Week 23: Sound Objects

Something that can be used as the raw component for a piece of music, sampling,

musique concrete using tape machines to record sound objects, manipulating them and rearranging them. using blocks of sound.

took lots of found sound, removing them from their context and creating sounds with them.

Removing the attack of a recording of a bell you get a completely different sound.

Start to discover and reveal what’s inside the sound

Pierre Henry – L’Apocalypse de Jean

Further research – Pierre Henry, Pierre Schaffer,

Glossary –

Serialism – Method of composition using series of pitches, rhythms, dynamics, timbres and other musical elements.

Week 23: Sound and Games

Beep: A Documentary History of Game Sound:

Audio is always the stepchild that needs to be there which is very important but thought of as last, Audio has always been viewed as the ugly step sister of video, Winning of game signaled as ringing of bell which rewards player, signs placed ontop of machines that called them music machines. Music players inside the games were cheap versions of music boxes, pinball visceral experience, bells on table to make ding sound to make it more exciting, chime units and bells to reinforce excitement of playing, games were electromagnetic, early80s pinballs went solid state and used micro processors, modern machines would play movie sound on theme of machine, space invaders, increasing speed and pitch of aliens coming closer to base would trigger tense and on edge emotion, operators would crank up sound to attract players into the establishment, public space is an acoustic war zone, sound design is to fit into tiny window as noises in arcades make the sound muddy, analogue audio, taking diode reversing it, adding current to it, driving square waves crazy (Square waves are the most simple thing you can do with digital technology), 3 sound channels, limitations, sound effects would take up one of the 3 channels, limitations breed innovation, arpeggiate notes at fast speeds to recreate chords, sound and music had to be programmed into the games using code, composers wrote down notes then took that and turned it into a system that started with 0 and ended with f, music was code and numbers, primitive, Q-bert, TIA Atarti 2600, challenge is trying to create something musical with the Atari, NES could only use 3 electronic sounds for the music split them into bass, melody and part of chord or just bass and 2 sounds for melody, concept of loops in game music you have to fit the music onto small memory so you have to use loops, Commodore 64, FM sound chips marble madness first game to use FM, SEGA Genesis had FM synthesis, Soundblaster sound card 9 voice FM synth card no effects, general MIDI, instrument chosen by composer will play back on multiple devices, MT-32 made for desktop music making, write music in 4 different versions (1 note versions, 3 note versions, etc), general midi emulation tones for the fm sound cards, sound canvas, SNES had samples with more than 1 channels 100K storage, Octamed, melodies were short and popped in and out of chords that were playing, composers began to change the constant looping of video game audio’s past by muting loops and letting them reintroduce, lucasarts introduced iMUSE which was used with monkey island 2 which came out in 1991 was done so well that no-one noticed, MIDI changes triggered by actions in-game, CD-ROMS introduced which also had memory limitations which would force the audio to lose quality or to change bit rate, Xbox had 5.1 surround sound, Facebook game audio and the App Store

Beep DVD Extras:

Ryu Umemoto Japanese composer, Dynamic interactive music systems, Video game music needs to tell the story on its own narrative, chance Thomas, music systems, wwise, Music needs to create a sonic world, studied Python, hardest part of game audio is getting work,

Penny arcades / Slot machines – Pinball,

Ludic – showing spontaneous and undirected playfulness, Adaptive – capable of, suited to, or contributing to adaptation, Interactive – allowing a two-way flow of information between a computer and a computer-user, responding to a user’s input

Further Research – The Sound Handbook by Tim Crook. The Game Audio Tutorial Book by Dave Raybould and Richard Stevens, Playing With Sound by Karen Collins, Gamesound.com 

Psychoacoustics

Psychoacoustics is the psychophysical study of acoustics, it is about how we perceive sound and

“Due to our hearing limits, you may find that high-passing frequencies around 30 Hz brightens a mix by removing unimportant low-end information that is hard to perceive, although this is not always the case. Increasing that filter to 50–60 Hz, while reducing the high-end to 10–12 kHz, will make mixes and instruments sound “lo-fi,” replicating the poor frequency response of old recording technology.”

https://www.izotope.com/en/learn/psychoacoustics-how-perception-influences-music-production.html

The Voice

“Pauline Oliveros was one of the true giants of 20th century music. She was also one of our great teachers. She continued working, with boundless energy, well into the 21st century. On the dark day after the US presidential election of 8 November, two weeks before her death at age 84, she was teaching karate to rattled undergraduate students at Rensselaer Polytechnic Institute. (The undergrads, according to Oliveros’ PhD student Andrea Williams, had trouble keeping up with their octogenerian professor; Oliveros was a black belt.)”

Reading this article on Pauline Oliveros has inspired me to experiment with tape looping and repetition.

Sonic Meditations –

  1. Mirror
  2. Kinetic Awareness—Make your last audible breath a sung tone
  3. Circle—Visualize your signature letter by letter slowly. Simultaneously hearing your name. Do this forward, then backwards. (Without sound) See your signature in a selected color. Do these with eyes closed and eyes open.
  4. Bowl Gong Meditation. If you lose track of the pitch or want to verify your memory hit the gong again.
  5. Walk once around the room as slowly as possible backwards

Kurt Schwitters – The greatest sound poem of the 20th century

https://www.frieze.com/article/pauline-oliveros-1932-2016

Alberto Bernal – Impossible Music

Alberto Bernal is a classically trained sound artist from Spain who’s work consists of installation pieces, performance art, video art and concerts. He also is a lecterur and teaches composition at the university of music of zaragoza. I was very intriged by his impossible music series which consits of a lot of graphic scores like the ones shown below. I decided to turn my favourite of his scores into midi and play Ableton’s waveform through it, this is how it sounded/looked.

Brian Eno – Music for Airports

Brian Eno was a pioneer of ambient music. I first found out about Brian Eno through his work with David Bowie especially on his albums Low and Heroes. I have also listened to all of his solo albums with Here Comes The Warm Jets being my favourite. I found out about his ambient work after listening to a lot of his more pop / rock music. Music for Airports was released in 1979, Music for Airports consists of four songs, 1/1, 1/2, 2/1 and 2/2. All four of the songs are around the 10 minute mark which is a lot longer than the conventional song length ( 3-5 minutes long). The album was made with very long tape loops playing various piano, choir and synth 3-4 note phrases.

“The particular piece I’m referring to was done by using a whole series of very long tape loops, like fifty, sixty, seventy feet long. There were twenty-two loops. One loop had just one piano note on it. Another one would have two piano notes. Another one would have a group of girls singing one note, sustaining it for ten seconds. There are eight loops of girls’ voices and about fourteen loops of piano. I just set all of these loops running and let them configure in whichever way they wanted to, and in fact the result is very, very nice. The interesting thing is that it doesn’t sound at all mechanical or mathematical as you would imagine. It sounds like some guy is sitting there playing the piano with quite intense feeling. The spacing and dynamics of “his” playing sound very well organized. That was an example of hardly interfering at all.“

I have listened to this album many times before finding it for this reserarch and it has definitely inspired a lot of my work outside of uni.

Music For Airports | Music History Collaborative Blog

Ambient 1: Music for Airports - Wikipedia

https://www.discogs.com/master/6265-Brian-Eno-Ambient-1-Music-For-Airports

https://reverbmachine.com/blog/deconstructing-brian-eno-music-for-airports/

John Cage – Fontana Mix

“The score consists of 10 sheets of paper and 12 transparencies. The sheets of paper contain drawings of 6 differentiated (as to thickness and texture) curved lines. 10 of these transparencies have randomly distributed points (the number of points on the transparencies being 7, 12, 13, 17, 18, 19, 22, 26, 29, and 30).”

This piece has inspired me on making my graphic score a I like the style of layering paper and this is something I could include in my final graphic score.

https://johncage.org/pp/John-Cage-Work-Detail.cfm?work_ID=79

Fontana Mix (1958) | John Cage | 3145720 | by Phoi Nghi Nghiem (Susan) |  Medium