2021
DOI: 10.5642/jhummath.202102.08
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Markov Chains for Computer Music Generation

Abstract: Random generation of music goes back at least to the 1700s with the introduction of Musical Dice Games. More recently, Markov chain models have been used as a way of extracting information from a piece of music and generating new music. We explain this approach and give Python code for using it to first draw out a model of the music and then create new music with that model.

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Cited by 12 publications
(4 citation statements)
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“…Moreover, some sounds have special treatment. The first lead has an LFO to modify its amplitude, and the second lead has another LFO to modify its frequency [10][11][12]. For drum sound, a low-pass filter after a white noise generator is used to simulate the kick sound, and a high-pass filter is used to simulate the hi-hat sound.…”
Section: Methodsmentioning
confidence: 99%
“…Moreover, some sounds have special treatment. The first lead has an LFO to modify its amplitude, and the second lead has another LFO to modify its frequency [10][11][12]. For drum sound, a low-pass filter after a white noise generator is used to simulate the kick sound, and a high-pass filter is used to simulate the hi-hat sound.…”
Section: Methodsmentioning
confidence: 99%
“…Outside of the industry, automatic music generation for games as a research topic has seen more interest in recent years, often focusing on rules-based approaches or less computationally taxing approaches such as Markov chains to decrease latency and computational costs in real-time [19], [51], which in turn increases performance expectancy [61]. However, there is a disconnect between industry and academia, so while research has been tackling game-specific use cases such as transition generation [15], generating music that adapts to gameplay [29], using gaussian mixtures to control melodic shape in generative music [72] or generating music to match nonplayer character relationships [63], procedural music systems that generate new material go largely ignored in industry.…”
Section: Procedural Music Generationmentioning
confidence: 99%
“…Given a set of rules, it is crucial to devise a method to compute them to generate sequences. There are many ways of doing this with 'classical' computing methods, which will not be discussed here [3,17,49]. Rather, we are interested in exploring ways of doing it quantumly.…”
Section: Composing With Transition Rulesmentioning
confidence: 99%