From Grains To Forms
From Grains To Forms
Since this time, the granular paradigm has proven to be one of the most
powerful methods of synthesis and sound transformation, implemented in
dozens of incarnations and used by innumerable musicians.
Granular synthesis requires an algorithmic model of grain generation and
organization. In this paper, I explore various granular models and how they
lead to higher-level musical structures. Of course, as Jean-Claude Risset
(2005) observed, a characteristic of the granular paradigm is that it blurs
the border between microstructure and macrostructural organization:
By bridging gaps between traditionally disconnected spheres like material
and structure, or vocabulary and grammar, software creates a continuum
between microstructure and macrostructure. It is no longer necessary to
maintain traditional distinctions between an area exclusive to sound
production and another devoted to structural manipulation on a larger
temporal level. The choice of granulation, or of the fragmenting of sound
elements, is a way of avoiding mishaps on a slippery continuum: it permits the
sorting of elements within a scale while it allows individual elements to be
grasped. The formal concern extends right into the microstructure, lodging
itself within the sound grain.
Within the stream and cloud models, the distinction between synchronous
and asynchronous granular synthesis is compositionally pertinent (Roads
2001b). Synchronous granular synthesis (SGS) emits one or more streams
of grains where the grains follow each other at regular intervals. A prime
use for SGS is to generate metric rhythms keeping the grain emissions
sparse per unit of time.
One of the most important parameters of granular synthesis is grain
densitythe number of grains per second. In the case of SGS, this
corresponds to a regular frequency of grain emission. For example, a
density of 2 grain/second indicates that a grain is produced every half
second a repeating beep. Synchronous densities in the range of about
0.1 and 20 grains per second generate metrical rhythms. When the
densities change over time, we experience precise accelerandi/rallentandi
effects. At higher densities, long grains fuse into continuous tones. Here is
the sweeter side of granular synthesis, since these tones tend to have a
Chen, and me. As of January 2000, it had gone through another round of
development and produced octophonic output.
Figure 5. The Creatovox instrument, January 2000. Here I play two simultaneous
clouds: one in the bass register (the bass pedal) and one in the high register
(keyboard). The left hand manipulates three parameters via a 3D joystick: grain
density, grain duration, and amount of reverberation for example, while the right
foot controls volume.
A funny thing happened at this point. Every time I went out in public to
demonstrate the Creatovox, the results disappointed me. It was not the
fault of our design, it had to do with the fact that I had not invested a great
deal of time to practice playing this instrument. What a surprise: a virtuoso
instrument requires a virtuoso performer who practices the instrument
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Figure 6. Borderlands app for iPad. The user slides (scrubs) a circle along the
waveform to select segments to granulate. The attached satellite circles function as
potentiometers controlling granular synthesis parameters. Another recent scrubbing
app is MegaCurtis.
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HIGHER-ORDER GRANULATION
AND PER-GRAIN PROCESSING
Recycling sounds by means of higher-order granulation is a method of
spawning new granular mesostructures out of old ones. In effect, we regranulate one or more existing granulated sound files. Depending on the
capabilities of the granulation algorithm, a wide range of variations can be
generated. The resulting sounds can be many times the duration of the
original input sound. For example, a single stream of granulation using
large grains and a sharp attack envelope breaks a continuous stream into
discrete chunks. If this granulation stream has a wide range of amplitude
variations, each chunk will have its own dynamic articulation, creating
articulated phrases.
The technical capability of regranulation was available in my 1988
Granulate program, which could granulate up to 64 sound files at a time to
create new hybrid sounds out of existing sounds (Roads 2001b). However,
I did not begin to experiment with higher-order granulation until 2003 with
the realization of Now (2004), a regranulation of my composition Volt air
(2003). In turn, Never (2010) was a third-order granulation of Now. I am
currently working on a fourth-order granulation of Now in the work-inprogress Always.
These experiments rely on my Constant-Q Granulator (Roads 1998,
2001b) and the EmissionControl app (Thall 2004a,b; Roads 2006)
software. (3). EmissionControl (Figure 8) is particularly interesting as it
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Figure 8. Screen of EmissionControl. The faders on the left determine the amount
of modulation of the parameters in the right side. Modulation sources include LFOs
and random generators. The joystick controllers at the top let the user manipulate
two parameters simultaneously.
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separate constant-Q filter. Each filter has its own center frequency and
bandwidth, selected randomly within limits stipulated by the user. The
number of filters in operation corresponds to the density of grains per
second, which can be hundreds per second. In a similar per-grain fashion
we can pitch-shift, ring-modulate, etc. each grain individually with
different parameter settings for each grain. The resulting heterogeneity of
sound is the signature of truly granular signal processing. By comparison,
many granulators that feed the entire grain stream through the same effects
channel tend to sound flat and one-dimensional.
DICTIONARY-BASED PURSUIT:
ANALYTICAL COUNTERPART TO GRANULAR SYNTHESIS
The granular paradigm is, of course, not limited to stream, cloud, and
spray models. Indeed, it applies to the analysis or synthesis of any sound,
which Gabors pioneering papers demonstrated (1946, 1947, 1952).
Indeed, as Xenakis (1960) wrote:
All sound is an integration of corpuscules, of elementary acoustic particles, of
sound quanta.
Thus we can extend the granular paradigm to the realm of sound analysis
by means of an analytic counterpart to granular synthesis: dictionary-based
pursuit (DBP), also known as the family of matching pursuit algorithms
(Sturm, et al. 2009). DBP seeks by iterative search to match the energy in a
signal with a vast dictionary of millions of sound atoms or grains,
proceeding step-by-step from the strongest unit of time-frequency energy
to the weakest.
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The two primary code libraries for the analysis stage of DBP, Matching
Pursuit Toolkit (MPTK) (Krstulovic and Gribonval 2006) and LastWave
(Bacry 2008) were not designed for musical purposes. Our Scatter app
(Figure 9) was designed precisely to take the analysis data generated by
MPTK and make it artistically usable. Scatter provides a graphic user
interface for performing dictionary-based pursuit analysis (McLeran et al.
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Such research could be taken much further. In recent years, physicists have
built sophisticated physical models of a broad range of granular
phenomena. These include ordered patterns such as ripples, avalanches,
and bands of segregated materials. Another class of patterns emerge out of
disordered excitations such as sifting, shaking, and scattering (Bideau and
Hansen 1993). Many other phenomena are characterized by clustering on a
variety of scales (Rivier 1993; Reynolds 1993).
In similar manner, scientists study self-organizing patterns and behavior in
the biological world of social insects, schools of fish, and swarms of birds
(Camarzine et al. 2001). Today the scientific modeling paradigm seems
ripe for exploration by both artists and scientists. These simulations can be
arbitrarily complex, and extend into virtual worlds in which events that
would be impossible in the real world can be simulated as easily as actual
events.
Unfortunately, the problem with physical/biological modeling has always
been the same: a model of an instrument/system is worthless without an
expert player, whether real or virtual. Virtuosity demands daily practice
over a period of years. Obviously, to develop a software model of an
expert player poses a daunting challenge. This goes beyond the question of
how a performer interprets a score. In physical/biological models there is
the need to control dozens or hundreds of low-level parameters in real time
in order to simulate a sequence of related gestures in a natural sounding
way. How does one play a physical/biological simulation? Of course,
one could give up the natural sounding gesture constraint, but then we
are left with a robot player whose gestures may not make much sense to
human beings.
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beginning to end. The plan must ultimately be translated into the real
world: acoustics, psychoacoustics, and emotional response. It is in this
translation that the game is often lost.
Musical formalism is related to but not identical to the conceptual art
tradition. In a famous essay on conceptual art, the artist Sol Lewitt (1967)
wrote:
In conceptual art the idea or concept is the most important aspect of the work.
When an artist uses a conceptual form of art, it means that all of the planning
and decisions are made beforehand and the execution is a perfunctory affair.
The idea becomes a machine that makes the art.
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In certain masterworks, the composer escapes from the cage of selfimposed rule systems. For example, Xenakis treated the output of his
composition programs flexibly. In particular, he edited, rearranged, and
refined the raw data emitted by his Free Stochastic Music program (Roads
1973).
When I used programs to produce music like ST/4, ST/10, or ST/48, the output
sometimes lacked interest. So I had to change [it]. I reserved that freedom for
myself. Other composers, like Barbaud, have acted differently. He did some
programs using serial principles and declared: The machine gave me that so
I have to respect it. This is totally wrong, because it was he who gave the
machine the rule! Iannis Xenakis (Varga 1996).
Formalized music does not sound free, but it is. I wanted to achieve a
general musical landscape with many elements, not all of which were formally
derived from one another. Iannis Xenakis (1996).
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We return now to the main theme of this paper: the notion of organizing
sound grains into larger structures. Cloud, stream, and spray models have
been effective in composition because they agglomerate grains into
multiple levels of musical structure, specifically the object (100 ms-8 sec)
and meso (> 8 sec) time scales (Roads 2001b).
By contrast, physical/biological models and abstract algorithms of grain
generation pose puzzling challenges. How can one create coherent
multiscale structures with these techniques? As Wesley Smith (2011)
observed:
One of the major challenges in building a system that can increase in
complexity as it runs is figuring out how to transfer complex structures in a
lower level space into simple structures in a higher level space while still
maintaining the essential qualities that the complex lower level structure
represents.
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in
which
composer
can
interact
with
modeled
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Long seen as a gift of the gods, inspired choice seems difficult to teach to
human beings and even more so to computers. Indeed, what makes a
choice inspired is hard to generalize, as it is particular to its context.
Sometimes it is the surprising or atypical choice, but other times it is
simply satisfying, optimal, or salient in a way that is not easy to
formalize. As Vaggione (2003) observed, reliance on formulas is not
adequate; direct action (non-formulaic singularities) are also needed:
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and understand deeply enough to make optimal choices. This begins with
choosing the right compositional problems to solvea question of
strategy, tactics, tools, and materials.
CONCLUSION: THE GRANULAR PARADIGM REFUSES TO DIE
The granular paradigm refuses to die. As Gabor showed, it is a universal
representation for sound. The challenge for the composer has always been:
what to do with granular materials? How do we build meaningful
multiscale musical structures? What is the role of algorithms, and what is
the role of gestural control?
The cloud, stream and spray paradigms have served as effective tools
when combined with studio-based montage and micro-montage. Live
performance with granular instruments is a more open question. We have
not yet seen the Steinway of granular instruments nor the Cecil Taylor of
granulation. The key to success in performing with granular instruments is
the same as any other instrument: the development of virtuosity.
In the studio, graphical envelope control as in PulsarGenerator is an
excellent compromise between gestural interaction and the kind of detailed
micro control that can only come from scripts or code. Analysis-based
granular processing is still in the beginning stages, with much territory to
explore. Physical, biological, and abstract models of granular processes
have potential, but probably more as metaphors for heuristic algorithms
suited to specific compositional problems, rather than as full-fledged
scientific models of reality. After all, the power of software is its ability to
model not only known realities, but also fantastic imaginary worlds.
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ACKNOWLEDGMENTS
I deeply thank Sharon Kanach (Forthcoming) for her detailed comments
on this manuscript. Thanks to Makis Solomos and Charles Turner for their
views on related historical matters. I would also like to deeply thank my
partners in granular research over the years: John Alexander, Alberto de
Campo, Garry Kling, Aaron McLeran, Bob Sturm, and David Thall. It has
been a privilege to collaborate with them.
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NOTES
1. This was only the beginning of my inspiration. A key encounter was
experiencing the Polytope de Cluny in Paris eight times in the Fall of 1973.
2. Hear Bebe Barrons Mixed Emotions:
www.youtube.com/watch?v=Biqz1r2d_xY
3. The Constant-Q Granulator requires Mac OS9. The EmissionControl
prototype requires a non-Intel PowerPC processor running MacOSX 10.4
(Tiger).
4. See Scatter: www.youtube.com/watch?v=JgGR6VjTiaA&lr=1
5. I am an advocate of Stephen Wolframs important monograph A New
Kind of Science (2002). However, his WolframTones is a classic example
of a system that uses four billion cellular automata rules to produce
trillions of pieces of unremarkable music. See: tones.wolfram.com.
6. Xenakis GENDY system embodies the notion of chains of interlocked
probability functions, but he never applied this paradigm to granular
synthesis.
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REFERENCES
Aronson, I., and L. Tsimring (2009) Granular Patterns. Oxford, Oxford
University Press.
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