Music 170: Musical Acoustics - prompts for final
project
Here are some possible ideas for a final project. Ideally, your
final project should be something you would like to do, and should
help you learn about some topic from this course that you'd like to
focus on.
- Make either a piece of music or an experiment that focuses on a
Shepard tone (sometimes called a Shepard/Risset tone): a musical
sound that can rise or fall in pitch indefinitely without actually
moving -- like an old-fashioned barbershop pole. There's a patch in
the Pd help files that you can use to generate the tone.
- Make a piece of music out of synthesized bird calls. (Hint:
ornery birds might be more fun to work with than sweet-sounding
ones). Difficulty: no sampling please - make them synthetic.
- Make an automated composition machine that plays random notes,
either with a fixed or randomly varying rhythm. To give the music
some sense of "shape" you can have the speed or the pitch range
varying over time, for instance. For inspiration you can look at
the music of Iannis Xenakis (really hard core) or of Paul Lansky
(Alphabet book for instance. Nice sounding).
- Use the Acoustics Library to make a rudimentary drum machine.
You can imitate a variety of different drums by applying a
resonaont (bandpass) filter to a burst of white noise. Metallic
things (cowbells, triangles) can be imitated using either a pulse
into a collection of very high-Q resonant filters or with sinusoids
with decaying amplitudes. As in the bird-call idea above, no
sampling allowed.
- Use the analog headphone output of a computer (you can use a
USB headphone adapter if yourcomputer doesn't have an analog
headphone output) to power a 1" or 2" loudspeaker. You'll have to
solder or otherwise make up a cable to get from the headphone
output to the speaker - total cost of materials should be well
under $15. Then mount the speaker inside a rag doll or other object
of your choosing to make it emit some unexpected sound. (Here,
since you might want to use voices, it's OK to use recorded
samples. The emphasis here isn't on the sound production itself but
on the construction of the physical work of art (or toy).
- (For budding game designers) - use a game engine to make a
"scene" in which something reacts to incoming sounds - for
instrance, a character's mouth opens and shuts in response to sound
level coming into the microphone.