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How Music Works, using Ruby

How Music Works, using Ruby

That strange phenomenon where air molecules bounce against each other in a way that somehow comforts you, makes you cry, or makes you dance all night: music. Since the advent of recorded audio, a musician doesn't even need to be present anymore for this to happen (which makes putting "I will always love you" on repeat a little less awkward).

Sound engineers have found many ways of making music sound good when played from a record. Some of their methods have become industry staples used on every recording released today.

Let's look at what they do and reproduce some of their methods in Ruby!

See https://github.com/thijsc/how_music_works for all code examples.

Thijs Cadier

November 30, 2022
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Transcript

  1. •Get interested, don’t understand it •Write code •Understand it a

    whole lot better •Show the outcome of this to you all! My process 00
  2. What we are covering today: 01 What is music made

    of? 02 A very brief history of recorded music 03 Digital audio 04 Ampli fi cation 05 Mixing 06 Compression 07 Making sounds
  3. A waveform that we perceive as having pitch, timbre and

    a tempo. What is music made of? 01
  4. 3 def read_wave(path) 4 # Open the input wave 5

    reader = WaveFile::Reader.new(path) 6 # Prepare a buffer for all samples 7 samples = [] 8 # Loop through all buffers in the file 9 loop do 10 begin 11 # Read part of the file 12 buffer = reader.read(8198) 13 # Add it to the samples buffer 14 samples.concat(buffer.samples) 15 rescue EOFError 16 # We're at the end, return the samples buffer 17 return samples 18 end 19 end 20 end
  5. 17 samples.each_with_index do |sample, i| 20 position = if sample

    > 0 21 HALFWAY - offset_from_halfway(sample) 22 else 23 HALFWAY + offset_from_halfway(sample) 24 end 25 26 image.rect(i, position, i + 8, position + 8, YELLOW, YELLOW) 27 end
  6. 41 slices = samples.each_slice(samples_per_pixel).map do |samples| 42 positive_average = samples.select

    do |sample| 43 sample.positive? 44 end.sum / samples_per_pixel 45 46 negative_average = samples.select do |sample| 47 sample.negative? 48 end.map do |sample| 49 sample.abs 50 end.sum / samples_per_pixel 51 52 # Return both 53 [positive_average, negative_average] 54 end
  7. 1 drum = read_wave("input/drum.wav") 2 3 def amplify(track, ratio) 4

    track.map do |sample| 5 sample * ratio 6 end 7 end 8 9 louder = amplify(drum, 2.0) 10 write_wave("output/louder.wav", louder)
  8. 1 drum = read_wave("input/drum.wav") 2 3 def amplify(track, ratio) 4

    track.map do |sample| 5 sample * ratio 6 end 7 end 8 9 clipping = amplify(drum, 4.0) 10 write_wave("output/clipping.wav", clipping)
  9. 9 def sum_tracks(*tracks) 10 tracks.first.map.with_index do |_, i| 11 summed

    = 0 12 # Loop through all the tracks and increment 13 # the summed sample with its value 14 tracks.each do |track| 15 # Increment the summed sample, but first 16 # make it a bit less loud so we don't clip 17 summed += track[i] / 1.5 18 end 19 # Return the summed value 20 summed 21 end 22 end
  10. 0 1 2 3 4 5 6 7 8 9

    10 4 8 12 16 0 1 2 3 4 5 6 7 8 9 10 4 8 12 16
  11. Apply make up gain 0 1 2 3 4 5

    6 7 8 9 10 4 8 12 16
  12. 5 def reduce_peaks(track, treshold, ratio) 6 track.map do |sample| 7

    if sample > treshold or sample < -treshold 8 sample / ratio 9 else 10 sample 11 end 12 end 13 end
  13. 1 class Square 2 include Enumerable 3 4 def next_sample

    5 … 15 end 16 17 def each 18 loop { yield next_sample } 19 end 20 end
  14. 4 def next_sample 5 sample = if @position < @length

    / 2 6 20_000 7 else 8 -20_000 9 end 10 @position += 1 11 if @position > @length 12 @position = 0 13 end 14 sample 15 end
  15. 3 # Create a new oscillator 4 oscillator = Square.new(440,

    SAMPLE_RATE) 5 6 # Create output array 7 output = [] 8 9 oscillator.each_with_index do |sample, i| 10 break if i > SAMPLE_RATE 11 output << sample 12 end 13 14 write_wave("output/square.wav", output)
  16. 1 def next_sample 2 sample = Math.sin(@position * Math::PI /

    2) * 25_000 3 4 # Increment position 5 @position += @increment_by 6 7 # Reset position if over max 8 if @position >= frequency 9 @position = 0.0 10 end 11 12 # Return the sample 13 sample 14 end
  17. 3 SAMPLE_RATE = 44_100 4 5 # Create multiple oscillators

    6 a_note = Sine.new(440, SAMPLE_RATE) 7 c_sharp_note = Sine.new(554.37, SAMPLE_RATE) 8 e_note = Sine.new(659.25, SAMPLE_RATE)
  18. 13 0..SAMPLE_RATE.times do |i| 14 # Get the samples for

    all three notes 15 sample_one = a_note.next_sample / 3 16 sample_two = c_sharp_note.next_sample / 3 17 sample_three = e_note.next_sample / 3 18 19 output << sample_one + sample_two + sample_three 20 end
  19. 10 0..SAMPLE_RATE.times do |i| 11 # Get the samples for

    all three notes 12 sample_one = one.next_sample / 3 13 sample_two = two.next_sample / 3 14 15 output << sample_one + sample_two 16 end