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sn#096553 filedate 1974-04-10 generic text, type C, neo UTF8
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THIS IS THE REAL THING?
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COMPUTER SIMULATION OF MUSIC INSTRUMENT
TONES IN REVERBERANT SPACES
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I. INTRODUCTION⊗2
%5current research⊗1
%5proposed research⊗1
%CAPPLICATIONS⊗1
%5scientific research⊗1
%5education⊗1
%5archetectural acoustics⊗1
%5music industry⊗1
%5electronic music composition⊗1
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II. RESEARCH PROPOSAL⊗11
%5note to the reader⊗11
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A. SIMULATION OF MUSIC INSTRUMENT TONES⊗11
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1. ADDITIVE SYNTHESIS BASED ON THE ANALYSIS OF REAL TONES
%CINTRODUCTION TO SYNTHESIS AND ANALYSIS TECHNIQUES
%5synthesis
%5analysis for additive synthesis and graphic techniques
%CCURRENT RESEARCH
%5perceptual evaluation of anaysis-synthesis strategy
%5filtering of signals to localize perceptual cues
%5date reduction
%CPROPOSED RESEARCH
%5extension of timbral range
%5systematic exploration of data reduction techniques
%5automatic data reduction algorithms
%5higher-order algorithms
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2. FREQUENCY MODULATION SYNTHESIS
%CINTRODUCTION TO SYNTHESIS AND ANALYSIS TECHNIQUES
%5synthesis
%5FM predictive analysis and graphic techniques
%CCURRENT RESEARCH
%5periodicity - ratio of carrier to modulating frequencies
%5bandwidth as a function of time - modulation index
%5resonances - multiple carrier waves
%CPROPOSED RESEARCH
%5simulation of fixed resonances
%5inharmonicity - multiple modulation waves
%5non-periodic tones
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3. TOWARDS A GENERAL MODEL FOR SIMULATION
%CCURRENT RESEARCH
%5interaction between additive and FM syntheses
%CPROPOSED RESEARCH
%5exploration of subtractive synthesis techniques
%5applications of multidimensional scaling to timbre perception
%5investigation of categorical perception
%5automatic FM mappings and convergence of approaches
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B. SIMULATION OF REVERBERANT SPACES
AND LOCALIZED SOUND SOURCES
1. SIMULATION OF REVERBERANT SPACES
%CINTRODUCTION TO ARTIFICIAL REVERBERATION TECHNIQUES
%5the comb filter
%5all-pass unit reverberators
%CCURRENT RESEARCH
%5colorless reverberation
%5spatially diffuse reverberation
%CPROPOSED RESEARCH
%5applications of the second order all-pass unit reverberator
%5simulation of real rooms
%5perceptual scaling and testing
%5higher level algorithms
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2. SIMULATION OF LOCALIZED SOUND SOURCES
%CCURRENT RESEARCH
%5simulation of azimuth and distance cues
%5moving sources and velocity cue
%CPROPOSED RESEARCH
%5azimuth
%5distance
%5location of source as indication of room size
%5altitude
%5perceptual scaling and testing
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