[0001] The present invention relates to a method and a device for humanizing music sequences.
In particular, it relates to humanizing drum sequences.
TECHNICAL BACKGROUND AND PRIOR ART
[0002] Large parts of existing music are characterized by a sequence of stressed and unstressed
beats (often called "strong" and "weak"). Beats divide the time axis of a piece of
music or a musical sequence by impulses or pulses. The beat is intimately tied to
the meter (metre) of the music as it designates that level of the meter (metre) that
is particularly important, e.g. for the perceived tempo of the music.
[0003] A well-known instrument for determining the beat of a musical sequence is a metronome.
A metronome is any device that produces a regulated audible and/or visual pulse, usually
used to establish a steady beat, or tempo, measured in beats-per-minute (BPM) for
the performance of musical compositions. Ideally, the pulses are equidistant.
[0004] However, humans performing music will never exactly match the beat given by a metronome.
Instead, music performed by humans will always exhibit a certain amount of fluctuations
compared with the steady beat of a metronome. Machine-generated music on the other
hand, such as an artificial drum sequence, has no difficulty in always keeping the
exact beat, as synthesizers and computers are equipped with ultra precise clocking
mechanisms.
[0005] But machine-generated music, an artificial drum sequence in particular, is often
recognizable just for this perfection and frequently devalued by audiences due to
a perceived lack of human touch. The same holds true for music performed by humans
which is recorded and then undergoes some kind of analogue or digital editing. Post-processing
is a standard procedure in contemporary music production, e.g. for the purpose of
enhancing human performed music having shortcomings due to a lack of performing skills
or inadequate instruments, etc. Here also, even music originally performed by humans
may acquire an undesired artificial touch.
[0006] Therefore, there exists a desire to generate or modify music on a machine that sounds
more natural.
SUMMARY OF THE INVENTION
[0007] It is therefore an object of the present invention to provide a method and a device
for generating or modifying music sequences having a more human touch.
[0008] This object is achieved according to the invention of by a method and a device according
to the independent claims. Advantageous embodiments are defined in the dependent claims.
[0009] The term sound to which the claims refer is defined herein as a subsequence of a
music sequence. In some embodiments, a sound may correspond to a note or a beat played
by an instrument. Each sound has a temporal occurrence
t within the music sequence.
[0010] Preliminary results of empirical experiments carried out by the inventors strongly
indicate that a rhythm comprising a natural random fluctuation as generated according
to the invention sounds much better or more natural to people than the same rhythm
comprising a fluctuation due to Gaussian or uniformly distributed white noise with
the same standard deviation, even when using Gaussian instead of uniform white noise.
BRIEF DESCRIPTION OF THE FIGURES
[0011] These and further aspect and advantages of the present invention will become more
apparent when studying the following detailed description of the invention, in connection
with the attached drawing in which
- Fig. 1
- shows a plot of a natural drum signal or beat compared with a metronome signal;
- Fig. 2
- shows the spectrum of pink noise graphed double logarithmically;
- Fig. 3
- shows a flowchart of a method according to an embodiment of the invention;
- Fig. 4
- shows a block diagram of a device for humanizing music sequences according to an embodiment
of the invention; and
- Fig. 5
- shows another block diagram of a device for humanizing music sequences according to
another embodiment of the invention.
DETAILED DESCRIPTION OF THE INVENTION
[0012] Figure 1 shows a plot of a natural drum signal or beat compared with a metronome signal. Compared
to a real audio signal, the plot is stylized for the purpose of describing the present
invention, which only pertains to the temporal occurrence patterns of sounds. The
skilled person will immediately recognize that in reality, each beat or note played
is composed of an onset, an attack and a decay phase from which the present description
abstracts.
[0013] The beats of the metronome occur on times
t1, t2 and
t3 and constitute a regular sequence of the form

wherein
tn is the temporal occurrence or time of the n-th beat,
t0 is the time of the initial beat and T denotes the time between metronome clicks.
[0014] The human drummer's beats occur on times
t'1, t'2 and
t'
3 and constitute an irregular sequence. The offsets o
i between the beats may be calculated as

[0015] Alternatively, the above definitions may also be generalized in order to track deviations
of a sequence from a given metric pattern instead from a metronome. In other words,
instead of taking regular distances T for the metronome clicks, a more complex metronome
signal can be generated wherein distances between clicks are not equal but are distributed
according to a more complex pattern. In particular, the pattern may correspond to
a particular rhythm.
[0016] Now, according to empirical investigations of the inventors, the offsets of human
drum sequences may be described by Gaussian distributed
1/
fα noise, where f is a frequency and α is a shape parameter of the spectrum.
[0017] Figure 2 shows an example of a random signal whose power spectral density is equal to 1/f
α, wherein α = 1, graphed double logarithmically. Within the scientific literature,
this kind of noise is also referred to as 'pink noise'. The parameter α is then equivalent
to the absolute value of the slope of the graph.
[0018] With regard to the invention, in particular with respect to human drumming, the parameter
α may be estimated empirically by comparing the beat sequence generated by a human
drum player (or several of them) with a metronome. More particularly, the temporal
differences between the human and the artificial beats correspond to the off sets
oi of figure 1 and the estimation of α may be carried out by performing a linear regression
on the offsets' power spectral frequency plot, wherein the frequency axis has been
transformed by two logarithmic transformations for linearization.
[0019] Experiments carried out by the inventors using own recordings of the inventors as
well as recordings of drummers provided by professional recording studios revealed
that the exponent α appears to be widely independent of the drummer. The parameter
α also clearly appears to be greater than zero (0). Also, it appears to be smaller
than 2.0 in general. For drumming, it has been determined as being smaller than 1.5
in general. However, the offsets of different human drummers may differ in standard
deviation and mean.
[0020] For the empirical analysis, drums have been chosen because in the analysis, the distinction
between accentuation and errors is easiest when analyzing sequences that contain time-periodic
structures, such as drum sequences. However, in principle, the methods according to
the invention may also be applied to other instruments played by humans. For example,
for a piano player playing a song on the piano, it is expectable that after removal
of accentuation, the relevant noise obeys the same
1/
fα-law as discussed above with respect to drums.
[0021] Based on these empirically determined facts and figures, a method and a device for
humanizing music, in particular drum sequences may now be described as follows.
[0022] Figure 3 shows a flowchart of a method for humanizing music sequences according to a first
embodiment of the invention. The music sequence is assumed to comprise a series of
sounds, which may be notes, played by an instrument such as a drum, each occurring
on a distinct time
t. When humanizing real audio signals, the time
t may be taken as the onset of the note, which may automatically be detected by a method
in the prior art (cf. e.g.
Bello et al., A Tutorial on Onset Detection In Music Signals, IEEE Transactions on
Speech and Audio Processing, Vol. 13, No. 5, September 2005).
[0023] In step 310, the method is initialized. In particular, the algorithm may be set to
the first time to (i = 0).
[0024] In step 320, a random offset o
i is generated for the present sound or note at time t
i.
[0025] In step 330, the random offset o
i is added to the time t
i in order to obtain a modified time
t'
i. Hereby, it is understood that the offset
oi may also be negative.
[0026] In step 340, the present sound
si is output at the modified time
t'i. The outputting step may comprise playing the sound in an audio device. It may also
comprise storing the sound on a medium, at the modified time
t'I for later playing.
[0027] In step 350, the procedure loops back to step 320 in order to repeat the procedure
for the remaining sounds.
[0028] According to the invention, the random offsets are generated such that their power
spectral density obeys the law

wherein α > 0.
[0029] The parameter α may be set according to the empirical estimates obtained as described
in relation to figure 2.
[0030] Figure 4 shows a block diagram of a device 400 for humanizing a music sequence according to
an embodiment of the invention.
[0031] Again, it is assumed that the music sequence (S) comprises a multitude of sounds
(s
1... s
n) occurring on times (t
1, ..., t
n). According to one embodiment of the invention, the device may comprise means 410
for generating, for each time (t
i) a random offset (o
i).
[0032] The device may further comprise means 420 for adding the random offset (o
i) to the time (t
i) in order to obtain a modified time (t
i + o
i).
[0033] Finally, the device may also comprise means 430 for outputting a humanized music
sequence (S') wherein each sound (s
i) occurs on the modified time (t
i + o
i).
[0034] According to the invention, the power spectral density of the random offsets has
the form

wherein
0 < α < 2. Generators for 1/2
α- or 'pink' noise are commercially available.
[0035] Figure 5 shows another block diagram of a device for humanizing music sequences according
to another embodiment of the invention. The device comprises a metronome 510, a noise
generator 520, a module 530 for adding the random offsets to obtain a modified time
sequence, a module 540 for outputting the sounds at the modified times, a module 550
for receiving an input sequence and a module 560 for analyzing the input sequence
in order to automatically identify the relevant sounds.
SUMMARY
[0036] The deviation of human drum sequences from a given metronome may be well described
by Gaussian distributed 1/f
α noise, wherein the exponent α is distinct from 0. In principle, the results do also
apply to other instruments played by humans. In conclusion, the method and device
for humanizing musical sequence may very well be applied in the field of electronic
music as well as for post processing real recordings. In other words, 1/f
α-noise is the natural choice for humanizing a given music sequence.
1. Method for humanizing a music sequence (S), the music sequence (S) comprising a multitude
of sounds (s
1, ..., s
n) occurring on times (t
1, ...,t
n), comprising the steps
- generating, for each time (ti) a random offset (oi),
- adding the random offset (oi) to the time (ti) in order to obtain a modified time (ti + oi); and
- outputting a humanized music sequence (S') wherein each sound (si) occurs on the modified time (ti + oi),
characterised in that the power spectral density of the random offsets has the form

wherein 0< α < 2.
2. Method according to claim 1, wherein the sounds correspond to drum beats.
3. Method according to claim 1, wherein the sounds correspond to notes played by a piano.
4. Method according to claim 1, wherein the music sequence (S) is obtained from editing
a human-generated music sequence.
5. Method according to claim 1, wherein the mean and/or the standard deviation of the
offsets (oi) is set according to empirical estimates.
6. Music sequence (S), comprising a multitude of sounds (s
1, ..., s
n) occurring on times (t'
1, ...,t'
n), wherein the times are offset with offsets (o
1, ...,o
n) against the clicks (c
1,...,c
n) of a metronome, wherein the power spectral density of the offsets (o
1, ...,o
n) has the form

wherein 0< α < 2.
7. Machine readable medium, comprising a humanized music sequence according to claim
5.
8. Device for humanizing a music sequence (S), the music sequence (S) comprising a multitude
of sounds (s
1, ..., s
n) occurring on times (t
1, ... ,t
n), comprising:
- means for generating, for each time (ti) a random offset (oi),
- means for adding the random offset (oi) to the time (ti) in order to obtain a modified time (ti + oi); and
- means for outputting a humanized music sequence (S') wherein each sound (si) occurs on the modified time (ti + oi),
characterised in that the power spectral density of the random offsets has the form

wherein 0< α < 2.
Amended claims in accordance with Rule 137(2) EPC.
1. Method for humanizing a music sequence (S), the music sequence (S) comprising a multitude
of sounds (s
1, ..., s
n) occurring on times (t
1, ...,t
n), comprising the steps
- generating, for each time (ti) a random offset (oi),
- adding the random offset (oi) to the time (ti) in order to obtain a modified time (ti + oi); and
- outputting a humanized music sequence (S') wherein each sound (si) occurs on the modified time (t¡ + oi),
characterised in that the power spectral density of the random offsets has the form

wherein 0< α < 2.
2. Method according to claim 1, wherein the sounds correspond to drum beats.
3. Method according to claim 1, wherein the sounds correspond to notes played by a piano.
4. Method according to claim 1, wherein the music sequence (S) is obtained from editing
a human-generated music sequence.
5. Method according to claim 1, wherein the mean and/or the standard deviation of the
offsets (oi) is set according to empirical estimates.
6. Music sequence (S), generated by a method according to claim 1.
7. Machine readable medium, comprising a humanized music sequence according to claim
6.
8. Device for humanizing a music sequence (S), the music sequence (S) comprising a multitude
of sounds (s
1, ..., s
n) occurring on times (t
1, ...,t
n), comprising:
- means for generating, for each time (t¡) a random offset (oi),
- means for adding the random offset (oi) to the time (ti) in order to obtain a modified time (ti + oi); and
- means for outputting a humanized music sequence (S') wherein each sound (si) occurs on the modified time (ti + oi),
characterised in that the power spectral density of the random offsets has the form

wherein 0< α < 2.