Introduction to MIDI and Computer Music: Assignment 4
Verify that you've satisfied all the requirements by consulting the Assignment 4 checklist.
Sound files can have different formats. Files from the Windows world tend to be in Wave (.wav) format. The standard format in the Mac world is AIFF. Many professional audio programs on the Mac favor the Sound Designer II format, named after one of the earliest audio editors available on a personal computer. Unfortunately, Sound Designer II files are not portable — they can't be used on a Windows computer. It's easy to convert files from one format to another, though, using a sound editor program or QuickTime Player.
Sound files, of course, store data in digital form, using ones and zeros. For some background on the process that turns a sound wave into a stream of numbers, see Digital Audio Concepts.
Digital Performer specializes in non-destructive editing of audio. This means that in most cases, it will never alter your original sound file. Instead, it either creates new sound files based on the original, or it lets you work with soundbites, which are references to segments of the original sound file. Other programs, such as DSP Quattro, offer destructive editing of audio. Operations you perform in such programs can alter the original sound file. Both methods of editing have their place, and many programs, including Digital Performer, let you use both. When you have a choice, non-destructive editing is usually preferable.
I expect you to tell a musical "story" or convey a definite mood using sound. This assignment is not designed merely to exercise your technical knowledge of the software, though the descriptions below may leave you with that impression. It's an opportunity to be creative.
After you import a sound file into Digital Performer, it becomes a soundbite. (For more on soundbites, see below.) You drag soundbites into audio tracks to build a sequence. You can drop a soundbite into your sequence any number of times. Each instance of a soundbite behaves somewhat like a MIDI note.
When you import sound files, Digital Performer automatically copies them into the Audio Files folder inside of your project folder.
CAUTION: If you double-click on the soundbite name, instead of single-click, then you'll open a destructive audio-editing window. You don't want to do anything destructive now, do you? Close that window before it's too late.
DO THIS: Create a new Digital Performer Project, and import one or more of the sound files I provide into your project by dragging it into a track.
A project folder contains a sequence file, as well as folders for sound files and other things. Sound files are much larger than MIDI files. Because a project contains multiple files and folders, you need to be especially careful about backing up. My recommendation is to keep everything relevant to the project inside your project folder, and copy this folder to and from the Music Server. Keep an extra copy on a CD-RW or USB flash drive.
You should not run your project directly from the Music Server. Even though this may work some of the time, it's usually too slow to be reliable. You might hear audio drop-outs, or Digital Performer might complain about not being able to run all the audio effects you want. Never try to run a project directly from a CD or USB flash drive, which are too slow.
So when you come in to work on an existing project, you should copy the entire project folder from the Music Server onto the Desktop (i.e., the Mac's internal hard disk).
Notice that it's not sufficient to copy just the sequence file. If the sound files are still on the server, Performer may be cranky when you play back the sequence, because accessing the sound files on other disks is too slow.
To reduce the chance that Digital Performer will use a sound file on the Music Server or your CD or USB drive instead of one on the hard disk, eject all servers and other disks before opening your sequence file.
WARNING: At least half of the problems people have working with audio in Digital Performer are due to carelessness about the issues discussed above. If you turn in a project that doesn't work, because your sound files are living somewhere else and Digital Performer can't find them, then that will affect your grade.
Here's the important part: the soundbite does not contain a copy of the portion of the sound file. In other words, the soundbite does not contain audio samples copied from the sound file. It just contains two references — start time and end time — to the sample data in that file. This means that the soundbite doesn't take up very much memory or disk space — nowhere near the amount used by the audio data. It also means that editing soundbites is very fast, because only the start-time and end-time references must change, not the actual audio data in the sound file. Soundbites are the cornerstone of Digital Performer's non-destructive editing environment: they make it possible for you to cut and paste bits of audio without ever altering the original sound file.
NOTE: Soundbite is a Digital Performer term. The same thing is called a region in Pro Tools and some other software.
You can hide and show audio tracks in the Sequence Editor window in the same way that you do this in the Mixing Board window: by clicking on track names at the left of the window. When you first open the Sequence Editor window, though, it won't show this list of track names. To see them, click the box icon in the title bar.
Here are some of the more common editing techniques.
CAUTION: Click in the waveform part of the soundbite, not in the colored title bar above the waveform, when you have the option key down. If you option-click the title bar, you'll be asking to change the name of the soundbite.
NOTE: When edge-editing, don't drag the edge near the top of the soundbite, since that time-stretches the soundbite instead.
So if you have a soundbite that refers to the entire duration of its sound file, dragging the right edge of the soundbite to the left will shorten the soundbite. (Don't worry: this doesn't delete any samples in the sound file!) Dragging the left edge of the soundbite to the right also shortens the soundbite, but it suppresses the beginning, instead of the end, of the sound file, and it changes the start time of the soundbite in the sequence. (If it started at the beginning of a measure, now it might start on the second beat of the measure, for example.)
By default, edge-editing affects only the soundbite definition, replacing the dimensions of the soundbite with whatever you specify by dragging. If you've placed several instances of the soundbite in your sequence, edge-editing one of them will change all of them. Sometimes this is what you want, but other times it's not. If you turn on the Edge Edit Copy option, Digital Performer will create a new soundbite with the dimensions you specify by edge-editing. It leaves alone the original soundbite and any of its instances. The Edge Edit Copy command in the Sequence Editor mini-menu toggles this editing mode. (Access this mini-menu by clicking and holding on the little icon next to the close box for the Sequence Editor window, shown below.)
While working with audio in Digital Performer, you may have trouble managing audio voices. See Audio Voice Troubleshooting for guidance.
DO THIS: Using the techniques listed above, chop up the sound file I gave you into smaller segments — short phrases, words, even syllables. Each segment is a soundbite. Then arrange the segments on multiple tracks to make an interesting collage of spoken sounds. Use at least three tracks.
The audio volume event values are expressed in decibels (dB). A value of 0 dB means the audio plays from the disk with no amplitude scaling. If you shape the line so that it goes above 0 dB, the audio samples will be multiplied by a factor greater than one, and you could easily cause clipping (digital distortion). If this happens, the track's meter in the Mixing Board window will show it.
Panning works similarly to volume:
Choose "Soundbites" from the editing mode pop-up in order to edit soundbites again.
Shortcut: Hold the option key down while selecting an editing mode (e.g., Soundbites, Volume, Pan) from any audio track's popup menu: all tracks will change to that mode.
DO THIS: Include some volume and pan events in your audio tracks. Use any method you like to create these — recording in the Mixing Board window, or inserting them in the Sequence Editor window. Use some continuous panning and volume changes in at least two places. Play-enable automation for any tracks that have changing volume or pan.
To time-scale a soundbite, open the Sequence Editor, and move the mouse over either edge of the soundbite — over the colored title bar, not over the waveform display. The cursor changes to a hand.
To pitch-shift a soundbite, select it and choose Transpose from the Region menu. You then see the same window that you would use to transpose MIDI notes. As long as the Transpose audio check box is enabled, the command also affects soundbites.
Don't expect time-scaling by large percentages or transposing by large intervals to sound natural. But sometimes, unnatural is good.
The Spectral Effects menu command combines time-scaling and pitch-shifting with formant-shifting. (See the "Acoustics 3" PowerPoint slide.) Go ahead and play with it. Despite the name of this command, please don't use this to fulfill your audio effect requirement.
Some extra info about transposition...
Digital Performer has two methods of transposition. The default "PureDSP" method works well for cleanly-recorded, non-reverberant sounds containing a single pitch or melody. (In music theory terms, it works for monophonic, not polyphonic, sounds.) This method lets you shift formants independently of pitch, using the Spectral Effects command. The other method does not let you do formant-shifting, but it works better with sound files that are polyphonic or contain reverberation. If the result of the default "PureDSP" transposition sounds garbled, you can arrange for a soundbite to use this alternative method of transposition. This setting is in a pop-up menu in the Info pane of the Soundbites window — let me know if you have trouble finding this.
DO THIS: Time-scale or pitch-shift at least one soundbite, and use that somewhere in your sequence.
You access the audio effects just like you did the MIDI ones used in Assignment 2: choose them from the insert pop-up menus at the top of each audio track in the Mixing Board window. Most effects have a wet/dry mix control that governs the amount of effect you hear. All effects have a bypass button; toggle this to compare the dry track with the "effected" track.
The best way to get started with effects is to try the presets that most of them include. Select these from the effect window mini-menu. (Access this mini-menu by clicking and holding on the little icon next to the close box for the effect window, shown below.)
Automation works for most real-time effect settings. Use it just like the automation of volume and pan: record-enable automation, then change effect settings while playing the sequence. Digital Performer remembers your setting changes. You can edit these in the Sequence Editor the same way you edit volume automation. (Choose the effect parameter from the Sequence Editor mode menu, discussed above for volume changes.)
DO THIS: Use at least two audio effects in your sequence. Choose the effects either from the Mixing Board or from the Audio Plug-ins menu.
You get rid of clicks by applying a volume envelope to a soundbite. Even a very quick, barely noticeable attack or release can suppress a click. There are two ways to create these envelopes:
There is a graphical shortcut to using the Fade command: move the mouse over the edge of a soundbite, in the area just between the waveform display and the colored title bar. When you see the crossfade cursor, click and drag toward the middle of the soundbite to create a fade (or crossfade).
This may strike you as an obscure consideration, and you can safely ignore it for this assignment. But to get professional results, you'll have to deal with the problem of clicks sooner or later — like in your final project!
DO THIS: Add at least two MIDI tracks to your sequence. Try to find MIDI-based sounds that complement the speech. (For example, adding a pitched, sustained sound can point up the musical qualities of the speech.) You can use Reason to play some or all of your MIDI tracks, as long as you provide me with a Reason song file, which contains your rack setup.
When you come in again to work on an existing project:
Remember to follow the assignment submission instructions above (where it says "What to turn in")!