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18<br />

Music Synthesis<br />

S<strong>of</strong>tware<br />

With few exceptions, the entire discussion up to this point has concentrated<br />

on hardware-related items, both digital and analog. The key to a successful<br />

computer music system, particularly one utilizing direct synthesis techniques,<br />

however, is efficient and easy to use s<strong>of</strong>tware. Actually in the final<br />

analysis, s<strong>of</strong>tware is the real frontier in computer music regardless <strong>of</strong> the<br />

sound generation technique utilized. Little <strong>of</strong> the preceding hardware discussion<br />

can be considered "new" and almost certainly none <strong>of</strong> it is revolutionary.<br />

On the other hand, any given programmer with a suitable knowledge <strong>of</strong><br />

music and synthesis techniques can create a music-oriented programming<br />

system significantly different from othets that have been done and may<br />

possibly stage a s<strong>of</strong>tware breakthrough. This is as it should be, since, after<br />

all, the general-purpose computer was conceived as a finite hardware device<br />

with infinite application possibilities through programming.<br />

Computer music "systems," where a system is the combination <strong>of</strong><br />

musical I/O hardware with s<strong>of</strong>tware "glue," can be separated into two easily<br />

distinguishable groups. The first group covers systems designed for real-time<br />

performance directly from manual input devices such as keyboards and<br />

source-signal analysis. The second group covers "programmed" performance,<br />

either real-time or not, in which the sounds are carefully specified prior to<br />

the actual synthesis. While the former type <strong>of</strong> system has not been emphasized<br />

in this text, it is <strong>of</strong> interest to a great many people. In terms <strong>of</strong><br />

s<strong>of</strong>tware, however, such systems tend to be specialized for particular combinations<br />

<strong>of</strong> input devices and synthesis techniques. The second type <strong>of</strong> system<br />

tends to be much more general. Often, these develop along classic s<strong>of</strong>tware<br />

system lines with the concepts <strong>of</strong> tasks, events, macros, supervisors, and<br />

languages being integral parts.<br />

In this chapter, programming techniques for the programmed performance<br />

type <strong>of</strong> system will be discussed. In addition, the anatomy <strong>of</strong> a<br />

simplistic but expandable music s<strong>of</strong>tware system will be described. It is<br />

immaterial whether the synthesis is performed in real time or not, since the<br />

"score" is definitely prepared outside <strong>of</strong> real time. In most cases, nonreal-time<br />

delayed playback direct synthesis will be assumed because it is more general<br />

639

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