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Method and apparatus for achieving timbre modulation in an electronic musical instrument2010-03-15 00:00:00AbstractIn a digital musical instrument, timbre modulation is effected through the use of a digital magnitude comparator and associated digital logic. Selected note frequency signals and selected scale factors are compared in the digital magnitude comparator. Selected comparator outputs are applied to the associated digital logic in conjunction with a sample gating signal. This modulation results in a segmentation of the audio waveshape in accordance with the frequency signals selected for use in the comparator. Hence, choice of lower pitched frequency signals will result in a wider segmentation period, while choice of higher pitched frequency signals will narrow the segmentation period. Timbre modulation may be employed during note attack and/or decay.ClaimsI claim:<br /><br />1. Apparatus for achieving timbre modulation in an electronic musical instrument including an audio wave shape generator responsive to octavely related note frequency signals,comprising:<br /><br />means for generating a variable magnitude digital signal,<br /><br />means connected to the audio wave shape generator for generating octavely related note frequency signals,<br /><br />digital magnitude comparator means for comparing said variable digital signal with said octavely related note frequency signals and for producing an output signal based on predetermined comparisons,<br /><br />means for generating a sample gating signal indicative of the desired state of the audio wave shape generator, and<br /><br />digital logic means connected to the audio wave shape generator for accepting said sample gating signal and said digital magnitude comparator output signal and for producing a timbre modulated sample gating signal for controlling the audio waveshape generator.<br /><br />2. The apparatus according to claim 1 wherein said means for generating said octavely related note frequency signals includes a multiplexed accumulator.<br /><br />3. The apparatus according to claim 1 wherein said means for generating said variable magnitude digital signal includes a multiplexed attack and decay scale factor generator.<br /><br />4. The apparatus according to claim 1 further comprising means for generating an attack and decay indicator signal for selectively enabling and disabling said digital logic. <br /><br />5. The method of achieving timbre modulation of the wave shape generated by an audio wave shape generator, comprising:<br /><br />(a) generating a variable magnitude digital signal,<br /><br />(b) generating octavely related note frequency signals,<br /><br />(c) comparing said variable magnitude digital signal with said octavely related note frequency signals and producing an output signal in response to predetermined comparisons,<br /><br />(d) generating a digital sample gating signal indicative of the desired state of the audio wave shape generator, and<br /><br />(e) combining said digital magnitude comparator output signal and said digital sample gating signal to produce a timbre modulated sample gating signal for controlling the audio wave shape generator.<br /><br />6. The method according to claim 5 wherein said step (a) includes generating a multiplexed variable magnitude digital signal with respect to plural wave shape generator channels.<br /><br />7. The method according to claim 5 wherein said step (b) includes generating multiplexed octavely related note frequency signals with respect to plural wave shape generator channels.<br /><br />8. The method according to claim 5 including the steps of generating an attack and decay indicator signal and selectively combining said digital magnitude comparator output signal and said digital sample gating signal based on said attack anddecay indicator signal.DescriptionBACKGROUND OF THE INVENTION<br /><br />1. Field of the Invention<br /><br />This invention resides broadly in the field of electronic musical instruments and is particularly adaptable for use in instruments employing a time-division multiplexed signal for calling forth desired tones from those available in theinstrument. The principles of the present invention are applicable to any digital electronic musical instrument in which musical sounds are generated in response to the actuation of key switches regardless of whether those switches are actuateddirectly, e.g. by the musician's fingers, or indirectly, e.g. by the plucking of strings. The term key is used in a generic sense to include depressible levers, actuable on-off switches, touch or proximity responsive devices, closable apertures and soforth. More particularly, the present invention relates to timbre modulation for electronic musical instruments.<br /><br />2. Description of the Prior Art<br /><br />Prior art attempts to simulate the transient voice effects of musical timbre have included the momentary sounding of independent "chiff" tones. As a result, the chiff or transient voice effect took on an independent character with limiteddependence on the particular voices selected. U.S. Pat. No. 3,740,450 discloses a "chiff" of this type.<br /><br />Prior art U.S. Pat. Nos. 3,908,504 and 3,972,259, while disclosing harmonic modulation and pulse width modulation respectively, employ complex and expensive hardware. The inventor knows of no prior art which affords the versatility and costeffectiveness of the present invention.<br /><br />SUMMARY OF THE INVENTION<br /><br />The present invention provides a new and unobvious approach to the accomplishment of timbre modulation which is particularly useful in digital electronic musical instruments. The present invention may be used during attack, decay, or both,thereby providing a variety of desirable musical effects.<br /><br />Briefly, in accordance with the present invention, there is provided a digital magnitude comparator which compares selected note frequency signals to selected scale factors. The outputs of the digital magnitude comparator are combined in digitallogic with a note attack and decay indicator signal. The output of this logic and a ...
Method and apparatus for facilitating group musical interaction over a network2009-10-20 00:00:00AbstractA method for providing real-time musical interaction among a plurality of players connected via a network includes the steps of analyzing local player's musical performance to extract emulation data that represents the musical performance; transmitting emulation data to remote players over a network; receiving emulation data from remote players over the network; and using the emulation data to emulate the remote player's musical performance by locally generating approximations of the performances.Claims<br /><br />What is claimed is:<br /><br />1. A method for facilitating real-time competition between players of a game, the method comprising the steps of:<br /><br />(a) receiving music performance input from a local player;<br /><br />(b) generating audio output responsive to the received input;<br /><br />(c) receiving emulation data extracted from a remote musical performance; and<br /><br />(d) generating a local approximation of the remote musical performance using the emulation data, the local approximation synchronous with the local musical performance.<br /><br />2. The method of claim 1 wherein step (a) comprises receiving music performance input from a local player via a game pad.<br /><br />3. The method of claim 1 wherein step (a) comprises receiving music performance input from a local player via a fake musical instrument.<br /><br />4. The method of claim 1 wherein step (b) comprises playing a note to indicate a successful input.
<br /><br />5. The method of claim 1 wherein step (b) comprises playing an error message to indicate unsuccessful input.<br /><br />6. A method for facilitating musical interaction over a network, the method comprising the steps of:<br /><br />(a) receiving emulation data representing a remote user's musical performance; and<br /><br />(b) locally generating an approximation of the remote user's musical performance using the received emulation data, the approximation synchronous with a local musical performance.<br /><br />7. The method of claim 6 wherein step (a) comprises receiving emulation data, the emulation data comprising a moving average of recent remote musical performance events.<br /><br />8. The method of claim 6 wherein step (a) comprises receiving emulation data, the emulation data comprising a moving average of timing deltas between recent remote musical performance events.<br /><br />9. The method of claim 6 wherein step (a) comprises receiving emulation data, the emulation data comprising an identification of recent remote musical performance events.<br /><br />10. The method of claim 6 further comprising extracting local emulation data representing a local musical performance.<br /><br />11. A means for facilitating musical interaction over a network, comprising:<br /><br />(a) means for receiving emulation data representing a remote user's musical performance; and<br /><br />(b) means for locally generating an approximation of the remote user's musical performance using the received emulation data, the approximation synchronous with a local musical performance.<br /><br />12. The means for facilitating musical interaction over a network of claim 11 further comprising means for receiving music performance input from a local player.<br /><br />13. The means for facilitating musical interaction over a network of claim 12 wherein the means for receiving music performance input from a local player further comprises means for receiving music performance input from a local player via a game pad.<br /><br />14. The means for facilitating musical interaction over a network of claim 12 wherein the means for receiving music performance input from a local player further comprises means for receiving music performance input from a local player via a fake musical instrument.<br /><br />15. The means for facilitating musical interaction over a network of claim 11 further comprising means for extracting local emulation data representing a local musical performance.<br /><br />16. The means for facilitating musical interaction over a network of claim 11 further comprising means for generating audio output responsive to the received input.<br /><br />17. The means for facilitating musical interaction over a network of claim 16 wherein the means for generating audio output responsive to the received input further comprises means for playing a note to indicate a successful input.<br /><br />18. The means for facilitating musical interaction over a network of claim 16 wherein the means for generating audio output responsive to the received input further comprises means for playing an error message to indicate unsuccessful input.Description<br /><br />FIELD OF THE INVENTION<br /><br />This invention relates to electronic music systems and, more particularly, to an electronic music system by which game players interact musically with one another in real-time over a network.<br /><br />BACKGROUND OF THE INVENTION<br /><br />Music is a temporal medium, the organization of sound in time. Accordingly, music making is highly timing sensitive. When a musician presses a key on a piano, the musician expects the result to be immediately audible. Any delay in hearing the sound, even as brief as few milliseconds, produces a perceived sluggishness that impedes the ability of the musician to use the instrument.<br /><br />Music making is also often a collaborative effort among many musicians who interact with each other. One form of musical interaction popular among non-musicians is provided by a video game genre known as "rhythm-action," which requires a player to perform phrases from a pre-recorded musical composition using the video game's input device to simulate a musical instrument. The best-known example of this genre is the BEATMANIA series of games published by Konami Co., Ltd. of Japan. An example of the game environment provided by BEATMANIA is shown in FIG. 1. In this series of games the notes in musical phrases are graphically displayed to the player as a series of visual markers 104 spaced along one or more timelines 110, 120, 130, 140; each marker 104 corresponds to one note in the phrase. In the environment shown in FIG. 1 the visual markers move from the top of the display to the bottom of the display. As each marker 104 on the scrolling timelines passes a graphical cursor 108 displayed along this timeline, the player must simultaneously press a button on the input device corresponding to the correct timeline to play the sound of the corresponding note at the correct time. If the player performs this action successfully for a sufficient percentage of the notes, he scores well and wins the game. If the player fails to perform this action successfully for a sufficient percentage of the notes, he scores poorly and loses the game. Two or more players may compete against each other, typically by each one attempting to play back different, parallel musical phrases from the same song simultaneously (shown in FIG. 1). The player who plays the highest percentage of notes correctly achieves the highest score and wins.<br /><br />Multiplayer gaming increasingly incorporates various networking technologies that allow multiple players to compete against each other from remote physical locations via networks, and networked multiplayer gaming has become extremely popular. Unfortunately, however, the latency inherent in networked communication imposes a significant engineering and design burden on video game developers: data signals are often subject to large and unpredictable transmission delays. These transmission delays do not significantly impact turn-based games (such as chess) or other game genres in which timing sensitivity is not critical to gameplay. In action games and other "real-time" games, however, gameplay is extremely sensitive to the timing of various events, and transmission delays inherently result in inconsistencies continually forming between the local game states of the various players of a networked game. Consequently, developers of timing-sensitive networked games have had to invent various methods for gracefully performing "conflict resolution" to resolve divergent local game states.<br /><br />The rhythm-action genre has a unique attribute, however, that makes traditional conflict resolution methods inapplicable. Specifically, the core activity of multiplayer rhythm-action involves simultaneous music-making, which is highly timing sensitive, by two or more players. If these two players are separated by a network, the data representing musical notes played by one player will incur transmission delays when being sent to the other player. If note data were simply transmitted to a receiving machine it would trigger corresponding audio that would sound "out of sync" to the receiving player, resulting in cacophony. One solution to this problem would be to mute the audio from remote players on the local player's machine. However, this would significantly degrade the entertainment value of the game experience by destroying musical communication between the players.<br /><br />Therefore, a need exists for a system and method that enable musicians to achieve the experience of real-time musical interaction over a high-latency network, such as the Internet.<br /><br />SUMMARY OF THE INVENTION<br /><br />It is an object of the invention to provide a system and method that a group individuals connected to a networ...
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Doepfer modular and it 2009-05-06 00:00:00DIY
Hardware and Software sub .Edit: Blue Hell has used the teleporter DJ--Last edited by DrJuste on Sun Feb 08, 8:57 pm; edited 1 time in total
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