4.4 Barry Truax
 

Barry Truax has written a number of granular synthesis pieces such as Riverrun, The Wings of Nike, and Tongues of Angels. (Truax 1990: 120) Riverrun is Truax's first venture into granular synthesis, and is another landmark piece in granular synthesis. This is the first composition to rely fully on real-time granular synthesis techniques. Xenakis started off with an integration of instruments and granular synthesis. Roads used an integration of granular synthesis with a number of other computer music methods, which were impossible to create in any real-time environment. It took more than enough processing time without having to replay instantaneously as it was.
 

4.4.1 Analysis of Riverrun

(Truax 1988b)
 

Barry Truax described Riverrun as representing the flow of a river. As with water, each countless grain of sound flows away, yet the river itself remains as it was. (Truax 1988b) Like a drop of water each grain on its own is trivial and powerless, but when it accumulates it becomes like a strong flowing wave of immense power.
 

Riverrun was entirely written using real-time granular synthesis techniques mixed onto 32 tracks. It consists of grain densities between 1 and 2375. All of the grains used in this piece were created using either the basic sine wave method or by using FM Synthesis as the grain content. (Truax 1990: 120) The envelopes used by Truax were limited to linear envelopes. He used Triangular and Trapezium shaped envelopes. They were all linear because it allows for much faster processing, which is crucial in any real-time environment. (Truax 1988: 14)
 

In Riverrun each grain has been defined with an individual frequency and duration. Truax said "When the grains all have similar parameters, the result is a pitched and amplitude modulated sound,but when random variation is allowed in a parameter, a broad-band noise component is introduced." (Truax 1988b)
 

Looking at the spectrum of this piece there is a lot to see. There are some very distinct streams that are going on in the piece. See figure 4.4.
 
 
 
 Frequency  
 
  Time

           Fig 4.4: Spectral analysis of Riverrun. Created with Cooledit96 (Shareware).

        This piece ranges from 20Hz to 22KHz. It is on a linear scale. The duration is just under 20 minutes.
 

It looks as if the song was built by putting large chunks of ideas together. It was created using tendency masks to control all of the parameters, which may account for the blocked appearance. Despite the look the texture is very continuous. There is always something flowing through between the different ideas. The sections in the high frequency range look like they fluctuate a lot, but this is not actually the case. This is because at such high frequencies the sense of pitch doesn't change very much at all, therefore a large movement in a high frequency may only sound like it is moving a couple of tones. The entire piece spans 20 minutes.
 

This piece starts off very calm with occasional bubbly noises. The bubbly noises are created by long duration grains with a very low grain density 1-20 grains per second. These grains can be seen on the three dimensional chart (appendix 3:1). Slowly the bubbles become more frequent, resulting in a gradual accumulation of sound. The sound becomes very intense as the texture builds up in density. As the density increases the duration of the grains is reduced (see Appendix 3:2). Then a much higher pitched group of grains move across the top of the piece, moving a little but not changing a lot (see Appendix 3:3). They fade out and the lower granular noise also fades leaving a clapping noise very similar to horse hooves (see Appendix 3:4). This clapping type noise must have been made using extremely short duration grains with a very broad spectrum at a very high density. It is interesting to note that Truax slowly increases the duration of the grains within the clapping sound, so that they lose their spectrum and with it their ambiguous pitch. This gives us a better look inside the sound. We can see that it is made by having a large spread of grains across the frequency, but with a very short duration this spread gets lost and the entire bandwidth gets filled. Truax has made sure the lower frequencies of the spectrum are especially dense to give it the extra thudding sound.
 

The next section of the piece goes into more randomly generated clouds of sound (see Appendix 3:5). This sounds more like a chattering type of sound, not dissimilar to Paul Lansky's piece Idle chatter, except that Truax generated this using sine waves, rather than sampled vowel sounds. It sounds like thousands of tiny voices all trying to talk or shout at once. They are obviously randomly pitched because the texture slowly evolves to a single pitch. It then boils to a very hollow type of bubble texture, within multiple frequencies. It is as if there is a definite sense of pitch within the bubbles, but then they go very quiet. This may be derived through using pairs of triangular envelopes over waves, so that it appears to give an attack and then release with nothing in the middle, whereas it is two separate grains.
 

The piece seems to concentrate more in pitch areas from this point on. For a while it sounds like Truax has created a very deep cello, lower than ever possible for an acoustic instrument. The low sound moves slowly up and down in pitch (see Appendix 3:6). The last idea in the texture is a sustained sound that changes in timbre, and moving harmonics.
 

In summary, Truax explores a number of different textures, and the ways that can be moved between them. His main method of changing the texture is to bring in random pitches that are either very bubbly, or hollow types of sounds. The sounds he explores are very varied, from imitating claps to changing timbres and frequencies.