Under Construction @ Keele 2016 Volume 1 Issue 1 | Page 52

42 ! reproduction. In the case of one parent reproduction, the variation is created through a number of bit flips in the binary string. This procedure is known as mutation. In the case of two parent reproduction, random cut points are selected for the two parent genotypes and they are then spliced together. This procedure is known as crossover (Figure 1).2 Initial Random Population – A number of the sounds are likely to be unusable, a high mutation rate is used to explore the search space. The mutation rate is reduced as sounds with some suitable qualities are discovered. At this point, sounds with suitable qualities will have been discovered. Crossover is used to preserve them. A lower mutation rate is used to explore the nearby search space. A suitable sound is discovered, a low mutation rate is used to generate variations on this sound. Several sounds from this generation will act as variations to the parent sound (this assumes the material is being used for the purposes of composition). This process can be repeated if further variations are required. Figure 1: The operation of an interactive genetic algorithm. 2.2. Existing Systems It is impossible to list all systems that make use of genetic algorithms to control sound synthesis and processing techniques, so this paper will focus on those that have informed the development of ESDE. Colin Johnson makes use of an interactive genetic algorithm to construct an interface for the CSound FOF granular synthesis algorithm (audio programming language). This system applies a domain specific approach.3 The user assigns a numerical rating to each sound in a generation, the higher ranking sounds have a higher probability of reproducing. This system demonstrates an effective means of mapping binary strings onto synthesis parameters and allows the user to evolve usable sounds in relatively few generations. It also provides an example of an !!!!!!!!!!!!!!!!!!!!!!!!!!!!! HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHB