IRCAM Excursion Blog Part-2

The previous blog focused primarily on workshops rooted in neuroscientific research. The following three delve into digital signal processing, visual generation from audio and dynamic spatialisation. Each of these highlights features I am planning to integrate into my personal project.

Moving with time

Moving with Time is an immersive audiovisual performance exploring the evolving relationship between sound, image, and culture through real-time interaction. Amongst all the projects I have seen and been a part of during the entirety of the workshop, this particular performance had the closest semblance to my research project.

Some of the common processes this project shares with the research project include real-time digital signal processing, transforming sound and modifying it in real time. They had used granular and concatenative synthesis in Max/MSP to achieve this. I am still unsure whether to include this in my project, but I would definitely implement an interactive feature for users to stay engaged with the installation. Another common element present in both projects is real-time visual generation, made using TouchDesigner. 

Speaking about the performance, I personally really enjoyed the fusion of music styles from the traditional Persian Setar to the warm textures of the ARP Odyssey and the Monotribe, it progressively builds and resolves eloquently.

Generative Music from the Quantum World

I could have never  imagined using quantum mechanics to make music until Jean-Claude Heudin had talked about it. In this fascinating presentation, we were introduced to ANGELIA, a hybrid generative AI developed to enhance the creativity of the artist for composing, and to augment performative capabilities.

Heudin briefly explained some fundamental concepts of quantum mechanics like superposition, entanglement and measurement (or collapse). He also mentioned how qubits that exist in superposition states, can be subjected to incompatible measurements, and even be entangled with other qubits.

We were also introduced to Qunotes, which are like qubits but with musical notes instead of binary information. The quantum state of a qunote is represented by a linear superposition of a defined number of pitch values. It’s only when the piece of quantum music is played that a qunote collapses into a defined state. Each time the same qunote plays, a different note is obtained depending on the probability amplitudes. This results in many possible interpretations of the same score. Therefore, the composing is done with probability amplitudes instead of fixed notes.

Dynamic Spatial Mixing for Multi-Channel Audio

I was drawn to this project due to our course this semester (Surround Sound and spatialization). I also wanted to know more about spatial rendering and how to implement this in a mixing environment.  This live demo introduces a system for dynamic spatialization and mixing in multi-channel environments using Max/MSP and IRCAM’s SPAT library. The framework combines adaptive spatial rendering with dynamic mixing to create an evolving, responsive sonic field.

It is a unique approach to spatialisation as they combined higher order ambisonics and VBAP to achieve a unified spatial rendering system.The term they used to describe this process is ‘sidechaining’, similar to the one we use in mixing, as audio objects dynamically influence one another and interact with static beds, generating shifting amplitude and frequency relationships and establishing priority-based behaviour between moving and static spatial elements. A parallel binaural rendering was implemented into the system for headphone users as well.

Overall, I found all the sessions at the IRCAM Forum very insightful. There was a diverse mix of topics and workshops hosted by artists, performers, researchers, engineers and so on. I was able to gather a lot of interesting ideas and got introduced to some really cool concepts, some of which I would attempt to apply to my research project.

IRCAM Excursion Blog Part-1

Last month, I had the opportunity to attend the IRCAM Forum in Paris with my classmates. It was very enjoyable and provided a pathway to explore a variety of projects in the innovative fields of sound technology and research. The workshops were generally well presented and featured discussions that helped attendees better understand the concepts and workflow. Some of these projects really stood out to me, and I would like to share them in detail throughout this set of blog posts.

Liberated frequencies 

“Liberated frequencies” is a Bio-interactive Audiovisual performance by Keigo Yoshida which combines neuroscientific research with machine learning to generate sounds in real-time. During this performance, an AI is trained to learn favorable patterns and generate sounds from signals triggered by the user’s EEG sensors. In other words, the brainwaves (theta waves in particular) of the user are measured and sonified to form abstract compositions from preferred sound textures.

The team behind the installation collected a library of glitch, experimental, voice and noise sounds, which the subject rated based on the pleasure they evoked. During the performance, the AI learns in real-time from the most preferred sounds. However, instead of simply creating a comforting environment, the AI utilizes this data to intentionally disrupt the experience. Once high auditory pleasure is detected, the system alters the pitch, tempo, and rhythm, pulling the listener out of their comfort zone to challenge human-centric aesthetics and create an unpredictable, evolving soundscape.

The RAVE (Realtime Audio Variational autoEncoder) framework was used to process and generate the sounds, while the visual representations were made and mapped through TouchDesigner. The translation of data to an audiovisual form in real-time is one of the primary aspects of my research for my personal project. Therefore, I remain open to explore more in the world of real-time data audification and visualisation. This brings me to the next workshop, which is also based on neuroscientific studies.

Brainwave-Modulated Generative Music

This live demo presentation was done by Zap Bain, musician, sound engineer researching on auditory neurofeedback and spatial audio. This project also dwells on real-time EEG brainwave control of spatial audio systems. Despite not being familiar with neuroscience, I found the research very fascinating and it made me curious about neurofeedback responses in general.

The artist used embodied cognition techniques including movement, neural asymmetry, vestibular system engagement and brainwave frequency ratios for this research. The presentation showcases ambisonic work developed with SPAES using Spat~ and boids algorithms.

I was able to link some of the methodology behind this presentation to my own research project. I was exploring ways to utilize sounds in a surround sound/ambisonic setup just using vocal feedback and this session gave me some hints on how I could integrate different parameters to control the sound signals and how it could be linked with the visual element to make it more understandable.

The Living Looper – NIME Paper Review

Evolving the Living Looper: Artistic Research, Online Learning, and Tentacle Pendula

The Living Looper: Rethinking the Musical Loop as a Machine Action-Perception Loop

I came across the concept of ‘living loops’ while going through the NIME papers. Naturally intrigued, I wanted to learn more about this interesting topic. It is a special music interaction project that can yield vastly different outputs, mainly due to the use of generative machine learning models. The implementation focuses on the RAVE encoder, created by IRCAM, where the audio data is mapped into a compressed latent space and trained using an autoregressive predictive model incorporating partial least squares regression. The dataset primarily focuses on the timbre of the sound rather than the overall musical structure.

It is a unique approach to looping as the artist has the ability to control the loops and train them for real-time audio synthesis, which help create more unique textures and tones. Though the instruments used for the interface were primarily stringed and wind instruments like the violin and saxophone, I wonder how the results would vary if percussion was used. Was it possibly avoided due to the fast attack and low sustain times? A thought to ponder, for sure. I am also curious to learn how turntablists and DJs could use this tool in their performances.

The 2025 paper introduces a user-centric improvement to the previous model, which lacked a visual interface. The upgrade also features a visualisation for each loop by introducing a unique ‘tentacle pendulum’ that interacts when the loop is played. The design was intended to represent the RAVE latent dimensions in order of importance, where the value of each latent dimension determines angular displacement and hue of each segment. The introduction of incremental algorithms which distribute the computation across audio frames, potentially allows more computational resources to be brought to bear on each loop. 

One of the other things I really like about this project is its compatibility and open-source accessibility. Any model following the RAVE API can now be packaged into a Living Looper instance using a Python CLI available on PyPI. Since these instances are now themselves nn~ models, the core functions can be loaded directly into Pure Data and Max, and the new graphical version can be easily installed as a SuperCollider extension, making it very accessible for most sound and music enthusiasts.

One issue I assume they would face is latency from the signal processing, making the timbre of the sound a crucial indicator for the looper. The parallel processing of effects like delays and reverb could prove to be quite a challenge as well, and I would be interested to know how they could overcome this challenge.

Overall, I thought it was a super interesting project and especially useful for artists and musicians to experiment, compose and express themselves. Excited to see what the next follow-up to this project is.

MuGeVI: A Multi-Functional Gesture-Controlled Virtual Instrument – NIME Paper Review

MuGeVI: A Multi-Functional Gesture-Controlled Virtual Instrument

When browsing through the project and paper titles, this one instantly took my attention, as it involves a similar concept to my own Virtual Foley Stage project, in terms of interaction. Therefore this review comes in handy to investigate the approach used by the authors and compare with my own ideas and processes.

The paper proposes an interactive multi-functional virtual instrument based on computer vision. Gestural Hand recognition via the MediaPipe Hand Landmarker will ensure real time music creation in Max/Msp. There are 4 different modes to manipulate the audio signal, which enables use in either standalone or accompanying applications.

In the first stage, it uses the OpenCV library to display real-time video content from the player. This will then be monitored and analyzed by the Hand Landmarker system to gather gestural movement data, which will be mapped to different functions and tasks within the audio environment. Essentially, this process is the same approach I want to accomplish in my project and seems to be ideal.

The next step includes sending the acquired information from the MediaPipe Pipeline to the audio environment via OSC messages. While the paper’s chosen audio pipeline is Max/Msp, my own project will work within plugdata, to keep all angles of the project accessible and open-source.

From an audio perspective, the reviewed project is focused on creating an interface to play and compose music. This can be done through playing specific notes or chords, while the gesture movement gets mapped to specific musical expressions. As my project pursues more a sound effect and sound design goal, these mapping strategies do not seem to be as useful. I will have to implement a system with more control in the time domain, rather than within the pitch, as this is the most crucial part in foley work.

Even if the paper has not brought a lot of new insights to me regarding some details in my own project, it is good to see other work with a similar idea turning out well. Ultimately, my main concerns about the playability and latency issues, do not seem to have been experienced or considered in the paper. This leaves me on a positive note and anticipation for my own device.

A Workshop with Mariam Rezaei

On the final day of the Elevate Festival (March 7th, 2026), I had the privilege of attending a workshop led by the renowned composer, performer, and turntablist Mariam Rezaei, alongside my fellow classmates from the Sound Design program. I wanted to write a short blog post about my experience during the session and the insights I gained into this intriguing art form.

Based in the UK, Mariam Rezaei has built an astounding repertoire through her diverse range of performances and compositions, collaborating with artists from all over the world. She has such a unique approach to turntablism and was kind enough to share her insights on the interesting world of vinyl players and record spinning.

I went into the workshop not knowing exactly what to expect and feeling like I knew far too little about the performative art of turntablism. Some of the performances Mariam did were so distinct that they mimicked actual acoustic instruments with total authenticity. This was made apparent when she played a sample of a Japanese wind instrument (likely the shakuhachi). The velocity, tempo, and pitch were all controlled meticulously using only the vinyl player. It became clear that beat matching and pitch matching are second nature to her, developed through an exceptionally trained ear from years of experience.

The immense dedication she has poured into her craft was evident throughout her performances; everything from the hand-eye coordination to her perception of pitch and time was outstanding. The ability to seamlessly switch between tracks and sync them perfectly without breaking a sweat is a skill that is criminally underrated and underappreciated by the general public.

Speaking of which, she briefly discussed the bias turntablists face while performing in orchestras and philharmonics, as many critics still do not classify the turntable as a real instrument. However, she is gradually helping to break this stereotype by demonstrating how valuable and resourceful the turntable is, especially when recreating the textures of specific instruments. She described the experience as blending so seamlessly into an arrangement that listeners are unable to tell if the physical instrument is actually present on stage.

It was also intriguing to see her building on established styles and redefining them as her own. This was evident in the different techniques she demonstrated, from beat juggling to fractured beats; each technique came with her own signature “spin” (no pun intended). She showed us that turntablism isn’t just about playing records, but about deconstructing and reassembling sounds in real-time in the most artistic way.

Overall, the workshop broadened my view of turntablism. It is a demanding, nuanced art form that deserves far more recognition than it currently receives.

Trying to set SMART goals

To achieve a big project, it must be separated into little, actionable steps. This blog entry refines my intention with the project further and talks more about the specific goals.

The core purpose of my project remains unchanged: I want to explore how sound design can function as a storytelling tool within a musical composition. At the center of this exploration is an element that is ever-present in pop music, yet rarely analyzed in depth: ear candy. I want to understand how these sonic details can create meaning and support a narrative—and how I can use this knowledge purposefully in my own productions.

In short: I want to treat sound design not as a technical afterthought, but as a dramaturgical element that actively shapes a song’s story.

Goals and subtasks

Using the SMART criteria for goal setting (meaning a goal needs to be specific, measurable, achievable, relevant, and time-bound) I am setting the following goals for the running and upcoming semesters:

Winter Semester 2025: Literature Review and analysis of two pop songs

Specific Literature review
·  Collect academic articles on sound design, music production, and related terminology·  Collect non-academic sources (YouTube tutorials, blogs, producer breakdowns)
·  Explore psychoacoustics, synesthesia, and musical chills 
Analyze the terminology
·  Gather definitions, synonyms, and varying understandings of “ear candy.”
·  Identify recurring themes: purpose, emotional impact, sonic characteristics 
Analyze two pop songs
·  Look for elements that stand out and describe why they stand out
·  Analyze which effects were used and what purpose they served in the songs 
Start the adjective collection (ongoing across all semesters)
·  Note adjectives encountered in literature, interviews, and analyses
·  Categorize them (e.g., emotional, spatial, timbral, narrative)
·  Record preliminary meanings, examples, and contexts 
Optional: Hold an interview with a pop music producer
·  Find an interview partner (Research local or online producers experienced with ear candy and evaluate their relevance to the project (genre experience, professional background))
·  Organize the interview
·  Prepare the interview questions (e.g. How do they incorporate ear candy in their work? What techniques do they use? Topics to cover: personal definition of ear candy, creative process, sound sourcing and recording, editing methods, dramaturgical intentions, best-practice examples)
·  Conduct the interview
·  Transcribe (parts of the) interview
Measurable Literature Review:
Finish the expose at the end of the semester and present my results 
Analyze terminology:
Present a definition that matches the way ear candy is described in the research 
Analyze two pop songs: Present a summary of the findings 
Interview (optional): Hold the interview and summarize the findings
AchievableTasks rely on available resources (literature, online material, accessible industry contacts).
RelevantDefining the term is relevant for further semesters, to have a shared understanding what the project is all about.
Time-BoundFinish the literature review before New Years. Finish the presentation of the results when it is due in January of 2026.

Summer Semester 2026: Apply ear candy concepts to an original song

Specific 1. Develop the base composition
Create a song structure (intro, verse, pre-chorus, chorus, bridge).
Produce the foundational arrangement:
– chords / harmonic progression
– melody or topline
– percussion
– bass
– vocals
Create a clean production without any ear candy, to serve as Version A.
2. Design & integrate ear candy elements
Based on Semester 1 findings, design ear candy that:
– supports the song’s story
– enhances emotional impact
– reinforces transitions or dynamic shifts
– adds subtle textural detail
Create Version B (extensive ear candy) using the full palette of techniques.
3. Listener perception study (Optional but valuable)
Conduct a small informal test with listeners (friends, classmates, musicians)
Ask participants to compare Versions A and B.
Collect data on:
– perceived narrative clarity
– emotional response
– sense of depth and
– detail memorability
Document results for inclusion in your final report.
5. Continue expanding the adjective list
Add descriptors derived from the production process. Start grouping words into categories.
Measurable One full song production in two versions (with and without ear candy).
Achievable Uses skills developed from research and accessible production tools.
Relevant Demonstrates the practical value of the theoretical framework.
Time-BoundTo be completed by the end of Summer Semester 2026.

It is not completely clear to me what I will do in the third semester. I assume that producing the songs might be a process that also extends into the third semester. Nevertheless, at the end of the project I want to have achieved the following:

Specific: Compile results, finalize the adjective list, evaluate the production outcomes, and prepare final documentation

Measurable: Final project portfolio including written thesis chapter, song versions, diagrams, and terminology list

Achievable: Builds on completed work from previous semesters

Relevant: Completes the research cycle and demonstrates academic + artistic learning outcomes

Time-bound: End of Winter Semester 2026/27

Ear candy & storytelling with Sound Design

I want to explore Sound Design as a storytelling tool within a musical composition. The focus of this project is on musical details that are added to a song to make it more interesting. “Ear candy“ is a vague term used to describe sound effects, extra layers, rhythmic variations and other techniques which are supposed to make a song more interesting for the listeners. They can help to shape the soundscape and character of a song.

This project is not only about adding details to a song, but also about building a vocabulary for describing sound characteristics. The practical part of this project aims to combine songwriting and sound editing. The goal is the concept of a song that is enhanced with sound design elements.

Examples of ear candy

  1. The vocals in the song “Who let the dogs out” by Baha Men imitate the sound of a dog barking.
  2. Billie Eilish and her music producer Finneas O’Connell include sounds they recorded in real life as samples in their songs. One song by them features the drill of a dentist’s equipment, another one includes the sound of an Accessible Pedestrian Signal (APS). (APS are devices which are designed to help pedestrians who are blind or have low vision by providing non-visual cues like sounds and vibrations to indicate when it is safe to cross the road.)

Purpose of the project

The core purpose of my project is to analyze sounds, develop a vocabulary for my future sound design work and explore different ways to use sound design elements in musical compositions. Instead of treating sound design as a decorative or purely technical layer, I intend to explore it as a meaning-bearing, dramaturgical element.

Ultimately, the goal is not simply to produce a song but to research and articulate a method for using sound design as narrative strategy in music.

I want to
… compose a musical piece in which sound design shapes the narrative structure.
… create ear candy elements that contribute not only sonically but symbolically.
… develop a vocabulary to describe sound qualities and emotional functions in production.
… connect theory and practice when it comes to musical storytelling, sound design and sound editing.

Although the outcome is a standalone piece, the underlying methodology has broader applications:
·  Artistic practice: designing sonic narratives, creating atmosphere and emotional depth in music.
·  Music production: helping artists articulate a “sound world”.
·  Education & analysis: building tools for describing sound qualities and production strategies.

Possible techniques & methods

To narrow down the project, I might draw from several categories of methods. I hereby note that these categories were suggested to me by the LLM ChatGPT after several prompts telling the model which areas of Sound Design I would like to explore more.

A. Analytical Techniques
·  Harmonic analysis of emotion-driven chord progressions
·  Textural and spectral analysis of reference tracks
·  Identification of “Ear Candy” categories (e.g. foley events, sound effects etc.)
·  Development of descriptive vocabulary for sound qualities

B. Sound Design Techniques
·  Foley-based sampling (recording small sound events)
·  Textural layering
·  Creative vocal processing (pitch, formant, spatial modulation)
·  Unusual chord voicings or progression loops
·  Spatial mixing techniques for headphones (binaural cues, intimate panning)

C. Production & Composition Methods
·  Writing a narrative arc for the song
·  Mapping sound events to emotional or symbolic moments
·  Iterative prototyping: composing → sound-designing → analyzing → refining
·  Mixing for headphone emphasis
·  Evaluating how well each sound supports the story

Questions that will most likely occur during this project

·  How much Foley work is necessary to support the story of a song?
·  Which sound design elements risk becoming too literal or distracting?
·  How can I balance songwriting and sound design so that neither overwhelms the other?

A self-introducing monologue

Hi, my name is Melina and I grew up in a village, which is a little fun fact about me that will become important later.

Let’s get through the rather boring stuff first, so we have that out of the way.

I did my A-Levels at HLW Mureck, back when the school focused on gastronomy and economics. After working as a waitress, I switched industries and worked at an IT company in customer support for four and a half years. I wanted to achieve bigger things, so I applied for a study program at university. Thanks to the Austrian self-supporter scholarship I was able to study my dream at FH Joanneum. When I started to study Information Design, my dream was to be an UX/UI designer (that is somebody that thinks about how interface elements of websites and apps are positioned and styled in a way that people can use the website/app/service and have a good time doing so). However, my goal changed over time.

Long before I even applied at FH Joanneum, I discovered my love for Sound Design without knowing it was Sound Design. Growing up, I was always interested in (listening to) music. In 2009, Adam Young caught my attention with his electronic/alternative music project Owl City. Apart from his most famous song Fireflies, the song Vanilla Twilight had a lasting impact on me. I loved the way his vocals were tuned, the ear candy melodies, how the lyrics fit into the rhythm of the song and so forth. Unfortunately, when you are a teenager in a village, your everyday, real-life music opportunities are limited to a brass band or a church choir. But participating in those wasn’t my thing; I was into video games and singing along to the pop songs on the radio.

This attitude made me miss the train to music education town, figuratively speaking. To this day I can’t sight read and my theoretical music knowledge is limited.

In my early teenage years, I was faced with a huge emotional challenge. I was not able to talk about my struggles with anyone and couldn’t quite find a song that described how I was feeling. Out of the need for comfort I picked up a guitar and just started playing some random notes. Exploring what sounds good distracted me from the pain I was going through while it simultaneously offered me a way to express myself without talking. I was used to writing poems or diary entries, but songs? Unimaginable at first, but it soon happened naturally. Exploring and documenting my life by improvising melodies and lyrics over chord progressions has become my favorite thing in the world. In the past 12 years of my life, I’ve written over 300 songs (some better than others, none of them released yet).

When I moved to Graz in 2018 I bought my first own keyboard, which happened to be a MIDI-keyboard. Since a MIDI-keyboard is just a controller and not a standalone instrument, I had to install a DAW to play on it. That’s when everything changed. I was stunned by the fact there is an application that can help me make music on my computer, just like my idol Adam Young!! 😀

Moving to Graz also brought other possibilities into my life. I found some music-loving individuals and we formed an a cappella group. Unfortunately, Covid-19 made it impossible to practice, so the group split up again.

In 2021 a friend sent me a link to an open mic event. Since I mostly write sad, calm Indie-Folk songs, I took the opportunity and started to perform my songs live at that monthly event. I still perform there whenever I get the chance to, usually accompanying myself on the guitar, piano or playing together with an instrumentalist.

During my Information Design studies, I felt the most joy when experimenting with sounds. One of my favorite projects was for the Klanglicht-Festival in 2023: I had the honor to compose a jingle for their audio guide.

I believe that the skills I learn through Sound Design can help me be a better, more expressive artist. The Sound Design master’s program is my chance to take my time to deep dive into some aspects of shaping sounds.

In an ideal world I am not only shaping sounds, but also shaping experiences that let people interact or enjoy sound in an immersive way. I want to create something that lets them shut down the world around them. I would love to participate in a sound installation in a museum, or at the Klanglicht-Festival. Since I want to improve my music production skills, producing an EP would also be a project I would love to do. From an information/graphic designer perspective, enhancing (or manipulating) visuals with sounds would be interesting as well. So far my work has only contained short and simple projects, like jingles, ringtones and sound experiments. My portfolio page covers most of the projects I have done so far: https://www.melinatrummer.com/

I must consider that I have neither a usual music background, nor a technical one. So, I might not be able to do a crazy coding project or compose a 12-track album just yet. Sound Design is quite a challenge for me, but I am looking forward to learning a lot about this discipline in the next two years and onward.

All I know now is that I would love to make a project that provides people with the same level of comfort that music has brought to me all my life.