Procedurally generated electronic music
signalsandsorcery.com
signalsandsorcery.com
He designed rhythm generators and automatic baseline sequencers. He died trying to complete building a monster electronic instrument called the "Electronium" of which only one incomplete and partially functional example exists, owned by Mark Mothersbaugh.
I only wish his devices were documented or understood such that simulators or reproductions could be built.
[0]: https://en.m.wikipedia.org/wiki/Raymond_Scott
Thank you for sharing. I had never heard of Ray Scott before. The two clips you shared are mesmerizing. Sounds like the EDM that is being created today..crazy how much ahead of his day Mr. Scott's invention and consequently produced music was...
Fun fact: Scott also had a jazz combo and, among other things, recorded Powerhouse [1], which became a cartoon staple.
https://synapticism.com/notes/s2-translation-an-early-work-o...
It's a piece which could perhaps be revisited in the light of much improved membrane protein crystallisation techniques:
https://www.rcsb.org/pdb/explore/explore.do?structureId=4PIR
Music is by and large about structure. What made it worth listening to was this structure combined with human imperfection in the details and once in a blue moon melodies and harmonies that sound like they are there without being actually played.
Of known composers perhaps Bach was at the time the most mathematical of them.
Within the next decade I believe algos will be able to write hit's. Already today a lot of the things we like to hear is really using technology to create soundscapes and hooks we would never be able to create as humans.
like when you take a bunch of pictures of people and create a phase most representative of the set or which one of the set is most representative
https://www.youtube.com/watch?v=sWblpsLZ-O8
Technical discussion here: https://linusakesson.net/scene/a-mind-is-born/
Another demo from him with a similar theme, but with completely custom and even more limited hardware: http://www.linusakesson.net/scene/bitbanger/index.php
http://countercomplex.blogspot.co.at/2011/10/algorithmic-sym...
Artists like Autechre and related links in this thread have been doing this for years using Max/MSP, to a much greater effect (albeit it's apparently a hybrid where the humans are at the "control panel" of the generative engine guiding it in the direction they want)
Some of the examples sound even better. That's my evening sorted.
Mostly curious since some of these sound better than the ambient tracks you get in games. Even better, you could constrain the parameters of the generation to have each instance of a game generate different, but thematically similar, procedural music.
> In order to be entitled to copyright registration, a work must be the product of human authorship. Works produced by mechanical processes or random selection without any contribution by a human author are not registrable.
Possibly nobody, but it depends how much input the program requires to generate the output. Just press a button and a song comes out -- can't be copyrighted. User has to enter a lot of parameters to generate output, user gets get copyright.
I wonder: what would it take for a machine-generated work to be considered a work derived from a human-generated work? While the machine-generated work still wouldn't be copyrightable[0], would that prevent others from using the machine-generated work without an appropriate license?
(IANAL.)
[0] «To be copyrightable, a derivative work must incorporate some or all of a preexisting “work” and add new original copyrightable authorship to that work.» https://www.copyright.gov/circs/circ14.pdf [PDF]
Is there really no contribution of a human author -- the programmer? He wrote the source code, and supposedly imposed artistic qualities in the music that are themselves copyrightable.
I agree that the user can't receive copyright since she didn't have any creative input.
Also, why did you decide to separate the "layers"? Technically, an RNN trained on similar music should be able to generate all "layers" simultaneously.
It's actually quite easy to generate polyphonic (classical style) music with an RNN: just predict the entire note frequency range of one time step as a binary encoded vector. But yes, I can see how for multiple instruments, the sparsity of inputs might require more training samples.
I'm wondering if the "layered" approach has some advantages, perhaps more control over some aspects of the music?
Here are a couple of more sophisticated (and original) pieces: https://soundcloud.com/user-95265362/op-1-for-piano-solo-in-... https://soundcloud.com/user-95265362/op-21-for-piano-solo-ge...
Dmaj9/Amaj/Bmin/Bmin will be the seed sequence to the RNN. Of course, the network might ignore the seed, or if it's overfitting it will produce a chunk of the training sample which has this sequence in it, but you can definitely specify the starting point (and you usually do with RNNs).
The most time-consuming part is finding enough training compositions with labels (such as composer, genre, mood, style, etc), and data cleanup.