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<title>Haskore Tutorial: Interpretation and Performance</title>
<body bgcolor="#ffffff"><i>The Haskore Tutorial</i><br><a href="index.html">top</a> <a href="Basics.html">back</a> <a href="HaskToMidi.html">next</a><hr>
<a name="performance"></a><a name="sect4"></a>
<h2>4<tt> </tt>Interpretation and Performance</h2>
<p>
<tt> <br>
<br>
> module Performance (module Performance, module Basics) -- module Players<br>
> where<br>
><br>
> import Basics<br>
> -- import Players<br>
<br>
</tt> <p>
Now that we have defined the structure of musical objects, let us turn
to the issue of <I>performance</I>, which we define as a temporally
ordered sequence of musical <I>events</I>:
<tt> <br>
<br>
> type Performance = [Event]<br>
><br>
> data Event = Event Time IName AbsPitch DurT Volume<br>
> deriving (Eq,Ord,Show)<br>
><br>
> type Time = Float<br>
> type DurT = Float<br>
> type Volume = Float<br>
<br>
</tt>
An event is the lowest of our music representations not yet committed
to Midi, csound, or the MusicKit. An event <tt>Event s i p d v
</tt>captures the fact that at start time <tt>s</tt>, instrument <tt>i</tt> sounds
pitch <tt>p</tt> with volume <tt>v</tt> for a duration <tt>d</tt> (where now
duration is measured in seconds, rather than beats).<p>
To generate a complete performance of, i.e. give an interpretation
to, a musical object, we must know the time to begin the performance,
and the proper volume, key and tempo. We must also know what
<I>players</I> to use; that is, we need a mapping from the <tt>PName</tt>s in
an abstract musical object to the actual players to be used. (We
don't yet need a mapping from abstract <tt>INames</tt> to instruments,
since this is handled in the translation from a performance into, say,
Midi, such as defined in Section <a href="hasktomidi.html#midi">6</a>.)<p>
We can thus model a performer as a function <tt>perform</tt> which maps
all of this information and a musical object into a performance:
<tt> <br>
<br>
> perform :: PMap -> Context -> Music -> Performance<br>
><br>
> type PMap = PName -> Player<br>
> type Context = (Time,Player,IName,DurT,Key,Volume)<br>
> type Key = AbsPitch<br>
<br>
perform pmap c@(t,pl,i,dt,k,v) m =<br>
case m of<br>
Note p d nas -> playNote pl c p d nas<br>
Rest d -> []<br>
m1 :+: m2 -> perform pmap c m1 ++ <br>
perform pmap (setTime c (t+(dur m1)*dt)) m2<br>
m1 :=: m2 -> merge (perform pmap c m1) (perform pmap c m2)<br>
Tempo a b m -> perform pmap (setTempo c (dt * float b / float a)) m<br>
Trans p m -> perform pmap (setTrans c (k+p)) m<br>
Instr nm m -> perform pmap (setInstr c nm ) m<br>
Player nm m -> perform pmap (setPlayer c (pmap nm)) m<br>
Phrase pas m -> interpPhrase pl pmap c pas m<br>
<br>
</tt> <p>
<table border=2 cellpadding=3>
<tr><td><tt> <br>
setTime, setInstr, setTempo, setTrans, and setVolume<br>
have type: Context -> X -> Context, where X is obvious.<br>
<br>
> setTime (t,pl,i,dt,k,v) t' = (t',pl,i,dt,k,v) <br>
> setPlayer (t,pl,i,dt,k,v) pl' = (t,pl',i,dt,k,v)<br>
> setInstr (t,pl,i,dt,k,v) i' = (t,pl,i',dt,k,v)<br>
> setTempo (t,pl,i,dt,k,v) dt' = (t,pl,i,dt',k,v)<br>
> setTrans (t,pl,i,dt,k,v) k' = (t,pl,i,dt,k',v)<br>
> setVolume (t,pl,i,dt,k,v) v' = (t,pl,i,dt,k,v')<br>
<br>
getEventTime, getEventInst, getEventPitch, getEventDur, and getEventVol<br>
have type: Event -> X, where X is obvious <br>
<br>
> getEventTime (Event t _ _ _ _) = t<br>
> getEventInst (Event _ i _ _ _) = i<br>
> getEventPitch (Event _ _ p _ _) = p<br>
> getEventDur (Event _ _ _ d _) = d<br>
> getEventVol (Event _ _ _ _ v) = v<br>
<br>
setEventTime, setEventInst, setEventPitch, setEventDur, and setEventVol<br>
have type: Event -> X -> Event, where X is obvious.<br>
<br>
> setEventTime (Event t i p d v) t' = Event t' i p d v<br>
> setEventInst (Event t i p d v) i' = Event t i' p d v<br>
> setEventPitch (Event t i p d v) p' = Event t i p' d v<br>
> setEventDur (Event t i p d v) d' = Event t i p d' v<br>
> setEventVol (Event t i p d v) v' = Event t i p d v'<br>
<br>
</tt>
<div align=center><B>Figure 5: Selectors and mutators for contexts and events.</B></div>
</td></tr></table>
<p>
<table border=2 cellpadding=3>
<tr><td><tt> <br>
<br>
> perform pmap c m = fst (perf pmap c m)<br>
><br>
> perf :: PMap -> Context -> Music -> (Performance, DurT)<br>
> perf pmap c@(t,pl,i,dt,k,v) m =<br>
> case m of<br>
> Note p d nas -> (playNote pl c p d nas, d*dt)<br>
> Rest d -> ([], d*dt)<br>
> m1 :+: m2 -> let (pf1,d1) = perf pmap c m1<br>
> (pf2,d2) = perf pmap (setTime c (t+d1)) m2<br>
> in (pf1++pf2, d1+d2)<br>
> m1 :=: m2 -> let (pf1,d1) = perf pmap c m1<br>
> (pf2,d2) = perf pmap c m2<br>
> in (merge pf1 pf2, max d1 d2)<br>
> Tempo a b m -> perf pmap (setTempo c (dt * float b / float a)) m<br>
> Trans p m -> perf pmap (setTrans c (k+p)) m<br>
> Instr nm m -> perf pmap (setInstr c nm ) m<br>
> Player nm m -> perf pmap (setPlayer c (pmap nm)) m<br>
> Phrase pas m -> interpPhrase pl pmap c pas m<br>
<br>
</tt>
<div align=center><B>Figure 6: The "real" </B><tt>perform</tt><B> function.</B></div>
</td></tr></table>
<p>
Some things to note:
<OL><LI>
The <tt>Context</tt> is the running "state" of the performance, and
gets updated in several different ways. For example, the
interpretation of the <tt>Tempo</tt> constructor involves scaling
<tt>dt</tt> appropriately and updating the <tt>DurT</tt> field of the context.
Figure <a href="performance.html#context-event-functions">5</a> defines a convenient group of
selectors and mutators for contexts and events.<p>
<LI>
Interpretation of notes and phrases is player dependent. Ultimately a
single note is played by the <tt>playNote</tt> function, which takes the
player as an argument. Similarly, phrase interpretation is also
player dependent, reflected in the use of <tt>interpPhrase</tt>.
Precisely how these two functions work is described in Section
<a href="performance.html#players">5</a>.<p>
<LI>
The <tt>DurT</tt> component of the context is the duration, in seconds,
of one whole note. To make it easier to compute, we can define a
"metronome" function that, given a standard metronome marking (in
beats per minute) and the note type associated with one beat (quarter
note, eighth note, etc.) generates the duration of one whole note:
<tt> <br>
<br>
> metro :: Float -> Dur -> DurT<br>
> metro setting dur = 60 / (setting*dur)<br>
<br>
</tt>
Thus, for example, <tt>metro 96 qn</tt> creates a tempo of 96 quarter
notes per minute.<p>
<LI>
In the treatment of <tt>(:+:)</tt>, note that the sub-sequences are
appended together, with the start time of the second argument delayed
by the duration of the first. The function <tt>dur</tt> (defined in
Section <a href="basics.html#basic-examples">3.2</a>) is used to compute this duration. Note
that this results in a quadratic time complexity for <tt>perform</tt>. A
more efficient solution is to have <tt>perform</tt> compute the duration
directly, returning it as part of its result. This version of
<tt>perform</tt> is shown in Figure <a href="performance.html#real-perform">6</a>.<p>
<LI>
In contrast, the sub-sequences derived from the arguments to
<tt>(:=:)</tt> are merged into a time-ordered stream. The definition of
<tt>merge</tt> is given below.
</OL>
<tt> <br>
<br>
> merge :: Performance -> Performance -> Performance<br>
<br>
merge a@(e1:es1) b@(e2:es2) = <br>
if e1 < e2 then e1 : merge es1 b<br>
else e2 : merge a es2<br>
merge [] es2 = es2<br>
merge es1 [] = es1<br>
<br>
</tt>
Note that <tt>merge</tt> compares entire events rather than just start
times. This is to ensure that it is commutative, a desirable
condition for some of the proofs used in Section <a href="equiv.html#equivalence">8</a>.
Here is a more efficient version that will work just as well in
practice:
<tt> <br>
<br>
> merge a@(e1@(Event t1 _ _ _ _) : es1) b@(e2@(Event t2 _ _ _ _) : es2) = <br>
> if t1 < t2 then e1 : merge es1 b<br>
> else e2 : merge a es2<br>
> merge [] es2 = es2<br>
> merge es1 [] = es1<br>
<br>
</tt> <a name="players"></a>
<a name="sect5"></a>
<h2>5<tt> </tt>Players</h2>
<p>
<tt> <br>
<br>
module Players (module Players, module Music, module Performance)<br>
where<br>
<br>
import Music<br>
import Performance<br>
<br>
</tt> <p>
In the last section we saw how a performance involved the notion of a
<I>player</I>. The reason for this is the same as for real players and
their instruments: many of the note and phrase attributes (see Section
<a href="basics.html#phrasing">3.3</a>) are player and instrument dependent. For example, how
should "legato" be interpreted in a performance? Or "diminuendo?"
Different players interpret things in different ways, of course, but
even more fundamental is the fact that a pianist, for example,
realizes legato in a way fundamentally different from the way a
violinist does, because of differences in their instruments.
Similarly, diminuendo on a piano and a harpsichord are different
concepts. <p>
With a slight stretch of the imagination, we can even consider a
"notator" of a score as a kind of player: exactly how the music is
rendered on the written page may be a personal, stylized process. For
example, how many, and which staves should be used to notate a
particular instrument?<p>
In any case, to handle these issues, Haskore has a notion of a
<I>player</I> which "knows" about differences with respect to performance
and notation. A Haskore player is a 4-tuple consisting of a name and
3 functions: one for interpreting notes, one for phrases, and one for
producing a properly notated score.
<tt> <br>
<br>
> data Player = MkPlayer PName NoteFun PhraseFun NotateFun<br>
><br>
> type NoteFun = Context -> Pitch -> Dur -> [NoteAttribute] -> Performance<br>
> type PhraseFun = PMap -> Context -> [PhraseAttribute] -> Music -> (Performance,Dur)<br>
> type NotateFun = ()<br>
<br>
</tt>
The last line above is temporary for this executable version of
Haskore, since notation only works on systems supporting CMN. The
real definition should read:
<tt> <br>
type NotateFun = [Glyph] -> Staff<br>
</tt> <p>
Note that both <tt>NoteFun</tt> and <tt>PhraseFun</tt> return a
<tt>Performance</tt> (imported from module <tt>Perform</tt>), whereas
<tt>NotateFun</tt> returns a <tt>Staff</tt> (imported from module
<tt>Notation</tt>).<p>
For convenience we define:
<tt> <br>
<br>
> pName :: Player -> PName<br>
> pName (MkPlayer nm _ _ _) = nm<br>
><br>
> playNote :: Player -> NoteFun<br>
> playNote (MkPlayer _ nf _ _) = nf<br>
><br>
> interpPhrase :: Player -> PhraseFun<br>
> interpPhrase (MkPlayer _ _ pf _) = pf<br>
><br>
> notatePlayer :: Player -> NotateFun<br>
> notatePlayer (MkPlayer _ _ _ nf) = nf<br>
<br>
</tt> <p>
<table border=2 cellpadding=3>
<tr><td><tt> <br>
<br>
> defPlayer :: Player<br>
> defPlayer = MkPlayer "Default" (defPlayNote defNasHandler)<br>
> (defInterpPhrase defPasHandler)<br>
> (defNotatePlayer () )<br>
><br>
> defPlayNote :: (Context->NoteAttribute->Event->Event) -> NoteFun<br>
> defPlayNote nasHandler c@(t,pl,i,dt,k,v) p d nas =<br>
> [ foldr (nasHandler c)<br>
> (Event t i (absPitch p + k) (d*dt) v)<br>
> nas ]<br>
><br>
> defNasHandler :: Context-> NoteAttribute -> Event -> Event<br>
> defNasHandler (_,_,_,_,_,v) (Volume v') ev = setEventVol ev (v*v'/100.0)<br>
> defNasHandler _ _ ev = ev<br>
><br>
> defInterpPhrase :: (PhraseAttribute->Performance->Performance) -> PhraseFun<br>
> defInterpPhrase pasHandler pmap c@(t,pl,i,dt,k,v) pas m =<br>
> let (pf,dur) = perf pmap c m<br>
> in (foldr pasHandler pf pas, dur)<br>
> <br>
> defPasHandler :: PhraseAttribute -> Performance -> Performance<br>
> defPasHandler (Dyn (Accent x)) pf = <br>
> map (\e -> setEventVol e (x * getEventVol e)) pf<br>
> defPasHandler (Art (Staccato x)) pf = <br>
> map (\e -> setEventDur e (x * getEventDur e)) pf<br>
> defPasHandler (Art (Legato x)) pf =<br>
> map (\e -> setEventDur e (x * getEventDur e)) pf<br>
> defPasHandler _ pf = pf<br>
><br>
> defNotatePlayer :: () -> NotateFun<br>
> defNotatePlayer _ = ()<br>
<br>
</tt>
<div align=center><B>Figure 7: Definition of default Player </B><tt>defPlayer</tt><B>.</B></div>
</td></tr></table>
<p>
<a name="sect5.1"></a>
<h3>5.1<tt> </tt>Examples of Player Construction</h3><p>
A "default player" called <tt>defPlayer</tt> (not to be confused with
"deaf player"!) is defined for use when none other is specified in
the score; it also functions as a base from which other players can be
derived. <tt>defPlayer</tt> responds only to the <tt>Volume</tt> note
attribute and to the <tt>Accent</tt>, <tt>Staccato</tt>, and <tt>Legato
</tt>phrase attributes. It is defined in Figure <a href="performance.html#default-Player">7</a>.
Before reading this code, recall how players are invoked by the
<tt>perform</tt> function defined in the last section; in particular, note the
calls to <tt>playNote</tt> and <tt>interpPhase</tt> defined above. Then
note:
<OL><LI><tt>defPlayNote</tt> is the only function (even in the definition
of <tt>perform</tt>) that actually generates an event. It also modifies
that event based on an interpretation of each note attribute by the
function <tt>defHasHandler</tt>.<p>
<LI><tt>defNasHandler</tt> only recognizes the <tt>Volume</tt> attribute,
which it uses to set the event volume accordingly.<p>
<LI><tt>defInterpPhrase</tt> calls (mutually recursively)
<tt>perform</tt> to interpret a phrase, and then modifies the result based on
an interpretation of each phrase attribute by the function
<tt>defPasHandler</tt>.<p>
<LI><tt>defPasHandler</tt> only recognizes the <tt>Accent</tt>,
<tt>Staccato</tt>, and <tt>Legato</tt> phrase attributes. For each of these it
uses the numeric argument as a "scaling" factor of the volume (for
<tt>Accent</tt>) and duration (for <tt>Staccato</tt> and <tt>Lagato</tt>).
Thus <tt>(Phrase [Legato 1.1] m)</tt> effectively increases the duration
of each note in <tt>m</tt> by 10%(without changing the tempo).
</OL> <p>
It should be clear that much of the code in Figure
<a href="performance.html#default-Player">7</a> can be re-used in defining a new player.
For example, to define a player <tt>weird</tt> that interprets note
attributes just like <tt>defPlayer</tt> but behaves differently with
respect to phrase attributes, we could write:
<tt> <br>
weird :: Player<br>
weird = MkPlayer "Weirdo" (defPlayNote defNasHandler)<br>
(defInterpPhrase myPasHandler )<br>
(defNotatePlayer () )<br>
</tt>
and then supply a suitable definition of <tt>myPasHandler</tt>. That
definition could also re-use code, in the following sense: suppose we
wish to add an interpretation for <tt>Crescendo</tt>, but otherwise
have <tt>myPasHandler</tt> behave just like <tt>defPasHandler</tt>.
<tt> <br>
myPasHandler :: PhraseAttribute -> Performance -> Performance<br>
myPasHandler (Dyn (Crescendo x)) pf = ...<br>
myPasHandler pa pf = defPasHandler pa pf<br>
</tt> <p>
<p>
<B>Exercise<br>
</B>Fill in the <tt>...</tt> in the definition of <tt>myPasHandler</tt> according
to the following strategy: Assume 0<<tt>x</tt><1. Gradually scale
the volume of each event by a factor of 1.0 through 1.0+<tt>x</tt>,
using linear interpolation.
<p>
<p>
<p>
<B>Exercise<br>
</B>Choose some of the other phrase attributes and provide interpretations
of them, such as <tt>Diminuendo</tt>, <tt>Slurred</tt>, <tt>Trill</tt>, etc.
<p>
<p>
In a system that supports it, the default notation handler sets up a
staff with a treble clef for the player and appends any glyphs to
the end of the staff:
<tt> <br>
defNotatePlayer gs = Staff "Default" 1.0 5 (Clef Treble : gs)<br>
</tt> <p>
Figure <a href="performance.html#fancy-Player">8</a> defines a relatively sophisticated player
called <tt>fancyPlayer</tt> that knows all that <tt>defPlayer</tt> knows, and
much more. Note that <tt>Slurred</tt> is different from <tt>Legato</tt> in
that it doesn't extend the duration of the <I>last</I> note(s). The
behavior of <tt>(Ritardando </tt> x<tt>)</tt> can be explained as
follows. We'd like to "stretch" the time of each event by a factor
from 0 to x, linearly interpolated based on how far along the
musical phrase the event occurs. I.e., given a start time t<sub>0</sub> for
the first event in the phrase, total phrase duration D, and event
time t, the new event time t' is given by:
<p>
t' = (1 + D/(t-t<sub>0</sub>) x)(t-t<sub>0</sub>) + t<sub>0</sub> <p>
Further, if d is the duration of the event, then the end of
the event t+d gets stretched to a new time t<sub>d</sub>' given by:
<p>
t<sub>d</sub>' = (1 + D/(t+d-t<sub>0</sub>) x)(t+d-t<sub>0</sub>) + t<sub>0</sub> <p>
The difference t<sub>d</sub>' - t' gives us the new, stretched duration d',
which after simplification is:
<p>
d' = (1 + D/(2(t-t<sub>0</sub>)+d) x)d <p>
<tt>Accelerando</tt> behaves in exactly the same way, except that it
shortens event times rather than lengthening them. And, a similar but
simpler strategy explains the behaviors of <tt>Crescendo</tt> and
<tt>Diminuendo</tt>.<p>
<table border=2 cellpadding=3>
<tr><td>
<tt> <br>
<br>
> fancyPlayer :: Player<br>
> fancyPlayer = MkPlayer "Fancy" (defPlayNote defNasHandler )<br>
> fancyInterpPhrase<br>
> (defNotatePlayer () )<br>
><br>
> fancyInterpPhrase :: PhraseFun<br>
> fancyInterpPhrase pmap c [] m = perf pmap c m<br>
> fancyInterpPhrase pmap c@(t,pl,i,dt,k,v) (pa:pas) m =<br>
> let pfd@(pf,dur) = fancyInterpPhrase pmap c pas m<br>
> loud x = fancyInterpPhrase pmap c (Dyn (Loudness x) : pas) m<br>
> stretch x = let t0 = getEventTime (head pf)<br>
> r = x/dur<br>
> upd (Event t i p d v) = let dt = t-t0<br>
> t' = (1+dt*r)*dt + t0<br>
> d' = (1+(2*dt+d)*r)*d<br>
> in Event t' i p d' v<br>
> in (map upd pf, (1+x)*dur)<br>
> inflate x = let t0 = getEventTime (head pf)<br>
> r = x/dur<br>
> upd (Event t i p d v) = let dt = t-t0<br>
> in Event t i p d ((1+dt*r)*v)<br>
> in (map upd pf, dur)<br>
> in case pa of<br>
> Dyn (Accent x) -> (map (\e-> setEventVol e (x * getEventVol e)) pf, dur)<br>
> Dyn PPP -> loud 40 ; Dyn PP -> loud 50 ; Dyn P -> loud 60<br>
> Dyn MP -> loud 70 ; Dyn SF -> loud 80 ; Dyn MF -> loud 90<br>
> Dyn NF -> loud 100 ; Dyn FF -> loud 110 ; Dyn FFF -> loud 120<br>
> Dyn (Loudness x) -> fancyInterpPhrase pmap (t,pl,i,dt,k,v*x/100) pas m<br>
> Dyn (Crescendo x) -> inflate x<br>
> Dyn (Diminuendo x) -> inflate (-x)<br>
> Dyn (Ritardando x) -> stretch x<br>
> Dyn (Accelerando x) -> stretch (-x)<br>
> Art (Staccato x) -> (map (\e-> setEventDur e (x * getEventDur e)) pf, dur)<br>
> Art (Legato x) -> (map (\e-> setEventDur e (x * getEventDur e)) pf, dur)<br>
> Art (Slurred x) -> <br>
> let lastStartTime = foldr (\e t -> max (getEventTime e) t) 0 pf<br>
> setDur e = if getEventTime e < lastStartTime<br>
> then setEventDur e (x * getEventDur e)<br>
> else e<br>
> in (map setDur pf, dur)<br>
> Art _ -> pfd -- Remaining articulations:<br>
> -- Tenuto | Marcato | Pedal | Fermata | FermataDown<br>
> -- | Breath | DownBow | UpBow | Harmonic | Pizzicato<br>
> -- | LeftPizz | BartokPizz | Swell | Wedge | Thumb | Stopped<br>
> Orn _ -> pfd -- Remaining ornamenations:<br>
> -- Trill | Mordent | InvMordent | DoubleMordent | Turn<br>
> -- | TrilledTurn | ShortTrill | Arpeggio | ArpeggioUp <br>
> -- | ArpeggioDown | Instruction String | Head NoteHead<br>
> -- Design Bug: To do these right we need to keep the KEY SIGNATURE<br>
> -- around so that we can determine, for example, what the trill note is.<br>
> -- Alternatively, provide an argument to Trill to carry this info.<br>
<br>
</tt>
<div align=center><B>Figure 8: Definition of Player </B><tt>fancyPlayer</tt><B>.</B></div>
</td></tr></table>
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