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Interface Decoupled Applications for Geographically Displaced Collaboration in Music

by Álvaro Barbosa, Martin Kaltenbrunner, Günter Geiger
Proceedings of the International Computer Music Conference ICMC 2003 (2003)

Abstract

In an interactive system designed to produce music, the sound synthesis engine and the user interface layer are fully integrated, but usually designed in parallel and in a modular way. Decoupling the interface layer from the synthesis engine, not only allows the use of best suited technologies and programming languages for each purpose, but also enhances the overall system flexibility. This paper discusses the idea behind a remote user interface and a processing engine that resides in a different host, taken to the most extreme situation in which a user can access the synthesizer from any place in the world using internet technology. This paradigm has promising applications in collaborative music creation systems for geographically displaced communities of user. The is an experimental system on which this concept is applied, and its currently under development at the Music Technology Group of the UPF in Barcelona.

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Available from Alvaro Barbosa's profile on Mendeley.
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Interface Decoupled Applications for Geographically Displaced Collaboration in Music

Interface Decoupled Applications for Geographically
Displaced Collaboration in Music

Álvaro Barbosa, Martin Kaltenbrunner; Günter Geiger
Music Technology Group - Pompeu Fabra University
Passeig de Circumval·lació 8 - 08003 Barcelona, España
email: {abarbosa; mkalten; ggeiger}@iua.upf.es


Abstract
In an interactive system designed to produce
music, the sound synthesis engine and the user
interface layer are fully integrated, but usually
designed in parallel and in a modular way.
Decoupling the interface layer from the synthesis
engine, not only allows the use of best suited
technologies and programming languages for each
purpose, but also enhances the overall system
flexibility. This paper discusses the idea behind a
remote user interface and a processing engine that
resides in a different host, taken to the most
extreme situation in which a user can access the
synthesizer from any place in the world using
internet technology. This paradigm has promising
applications in collaborative music creation
systems for geographically displaced communities
of user. The Public Sound Objects is an
experimental system on which this concept is
applied, and its currently under development at
the Music Technology Group of the UPF in
Barcelona.

1 Introduction
The idea of having an interface and a sound
synthesis engine decoupled and remotely
separated by a computer network has primarily
been approached in the music field with the
purpose of making specific software tools
available to a broad spectrum of users, somehow
resembling Sun Microsystems’ concept of
“Nomadic Computing” introduced in the early
90’s (i.e. where a network user moves and his
familiar work environment must follow) [1].
These tools are either dependent on special
purpose hardware or based in proprietary
experimental systems developed by companies or
research groups. Hence these systems’ topologies
are normally centralized server architectures (or
based in a hierarchical group of servers).
Some of the most relevant examples were
developed in the last few years, such as the project
started 1995, with the support from Sun
Microsystems, at the Institut de Recherche et
Coordination Acoustique (IRCAM) concerning
the creation of an on-line studio [2], based on
client/server Web technology. The main purpose
of this project was to provide access to some of
IRCAM’s sound databases and sophisticated
sound-processing tools like the phase vocoder
SVP.
Access to this on-line studio was primarily
conceived bearing in mind in-house access at
IRCAM’s intranet, since high speed network
communication could be provided and it was
not possible for each user to have an individual
work-station with the required computing power
for the studio applications. Recently this project
evolved to the On-Line Sound Palette
application under CUIDADO’s framework [3].
A similar project was started in 1997 by
Ramon Loureiro and Xavier Serra [4] at the
Audiovisual Institute from the Pompeu Fabra
University in Barcelona, but with a slightly
different scope.
The system provided a remote interface for a
sound database and signal processing, but was
primarily intended to be available for a broader
community of users granting access to cutting
edge applications, derived from research at the
institute, in a simple and effective way.
With this project it was possible to have a
web front end to Spectral Modeling Synthesis
(SMS) [5] technique, based on Musical Sound
Modeling with sinusoids plus noise, which has
many scientific and artistic applications.
Yet, these systems differ from applications
oriented towards music performance by the fact
that they don’t provide synchronous nor real-
time interaction.
2 Virtual Music Instruments in
the Network
A Virtual Music Instrument (VMI), as
described by Axel Mulder in [6], aims to
provide a way to control parameters of sound
synthesis in an expressive and artistically
meaningful way. This requires a degree of
synchronicity between a user action and its
effect on the sound output with a short response,
ultimately converging to real-time.
In figure 1 is represented a High-Level Model
of a typical Virtual Music Instrument. The
communication loop introduces latency at the
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acoustic feed-back. However, considering the
current state-of-the-art in computer-human
interaction and signal processing technology, it’s
value can be reduced to a few milliseconds
providing real-time control of the instrument.

Performer
Signal
processing
software
Signal
generator
Sound
output
Room
Direct sound
VMI
Visual and Haptic
Feedback
Or Headphones Acoustic Response
Interaction Layer
Logic Layer


Figure 1. A model for a VMI

Nevertheless, if we separate the user interaction
engine and the sound synthesis engine over a
computer network, the latency will take extreme
and unpredictable proportions in the feed-back
loop.
The model presented in figure 2 illustrates the
topology for a single user interface partitioned
VMI.
It should be noticed that in this model
communication from the client towards the server
is based in control data transmission, however in
the opposite direction the server is broadcasting a
stream of digital audio towards the client.
Such architecture has advantages in multi-user
setups, where different clients share the same
server synthesis engine, since it will allow a
unique broadcast of the music performance to all
the users. This broadcast stream conveys all the
contributions of the performers and it can also be
accessed by a passive audience.
On the other hand, the fact that different kinds
of data are being transmitted in each direction,
will accentuate the unpredictable and asymmetric
nature of the network delay in the system.
Since this model does not contain a client side
sound synthesizer for real-time interpretation of
control data, local feed-back will have
considerable latency.
This introduces a big shortcoming in
performance potentiality, but its a tradeoff for
another important aspect, which is the
possibility for the user to receive an incoming
audio stream containing the results of his
performance synchronized with the contribution
from other users.

Performer
Logic
Layer
Signal
processing
software
Signal
generator
Sound
output
Room
Direct sound
Client
Interaction
Engine
Visual and Haptic Feedback
Interface
layer
NET
DELAY
NET
DELAY
Server Synthesis Engine
INTERNET
Client Communication Layer
Server Communication Services
Acoustic Feedback
Streaming
Client


Figure 2. An Interface Partitioned VMI over a
Computer Network

The Public Sound Objects Project presented
in this paper, addresses the idea that, in spite of
the lack of real-time interaction, it can be
possible to achieve a good sense of control in an
articulated and synchronous collaborative
performance by exploring behavior-driven user
interfaces and forms of musical expression
which are better suited to the effects of network
latency.
3 The Public Sound Objects
The Public Sound Objects project is an
Internet based Collaborative Virtual
Environment focused on sonic arts and music
creation, currently being developed at the Music
Technology Group of the Pompeu Fabra
University. A preliminary specification of the
system was published in [7], and the first
prototype was implemented by the authors in
December 2002. Conceptually, it explores the
notion of a shared web space for community
music creation, and of an art installation that
brings together physical space and virtual
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presence in the Internet. The System aims to allow
synchronous interaction providing the basis for
sonic joint improvisation amongst web users.
The overall system architecture was designed
along the following key aspects: (a) It is based in
a Centralized Server Topology supporting
multiple users connected simultaneously and
communicating amongst themselves through
sound; (b) It is a permanent public event with
special characteristics appealing both to a “real
world” audience and to an on-line virtual
audience; (c) On-line participants’ contribution is
adequately constrained so that the overall
aesthetical coherence of the piece can be
guaranteed; (d) The system is scalable and
modular allowing future expansion and different
setups.
3.1 Sound Objects
In this project the raw materials provided to the
users for manipulation during a performance are
Sound Objects. The definition of a Sound Object
as a relevant element of the music creation
process goes back to the early 1960’s [8].
According to Pierre Schaeffer’s, a Sound Object is
defined as “any sound phenomenon or event
perceived as a coherent whole (…) regardless of
its source or meaning” [9]. From a psychoacoustic
and perceptual point of view, Schaefer’s
definition is extremely useful, since it provides a
very powerful paradigm to sculpt the symbolic
value conveyed in a sonic piece.
In our system a server-side real-time sound
synthesis engine provides the interface to
transform various parameters of a Sound Object,
which enables the user to add symbolic meaning
to their performances and therefore introducing a
metaphorical dimension in their expression.
3.2. System architecture
As shown in the illustration below, the Public
Sound Object system is based on classic client-
server architecture. The actual sound synthesis
computation is handled by the server and the
interaction interface is implemented on the client
side. One of the main characteristics of this
implementation scheme is its modularity.
The server side Sound Synthesis and
Transformation Engine is designed in a rather
general way allowing its versatile use for different
applications. The core technology runs under
Linux OS and is based on Miller Puckette’s Pure
Data [10] ported to Linux by Günter Geiger,
following the implementation design of Serji
Jorda's FMOL [11] synthesis engine.
The central installation will be located in a
dedicated room, which can hold several people.
A video projection shows a local representation of
the user interface, displaying graphically the
performance of all current participants. Various
loudspeakers positioned along the walls, create
a spatial soundscape reproducing the sounds of
the objects colliding with walls.

PUBLIC SOUND
OBJECTS SERVER
(...)
Remote WWW Clients
STREAMING
SERVER
HTTP-SERVER
INTERACTION
SERVER
VISUAL
REPRESENT.
LOCAL ENGINE
WEB BROWSER
Streaming Client
Frame 2
Controler
Interface
Frame 1
WEB BROWSER
Streaming Client
Frame 2
Controler
Interface
Frame 1
WEB BROWSER
Streaming Client
Frame 2
Controler
Interface
Frame 1
Public Installation Site
INTERNET
Global Sound Event
(Continuous Streaming Connection)
Performance Commands
(Discrete Connection triggered by user events)
SOUND
OBJECTS

Figure 3. The PSO Architecture

On the client side the main application is a
Java applet, embedded into the web interface. It
provides the complete graphical user interface
for the interactive control of the synthesis
process, allowing the interaction with the
server-side synthesis engine.
3.3. The User Interface
Upon loading, the user interface applet
connects to the interaction server, registers and
initialises a user session.
Due to the modular nature of the system the
graphical user interface (GUI) can differ in
different setups. Each GUI implementation,
called Skin, is developed along the following
requirements: (a) it should enable the user to
contribute to the ongoing musical performance
by transforming the characteristics of a visual
Sound Object representation, sending
normalized parameters to the synthesis engine
over the network; (b) the interface application
should be able to allow manipulation of each of
the modifiers’ parameters in the synthesis
engine in articulation with the specific
installation site setup; (c) the GUI itself should
be a behaviour–driven metaphorical interface,
avoiding a flat mapping of parameters in a
classical way, such as faders or knobs, and
provides automatic periodical behaviour for the
Graphic Objects, which can be conducted by the
user.
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The current implementation is the bouncing ball
skin, a metaphor for a ball that infinitely bounces
on the walls of an empty room. When the ball hits
one of the walls a network message is sent to the
central server where the corresponding Sound
Object is triggered, and played trough a specific
source speaker and simultaneously streamed back
to the user in a stereo mix of all the sounds being
triggered at the moment.



Figure 4. The Bouncing Ball Skin
The ball moves continuously and the user can
manipulate its size (1), speed (2), direction (3) and
each wall’s acoustic texture (4). The normalized
values are then sent to the server where they are
mapped to synthesis parameters. The wall’s
acoustic texture matches the Sound Object’s pitch
(individual pitch values can be assigned to each
wall, allowing the creation of melodic and
rhythmic sound structures) and the ball size
corresponds to reverberation, following a
metaphor of a real room acoustic response.
4 Conclusions and future work
The Public Sound Objects project is still under
development, however, the experiments realized
so far, are quite promising.
Even with network delays going beyond 200ms,
the users can achieve a good sense of high level
control based on the bouncing ball behavior,
having a perfect notion of what their contribution
is to the overall piece and how it influences the
others. On the other hand, the use of slow attack
Sound Objects tends to create a soundscape that
complies better with hard delay conditions, since
it seems to fade the rhythmic synchronization
requirements over time
Next step will be to incorporate the server side
installation in the system and conduct more
extensive experiments with increasing number of
users. In future developments we will experiment
with the possibility of allowing the users to upload
their own Sound Objects to the central server
evaluating its musical results and different
behavior driven skins.
Future work in this field at the Music
Technology Group from the Pompeu fabra
University will also address alternative
communication models applied to different
systems, which will be based on a peer-to-peer
topology, provided with client side synthesizers
in order to preserve individual real-time feed-
back.
5 Acknowledgments
The Authors would like to thank Xavier Serra
and Sergi Jordà for their comments and support
to this project. This work was supported by the
Portuguese institution “Fundação para a Ciência
e Tecnologia”.
References
[1] S. Gado and M. Clary. Nomadic Tenets - A
User's Perspective. Sun Microsystems
Laboratories, Inc. 1994. The SMLI Technical
Report Series.
[2] R. Wöhrmann and G. Ballet, Design and
Architecture of Distributed Sound Processing
Systems for Web-Based Computer Music
Applications. Computer Music Journal 23, 73-84
(2002).
[3] H. Vinet, P. Herrera and F. Pachet. The
CUIDADO Project. 2002. Ircam - Centre
Pompidou,Paris,Fra; e. Proceedings of ISMIR
2002 - 3rd International Conference on Music
Information Retrieval.
[4] R. Loureiro and X. Serra. A web interface for a
sound database and processing system. 1997.
Proceedings of the International Computer Music
Conference.
[5] X. Serra, Musical Sound Modelling with
Sinusoids plus Noise. In Musical Signal
Processing. (Ed. G. D. Poli, A. Picialli, S. T.
Pope and C. Roads) Swets & Zeitlinger, 2002.
[6] A. Mulder. Virtual Musical Instruments:
Accessing the Sound Synthesis Universe as a
Performer. 1994. Caxambu - Minas Gerais,
Brazil. First Brazilian Symposium on Computers
and Music.
[7] A. Barbosa and M. Kaltenbrunner. Public Sound
Objects: A shared musical space on the web.
IEEE Computer Society Press. Proceedings of
International Conference on Web Delivering of
Music 2002 - Darmstadt, Germany.
[8] P. Schaeffer, Traité des Objets Musicaux, 1966.
[9] M. Chion, Guide des Objets Sonores. Pierre
Schaeffer et la Reserche Musicale., 1983.
[10] M. Puckette. Pure Data: another integrated
computer music environment. 37-41. 1996.
Tachikawa, Japan. Second Intercollege
Computer Music Concerts.
[11] S. Jordà, Faust Music On Line (FMOL): An
approach to Real-time Collective Composition
on the Internet. Leonardo Music Journal 9,
(1999).

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