179,854Messages
9,130Senders
30Years
342mboxes

← archive index

Re: (idm) digital acoustics

2 messages · 2 participants · spans 1 day · search this subject
2000-03-09 16:55Lukas Bergstrom (idm) digital acoustics
└─ 2000-03-09 17:02Jeff Shoemaker Re: (idm) digital acoustics
expand allcollapse allclick any summary to toggle that message
2000-03-09 16:55Lukas Bergstrom> From: Lee Azzarello <roswell@antioch-college.edu> > Subject: Re: (idm) Re: lets talk equ
From:
Lukas Bergstrom
To:
Date:
Thu, 9 Mar 2000 11:55:39 -0500
Subject:
(idm) digital acoustics
permalink · <004901bf89e8$5f014540$4b01a8c0@diablo>
quoted 4 lines From: Lee Azzarello <roswell@antioch-college.edu>> From: Lee Azzarello <roswell@antioch-college.edu> > Subject: Re: (idm) Re: lets talk equip. > > >ajwells@ix.netcom.com wrote this on 3/8/00 1:32 PM
quoted 11 lines removes the artist from the reality that sound emanates from THINGS> >removes the artist from the reality that sound emanates from THINGS > >vibrating, not numbers approximating waves... that physical quality of > >sound is often lost or changed in a computer environment... > > I don't understand. I mean, speaking of electronic music, there is > nothing that vibrates, or even moves inside analog _or_ digital > equipment. > I understand the necessity of > physical vibrations with non-electronic music (being a classical pianist > myself), I still haven't found a sampled piano that sounds anything like > the Steinway Grand in the hall I practice in.
Actually...these two comments triggered some thoughts about psychoacoustics I've had. Bear with me. Every time you hear a sound, your brain instantly attempts to extract a variety of information from it: where is it, what is it, is it moving...the brain assumes that there will be some acoustical cues to help it along, and can recognize when the acoustical properties of a sound aren't "valid". Such sounds (like a perfect, repeating sine wave, for example) sound artificial. Real-world sounds tend to be messier and more complex. Check this article http://unisci.com/stories/20001/0306006.htm for an example of the kind of information people can extract from sounds, beyond location. Now I'm not suggested that every artist sculpt their sounds until they sound like something produced by a real object. ep7 has a bunch of sounds that have been folded in on themselves so many times that they've got some really engaging acoustical properties, but they don't by any stretch of the imagination sound real. I just wish more producers thought about acoustics, instead of just sampling and filtering mindlessly (like jungle producers looking for a natural sound, and then time-stretching their drum samples all to hell.) Final thought for the day: people should play more games with their speakers. Lukas --------------------------------------------------------------------- To unsubscribe, e-mail: idm-unsubscribe@hyperreal.org For additional commands, e-mail: idm-help@hyperreal.org
2000-03-09 17:02Jeff ShoemakerI just wish more producers thought about acoustics, >instead of just sampling and filterin
From:
Jeff Shoemaker
To:
Date:
Thu, 09 Mar 2000 11:02:52 -0600
Subject:
Re: (idm) digital acoustics
Reply to:
(idm) digital acoustics
permalink · <3.0.6.32.20000309110252.007a9e70@texas.net>
I just wish more producers thought about acoustics,
quoted 3 lines instead of just sampling and filtering mindlessly (like jungle producers>instead of just sampling and filtering mindlessly (like jungle producers >looking for a natural sound, and then time-stretching their drum samples all >to hell.)
since when are jungle producers "looking for a natural sound"? and time-stretching drums is soooo 1995 :) ------------ 1642 try 621 ------------ --------------------------------------------------------------------- To unsubscribe, e-mail: idm-unsubscribe@hyperreal.org For additional commands, e-mail: idm-help@hyperreal.org