Ten Years of Tunepal: Reflections and Future Directions

I gave the keynote presentation at the 9th International Workshop on Folk Music Analysis on 2 July 2019 in Birmingham City University. Here is a photo of Izzy McLaughlan (conference chair), myself and Pierre Beauguitte, PhD student from TU Dublin.

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My talk was a retrospective on the last ten years of Tunepal, and possible directions for future development of the project. I described how the project has grown in popularity and now serves around 60K searches per month. I also talked about various collaborations including the Tunetracker project developed by Norman Su and myself and the collaboration with Europeana Sounds that led to the ability to retrieve audio recordings from the Comhaltas archive through tunepal.org. I discussed Pierre Beauguitte’s excellent work in addressing many of the limitations of the existing Tunepal, such as improving transcription accuracy, automatically inferring the key and time signature of an audio recording and key invariant tune identification.

My slides from the talk:

A beautiful visualisation of 10 years of Tunepal searches made by Katie Kilroy:


And a visualisation I made of 5000 geotagged queries:


Pierre’s work:

Beauguitte, P., Duggan, B., Kelleher, J. (2016). A Corpus of Annotated Irish Traditional Dance Music Recordings: Design and Benchmark Evaluations. 17th International Society for Music Information Retrieval Conference 2016, , New York City, August 7-11.
Download the paper: http://arrow.dit.ie/scschcomcon/177
And the dataset: http://arrow.dit.ie/datas/1

Beauguitte, P., Duggan, B. and Kelleher, J. (2017) Key inference from Irish traditional music scores and recordings. 14th Sound and Music Computing Conference, July 5-8, 2017, Espoo, Finland.
Download the paper: http://arrow.dit.ie/scschcomcon/209

Beauguitte, P., Duggan, B. & Kelleher, J. D. (2018). Rhythm inference from audio recordings of Irish traditional music. Proceedings of the 8th International Workshop on Folk Music Analysis, 26-29 June 2018, Thessaloniki (Greece). doi:10.21427/D74B2N
Download the paper: http://arrow.dit.ie/scschcomcon/224


Realtime Infinite Procedural Terrain Generation in Unity

Some stuff we are working on in my 4th year game engines class. A tile based infinite, procedural terrain generation system for Unity. These are some of the worlds the system generates. There worlds are coloured with shaders where the vertex colour is determined by height and another example where the height maps onto HSV colour. The landscapes are generated by adding Perlin noise functions together at different resolutions. There is also an example of a mountains and valleys world, that is generated by “flattening” the noise in the middle.

Code here: