of numbers. POD allows the parameters of the
tendency mask to be manipulated in a real-time environment by pressing set
keys on the keyboard whilst the mask is being synthesised (Dodge & Jerse
1997: 275). This allows the composer to react to the texture produced. The
piece Riverrun which is analysed in chapter 4, makes use of tendency masks.
2.5 Streams
So far all the methods involve a single group of grains. These populations of
grains have a single identity, in that they create a single layered texture.
^
^
Y
X >>
Fig 2.9: Two streams. It has two layers within the one texture.
A very important factor in making granular textures is the order in which the
grains are placed. When dealing with sound samples, and the samples need to
be kept more or less in their original form, the grains must be placed in that
manner, running from the beginning to the end of the sample. Another method
is to randomly scatter the grains in an attempt to create some totally new
texture. This is another area where statistical distribution can play an important
role.
The following diagram (fig 2.10) contains a multidimensional texture that I have
created for analysis. It contains a number of different granular sounds combined
into one multidimensional texture. It is comprised of just 3 types of grain
contents:
Sine grain
Complex signal
white noise
There are just 4 types of envelopes:
Hanning envelope
Exponential impulse
Exponential impulse with a sustain.
The complex signal is also used as a grain.
Apart from the grain functions the texture is created by changing the parameters
of the texture, such as the density, the duration of the grains, the frequency and
the amplitude.
These parameters are all assigned different algorithms to determine how the
parameter conditions are met. The algorithms consist of different ramps,
envelope shapes, random numbers and complex signals.
Varying these parameters provided the entire texture.
Freque
ncy
(20-
22,000
Herz)
Fig 2.10: 'Where the Wind Meets the Sea'. Composed by Timothy Opie. On
Track 2 of the accompanying CD, or play below. Spectral graph made in
Cooledit96 for PC.
See appendix 4 for a picture of the original idea, and the Csound files that made
the texture. The Csound scores are detailed in the types of functions and tables
used.
The composition starts off with rectangular shapes in which random numbers
are distributed. The amplitude fades in and out, creating a high pitched whisper.
The first two streams of the composition contain a changing variety of sonic
effects. Other streams join in as the grain density increases. The grain duration
gets shorter, and the random pitches become more varied resulting in a large
spectrum where all streams meet. This quickly contracts to an extremely small
spectrum, of one stream. It then explores different shapes, and frequencies,
splitting again into two streams.
The main focus of the composition is on grain densities, grain durations, and
frequency. Each envelope is tried with each grain content providing a range of
different sounds. As can be seen on the spectral graph, very distinct shapes are
created within the boundaries of the mask (See Appendix 4). The mask is not
as detailed as those created by Truax, but it does show how masks can be
used.1
It has been demonstrated that the grain consists of an envelope and contents.
Of course these things are inseparable. If one part is taken away it is no longer
a grain. The control methods involved in the contents and the grain have been
discussed. The control methods of the texture have also been discussed. The
problem of having too much control, and statistical ways to get around this
problem have been explored. As has the use of multiple layers in granular
textures. It is now time to look at the events that took place to allow the
conception of granular synthesis.
1If you look at the Csound score in appendix 4, you can go through it to see
what parameters where used where. It gives a basic idea of the range of
sounds that can be created in a texture with only a few grain sources.
Beeckman's studies in sound led him to the belief that sound is produced by a
vibrating source. He stated that the vibrating causes corpuscles to be cut into
the air. Beeckman never calls the corpuscles atoms, although he was a believer
of an atomic theory in which everything is made up of discrete particles. He
conducted an experiment that is identical to one performed by Galileo in 1638,
one year after Beeckman's death.1 Beeckman showed that rubbing the rim of a
glass filled with water caused globules to form in the water and the air where
the glass was being rubbed. These globules or sound particles he observed
were actually standing waves within the glass, but observing the results of this
experiment it is easy to see how they can be seen as particles. About a century
before but unbeknown to Beeckman, Leonardo da Vinci theorised that sound
travelled in waves. Galileo, Mersenne, Boyle and Newton studied this theory
intensely during the 1600's. Their findings became known as the wave theory.
The wave theory can be seen visually by placing a struck tuning fork, into water
and examining the waves that are formed. The waves travel through the air in
the same fashion. However Beeckman rejected any possibility of a wave theory.
Whilst rejecting this idea Beeckman did believe in sound being transmitted
through a process of expanding and contracting of particle density through the
air. This can be explained as part of the wave theory, but not in the context to
which Beeckman places it. (Cohen 1984: 121-123)
Whilst Beeckman is not wholly correct in all of his assumptions, he does make
some very useful observations. The most important is how the globules are
composed and how they function. Essentially theglobules are a grain of sonic
data. They contain corpuscles of sound. Beeckman also noticed that they are
not necessarily continuous. During certain phases the density would vary,
fewer globules would be dispersed. Even though the corpuscular theory
became a part of the study on light with the insight of Newton, it was all but
forgotten in terms of sound.
This discovery introduced a whole new world to our own world, and led people
to believe there must be many things too small to see. This was the beginning
of change in the perception of the world. It led to question about how small
objects can be. This discovery led to many discoveries in medicine, and
eventually to light, matter, and the atomic theory.
In 1900 the study of quantum Mechanics began. Max Planck argued that light is
not continuous, it has a granular texture. This theory was more easily accepted
due to the widespread acceptance of the atomic theory. Einstein carried on
Planck's work. He showed that light is quantised, it carries specific quantities of
energy. These packets of energy became known as quanta, the light particles
within as photons. One man in particular, Norbert Wiener, pointed out the
relationship between his quantum physics studies and the characteristics of
sound.
1 The experiment conducted by Galileo was designed to prove a different point.
His experiment was used to show how sound travels in waves. He filled a glass
with water and rubbed his wet finger across the top so that the glass would
resonate. The resonance causes waves to form in the water. Galileo used this
as proof of the wave motion of sound.
3.3 Norbert Wiener
In 1925 Norbert Wiener gave a talk in Goettingen. His talk was on quantum
physics, but he decided to use music as the principle upon which to base it.
Wiener gave detail on the relationship between time and frequency. He
proposed that to get a precise time would mean vagueness in pitch, and vice
versa. This is because whilst a note may be played for a certain amount of time,
the pitch produced relies on a different time line. He proposed that if a 20Hz
note is played for less than 1/20th of a second it will produce no sound, just a
small puff of air. You can't play a jig on the lowest register of an organ. Things
can only get so small before they cannot exist. This argument was devised
mainly to disprove the notion that a better microscope would mean being able to
see still smaller objects within smaller objects 'ad infinitum'. (Wiener 1964: 544-
546) This theory though has many more applications to do with the aesthetic
nature of granular synthesis. Of course at this stage the term was not coined,
but this idea has since been introduced into the theory of granular synthesis.
One cannot have a grain that is smaller than the frequency it should contain.
The size of the grains and the number of grains would also determine what type
of sound could be produced.
At this same time Jean Fourier was working on different ways to define sound.
He designed a method whereby any periodic signal could be reduced to sine
waves and analysed as such. He examined the relationship between sound and
pure sine waves which can be defined as three variables for each sine wave:
frequency, amplitude and phase (relative to the fundamental wave). He
theorised that any sound (assuming it had an infinite duration) could be
explained, or analysed in a series of sine waves of infinite duration. The sine
wave must have an infinite duration because it is an oscillation that can never
vary.
Fig 3.1: The composite wave (c), can be broken up into the sine waves (a) and
(b), which can now be defined with just the three variables (although the phase
is zero in this case. (Dodge & Jerse, Computer Music, page 47)
By this definition of sound it was inferred that the converse was also true, that
any sound could be made up with the addition of various sine waves. This
would enable the reproduction of any sound or timbre (Dodge & Jerse 1985: 47-
49). The result would be a composite wave of a particular timbre over an infinite
duration.
In 1946 the Physicist and Nobel-prize winner Dennis Gabor came up with a
system that used a grain system to reproduce sound. He documents his
findings and the mathematics to support it in an article called the "Theory of
Communication", which was followed up a year later with "Acoustical Quanta
and the Theory of Hearing". In this he discusses the problems with Fourier
analysis. Gabor says that whilst the mathematics are absolutely correct, it
doesn't allow for physical applications, especially common sounds such as a
siren, which has a variable frequency. It can only be used for creating one
sound at a time. The other problem is that in using sine waves it supposes that
the duration of the signal is infinite. (Gabor 1946: 431) Gabor presents the idea
of applying quantum physics methods to the sound signal. This would enable
the sound to be viewed as quanta. He proposed how the Fourier method could
be reduced into cells in a mathematical context. (Gabor 1946: 436)
Gabor said that the ear is remarkable and the only way to perform tests properly
is to do them directly and then make decisions based on the results. He used
his analyses to develop a number of machines that utilised the stated ideas
about sound quanta, duration, and frequencies. Gabor investigated practical
ways of expanding and compressing time scales in recorded sounds
The kinematical method was developed using a film projector (see figure 3.2)
(Gabor 1946: 452). Gabor ran a sound film through the projector. The film would
move at a constant velocity past a slit through which light would be projected to
a photocell. The photocell would convert the light to a sound signal. Gabor
decided to replace the light slit with a rotating drum that contained many slits.
He added a window between the sound film and the photocell. He decided to
add more slits to the drum so that the next slit would start going past the
window just as the previous slit left the window. Gabor realised that this would
produce a loud crack at the start of every cycle over the window, so he graded
the window so that it was clear in the middle but darker to opaque on the sides
so that the frequency would fade in and out without any clicking. (Gabor 1946:
446) See figure 3.3.
Fig 3.3 kinematical frequency converter with sound film.(Gabor 1946: 446)
The film would pass over the spinning drum at different speeds. Using this
method Gabor was able to adjust the pitch of the sound. Each time the slit
passed over the window it produced just a small segment of sound. The
segments were then added together to reproduce the source signal at a
different frequency. Gabor noted that for some frequencies he got a nearly
faithful reproduction, yet for others he got strong beats. (Gabor 1946: 447) This
becomes very clear with a graphic analysis. See figure 3.4.
Fig 3.4: A diagram of the sound segments separate and added(Gabor 1946:
447)
Gabor discusses many things that could be changed to improve the quality of
the pitch being reproduced. These deal with things such as the speed the drum
is spinning, the number of slits and the rate of the film that goes through the
projector. Gabor discovered that the number of slits makes the biggest change.
If there are too many slits the reproduction will be of lower quality and very
noisy. If there are too few slits the reproduction will be very good in some
places, yet non-existent in other places. Gabor stated it works best if the next
slit starts when the previous slit is half way across the window. (Gabor 1946:
448)
Gabor also made another such machine this time using a tape recorder. He
designed it so that the tape was in a big loop. After reading each section of the
tape it would be erased and something new could be recorded before that
section of the tape got read again. This way it could be used infinitely without
running out of film, and it could be constantly updated. The tape recorder read
the tape using a pick-up coil that Gabor inserted inside a drum. The drum
consisted of a non-magnetic material with iron rods embedded into it. The pick-
up coil could only read the magnetic tape when the iron rod was between the
tape and the pick-up. The drum was covered with an oil film so that there would
be reduced friction and scraping from contact with the tape. (Gabor 1946: 453)
See figure below.
Fig 3.5: frequency converter with magnetic tape (Gabor 1946: 453).
3.6 Springer
The German company Springer made a device called the Tempophon. The
device was similar to that designed by Gabor (Figure 3.5). This time/pitch
changing device was installed in a number of analogue electronic music studios
around Germany (Roads 1996a: 441). It was the first time granular methods
were used in a commercial environment. In 1963 Herbert Eimert used the
Tempophon for an electronic music composition called Epitaph für Aikichi
Kuboyama (Wergo 60014). There were a number of similar machines built after
the Springer Tempophon (Roads 1996a: 441).
1Kinematics is the branch of physics that deals with pure motion, that is, without
reference to mass or the causes of motion.
Fig 3.6 The first diagram shows time as the dominant domain, in which the
frequency becomes coarser. The second shows frequency as the dominant
domain, in which the time becomes much coarser.
3.8 Iannis Xenakis
In the 1960's, before Gabor's theory had been verified by Bastiaans, Xenakis
came across this idea. He was the first to look at Gabor's theory of
communication and use it in a compositional format. Using an integration of the
grains described by Gabor, Xenakis composed with the aid of stochastics.
Xenakis said each grain has a threefold nature: duration, frequency and
intensity. He proposed that all music is composed of a large number of
elementary grains. (Xenakis 1971: 43) Xenakis also goes into detail about how
these grains can be used together. This was represented in a three dimensional
context using frequency, time, and grains as the three axis. He compared them
to galactic masses, in which all parts move but one must decide if they want to
concentrate on the movement of the whole galaxy, or one star. (Xenakis 1971:
46-50). This idea of a galaxy of sound makes one think of sound as a three
dimensional object, whereas before it had mostly been considered two
dimensional. It is this idea that allows sound signals to become textures,
sounscapes and galaxies. These terms imply that sound must exist in a three
dimensional context. It allows the composer to think of music in another way of
abstraction from the conventional forms of abstracting sound in order to
compose music.
The next chapter will discuss the compositions produced by Xenakis and those
that followed him.
The first musical composition written using the method of granulation was
Xenakis' Analogique B. It consisted of hundreds of splices of tiny fragments of
magnetic tape. (Robindore 1997: 11-12)
Xenakis has always been very diligent at keeping up with research in the
sciences. He spends time reading the articles and understanding the
mathematics behind the theories. He strongly advises all composers to do the
same. Xenakis read the articles written by Dennis Gabor amongst other articles,
and as a result wrote the book 'Formalized Music'. The book is basically a
collection of the scientific ideas he had studied at that time. It contains
information on this topic and also some other related ideas to do with perception
and compositional ideas with which they can be incorporated (Xenakis 1969).
Analogique A-B being the first composition written using granular techniques is
still wary about it's place in the world of music. It hides behind traditional
instruments. Maybe it is creating a cross-over bridge between acoustic and
electronic music. Analogique B is the granular synthesis part of Analogique A-B.
It was designed to be played simultaneously with Analogique A. Analogique A
was written for orchestra and was derived using stochastical methods, and then
converting them into musical notation. Analogique B consists of four tracks and
is played through 8 speakers, which are set out around the concert hall in a
particular manner (Xenakis 1959).
Fig 4.1 Speaker layout for Analogique B (Xenakis 1959: 3)
Analogique A-B uses a very old form as it's compositional base. It uses the call-
response method. In the beginning of the piece the orchestra calls out.
This piece would have been very difficult to produce and one can see why the
techniques associated with granular synthesis were not really used until
computers became an option.
Curtis Roads built on the ideas of Xenakis and his work has led to a lot of the
current work based on granular synthesis. One of Roads' first compositions
was nscor. It has a duration of 9 minutes, and was released in 1987, although
his first version came out a decade previously. There are different versions of
this piece that were created over the period of a decade, due to the long period
over which it was created there is no full score to nscor (Roads 1985: 142). The
different versions came about as advances in technology allowed Roads to do
more with his composition. This piece was written using a number of computer
programs such as Project 1 written by G.M. Koenig, the Sound Synthesis
Program (SSP) written by Paul Berg, and Music 11 written by William Buxton.
(Roads 1985: 148,158) nscor creates a texture that explores different sounds,
frequencies, timbres and durations.
Roads is also responsible for a computer program called Cloud Generator that
is designed to teach the user about granular synthesis. It creates large clouds of
grains, which could be seen as small textures, due to the limited control the
user has over the parameters. (Roads & Alexander 1996b)
Paul Lansky wrote a series of compositions released in 1994 called the Idle
Chatter Series. Lansky uses three different computer techniques in producing
these pieces. They are Linear Predictive Coding (LPC),1 granular synthesis,
and stochastic mixing techniques. It takes a minimalistic approach. This piece
involves many voices chattering unintelligibly. (Dodge & Jerse 1997: 274)
1 Linear Predictive Coding was originally a process for analysing sound, but has
since been used as a compositional tool.
(Truax 1988b)
In Riverrun each grain has been defined with an individual frequency and
duration. Truax said "When the grains all have similar parameters, the result is
a pitched and amplitude modulated sound,but when random variation is allowed
in a parameter, a broad-band noise component is introduced." (Truax 1988b)
Looking at the spectrum of this piece there is a lot to see. There are some very
distinct streams that are going on in the piece. See figure 4.4.
Freque
ncy
Time
This piece ranges from 20Hz to 22KHz. It is on a linear scale. The duration is
just under 20 minutes.
It looks as if the song was built by putting large chunks of ideas together. It was
created using tendency masks to control all of the parameters, which may
account for the blocked appearance. Despite the look the texture is very
continuous. There is always something flowing through between the different
ideas. The sections in the high frequency range look like they fluctuate a lot, but
this is not actually the case. This is because at such high frequencies the sense
of pitch doesn't change very much at all, therefore a large movement in a high
frequency may only sound like it is moving a couple of tones. The entire piece
spans 20 minutes.
This piece starts off very calm with occasional bubbly noises. The bubbly noises
are created by long duration grains with a very low grain density 1-20 grains per
second. These grains can be seen on the three dimensional chart (appendix
3:1). Slowly the bubbles become more frequent, resulting in a gradual
accumulation of sound. The sound becomes very intense as the texture builds
up in density. As the density increases the duration of the grains is reduced
(see Appendix 3:2). Then a much higher pitched group of grains move across
the top of the piece, moving a little but not changing a lot (see Appendix 3:3).
They fade out and the lower granular noise also fades leaving a clapping noise
very similar to horse hooves (see Appendix 3:4). This clapping type noise must
have been made using extremely short duration grains with a very broad
spectrum at a very high density. It is interesting to note that Truax slowly
increases the duration of the grains within the clapping sound, so that they lose
their spectrum and with it their ambiguous pitch. This gives us a better look
inside the sound. We can see that it is made by having a large spread of grains
across the frequency, but with a very short duration this spread gets lost and
the entire bandwidth gets filled. Truax has made sure the lower frequencies of
the spectrum are especially dense to give it the extra thudding sound.
The next section of the piece goes into more randomly generated clouds of
sound (see Appendix 3:5). This sounds more like a chattering type of sound, not
dissimilar to Paul Lansky's piece Idle chatter, except that Truax generated this
using sine waves, rather than sampled vowel sounds. It sounds like thousands
of tiny voices all trying to talk or shout at once. They are obviously randomly
pitched because the texture slowly evolves to a single pitch. It then boils to a
very hollow type of bubble texture, within multiple frequencies. It is as if there is
a definite sense of pitch within the bubbles, but then they go very quiet. This
may be derived through using pairs of triangular envelopes over waves, so that
it appears to give an attack and then release with nothing in the middle,
whereas it is two separate grains.
The piece seems to concentrate more in pitch areas from this point on. For a
while it sounds like Truax has created a very deep cello, lower than ever
possible for an acoustic instrument. The low sound moves slowly up and down
in pitch (see Appendix 3:6). The last idea in the texture is a sustained sound
that changes in timbre, and moving harmonics.
In summary, Truax explores a number of different textures, and the ways that
can be moved between them. His main method of changing the texture is to
bring in random pitches that are either very bubbly, or hollow types of sounds.
The sounds he explores are very varied, from imitating claps to changing
timbres and frequencies.
5. Structuring the future
So far we have seen exactly what granular synthesis consists of, how grains
can be created, and combined with other grains, the thought process that led to
granular synthesis, and the compositions that have been created using granular
synthesis. This now leads us to another area. Doing our own work with granular
synthesis.
5.1 Software
The main problem with these commands is that they receive all their data from
a function table, which must be defined previous to compiling the program,
which means that the user cannot create FM signals and send them straight to
the grain or granule command.
The song Where the Wind Meets the Sea (Track 2), uses the grain command
exclusively to create it's texture.
There are many areas that still require looking into in the world of granular
synthesis. Barry Truax has suggested looking for new ways of defining grain
contents, and organizing granular textures. (Truax 1988: 25) This area has
been explored for some time now, but due to the atomic structure of granular
synthesis, this area is of near infinite proportion. A question arises when
investigating this area. Are new contents and algorithmic ideas actually
producing anything new? This is debatable. Essentially the sine grain is the
most pure impulse of sound. Using this it should be possible to create or
recreate any type of sound or texture using the parameters available in granular
synthesis. In reality the technology available is not able to do this yet. This
means we must go beyond the sine grain to create certain textures and sounds.
This limitation has already been realised, which is why the search for new
sounds continues. As control over granular textures improves though the need
for new contents should diminish, then again by the same token it may
increase, due to ease and creativity.
As for algorithms, they are the means of gaining better control over granular
textures and as such need to be explored. Rather than exploring algorithms for
grain order though, it may be more useful looking at clusters and how to
organise grains into clusters that produce certain effects. This could begin by
building a set of clusters or gestures that can imitate the phonetic alphabet,
such as is done with FOF synthesis, but with a little more reality. As with
chemistry, one must start with the basics and build up. If granular synthesis can
be compared to the atomic theory then it would make sense to create molecules
or clusters with the atoms before one tries creating anything bigger. This is best
achieved through devising algorithms as the control would be too fine for a
human to control. Of course there are many types of clusters that could be
created, the alphabet is just a starting point. Then there are higher level
algorithms that can be created to control the clusters. Using the alphabet again
as an example, it may be useful to create algorithms that sort the clusters to
create words. This would probably involve using synchronous granular
synthesis algorithms for creating the clusters and asynchronous granular
synthesis algorithms to lay out the clusters.
Another area that needs work is within the real-time use of granular synthesis.
For the general computer user, the option of real-time is still very limited.
Computers are much faster now and can process phenomenally faster than
imagined. This has meant that many people can work at home on Csound and
other synthesis programs creating granular textures. But many programs cannot
work in real-time, the ones that do are largely unreliable (Appendix 5).
Working in real-time is not essential, but it does improve the conception and
realisation of textures. This is due to the practical nature of working in real-time.
When working in real-time it is possible to change a parameter and receive
instant feedback. This will allow the user to become used to the controls very
quickly. It will mean that different textures are quicker to create and recognise.
When working in non real-time, making changes to algorithms and grains is a
mechanical process which then needs to be executed before the results are
even known. The action, delay, and reaction process that evolves through such
a process interferes with ideas. Results that may have been achieved could be
substituted for a lesser quality.
6.0 Conclusion
Sound signals the size of a grain may seem insignificant, but they hold more
potential than would have been thought possible fifty years ago. Despite the
potential of granular synthesis it is still vastly ignored by composers, due to its
complexities and a general lack of knowledge.
Through the course of this thesis the underlying concepts of granular synthesis
have been explained. Granular Synthesis has many control parameters, and
whilst these may seem daunting, they allow for vast textures to be created. Of
course there are many algorithms and distribution methods that can take care of
control problems, and help add complexity to the texture itself.
The historical background and the perceptions in sound that led to the
conception of granular synthesis demonstrate the thought process that had to
be developed in order to think in granular concepts. In many ways this idea is
still not fully understood, but it is slowly becoming more common. Xenakis has
brought sound into a three dimensional space which is much more expansive
than any two dimensional sound space that has been previously envisioned.
Composers need to look out towards the expanse of space and think musically.
There have only been a few major works written using granular synthesis. The
tools are now available, technology is finally adequately developed to be able to
create granular textures. There are many areas in granular synthesis left to
explore, areas that have rarely been considered before now. The most exotic
textures to explore through granular synthesis techniques in composition are
now at hand.