Rancangan Instrumen Virtual Kendang Sunda Menggunakan Kontakt Sebagai Media Kreativitas Musik Digital
Abstract
Purpose: The purpose of this research is to reveal the process of designing a virtual instrument for Sundanese drumming, starting from practical studies to its realization as a market-ready design. The influence of the development of digital music technology has led to various inventions in the form of virtual instruments. As part of the preservation and development of local culture-based music, it is necessary to create virtual musical instruments, including Sundanese drums. The problem that occurs today is, that virtual instrument media for Sundanese drums that facilitate learning Sundanese drums is still very rare. Method: The method is practice-led research or practice-based study by playing real drumming instruments recorded using sampling media in the form of virtual instruments in the KONTAKT Library. Result and Discussion: The design process is carried out in three stages, namely. pre-production, production, and post-production. The results showed that the pre-production analysis of tepak kendang sunda highlighted four drum sounds, namely keplak, kentrung, kemprang, and gedug. The production stage shows that the results of the tepak kendang analysis were recorded and produced a variety of different selected drum sounds. Conclusion: The sound samples were arranged in a keymap system on the KONTAKT keyboard, based on a velocity range system, so that each sound type expression can function as a virtual instrument in a DAW (digital audio workstation) application via midi. Pre-production alpha testing results with two phases state that the virtual instrument of the Sundanese drum can run well. The implication of the product design of the virtual instrument of Sundanese drums is adequate and ready to be used as a means of creativity in digital music.
Downloads
References
Bodin, D. (2017, Maret 22). Review: Ethno World 6 Complete, Instruments by Marcell Barsotti from BestService. Sample Library Review. https://www.samplelibraryreview.com/the-reviews/review-ethno-world-6-complete-marcel-barsotti-bestservice/
Borgdorff, H. (2012). The Conflict of the Faculties. Perspectives on Artistic Research and Academia. Leiden University Press. https://doi.org/10.26530/OAPEN_595042
Darmawi, D., & Susanti, S. (2023). Aplikasi Game Kendang Sunda Menggunakan HTML5 Canvas Pada Saung Angklung Udjo. Jurnal Nasional Komputasi dan Teknologi Informasi (JNKTI), 6(3), 434–445. https://doi.org/10.32672/JNKTI.V6I3.6151
Gunawan, I. (2023). A Prototype “Kendang Jaipong” Virtual Instrument as Music Creativity Tools. Virtuoso: Jurnal Pengkajian dan Penciptaan Musik, 6(1), 13–31. https://doi.org/10.26740/VT.V6N1.P13-31
Hendriyana, H. (2022). Metodologi Penelitian Penciptaan Karya Practice-Led Research and Pratice-Based Research Seni Rupa, Kriya, dan Desain (P. Christian, Ed.; 2 ed.). Penerbit Andi.
Hidayatullah, R. (2020). Kreativitas dalam Pendidikan Musik. Musikolastika: Jurnal Pertunjukan dan Pendidikan Musik, 2(1), 1–7. https://doi.org/10.24036/MUSIKOLASTIKA.V2I1.32
Maulana, W. A., & Kusno, M. (2015). Media Informasi Interaktif Teknik Pukulan Pada Kendang Sunda Berbasis Multimedia. Buffer Informatika: Jurnal Ilmiah Teknik Informatika, 1(1), 15–21. https://doi.org/10.25134/BUFFER.V1I1.579
Rahman, W., & Alfaizi, F. (2014). Mengenal Berbagai Macam Software. lms.onnocenter.or.id
Rapp, M., Cabrera, D., & Lu, S. (2022). A polytrihedral dome for acoustic retroreflection, and its application to creative-arts practice-led research. Applied Acoustics, 195, 108860. https://doi.org/10.1016/j.apacoust.2022.108860
Saepudin, A. (2015a). Metode Pembelajaran Tepak Kendang Jaipongan. BP ISI Yogyakarta. http://digilib.isi.ac.id/2028/
Saepudin, A. (2015b). Perkembangan dan Perubahan Tepak Kendang Jaipongan Suwanda dalam Masyarakat Urban. Journal of Urban Society’s Arts, 2(1), 9–17. https://doi.org/10.24821/JOUSA.V2I1.1265
Satrian, I., Budiati, L., Ayda, S. N., Maulid, H., & Fauzi, A. H. (2018). Semen (Sundanese Instrument) : Aplikasi Pengenalan Alat Musik Tradisional Sunda Berbasis Augmented Reality. eProceedings of Applied Science, 4(2), 708–713. https://openlibrarypublications.telkomuniversity.ac.id/index.php/appliedscience/article/view/6704
Steinberg. (2022). Our Technologies. steinberg.net. https://www.steinberg.net/technology/
Suparli, L. (2010). Gamelan Pelog Salendro: Induk Teori Karawitan Sunda. Sunan Ambu Press, STSI Bandung.
Authors who publish with this journal agree to the following terms: Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution-ShareAlike 4.0 International License. that allows others to share the work with an acknowledgement of the work's authorship and initial publication in this journal.
Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgement of its initial publication in this journal. Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (See The Effect of Open Access).
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.