What Is a Computer Music Language? A computer language presents an abstract model of computation that allows one to write a program without worrying about details that are not relevant to the problem domain of the program. What is a computer language? What is the difference between a high-level and a low-level language? What do current computer music languages do for you? What should a computer music language do? How can computer language abstractions be applied to computer music? Is a specialized computer music language even necessary? This article discusses the above questions, how they led to creating the SuperCollider language, and some current development and further directions for SuperCollider. The following questions ï¬t this category. Some of these questions may at ï¬rst glance seem trivial but on further examination are rather deep. Cupertino, California 95014 USA Rethinking the Computer Music Language: SuperCollider Designing a new computer music language requires one to answer certain questions. If you don't have a smartphone or tablet, a simple MIDI controller such as a NanoKontrol would suffice.Rethinking the Computer Music Language: SuperCollider Rethinking the Computer Music Language: SuperCollider # External control (smartphone/tablet, MIDI)Ī mobile device with an OSC control app is recommended for the performance sessions. Hoping for this to be updated before the workshop. Linux: Pre-compiled packages for SC 3.6.3 exist for Debian/Ubuntu and Red Hat. Please install SuperCollider before attending the workshop: Participants will need to bring their own laptop (Mac OSX, Linux or Windows 7/8), and a headset for listening. Familiarity with electronic music technology will be helpful, but not required. This workshop assumes no prior knowledge of SuperCollider. Sessions will be taught in both English and Chinese. Concluding sessions will touch on best practices to build larger projects. The discussion of external devices will cover simple graphical interfaces, and good programming habits to manage incoming control information. We will learn to control these synthesizers using sequencing (patterns) and external devices. We will approach basic synthesis techniques by experimentation. The primary focus of each session is practical information to complete the musical work.Įarly sessions will build synthesizers from simple pieces of code, where each code snippet represents typical synthesizer components (oscillators, envelope generators, control signals). Each student will be responsible for one or two textural layers, to be controlled using mobile devices. The workshop will culminate with a performance of a group composition. It is an object-oriented language based loosely on SmallTalk, providing Unit Generator objects for synthesis, powerful data structures, and Pattern objects for sequences of musical information. It is currently maintained by an international group of musicians and programmers. The current incarnation, SuperCollider Server, is the third major version and was released as an open-source project in 2002. SuperCollider is a programming language for audio synthesis and algorithmic composition, designed by James McCartney. He is currently an Associate Professor in the Modern Music Department of Xinghai Conservatory of Music in Guangzhou, PRC, teaching electronic music production and film music. He is the developer of dewdrop_lib, an extension library including components for mixing, MIDI control and high-level organization for larger projects. James Harkins (Ph.D., Duke University) has 11 years experience composing and performing with SuperCollider, and actively contributes code and documentation to the SuperCollider project. This intensive five-day workshop teaches you the fundamentals of sound synthesis in the SuperCollider programming language, with an emphasis on modular design, real-time patching and control devices for live performance. Synthesis and performance in SuperCollider
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