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A BRIEF TUTORIAL ON THE DEVELOPMENT OF
ELECTRONIC MUSIC
Early Developments - The Tape Recorder -
Although human attempts to create sounds not found in nature predate the
invention of the phonograph (!) It was really the development of the
analogue tape recorder that created a working meduim that allowed musicians
to edit sound events for the first time in a meaningful way.
The first important contribution of the tape recorder was that it allowed
musicians to listen to what they had just done without having to "mother"
and "stamp" a master recording. Because direct-to-disc analogue recordings
up through the 1940's had to go through this involved process in order to
be "listenable", musicians had to set a date to come back into the studio
and listen to playback. With tape, no process was needed, just rewind the
tape.
Several other advantages to tape recording soon evolved, including
"punching in" (re-recording a portion of a piece of music in order to make
changes or fix mistakes), "overdubbing" (recording more tracks in synch
onto an existing piece of music), and the use of Variable Speed Oscillators
(to change the pitch and speed of a musical passage), running tape
backwards, and processing the signal with reverb, etc. The tape recorder
created a whole new era in sound manipulation.
The ability to physically cut tape allowed musicians to remove a sound from
context and place it in a new context by eliminating certain aspects of
that sound and only allowing the ear to hear certain other aspects. For
instance, if you record a church bell and eliminate the first part, or
"attack" of the sound, it doesn't sound like a chuch bell at all. It
sounds like something entirely new. This resulted in a preoccupation with
sound events for their own intrinsic purpose, which led to a concept of
electronic music that we still work in today.
Tape recorder quality increased dramatically, partially due to the
popularity of rock music and it's preoccupation with sound, partially due
to the demands of the space program on small, light, durable electronic
equipment. From the first tape recorder models that were developed by the
Germans in World War Two, to the first Ampexs that Bing Crosby used
commercially in his radio show, to Les Paul's innovative eight track
recorder of the late fifties, tape recorders suddenly seemed to be
everywhere.
As the 1950's gave way to the '60s, this preoccupation with tape
manipulation introduced a new art form: electronic music. Musicians would
often record sounds found in nature and manipulate their charicteristics (a
musical form called, "Electronic Concrete", because one was starting with
contrete, or physical sounds), or they would use electronic devices that
created sounds not found in nature (a musical form that grew into
"synthesized music").
The Synthesizer -
A musician who plays a traditional instrument can control his sequence of
notes, and he has certain, sometimes mesmerizing control over the tonal
quality of those notes. But what if he could get down to a sort of
"micrscopic" level, as it were, and literally be in conplete control over
every aspect of each sound event? This is the question that Donald Buchla
and Robert A. Moog attempted to answer in the early 1960's as they
struggled to expand a musician's ability to organize sound.
Each in his turn developed a device that contained a separate module that
could control each individual variable of sound, and then allowed all of
those modules to function together under a common voltage control.
Because this device generated an artifical waveform to create sound, it was
dubbed the " Synthesizer".
Sound Construction -
What is sound? Sound is condensation and rarefaction of air: Air
"bunching up" and air "thinning out". If you could see air, it would look
sort of like waves of water as they "bunch up" and "thin out" when
something disturbs it - for instance if you throw a pebble into a pond that
was previous still and unruffled.
A microphone takes the fluctuations in air that we call "sound" and turns
them into fluctuations in electrical signal. The fluctuations in
electrical signal are just like the fluctions in the air - in other words,
they are "analogous" - the electricity condenses ("bunches up") and
rarefies ("thins out") in the same way the air did. This kind of signal is
called, "analogue", because it is analogues to the waveforms of air that it
represents.
A speaker vibrates in a way that makes the air move just like it originally
did, before the microphone picked it up. In that sense, the speaker's job
is exactly the opposite of the microphone: to turn electrical signal back
into moving air.
A synthesizer simply eliminates the first step. It does not begin by
turning moving air waveforms into electrical signal waveforms, it simply
begins by generating an electrical signal which the speakers by their
vibration, will turn into sound, or moving air. To do this, it uses an
oscillator, which oscilates (goes back and forth) in electrical output and
generates electrical vibration. Once the oscilators have created
waveforms, the synthesizer has various components that can modify each
aspect of sound, to give, as least theoretically, "total control" over all
parameters of a sound event. The speakers then turn that electrical signal
into moving air - sound
Sound has two primary characteristics: frequency (pitch), and amplitude
(volume). Frequency is simply how often the waveform is repeating, or
oscillating. Amplitude is the amount of air that is moved with each
repetition. Every musical pitch has it's specific number of repetitions
per second. "A 440", (A above middle C) is the designation of the number
of repetitions, or "cycles per second" for that particular pitch. The
range of human hearing is about 20 to 20,000 cycles per second. Cycles
per second are also referred to as Hertz, in honour of the scientist who
developed this system of measurement.
The amplitude, or size of each vibration, (in other works, the amount of
air moved in each wave) is generally measured in decibels. The pain
threshold in sound volume is generally thought to be about 120 decibels.
The Digital Revolution -
The advent of microprocessors into electronic circuitry in the 60's and
70's opened up a whole new world of control over sound. A digital
synthesizer simply measures the curvature of a waveform numerically, and
stores it as a numerical file. Now synth parameters could be poked into
digital memory, stored, and brought up again whenever they were needed!
Transferring control of synth parameters into the digital domain meant that
those changes could take place in real time, as the music was playing.
Whether it was the waveform itself, changes in pitch, or volume, or just
the amount of reverb, a computer could affect changes along the time line
of a musical composition, assigning the different variables of sound to
numeric quantities as the piece was being played.
Sampling -
By the late 70's and early 80's pioneering companies such as Synclavier,
Fairlight and Kurtzweil had developed methods for analyzing incoming
analogue signals, and storing the data as a digital file. These methods
for analyzing sound, or "sampling" the sound, allowed composers to use any
recorded sound for their waveform source. The sampler was born! A sampler
is exactly like a synthesizer, except that instead of using an artifically
generated waveform for it's sound source, it uses a digital file of a
recorded sound.
As analogue to digital (A to D) converters, and digital to analogue (D to
A) converters increased in quality, and microprossers became smaller and
less expensive, an entire range of performance synthesizers and samplers
emerged in the 80's. Even the older, analogue approach to synth design
could benefit from these advances, because an analogue synth, with warmth
and "realism" in it's sound usually superior to digital synths, could be
controlled digitally, and could have it's sound parameters stored in
digital memory.
MIDI -
In the early 80's several of the key manufacturers of synthesizers and
other digital music equipment met to discuss a standardized meduim by which
all digital music equipment could have a kind of common language. They
reasoned that if word processing files could save and load ASCII and text
files in a way that broke down barriers between different types of word
processing software and hardware (for instance, to transfer a file between
a Macintosh computer and an IBM computer), why couldn't, say, middile C on
a Yamaha synthesizer have the same numerical value as middle C on an
Oberheim synth?
As this format was standardized, MIDI was born. MIDI (Musical Instrument
Digital Interface) is a common means by which various computer music
devices can "converse" with one another. It is a kind of programming
lanquage and music notation at at the same time. At first, MIDI was just a
way of using one synth to contol another. But as programmers quickly began
to realize the possibilities, endless programs appeared. Everything from
patch librarians that allowed musicians to use a personal computer to edit
and store synth parameters, to programs that translated MIDI key oard
performance into music notation and print out the notation on a printer, to
"sequencing" programs that allowed musicians to compose music on a
computer, making use of banks of synthesizers to perform the music.
The original MIDI format specified 16 MIDI channels. Information (not
sound) passes through MIDI cables (5 pin DIN connectors) from one device
into another. If a certain synth that is programmed to play a sound
similar to, say, a piano, is set to, say, midi channel 1, then all
information spewing through the MIDI cables and assigned to MIDI channel 1
will be "grabbed" by that particular synth, and the synth will play those
notes. Another synth programmed to play, for instance, a violin sound and
set to receive on MIDI channel 2 will play only those notes meant for the
violin, and so forth. In this way, a composer with a computer and a few
synthesizers has a whole orchestra at his disposal.
PCM Sampling and General MIDI -
In the maze of equpment that MIDI enabled, it soon became obvious that
every musician did not want to spend the needed time creating and recording
every sound source necessary for a composition, storing those sounds on
disc, cataloguing them, etc. By the mid eighties a new job had evolved:
that of "Sound Designer". Some musicians developed lucrative careers doing
nothing but creating and editing sounds for the other musicians. PCM
sampling, or Pulse Code Modulation, was established as a method of
compressing sampled sound data. A new generation of samplers arose that
had no ability to record their own sounds. This drawback was balanced by
the ease with which musicians could draw up sounds that had been recorded
"at the facotry" and smply assign them to MIDI channels, synth parameters,
keygroupings, etc. Recordable samplers continue to be popular to this day
for musicians who wish to create their own sound sources "from scratch" but
if one just wants "a piano sound", a "violin sound" etc., the PCM Sample
Playback Module proves an excellent solution.
This "generic sound source" attitude was taken farther in the 90's, with a
format for assigning certain sounds to certain patch numbers on a
synthesizer. Thus, patch number one on any snythesizer would be a piano
patch, etc. This system is called "General MIDI", and it allows
compositions to be played on different sequencers without having to first
figure out which sound source will play this or that particular sequence
within a composition. It is an excellent system for certain applications
(for example, computer games, or music "classics" or "standards" downloaded
off the Internet). It can be ignored at any time that it isn't
appropriate, and one can assign whatever patches one wants.
MIDI interfaces today often have far more than 16 MIDI channels (128 is not
uncommon!) and mixing boards, effects units and digital audio recorders now
generally come equipped with MIDI in, out ant thru jacks as a standard
feature. Even stage lighting systems can synchronize thru the MIDI format.
Though many musicians dislike MIDI because it can make music sound less
natural, (and others dislike MIDI because it's far too limited,
technically), one should realize that MIDI was never designed as a method
for every musical process nor every musical idiom. It has it's purposes,
and it continues to evolve.
Digital Audio
>From it's humble beginnings in the sixties and seventies, digital audio
recording has all but eclipsed analogue music in the nineties in many areas
of the music business. Essentially the same concept as sampling (but
without assigning sound events to MIDI channels or keygroupings), digital
audio coverts an analogue sound signal into a numeric file through the
digital to analogue (D to A) converter, and then converts it back again
through the analogue to digital (A to D) converter. The standard sampling
rate for CD quality (Compact Disc) music is 44.1 Kilohertz. That means
that the incoming signal is getting sampled, or analyzed, forty four
thousand, one hundred times per second. (!) This creates a file that is
five megabytes per mono channel, per minute (Ten megabytes per minute for
sterio). At 16 bit resolution, this produces an acceptable musical
quality. In recent years, digital audio has jumped to 20 bits and 24 bits
in professional recording environments, for even higher sound quality.
Although some people feel that analogue sound has a warmer, bigger quality
to it, the digital audio process allows musicians to make use of cut, copy,
and paste functions, along with all the other editing tools that the
digital process provides. Music recorded on digital files has no
distortion, tape hiss, no deterioration from one generation to another (a
copy of a digital file is identical to the original - it's just a series of
numbers that are translated into sound by the D to A converters). And, as
with MIDI it continues to evolve today. Some would say it's really only
just begun.
Since the first commercial use of the tape recorder in the late forties,
the advances in electronic music have been absolutely staggering.
Synthesizers in the sixties took up an entire wall, cost many thousands of
dollars, could usually only produce one sound event at a time, had
keyboards that could only trigger one note at a time (chords had to be
built up through overdubbing on a tape recorder), had keyboards that were
not sensitive to changes in volume, and after a sound event had been
programmed on a synthesizer and recorded on tape, every parameter of that
sound had to be literally written down on a chart with a pencil in order to
be reproduced again after the synth had created other sounds! Today, a
sound module infinitely more advanced and as small as a book (with a
digital memory of over a hundred patches) can be purchsed "used" for a
couple hundred dollars! In fact, it's safe to say that even the most
visionary, progressive thinkers in this field thirty years ago couldn't
imagine in their wildest fantasies how far things have progressed today.
And as for the next millenium ? ? ?
How would you like to go down to the music store and purchase an andyroid
like "Data" [From Star Trek, The Next Generation]to be your keyboard
player, sit around and talk to him about the kind of "feel" you'd like on a
certain piece of music . . . . . . . . or maybe go have an operation
performed where a certain type of input jack would be installed in the back
of your head, and everthing you think
would be immedeately transferred
to some kind of
digital memory medium . . . . . . . . . . . . . . . .
. . . . . . ... . . . . . . . . . ... .
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