# What Is Sound Transformation?
**Sound transformation** is the process of modifying an existing sound to change some of its characteristics.
```text
Existing Sound
↓
Transformation
↓
Modified Sound
```
The original sound remains the starting material.
Examples:
- Change its pitch
- Change its duration
- Change its spectrum
- Change its amplitude
- Change its spatial location
- Break it into small pieces
- Combine it with another sound
# Sound Generation vs. Sound Transformation
These are related but different concepts.
## Sound Generation
The computer creates a sound from a model or algorithm.
```text
Parameters
↓
Synthesis Algorithm
↓
New Sound
```
Examples:
- Additive synthesis
- FM synthesis
- Wavetable synthesis
- Physical modeling
- Subtractive synthesis
## Sound Transformation
The computer starts with an existing sound.
```text
Existing Sound
↓
DSP / Transformation
↓
Modified Sound
```
Examples:
- Filtering
- Pitch shifting
- Time stretching
- Granulation
- Spectral processing
- Convolution
```
NOTE: Synthesis creates sound; transformation modifies existing sound.
```
However, the boundary is not always clear. A transformation can become so extreme that the result sounds like an entirely new sound.
# Historical Background
Sound transformation existed before digital computers.
## Tape Music
Composers working with magnetic tape could physically manipulate recorded sounds.
Basic techniques included:
- Cutting
- Splicing
- Reversing
- Looping
- Changing playback speed
- Filtering
- Layering
```text
Recorded Sound
↓
Magnetic Tape
↓
Cut / Reverse / Speed Change / Loop
↓
Transformed Sound
```
# Pierre Schaeffer and Sound Transformation
**Pierre Schaeffer** and the tradition of **musique concrète** are important to the history of sound transformation.
Instead of beginning with traditional musical notation, composers could begin with **recorded sounds**.
```text
Traditional Composition
Notes
↓
Performance
↓
Recording
Musique Concrète
Recorded Sound
↓
Selection
↓
Transformation
↓
Composition
```
**The sound itself becomes the compositional material.**
# What Can We Transform?
A sound can be understood through several dimensions.
```text
SOUND
│
┌────────────────┼────────────────┐
↓ ↓ ↓
TIME SPECTRUM DYNAMICS
│ │ │
↓ ↓ ↓
Pitch Timbre Loudness
│
↓
SPACE
```
Major transformation dimensions:
|Dimension|Examples|
|---|---|
|Time|Stretch, compress, reverse|
|Pitch|Transpose, pitch shift|
|Spectrum|Filter, EQ, spectral shift|
|Dynamics|Compress, expand, gate|
|Timbre|Distort, morph, cross-synthesize|
|Space|Pan, rotate, spatialize|
# Time-Domain Transformation
A digital sound can be represented as a sequence of samples:
x[n]
where:
- x = audio signal
- n = sample index
The simplest transformations operate directly on these samples.
## Amplitude Scaling
We can multiply every sample by a constant:
y[n] = Ax[n]
where:
- A > 1 → louder
- 0 < A < 1 → quieter
```text
Input
↓
Multiply amplitude
↓
Output
```
This is one of the simplest forms of sound transformation.
# Time Reversal
A sound can be played backwards.
```text
Original
A → B → C → D → E
Reversed
E → D → C → B → A
```
Mathematically:
y[n] = x[N−n]
where N represents the length of the sound.
What happens to the **attack and decay**?
For example:
```text
Original:
Attack → Sustain → Decay
Reversed:
Decay → Sustain → Attack
```
This can dramatically change the perceived identity of a sound.
# Resampling
One of the simplest ways to change pitch is to change playback speed. **Resampling changes both pitch and duration.** This becomes a problem when we want to change only one of them.
```text
Playback faster
↓
Duration decreases
↓
Pitch increases
```
and:
```text
Playback slower
↓
Duration increases
↓
Pitch decreases
```
# Pitch Shifting
Suppose we want:
```text
Pitch ↑
Duration = same
```
or:
```text
Pitch = same
Duration ↑
```
Simple resampling cannot do this. More advanced algorithms are required.
Common approaches include:
- Time-domain methods
- Phase vocoder
- Granular processing
- Spectral methods
# Time Stretching
**Time stretching** changes the duration of a sound without intentionally changing its pitch. But time stretching can produce artifacts.
Common artifacts include:
- Smearing
- Metallic sounds
- Phasiness
- Transient distortion
- Loss of rhythmic clarity
# Pitch Shift vs. Time Stretch
This distinction is fundamental.
|Process|Pitch|Duration|
|---|---|---|
|Resampling faster|↑|↓|
|Resampling slower|↓|↑|
|Pitch shifting|↑ / ↓|Approximately same|
|Time stretching|Approximately same|↑ / ↓|
**How can a computer change pitch without changing duration?** This leads us to frequency-domain processing.
# Frequency-Domain Representation
A sound can be represented in two important ways.
## Time domain
Shows amplitude changing over time.
```text
Amplitude
│
│ /\ /\
│ / \ / \
│_/ \__/ \____
└────────────────────→ Time
```
## Frequency domain
Shows the frequency components contained in the sound.
```text
Amplitude
│
│ │
│ │ │ │
│ │ │ │
└────────────────────→ Frequency
Low Mid High
```
The frequency-domain representation tells us about the **spectral content** of the sound.
# Fourier Transform
The Fourier transform allows us to analyze a signal in terms of frequency components.
Conceptually:
x(t) → X(f)
```text
Sound waveform
↓
Fourier Transform
↓
Frequency components
```
For digital audio, the **Fast Fourier Transform (FFT)** is commonly used.
X[k] = FFT{x[n]}
The FFT is extremely important in computer music.
# Why Is FFT Important?
Once we have a frequency representation, we can manipulate individual frequency components.
```text
Audio
↓
FFT
↓
Frequency components
↓
Modify
↓
IFFT
↓
Audio
```
This makes possible:
- Spectral filtering
- Spectral freezing
- Spectral shifting
- Spectral morphing
- Time stretching
- Pitch shifting
---
# Filtering
A filter changes the balance of frequencies in a sound.
Low-Pass Filter: Allows lower frequencies to pass.
High-Pass Filter: Allows higher frequencies to pass.
Band-Pass Filter: Allows a selected frequency range to pass.
# Filter Parameters
Important parameters include:
### Cutoff Frequency
The frequency at which filtering begins to take effect.
### Resonance
Emphasizes frequencies around the cutoff.
### Slope
Determines how strongly frequencies outside the pass region are attenuated.
Examples:
- 6 dB/octave
- 12 dB/octave
- 24 dB/octave
- 48 dB/octave
### Q
Controls the sharpness of a filter's frequency response.
# Spectral Transformation
Instead of thinking of a sound as a waveform, we can think of it as a collection of frequency components.
```text
Sound
↓
Spectral Analysis
↓
Frequency Components
↓
Modify
↓
Reconstruct
↓
New Sound
```
Possible transformations:
- Remove frequencies
- Emphasize frequencies
- Shift frequencies
- Freeze frequencies
- Randomize frequencies
- Interpolate between spectra
# Phase Vocoder
The **phase vocoder** is one of the most important techniques for advanced sound transformation.
Basic process:
```text
Audio
↓
Windowing
↓
FFT
↓
Magnitude + Phase
↓
Modify
↓
IFFT
↓
Overlap-Add
↓
Audio
```
The phase vocoder allows us to manipulate the temporal evolution of spectral components.
Major applications:
- Time stretching
- Pitch shifting
- Spectral processing
# Why Does the Phase Vocoder Produce Artifacts?
Phase-vocoder processing is not perfect. **An algorithm's artifacts reveal something about how the algorithm represents sound.**
Possible artifacts:
- Spectral smearing
- Loss of transients
- Metallic character
- Phasiness
- Reduced rhythmic clarity
# Granular Processing
Granular processing treats sound as a collection of very short fragments called **grains**.
A grain may typically last from a few milliseconds to hundreds of milliseconds, depending on the technique.
```text
Original Sound
────────────────────────────
↓
| | | | | | | | | | | | | |
grains
↓
Rearrange
Overlap
Repeat
Stretch
Transpose
Randomize
↓
Transformed Sound
```
# Granular Transformation
A recorded sound can be broken into grains and reorganized.
Parameters include:
- Grain duration
- Grain density
- Grain position
- Grain pitch
- Grain amplitude
- Grain envelope
- Grain overlap
- Randomization
- Spatial position
# Granular Synthesis vs. Granular Transformation
These terms are related but not identical.
### Granular synthesis
Creates a sound using grains.
```text
Grains
↓
Synthesis
↓
Sound
```
### Granular transformation
Starts with an existing sound.
```text
Existing Sound
↓
Grains
↓
Reorganization
↓
Transformed Sound
```
The boundary between synthesis and transformation can become blurred.
# Convolution
Convolution is another powerful sound transformation technique.
Mathematically:
y[n] = x[n] ∗ h[n]
where:
- x[n] = input sound
- h[n] = impulse response
- y[n] = output
# Impulse Response
An **impulse response** describes how a system responds to a short impulse.
For example:
```text
Impulse
↓
Concert Hall
↓
Reflections + Reverberation
↓
Impulse Response
```
If we convolve another sound with that impulse response:
```text
Dry Sound
+
Impulse Response
↓
Convolution
↓
Sound with Hall Characteristics
```
# Creative Convolution
Convolution does not have to be used only for realistic reverb. We can use unusual impulse responses as creative material.
```text
Voice
+
Piano impulse response
↓
Convolution
↓
Hybrid / transformed sound
```
Other possibilities:
- Percussion + resonant object
- Voice + room
- Synthesizer + instrument
- Environmental sound + mechanical response
# Cross-Synthesis
Cross-synthesis combines characteristics of two sounds.
```text
Sound A
+
Sound B
↓
Cross-Synthesis
↓
Hybrid Sound
```
For example:
```text
Voice
+
Synthesizer
↓
Hybrid
```
The voice can provide information about its spectral characteristics while the synthesizer provides the sound source.
# Vocoder
A vocoder is a classic example of cross-synthesis.
```text
VOICE
Modulator
↓
Spectral Analysis
↓
Spectral Envelope
↓
Apply to Carrier
↑
SYNTHESIZER
Carrier
↓
OUTPUT
```
The result can sound like:
- Robotic speech
- Talking synthesizers
- Synthetic vocals
# Nonlinear Sound Transformation
So far, many transformations have been approximately **linear**. Nonlinear processing behaves differently.
A simple model is:
y[n] = f(x[n])
where f is a nonlinear function.
Examples:
- Distortion
- Clipping
- Waveshaping
- Wavefolding
# Waveshaping
Waveshaping changes the shape of the waveform.
```text
Input waveform
/\
/ \
___/ \___
↓
Nonlinear function
↓
New waveform
__
__/ \__
```
Changing the waveform shape changes its harmonic content. Therefore **waveform transformation can produce timbral transformation.**
# Distortion and Harmonics
A nonlinear transformation can create frequency components that were not present in the original sound.
```text
Original Spectrum
│
│ │
│ │ │
│ │ │
└────────────
Nonlinear Processing
│
│ │
│ │ │ │ │
│ │ │ │ │
└────────────
```
New harmonics can appear. This is why distortion changes timbre.
---
# Ring Modulation
Ring modulation is another important transformation. A simplified equation is:
y(t) = x(t)cos(2πfct)
where:
- x(t) = input signal
- f_c = carrier frequency
It produces sum and difference frequency components.
Possible results:
- Metallic sounds
- Bell-like sounds
- Inharmonic timbres
- Robotic sounds
# Spectral Morphing
We can transform one sound gradually into another.
```text
Sound A
↓
Spectral Analysis
↓
MORPH
↑
Spectral Analysis
↑
Sound B
↓
Hybrid Sound
```
For example:
```text
Piano
↓
↓
↓
Hybrid
↓
↓
Voice
```
Possible parameters to interpolate:
- Magnitude
- Frequency
- Spectral envelope
- Phase
# Spectral Freezing
Another interesting transformation is **spectral freezing**. A short moment of a sound is analyzed and its spectral information is held.
The result can produce:
- Sustained tones
- Static textures
- Drone-like sounds
- Spectral clouds
A transient sound can become a sustained texture.
# Transformation and Sound Identity
How much can we transform a sound before we no longer recognize it?
What makes a sound recognizable?
Possible characteristics include:
- Pitch
- Spectral envelope
- Harmonic structure
- Attack
- Decay
- Temporal pattern
- Rhythm
- Dynamics
- Resonance
- Noise characteristics
Different transformations preserve different aspects.
# Transformation as Deconstruction
We can think of sound transformation as taking a sound apart.
```text
SOUND OBJECT
↓
┌────────────┼────────────┐
↓ ↓ ↓
TIME SPECTRUM DYNAMICS
↓ ↓ ↓
Transform Transform Transform
└────────────┼────────────┘
↓
Reconstruction
↓
NEW SOUND OBJECT
```
The computer allows us to manipulate these dimensions independently—or approximately independently.
# A Continuum of Transformation
Sound transformation can range from subtle to extreme.
```text
Subtle
↓
EQ
↓
Compression
↓
Pitch Shift
↓
Time Stretch
↓
Granulation
↓
Spectral Processing
↓
Cross-Synthesis
↓
Extreme Transformation
↓
New / Unrecognizable Sound
```
The interesting area is often between:
```text
Recognizable
↕
Ambiguous
↕
Unrecognizable
```
# Transformation as Composition
Sound transformation is not merely a technical process. It can become a compositional method.
Instead of asking:
> "What instrument should I use?"
we can ask:
> "What transformation should I apply to this sound?"
```text
Sound Object
↓
Transformation
↓
Transformation
↓
Transformation
↓
Transformation
↓
Composition
```
A complete composition can be built from one original sound.
# Example: One Sound → Entire Composition
Start with:
```text
Recording of a Glass
```
Transform it:
```text
Glass
↓
Reverse
↓
Pitch Shift
↓
Time Stretch
↓
Granulation
↓
Filtering
↓
Convolution
↓
Spectral Freeze
↓
Layering
```
The final composition may contain:
- Percussive sounds
- Drones
- Textures
- Rhythmic patterns
- Bass-like sounds
- High-frequency textures
All derived from one sound object.
# Practical Workflow
A general computer-music transformation workflow:
```text
Record / Import Sound
↓
Analyze
↓
Choose Parameter
↓
Apply Transformation
↓
Listen
↓
Evaluate
↓
Modify Parameters
↓
Compare
↓
Compose
```