No Arabic abstract
Jeongganbo is a unique music representation invented by Sejong the Great. Contrary to the western music notation, the pitch of each note is encrypted and the length is visualized directly in a matrix form in Jeongganbo. We use topological data analysis (TDA) to analyze the Korean music written in Jeongganbo for Suyeonjang, Songuyeo, and Taryong, those well-known pieces played at the palace and among noble community. We are particularly interested in the cycle structure. We first define and determine the node elements of each music, characterized uniquely with its pitch and length. Then we transform the music into a graph and define the distance between the nodes as their adjacent occurrence rate. The graph is used as a point cloud whose homological structure is investigated by measuring the hole structure in each dimension. We identify cycles of each music, match those in Jeongganbo, and show how those cycles are interconnected. The main discovery of this work is that the cycles of Suyeonjang and Songuyeo, categorized as a special type of cyclic music known as Dodeuri, frequently overlap each other when appearing in the music while the cycles found in Taryong, which does not belong to Dodeuri class, appear individually.
Recent advances in deep learning have expanded possibilities to generate music, but generating a customizable full piece of music with consistent long-term structure remains a challenge. This paper introduces MusicFrameworks, a hierarchical music structure representation and a multi-step generative process to create a full-length melody guided by long-term repetitive structure, chord, melodic contour, and rhythm constraints. We first organize the full melody with section and phrase-level structure. To generate melody in each phrase, we generate rhythm and basic melody using two separate transformer-based networks, and then generate the melody conditioned on the basic melody, rhythm and chords in an auto-regressive manner. By factoring music generation into sub-problems, our approach allows simpler models and requires less data. To customize or add variety, one can alter chords, basic melody, and rhythm structure in the music frameworks, letting our networks generate the melody accordingly. Additionally, we introduce new features to encode musical positional information, rhythm patterns, and melodic contours based on musical domain knowledge. A listening test reveals that melodies generated by our method are rated as good as or better than human-composed music in the POP909 dataset about half the time.
Automatically composing pop music with a satisfactory structure is an attractive but challenging topic. Although the musical structure is easy to be perceived by human, it is difficult to be described clearly and defined accurately. And it is still far from being solved that how we should model the structure in pop music generation. In this paper, we propose to leverage harmony-aware learning for structure-enhanced pop music generation. On the one hand, one of the participants of harmony, chord, represents the harmonic set of multiple notes, which is integrated closely with the spatial structure of music, texture. On the other hand, the other participant of harmony, chord progression, usually accompanies with the development of the music, which promotes the temporal structure of music, form. Besides, when chords evolve into chord progression, the texture and the form can be bridged by the harmony naturally, which contributes to the joint learning of the two structures. Furthermore, we propose the Harmony-Aware Hierarchical Music Transformer (HAT), which can exploit the structure adaptively from the music, and interact on the music tokens at multiple levels to enhance the signals of the structure in various musical elements. Results of subjective and objective evaluations demonstrate that HAT significantly improves the quality of generated music, especially in the structureness.
Digital advances have transformed the face of automatic music generation since its beginnings at the dawn of computing. Despite the many breakthroughs, issues such as the musical tasks targeted by different machines and the degree to which they succeed remain open questions. We present a functional taxonomy for music generation systems with reference to existing systems. The taxonomy organizes systems according to the purposes for which they were designed. It also reveals the inter-relatedness amongst the systems. This design-centered approach contrasts with predominant methods-based surveys and facilitates the identification of grand challenges to set the stage for new breakthroughs.
We study the problem of source separation for music using deep learning with four known sources: drums, bass, vocals and other accompaniments. State-of-the-art approaches predict soft masks over mixture spectrograms while methods working on the waveform are lagging behind as measured on the standard MusDB benchmark. Our contribution is two fold. (i) We introduce a simple convolutional and recurrent model that outperforms the state-of-the-art model on waveforms, that is, Wave-U-Net, by 1.6 points of SDR (signal to distortion ratio). (ii) We propose a new scheme to leverage unlabeled music. We train a first model to extract parts with at least one source silent in unlabeled tracks, for instance without bass. We remix this extract with a bass line taken from the supervised dataset to form a new weakly supervised training example. Combining our architecture and scheme, we show that waveform methods can play in the same ballpark as spectrogram ones.
Objective evaluation (OE) is essential to artificial music, but its often very hard to determine the quality of OEs. Hitherto, subjective evaluation (SE) remains reliable and prevailing but suffers inevitable disadvantages that OEs may overcome. Therefore, a meta-evaluation system is necessary for designers to test the effectiveness of OEs. In this paper, we present Armor, a complex and cross-domain benchmark dataset that serves for this purpose. Since OEs should correlate with human judgment, we provide music as test cases for OEs and human judgment scores as touchstones. We also provide two meta-evaluation scenarios and their corresponding testing methods to assess the effectiveness of OEs. To the best of our knowledge, Armor is the first comprehensive and rigorous framework that future works could follow, take example by, and improve upon for the task of evaluating computer-generated music and the field of computational music as a whole. By analyzing different OE methods on our dataset, we observe that there is still a huge gap between SE and OE, meaning that hard-coded algorithms are far from catching humans judgment to the music.