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Programming for Musicians and Digital Artists
Creating music with ChucK

Год издания: 2014
Автор: Ajay Kapur, Perry Cook, Spencer Salazar, Ge Wang

Издательство: Manning
ISBN: 9781617291708
Язык: Английский

Формат: ePub
Качество: Изначально компьютерное (eBook)
Интерактивное оглавление: Да
Количество страниц: 312

Описание: Programming for Musicians and Digital Artists: Creating Music with ChucK offers a complete introduction to programming in the open source music language ChucK. In it, you'll learn the basics of digital sound creation and manipulation while you discover the ChucK language. As you move example-by-example through this easy-to-follow book, you'll create meaningful and rewarding digital compositions and "instruments" that make sound and music in direct response to program logic, scores, gestures, and other systems connected via MIDI or the network.
foreword
preface
acknowledgments
about this book
about the authors
Introduction: ChucK programming for artists
0.1. Why do musicians and artists need to program?
0.2. What is ChucK? How is it different?
0.3. Why program in ChucK?
0.4. ChucK-powered and pre-ChucK computer-mediated art
0.5. Summary
Part 1 Introduction to programming in ChucK
1. Basics: sound, waves, and ChucK programming
1.1. Sound waves and waveforms
1.2. Your first ChucK programs
1.2.1. Your first program: "Hello World"
1.2.2. Your first sound program: "Hello Sine!"
1.2.3. Now let’s make music
1.2.4. Trying new waveforms
1.3. Data types and variables
1.4. Time in ChucK: It’s about now
1.4.1. Variables of type dur
1.4.2. The importance of time
1.4.3. Variables of type time
1.4.4. Working with now
1.5. Logic and control structures for your compositions
1.5.1. Programming power through logic statements: the if statement
1.5.2. Logical operators and conditions
1.5.3. The for loop control structure
1.5.4. The while loop control structure
1.6. Using multiple oscillators in your music
1.7. A final example: "Twinkle" with oscillators, variables, logic, and control structures
1.8. Summary
2. Libraries: ChucK’s built-in tools
2.1. The Standard library: tools for pitch, loudness, and more
2.1.1. Deriving musical frequencies from MIDI note numbers
2.1.2. Converting between data types: float to int
2.1.3. Obtaining an int from a number expressed as text
2.2. The ChucK Math library
2.2.1. Math library random functions
2.2.2. Rounding numbers: being more fair about float-to-int conversion
2.3. Stereo and panning
2.4. Example: random music with two voices and panning
2.5. Summary
3. Arrays: arranging and accessing your compositional data
3.1. Declaring and storing data in arrays
3.2. Reading and modifying array data
3.3. Using array data to play a melody
3.4. Storing other types of data in arrays
3.4.1. Using an array to store durations
3.4.2. Arrays of strings: text can be musical too
3.5. Example: a song with melody, harmony, and lyrics!
3.6. Summary
4. Sound files and sound manipulation
4.1. Sampling: turning sound into numbers
4.2. SndBuf: loading and playing sound files in ChucK
4.2.1. Organizing your sound files
4.2.2. Looping (automatically repeating) your samples
4.2.3. Playing your samples backward
4.2.4. Managing multiple samples at a time
4.3. Stereo sound files and playback
4.4. Example: making a drum machine
4.4.1. Adding logic for different drums on different beats
4.4.2. Controlling when drums play using logic arrays
4.5. A new math/music tool: the modulo operator
4.6. Tying it all together: your coolest drum machine yet
4.7. Summary
5. Functions: making your own tools
5.1. Creating and using functions in your programs
5.1.1. Declaring functions
5.1.2. Your first musical function
5.1.3. Local vs. global variables
5.2. Some functions to compute gain and frequency
5.2.1. Making real music with functions
5.2.2. Using a function to gradually change sonic parameters
5.2.3. Granularize: an audio blender function for SndBuf
5.3. Functions to make compositional forms
5.3.1. Playing a scale with functions and global variables
5.3.2. Changing scale pitches by using a function on an array
5.3.3. Building a drum machine with functions and arrays
5.4. Recursion (functions that call themselves)
5.4.1. Computing factorial by recursion
5.4.2. Sonifying the recursive factorial function
5.4.3. Using recursion to make rhythmic structures
5.5. Example: making chords using functions
5.6. Summary
Part 2 Now it gets really interesting!
6. Unit generators: ChucK objects for sound synthesis and processing
6.1. ChucK’s special UGens: adc, dac, and blackhole
6.2. The pulse width oscillator: an electronic music classic
6.3. Envelope (smooth slow function) unit generators
6.3.1. Making a clarinet sound using SqrOsc and Envelope
6.3.2. Making a violin sound with SawOsc and the ADSR Envelope UG
6.4. Frequency modulation synthesis
6.5. Plucked string synthesis by physical modeling
6.5.1. The simplest plucked string
6.5.2. Exciting the plucked string with noise
6.5.3. Modeling frequency-dependent decay with a filter
6.5.4. Modeling fractional (tuning) delay and adding an ADSR for plucking
6.6. Intro to filter UGens: frequency-dependent gain
6.7. More on delays: room acoustics and reverberation
6.8. Delay-based audio effects
6.9. Example: fun with Filter and Delay UGens
6.10. Summary
7. Synthesis ToolKit instruments
7.1. STK wind instruments
7.1.1. The STK brass instrument physical model UGen
7.1.2. The STK Flute physical model UGen
7.2. Better stringed instruments
7.2.1. The STK Sitar physical model UGen
7.2.2. The STK Mandolin physical model UGen
7.2.3. The STK bowed string instrument UGen
7.3. Bars and other rigid things
7.4. Particle models
7.5. Synth soundz
7.6. Voices
7.7. Example: Indian music
7.8. Summary
8. Multithreading and concurrency: running many programs at once
8.1. Programming with concurrency
8.2. Shreds and sporking
8.3. A parallel, multithreaded, concurrent drum machine
8.4. Using concurrency to control aspects of common objects
8.5. Machine commands: adding ChucK files as new shreds
8.5.1. ChucK Machine commands for adding and running files
8.5.2. Using Machine functions for composition
8.6. Example: building a multithreaded jazz band
8.6.1. A file organization structure for your jazz band
8.6.2. Programming the individual players
8.6.3. An architecture for running your concurrent code
8.7. Summary
9. Objects and classes: making your own ChucK power tools
9.1. Object-oriented programming: objects and classes
9.1.1. Objects in general
9.1.2. Classes
9.2. Writing your own classes
9.3. Overloading: different functions can share the same name
9.4. Public vs. private classes
9.4.1. Useful applications for public classes
9.4.2. The Clear VM button
9.4.3. Static variables
9.5. Initialize.ck: an architecture for organizing your code
9.6. Conducting a drum pattern using a time-varying BPM
9.7. Making new classes from existing classes
9.7.1. Inheritance: modeling and modifying parents
9.7.2. Polymorphism: managing many children
9.8. Example: building a smart mandolin player
9.9. Summary
10. Events: signaling between shreds and syncing to the outside world
10.1. What are events?
10.2. Programming with events: keyboard input
10.3. Inter-shred communication using events
10.3.1. Using event.signal() to synchronize one shred to another
10.3.2. Using signal to synchronize multiple shreds
10.3.3. Triggering multiple shreds at the same time using events
10.4. Customized events example: a multi-instrument gamelan
10.5. Summary
11. Integrating with other systems via MIDI, OSC, serial, and more
11.1. Using MIDI: history, basics, and advanced applications
11.1.1. MIDI messages
11.1.2. External MIDI controllers for ChucK
11.1.3. ChucK to ChucK using a virtual MIDI port
11.1.4. Controlling robots via MIDI
11.2. Open Sound Control: networking music
11.3. Serial input/output to the outside world
11.4. Summary: looking outward and forward
Appendix A: Installing ChucK and miniAudicle
Appendix B: Library functions: Std, Math, other
B.1. The ChucK Standard Library
B.2. The ChucK Math library
B.3. Virtual machine commands and functions
B.4. Shred object functions
B.5. String object functions
B.6. Array object functions
Appendix C: Unit generators
C.1. Audio input and output UGens
C.2. Methods common to all unit generators
C.3. Gain and stereo/mono UGens
C.4. Basic sound waves and function generator UGens
C.5. Oscillator unit generators
C.6. Lookup table unit generators
C.7. LiSa: a live sampling unit generator
C.8. STK Envelope generators
C.9. STK delays, reverberators, and delay-based effects
C.10. Sound file unit generators
C.11. Synthesis ToolKit filters
C.12. Non-linear signal-processing UGens
C.13. STK instruments
C.14. Blit: band-limited oscillator family
Appendix D: Network communication with Open Sound Control
Appendix E: File I/O
E.1. File basics
E.1.1. Opening and writing files
E.1.2. Reading files
E.1.3. Options for opening files
E.1.4. Non-sequential file access
E.2. Standard output and error
Appendix F: Serial I/O
F.1. Serial I/O reading
F.1.1. Bytes, ints, floats, strings
F.2. Serial I/O writing
Appendix G: ChucK on the command line
G.1. Mac OS command-line basics
G.2. The command line on Windows
G.3. On-the-fly programming
G.4. ChucK command-line reference
G.4.1. Source ChucK files
G.4.2. Basic command-line ChucK options
G.4.3. Audio options
G.4.4. Network options
G.4.5. ChuGin options
G.4.6. Advanced options
Appendix H: Extending ChucK
index
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