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Project-Based Music Technology
A proposed
introductory-
level college
text using a
creative and
culturally
relevant
approach
Ethan Hein
• The digital studio
combines composition,
performance, recording,
editing and mixing into
a single act
• The formerly separate
jobs of composer,
musician and engineer
are encompassed by the
role of the producer
• The word “producer” is
also significant as an
antonym for “consumer”
Producers
• Students learn technical
concepts best in the
context of creating music
according to their own
sensibilities and tastes
• By both producing and
engaging critically with
recorded and electronic
music, students prepare
to participate in a post-
performance culture
Project-based learning
• I do not present the most
“basic” or “fundamental”
concepts first; instead, I
begin with the most
familiar, accessible and
practical concepts
• For example, MP3s are
complex but familiar,
while binary code is
simple but abstract and
difficult to understand;
therefore I begin with
MP3s and work toward
binary code
Structure
• Getting Started
• Listening like a Producer
• Loops, Form, and Structure
• MIDI and Software Instruments
• Synthesizers and Sound Design
• Drum Programming
• Audio Recording
• Mixing and Effects
• Sampling
• Remixing
• Mobile Music
• Live Performance
• Playing the Studio
Chapters
Getting Started
• Software: digital audio workstations, plugins, and utilities
• Hardware: interfaces, headphones, speakers and microphones
• Online: portfolio and sharing tools
• Warmup: favorite song, least favorite song
Listening like a Producer
• The musical surface and
listening past it
• Technomusicology: how
does technology affect
musical creativity and
culture?
• Recorded music as an
art form: the song, the
arrangement, and the
track
• Critical listening
exercises
Loops, Form, and Structure
• Placing, repeating, and editing loops
• From loops to tracks: song forms and musical structure
• Joy in repetition: balancing predictability and novelty
MIDI and Software Instruments
• The MIDI piano roll and music notation
• Keyboards, grid controllers, and other interfaces
• Musical typing and the aQWERTYon
• Quantizing vs humanizing
Drum Programming
• Drum machines and time-unit box systems
• The Groove Pizza and rhythm visualization
• Syncopation, swing, and groove
• Planet Funk and other building blocks
Synthesizers
• The electric guitar amp as an analog synth
• Sound design with Helm
• Synthesis methods: additive, subtractive, sampling,
granular, and wavetable
Audio
Recording
• Physics of sound
• Microphones and mic technique
• Analog to digital conversion
• File formats and compression schemes
• DIY recording environments
Mixing and Effects
• Gain, decibels, and loudness (actual vs perceptual)
• Equalization and the frequency spectrum
• Compression and dynamics
• Musical space: panning, reverb, and delay
• The vocoder and Auto-Tune
• Guitar effects and psychedelia
Sampling
• Digging the crates:
recorded music as
raw material for new
expression
• Samplers and slicing
• Iconic sounds: the
Amen Break, Apache,
the Levee Break,
Fresh, ORCH5, Woo
Yeah, and Take Me To
The Mardi Gras
• Copyright, clearances,
Fair Use, and civil
disobedience
Remixing
• Club culture:
extended dance mixes
and whitelabels
• Arranging, remixing,
and re-editing
• Stem remixes
• Self-remixing, peer
remixing, and
Musical Shares
• Everything is a remix:
originality and
influence
Mobile Music
• Affordances and
constraints of the
touchscreen
• Recommended apps
• Working with
young children,
seniors, and people
with special needs
Live Performance
• DJs and turntablism
• Controllerism
• Live looping
• Improvisation
• The problem of
mapping gesture to
sound
Playing the Studio
• Workflows and approaches
• Editing improvisation,
improvisational editing:
Miles Davis, Teo Macero,
Lee “Scratch” Perry, and
Brian Eno
• The Song Machine:
collaborative songwriting
in the digital studio
• The Disquiet Junto and the
freedom of constraints

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Project-Based Music Technology

  • 1. Project-Based Music Technology A proposed introductory- level college text using a creative and culturally relevant approach Ethan Hein
  • 2. • The digital studio combines composition, performance, recording, editing and mixing into a single act • The formerly separate jobs of composer, musician and engineer are encompassed by the role of the producer • The word “producer” is also significant as an antonym for “consumer” Producers
  • 3. • Students learn technical concepts best in the context of creating music according to their own sensibilities and tastes • By both producing and engaging critically with recorded and electronic music, students prepare to participate in a post- performance culture Project-based learning
  • 4. • I do not present the most “basic” or “fundamental” concepts first; instead, I begin with the most familiar, accessible and practical concepts • For example, MP3s are complex but familiar, while binary code is simple but abstract and difficult to understand; therefore I begin with MP3s and work toward binary code Structure
  • 5. • Getting Started • Listening like a Producer • Loops, Form, and Structure • MIDI and Software Instruments • Synthesizers and Sound Design • Drum Programming • Audio Recording • Mixing and Effects • Sampling • Remixing • Mobile Music • Live Performance • Playing the Studio Chapters
  • 6. Getting Started • Software: digital audio workstations, plugins, and utilities • Hardware: interfaces, headphones, speakers and microphones • Online: portfolio and sharing tools • Warmup: favorite song, least favorite song
  • 7. Listening like a Producer • The musical surface and listening past it • Technomusicology: how does technology affect musical creativity and culture? • Recorded music as an art form: the song, the arrangement, and the track • Critical listening exercises
  • 8. Loops, Form, and Structure • Placing, repeating, and editing loops • From loops to tracks: song forms and musical structure • Joy in repetition: balancing predictability and novelty
  • 9. MIDI and Software Instruments • The MIDI piano roll and music notation • Keyboards, grid controllers, and other interfaces • Musical typing and the aQWERTYon • Quantizing vs humanizing
  • 10. Drum Programming • Drum machines and time-unit box systems • The Groove Pizza and rhythm visualization • Syncopation, swing, and groove • Planet Funk and other building blocks
  • 11. Synthesizers • The electric guitar amp as an analog synth • Sound design with Helm • Synthesis methods: additive, subtractive, sampling, granular, and wavetable
  • 12. Audio Recording • Physics of sound • Microphones and mic technique • Analog to digital conversion • File formats and compression schemes • DIY recording environments
  • 13. Mixing and Effects • Gain, decibels, and loudness (actual vs perceptual) • Equalization and the frequency spectrum • Compression and dynamics • Musical space: panning, reverb, and delay • The vocoder and Auto-Tune • Guitar effects and psychedelia
  • 14. Sampling • Digging the crates: recorded music as raw material for new expression • Samplers and slicing • Iconic sounds: the Amen Break, Apache, the Levee Break, Fresh, ORCH5, Woo Yeah, and Take Me To The Mardi Gras • Copyright, clearances, Fair Use, and civil disobedience
  • 15. Remixing • Club culture: extended dance mixes and whitelabels • Arranging, remixing, and re-editing • Stem remixes • Self-remixing, peer remixing, and Musical Shares • Everything is a remix: originality and influence
  • 16. Mobile Music • Affordances and constraints of the touchscreen • Recommended apps • Working with young children, seniors, and people with special needs
  • 17. Live Performance • DJs and turntablism • Controllerism • Live looping • Improvisation • The problem of mapping gesture to sound
  • 18. Playing the Studio • Workflows and approaches • Editing improvisation, improvisational editing: Miles Davis, Teo Macero, Lee “Scratch” Perry, and Brian Eno • The Song Machine: collaborative songwriting in the digital studio • The Disquiet Junto and the freedom of constraints