structuring highc pieces

One of the key specificities of HighC over a few of its counterparts, such as HyperUpic, Coagula or Metasynth, is that it is a symbolic system rather than an analog synthesis system. In HighC (as in UPIC), a piece is made of sounds, and each sound is an individual object with its own properties, all numerically described. The piece is not an organic bitmap from which the acoustic phenomena emerge through a unique transformation. Simply said, HighC is to HyperUpic what MS PowerPoint is to Adobe Photoshop, or what Meccano is to Plasticine.

This has one drawback, namely that the representation of the auditory experience is not completely truthful ; it leaves room for interpretation. For instance, a sound with a noise waveform will be heard exactly the same whatever the pitch at which you place it.

However, there are very good reasons why I believe HighC should let you manipulate sounds as symbols: because it lets you introduce the power of language (or assembly of symbols organized by rules) into your music creation activity. By "power of language", I mean that HighC makes it possible to create and manipulate higher level abstractions made of low level sound components, and combine them with each other transparently.

It turns out, it is the essence of music composition to create such abstractions from raw acoustic events and combine them according to one's whim into more complex structures. Whether or not music is a language is a debate I won't enter into, but in any case, HighC lets you create a language to manipulate sound, rather than propose you a single method for chiseling into a glob of sound.

To enable this musical-language-building approach into HighC, 4 tools are provided to help you give structure to your creation and build upon raw sound material to higher abstraction levels: