Showing posts with label Music Theraphy. Show all posts
Showing posts with label Music Theraphy. Show all posts

Monday, April 4, 2011

8 Reasons We Love Music On The Journey


Music reminds us of our travels, just as much as it inspires us to travel. It urges us to unfold the maps, pack the backpack and hit the road.
Music let us feel free like a bird.


Every time I listen to Pink Floyd’s Shine on You Crazy Diamond, I think back to the Makgadi-kgadi Pans in Botswana. These pans cover 6 177.6 square miles, and from the middle, you can see the curvature of the Earth.
Once, I drove my Land Rover over the pans and decided to stop in the middle and sleep under the stars. Pink Floyd played on the CD player and it made the whole experience surreal.
When I listen to Joan Baez I’m taken back to a surfing trip and a remote beach down the East Coast of Africa. I can smell the freshly caught crayfish crackling over the coals and hear the waves whooshing in the dark.
Music reminds us of our travels, just as much as it inspires us to travel. It urges us to unfold the maps, pack the backpack and hit the road.
Here are 8 reasons we love music on the journey:
1. Music is a universal language
Local music breaks down the barriers of language and ethnicity. Music is a universal language, which uplifts the spirit and helps to make friends.
People all over the world identify with music. The essence of ancient cultures lies in music.
People all over the world identify with music. The essence of ancient cultures lies in music, and if we are lucky, we can experience a bit of it.
I was one of very few Asian to have been invited to a traditional Ghule-whankulu dance in Malawi. These dancers belong to a secret society, their true identities are known only by themselves, and no one in the village knows who is behind the masks.
Their energetic dancing accompanied by awe-inspiring drum rhythms will always be a part of my memories.
2. Music reminds you of the people
Music reminds you of the people you met along the journey. Like a little romance I had with the girl from Holland captured perfectly by Natalie Imbruglia while we were waiting for the bus. It was a bittersweet farewell.
She promised to phone me, lying naked on the floor. (It never happened…)
3. Music can make the world yours
Music shortens those long hot and smelly journeys in the back of a crowded bus. Music can drown out the noise of a big city. Listening to your favorite tracks can enhance the experience of seeing a natural or man-made wonder for the first time.
Make that “touristy” spot, a piece of your own travel memories without the camera-toting holidaymakers. For me it was Moby at Victoria Falls in Zambia.
4. Music can ignite your imagination
Music documented what happen around us.
Recently, I boarded a plane at the start of a new journey. As the plane hurtled down the runway on take-off, Lynyrd Skynyrd’s Free Bird was reminding me that I was free as a bird, and that I would never change.
Too many places to see. Music fueled the excitement. The promise of new adventure. It made the farewell to my family easier.
5. Music can enhance the present
Music makes the world a little more interesting. It helps your thoughts and imagination to be a little bit more creative.
I was sitting at the Stockholm train-station, and I was listening to Vaya Con Dios’s Don’t cry for Louie. I saw this shady guy with a trench coat and dark glasses, and he had two tarty looking women with him.
Pimp and prostitutes. I saw Louie. I had the urge to walk over to one of the women and ask her to sing for me, in that lovely low and sexy voice. The fear of a slap in the face, and possible arrest for public disturbance stopped me.
And Louie would have been pissed off.
6. Music can scar you
Music is a form of traveling on its own. Traveling without moving.
Sometimes, music can have a negative impact as well. Malawi has cured me of Peter Tosh and Bob Marley forever.
I was staying at a backpackers in Inkhatha Bayand, and couldn’t help but notice some other “beach boys” that spoke with overdone Jamaican accents. The local Rastas.
They were rolling joint after joint of “electric spinach” and listening to some shockingly bad, very loud distortions of Buffalo Soldier and Redemption Song. Over and fucking over.
7. Music can be a useful
I have once used music as a weapon. I arrived at this nice little campsite at the Drakensberg in South Africa, on the Lesotho border.
I set up camp away from the rest of the crowd when a noisy family decided to come and disturb my peace. They settled right next to me, and the kids proceeded to kick up a lot of noise.
I put Tom Wait’s Bone Machine on at top volume and took a few sips of Rum straight out the bottle while I gave the mother the evil eye.
Needless to say, they packed up and left me in peace. I always reserve old Tom for warding off witchdoctors and noisy kids.
8. Music is travel
Mostly, I have fond memories of my travels when I am listening to music at home and working towards the next trip. It is like a form of traveling on its own. Traveling without moving.
How has music enhanced your journeys? Share your stories in the comments!


Read more: http://ilhamnurulresources.blogspot.com/#ixzz1IWwpMcBg

Friday, March 18, 2011

Lady Gaga Censored In Malaysia




Local radio stations worry some lyrics in Lady Gaga's gay anthem Born This Wayare on the wrong track, baby.
Local broadcasters have refused to play lines in the hit song that encourages public acceptance of gays, claiming Thursday they are being cautious because the government forbids offensive content.
Malaysians who tune in to popular stations hear edited versions of Born This Waythat use indecipherable garble to replace the lyrics: "No matter gay, straight or bi, lesbian, transgendered life, I'm on the right track, baby."
A spokesperson from AMP Radio Networks said the precaution was due to government restrictions against songs that might violate "good taste or decency or (are) offensive to public feeling."
"The particular lyrics in Born This Way may be considered as offensive when viewed against Malaysia's social and religious observances," the company said in a statement to The Associated Press.
"The issue of being gay, lesbian or (bisexual) is still considered as a 'taboo' by general Malaysians."
Broadcasters can face fines up of to RM50,000 and other penalties for breaking the rules.
AMP Radio Networks runs eight radio channels, including Malaysia's No. 1 English-language station, Hitz.fm, which has an estimated 1.5 million listeners.
Malaysian gay rights activist Pang Khee Teik criticised the broadcasters' decision, saying the media should be "a platform for marginalized voices and create understanding - not perpetuate ignorance and hate."
"Lady Gaga was attempting to address this very thing in her song. How dare they play that song and cut out its shining heart," said Pang, the co-founder of Sexuality Independence, a Malaysian anti-discrimination arts movement.
"We just want the same thing as everyone else: to love, be loved and have our songs played on the radio."
Lady Gaga, who is highly outspoken about gay rights, should consider protesting the decision by asking Malaysian stations not to air her songs at all, Pang said.
Gay Malaysians have tried to press for greater acceptance in recent years, saying discrimination persists.
The Sexuality Independence group last year posted a Youtube clip of a young gay Muslim who defended his sexuality, but it removed the video after anonymous viewers made online death threats against him.
Government religious authorities accused the man of insulting Islam, though no official action was taken.


Read more: http://ilhamnurulresources.blogspot.com/#ixzz1GwTjZl2V

Monday, February 14, 2011

The Basics of Digital audio

The Basics of Digital Audio

The theory of digital sound

Basic signal theory



As you probably know, sound is air which is moving very quickly. The speed of these movements is called "frequency", which is a very important property of sound, especially music. The frequency of a sound is measured in Hz (=Hertz, named after a man called Hertz :-/ who did a lot of research into sound and acoustics some time ago). Most people can hear frequencies in the range between 100Hz-15000Hz. Some people can hear very high frequencies above 19000Hz, but scientists always assume that the human ear is able to discern frequencies between 20Hz-20000Hz, since those numbers make their calculations a lot easier.
Here's a few examples of different frequencies, if you'd like to play with them for a while:
60 Hz
440 Hz
4000Hz
13000Hz
20000Hz
-very- low
A'
audible
ouch!
too high
Another very important property of sound is its level; most people call it volume. It is measured in dB (=deciBell, named after a man called deciBell (NOT!!) all right, his real name was Bell, but he did invent the telephone and that is why us Dutch people still say 'mag ik hier misschien even bellen?' when they want to use your phone).
So why don't we measure loudness in Bell instead of deciBell? Well, mainly because your ear really can discern an incredible amount (1.200.000.000.000, that's 11 zeroes) of different loudness levels, so they had to think of a trick(which I'm not going to explain here, sorry!) be able to describe an incredible range with only a few numbers. They agreed to use 10th's of Bells, deciBells, dB, instead of Bells.
Connect Sound Systems

Most professional audio equipment uses a VU meter (=Volume Unit meter) which shows you the input or output level of your equipment. This is very convenient, but only if you know how to use it: A general rule is to set up the input and output levels of your equipment so that the loudest part of the piece you want to record/play approaches the 0dB lights. It is important to stay on the lower side of 0dB, because if you don't, your sound will be distorted badly and there's no way to restore that. If you're recording to (analog!) tape, instead of (digital) harddisk, you can increase the levels a bit, there is enough so-called 'headroom' (=ability to amplify a little more without distortion) to push the VU-meters to +6dB. There is some more information on calibrating equipment levels inthe recording section below.
Some examples of different levels, if you'd like to play with them for a while:
0,0dB = 100%
-6,0dB = 50,0%
-18,0dB = 12,5%
+6,0dB = 200%
maximum level
half power
very quiet
a little too loud-a lot of distortion
Okay, now that you know the most important things about sound, let's finally go to the digital bit (ooh, a pun :-/ ): I've just told you about the properties of 'normal' (analog) sound. Now I'll tell you what the most important properties of digital sound are.



Digital Audio Theory


First of all, the famous 'sample rate'. The sample rate of a piece of digital audio is defined as 'the number of samples recorded per second'. Sample rates are measured in Hz, or kHz (kiloHertz, a thousand samples per second). The most common sample rates used in multimedia applications are:
8000 Hz
11025 Hz
22050 Hz
really yucky
not much better
only use it if you have to
Professionals use higher rates:
32000 Hz
44100 Hz
48000 Hz
only a couple of old samplers
ahh, what a relief
some audio cards, DAT recorders

Some modern equipment has the processing power required to enable even higher rates: 96000Hz or even an awesome 192.000Hz will possibly / probably be the professional (DVD?) standard rates in couple of years. The advantages of a higher samplerate are simple: increased sound quality. The disadvantages are also simple: a sample with a higher samplerate requires an awful lot more disk space than a low-rate sample. But with the harddisk and CD-R prices of today that isn't too much of a problem anymore.

....But Why?!

To answer that, let's look at a single period of a simple sine wave:
  • it starts at zero..
  • ..then it goes way up..
  • ..then it goes back to zero..
  • ..then it goes way down..
  • ..then it goes back to zero.
  • and so on...Sine waves sure have monotonous lives ;-)
sinewave
a sine wave
When recording a certain frequency, you will need at least (but preferably more than) two samples for each period, to accurately record it's peak and valley. This means you will need a samplerate which is at least (more than) twice as high as the highest frequency you'd like to record, which, for humans, is around 20000Hz. That's why the pro's use 44100Hz or higher as the minimum samplerate! They can record frequencies up to 22050Hz with that. (Now you know why an 8000 Hz sample sounds so horrible: it only plays back a tiny part of what we can hear!)

Using an even higher samplerate, like 96000Hz, you can record higher frequencies, but you won't hear things like 48000Hz anyway. That's not the main goal of those super-rates. If you record at 96000Hz, you will have more than four samples for each 20000Hz period, so the chance of losing high frequencies will decrease dramatically! It will take quite a few years for consumer level soundcards to support these numbers, though. There are a few pro cards which already do, but you could easily buy a small car for the same money...

That's enough about frequency for now. As I said before, another very important property of sound is its level. Let's have a look at how digital audio cards process the sound levels.

DYNAMIC RANGE

The capacity of digital audio cards is measured in bits, e.g. 8-bit soundcards, 16-bit soundcards. The number of bits a sound cards can manage tells you something about how accurately it can record sound: it tells you how many differences it can detect. Each extra bit on a sound cards gives you another 6dB of accurately represented sound (Why? Well, Because. It's just a way of nature). This means 8-bit soundcards have adynamic range(=difference between the softest possible signal and the loudest possible signal) of 8x6dB=48dB. Not a lot, since people can hear up to 120dB. So, people invented 16-bit audio, which gives us 16x6dB=96dB. That's still not 120dB, but as you know, CD's sound really good, compared to tapes. Some freaks, that's including myself ;-) want to be able to make full use of the ear's potentials by spending money on soundcards with 18-bit, 20-bit, or even 24-bit or 32-bit ADC's (Analog to Digital Convertors, the gadgets that create the actual sample) which gives them dynamic ranges of 108dB, 120dB, or even 144dB or 192dB.
Unfortunately, all of the dynamic ranges I mentioned are strictly theoretical maximum levels. There's absolutely not a way in the world you'll get 96dB out of a standard 16-bit multimedia sound card!!! Most professional audio card manufacturers are quite proud of a dynamic range over 90 dB on a 16bit audio card. This is partly because of the fact that it's not that easy to put a lot of electronic components on a small area without a lot of different physical laws trying to get attention. Induction, conduction or even bad connections or (very likely) cheap components simply aren't very friendly to the dynamic range and overall quality of a soundcard. But there's another problem, that will become clear in the next paragraph.

Quantization noise

Back in the old days, when the first digital piano's were put on the market, (most of us didn't even live yet) nobody really wanted them. Why not? Such a cool and modern instrument, and you coould even choose a different piano sound!

The problem with those things was that they weren't as sophisticated as today's digital music equipment. Mainly because they didn't feature as many bits (and so they weren't even half as dynamic as the real thing) but also because they had a very clearly rough edge at the end of the samples.

quantization noiseImagine a piano sample like the one you see here. It slowly fades out until you here nothing.
At least, that's what you'll want... As you can see by looking at the two separate images, that's not at all what you get... These images both are extreme close-ups of the same area of the original piano sample. The highest image could be the soft end of a piano tone. The lowest image however looks more like morse code than a piano sample! the sample has been converted to 8 bit, which leaves only 256 levels instead of the original 65536. The result is devastating.

Imagine playing the digital piano in a very soft and subtle way, what'd you get? some futuristic composition for square waves! That's not what you paid for ;-) This froth is called quantization noise, because it is noise that is generated by (bad) quantization.

There is a way to prevent this from happening, though. While sampling the piano, the soundcard can add a little noise to the signal (about 3-6dB, that's literally a bit of noise) which will help the signal to become a little louder. That way, it might just be big enough to get a little more realistic variation instead of a square wave. The funny part is that you won't hear the noise, because it's so soft and it doesn't change as much as the recorded signal, so your ears automatically forget it. This technique is called dithering. It is also used in some graphics programs e.g. for resizing an image.

Jitter


Another problem with digital audio equipment, is called jitter. Until now, I've always assumed that the soundcard recorded the sample at exactly 44100Hz, taking one sample every 1/44100 second. Unfortunately that is -totally- unreal. There *always* is a tiny timing error which causes the sample to be taken just a little too late or just a little too soon.

Does this make a big difference then? Well, you could start nagging about everything, but then you'd probably have bought a more expensive soundcard in the first place. The really bad part is that jitter is frequency dependent. Because it's related to the timing of the sample, it can change the recorded frequencies just a little. If it records a sample just a little too soon, the card thinks that the recorded frequency is a little lower than it really is. This is noticable at frequencies below 5000Hz but especially bad at the lowest frequencies, because the influence of a little error is much bigger there. Typical jitter-times go between 1.0 x 10 -9seconds (that's a NANOsecond, read:almost nothing) and 1.0 x 10 -7 seconds (that's a hundred NANOseconds, not a lot more) but they make the difference between a 'pro' sound and a 'consumer' sound on e.g. different CD-players.

Digitizing sound

When you record a sample with your sound card, it goes through a lot of stages before you can store it on your hard disk as a sound file. Fortunately you don't have to worry about these stages, because modern sound cards and samplers take care of them for you.
I'm going to be a big bore and tell you about these stages anyway.
Let's see what happens when you press 'rec':
The sound card starts a very accurate stopwatch (the samplerate).
AD conversion process
Analog to Digital Conversion process
Then it transforms the sound coming in: it simply cuts off the very high frequencies which it cannot handle. This cripples the sound a lot, but it is required to prevent even more serious damage to the sound, which would make the sound unrecognizable. This is a low-pass (cut the 'high' frequencies, let the 'low' frequencies pass through) anti-aliasing (smoothing, blurring) filter (because it takes away some parts and leaves the rest)
Every time the stopwatch has completed a cycle, the sound card's ADC looks at the filtered input signal. It calculates how loud the incoming sound is at that exact moment in time (very much like a microphone would measure air pressure) and transforms the loudness level into the nearest digital number.
and shouts that number to the computer, which stores it somewhere in memory, probably on a hard disk.

Sound card manufacturers put a brickwall-filter (look at the image below!) in their sound card, to prevent a very nasty side-effect called 'foldover'. Foldover is a pretty difficult concept, but I'll try to keep it simple.
It's more or less the same thing that happens when you look at a car's wheel when it drives past you very quickly. You'll sometimes see the wheel moving backwards. Another example can be found in old western movies where you'll see a train going by. The 'wheels' of the train will be moving backwards too, if the train's going fast enough.
All these 'illusions' are foldover-effects. They occur when a fast system at regular intervals analyzes something which is moving even faster than the system itself.
When recording at 22050Hz, your sound card will simply not be able to record any frequencies above 11025Hz, because you need at least two samples for each period, as described above. Without the low-pass filter, the sound card would blindly try to record those frequencies. But afterwards, when you play back the sample, you'll hear a totally different frequency instead of the original one. Just like the car's wheel that seems to be moving backwards, while it really isn't.
(The frequency you'll actually hear equals the sampling frequency minus the original frequency, e.g. 22050-12050=10000Hz, instead of the original frequency, in this case 12050Hz).
'brickwall' filter
a brickwall filter at 4000Hz
Therefore, the maximum frequency that can be recorded with a certain sample rate, is half the sample rate. That frequency is called the Nyquist frequency, sometimes abbreviated to fN, after a man named Harold Nyquist, who worked at Bell Telephone Laboratories and more or less invented audio sampling. A big guy in digital audio. Anyway, to prevent all that from happening, the sound card manufacturers put a special filter in their card (see figure of brickwall filter on the right).
This low-pass filter removes high frequencies like any equalizer or Hi-Cut Switch does, except it is *much* more agressive. You can see that the filter allows all sound below 1000Hz to pass through, and that it gives the frequency range of 1000Hz-3500Hz a small boost. (This boost is necessary to be able to cut off the higher frequencies with such violence.) Frequencies above 4000Hz are eliminated extremely agressively. That is why they call it a brickwall-filter, because of the wall-like slope.
The filter displayed above might be used for a sample rate of about 8000Hz, since an 8000Hz sample has a Nyquist frequency, the maximum recordable frequency, of 4000Hz. This makes it very important to choose the appropriate sample rate for your sample; that is, if you've got a legitimate reason not to record at 44100Hz, or higher ;-)


Read more: http://ilhamnurulresources.blogspot.com/#ixzz1DtxEowFZ

Sunday, January 9, 2011

The 6 Rules of Commercial Music Success



Over the years I have had many conversations with music artists about commercial music, which usually leads to them disclosing their disdain and hatred of it. Some refer to pop music (pop, as in what’s popular now) as commercial music. Others think of anything that is receiving heavy rotation on radio as commercial music. Whatever their definition, one thing is often overlooked: commercial music is the heart of the music industry which pumps the blood that keeps it alive.
So why then are so many music artists resistant to making commercial music? The answer that I’m often given is because they don’t want to “sell-out” their creative integrity by conforming to some industry version of what’s popular (i.e. what’s selling). It becomes very obvious to me that the problem is not commercial music, but rather the perception and definition of it.
The misconception is that the music industry created this rigid definition of commercial music. That fallacy is often perpetuated by music artists who or either unwilling or incapable of creating commercially viable songs. The truth is, the public dictates what is commercial, and for decades they have gravitated towards, embraced, and purchased records that adhere to a commercial music format.
If commercial music is the rule for success and sales in the music industry, there are inevitably going to be some exceptions to it, but unfortunately, the tendency is for music artists to try and become the exception, instead of observing the rules and why they exist.

Simply put: the rules of commercial music success have not, and will not change. Not in your life time or your children’s lifetime. They exist because it's human nature to reject the unfamiliar; in the music industry, similarity is the cornerstone of acceptance. This is why so many popular songs sound similar and contain familiar elements. It’s a rule that is prevalent in every genre, and on every continent.
There are those artists who do a masterful job of observing their own artistic values while delicately balancing the demands for commercial music by industry professionals.
Artists such as Prince, Sting and Bjork, have pushed the envelope of creativity for years. But artists of their caliber who possess such sublime talent and vision are rare.
For the sake of clarification and argument, I will offer my explanation and industry definition of what commercial music is; based on 25 years of listening to recordings as a music lover, music industry professional, and music critic in what I will call, “The 6 Rules of Commercial Music Success.”

They are songs that have the following:
1.) A strong hook/memorable chorus. If no one knows what your song is called, they can’t request it when they hear it on the radio. More importantly, they can’t buy it at retail…or track it down on the Internet to illegally download a copy of it.
2.) Good melody. Commercial music is characterized by good melodies (i.e. verses, choruses, and sometimes bridges that get stuck in your head and make you want to sing-along). What can the top selling hip-hop acts of the last 10 years (Tupac, Notorious B.I.G., Jay-Z, Eminem, and 50 Cent) attribute their success to? Good melodies (not cool beats) that increase the commercial value of their music...thanks largely in part to the king of modern hip-hop melody, Dr. Dre.
3.) Well-Produced. Coming from an r&b background where producers are a pivotal part of commercial music success, I did not realize until I became a consultant that many rock bands don’t utilize, nor value producers like r&b music acts. Perhaps they should since the record company often assigns producers to enhance the performance of songs (through their musical expertise) and enrich the records (through their experience and proficiency in the recording process), ultimately making them more enjoyable to listen to and, you guessed it…more commercial!
4.) Appealing lyrics. The lyrics don’t have to be profound; people just have to be able to relate to them. If you have a way of saying common things in an uncommon way, your lyrics will have an edge over the songwriter whose song is about the same topic. Write about what’s closest to your heart for credibility and sincerity, and others will be able to relate to your songs – especially if it’s on a subject matter that they know or will experience.
5.) Keep it short. Keep the length of your songs down to a maximum of four minutes. Jazz and World Music are exceptions. A song that is well written makes people want to hear it again, and again, and again. The longer the song is, the less likely that will happen. Don’t believe me? Check the length of your favorite songs.

6.) Well-Performed. Most outstanding vocalists are often surprised by how low this rule is on the list. The fact is that there are more mediocre songs performed by outstanding vocalists, than there are mediocre vocalists performing outstanding songs. A good song that is well-performed gives it an edge, but if the song is lacking, all of the yelling and vocal acrobatics that singers tend to use to compensate for it, will not make it a better song….though it may help the singer to attract better songwriters to work with.
Now that you know the 6 rules of commercial music success, hopefully you will be able to use this information to your advantage and create songs that will increase your chances of success in your professional music endeavors…or you can ignore them and continue to wonder why no one (other than your friends and family – all of which listen to commercial music) like your songs.