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EXPANDED STUDIO PRACTICE

Zoetropes.

A zoetrope is an early (pre-film) form of animation, introduced in 1834 by English mathematician, William Horner, originally called the Daedalum, his designs were based on the phenakistoscope.- An even earlier form of animation that uses spinning discs with a series of continuous images to create the illusion of motion. The zoetrope gained commercial success in the 1860’s when the term was patented by an American man William E. Lincoln, who designated the patent to toy company Milton Bradley.

The zoetrope is a cylinder composed of 2 main parts, the outer cylinder is composed of narrow slits that look into the internal section. In this internal section is a second cylinder with a sequence of around 10-20 images, portraying a progressive motion, meaning when spun it creates a smooth flowing moving image. In order to accurately achieve this effect is where the slits on the outer cylinder come into play. These slits act as a shutter does on a camera, as you look through them, they isolate each image allowing the necessary time needed for the eye and brain to process each image as a separate visual, instead of merging them together into a continuous blur. The retina retains an image for around a tenth of a second, and so as the cylinder rotates, each slit allows for a new image to appear in that time, meaning the brain is able to create this one seamless moving image.

Milton Bradley set ”Zoetrope Pictures series No. 1”

Étienne-Jules Marey One early artist who involved himself with the zoetrope was Étienne-Jules Marey, a French physiologist who in later years began working with film and photography to pursue and develop upon his findings within prior scientific works. Marey’s main goal throughout his lifetime was to focus on movement, whether that be movement of humans, animals, objects, fluids, anything capable of it. His first development within this subject matter was his “Graphic Method”, a system for studying and recording the invisible motions of bodies (human and animal) by transcribing them into visible graphic traces. This method was designed to visualise what the human eye cannot perceive, for example, a pulse. Marey’s technique was a crucial foundation, in which transformed the study of motion itself, helping develop pivotal technologies that are still used today, including; medical imaging (like the cardiograph), cinema, and, sound recording + playback (the phonograph). Muray’s work quickly developed following the discovery of this method, continuing to research into the movement of many different animals, from insects to birds to horses. English photographer Eadweard Muybridge’s famous galloping horse photos taken in 1878, was what persuaded Marey to begin exploring photography.

Marey designed numerous cameras, each with the intention of being able to most clearly capture the movements of the subject. He ended up building a rather powerful camera with a glass plate that used the chronophotography technique (a technique that captures a series of images of a moving subject over a short period of time, combining them into one single image that shows the phases of motion). These images were very clean, crisp and are rather beautiful as they’re so simple yet so intriguing. Like most of Marey’s work, these chronophotographs were incredibly influential in both the scientific world as well as the art world.

In regards to his involvement with the zoetrope, Marey created a 3D version of the original concept, replacing the 2D images with small plaster sculptures of a bird through flight. These sculptures were based off of a chronophotographic study he had done of a pigeon. Through creating these 3D structures of the birds in flight, he was able to delve into each separate motion that occurred during the movement. Not only was this useful for his own knowledge and studies, but it also allowed him to produce this visually compelling demonstration of the rapid movements that are too fast for the human eye to fully process in real time.

Prior to researching zoetropes, I have come across Étienne-Jules Marey’s work before, admiring the beauty of it, as although it was initially a rather scientific approach to understanding, there has always been this beauty and artistic aspect to it. There is something very captivating about movement, I think due to this fact that as humans we are unable to fully process these fast pace motions without aid, and so being able to visualise each distinct and detailed aspect to it is incredibly enlightening. We’re breaking down the once unknown, although we know what the movement is and have an understanding of what we’re seeing in real time, being able to dissect it to it’s simplest form allows us as to really appreciate the intricate patterns and rhythms that make up our world.

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EXPANDED STUDIO PRACTICE

Project Proposal.

Going into this module assignment I knew I wanted to combine my knowledge and skills within sound work with my interest in mixed media to create a piece of work that is drastically different in regards to my previous works involving sound and music. I feel since starting my second year I have really involved myself in this module, majorly enjoying learning an entirely new medium that has changed my perception on my own practice. Throughout the last year I have felt quite lost within my work, questioning whether or not this approach to sonic art is even right for me, this has been due to not really being able to define my practice, which I still can’t really do. However, since being able to refine my skills within this module, learning a new form of sonic work that not only involves technical work on the computer, but also practical work with my hands, I feel much more confident in my own abilities and my choice to study this course. Although I am unsure where I want to go with this in the future, I currently feel very inspired in working with Pd and circuitry, and as of now thats what is important to me, -feeling inspired in the moment and enthusiastic to progress in my learning.

When it came to choosing the elective for this assignment, I first felt gravitated toward ‘Sound for Screen’ mainly due to my familiarity within the practice. Coming from a film background, I have worked on sound for film before, both foley and scoring, and although I really do enjoy this kind of work, I felt I wasn’t really going to gain a lot of new information through choosing it for my project. I also felt discouraged from this project on account of the fact I would be creating a soundtrack to an existing film that was not my own work. This put me off as I feel it is important now, that the work I am creating for university is work I am also making for myself, original works that I can add to my portfolio. Although I would come away from the project with a soundtrack that is entirely mine, it is made in conjunction with the film and therefore I feel can’t really be taken as a separate piece and still have the same effect. Whereas, not only is the work I will be creating for this project (having chosen Expanded Studio Practice) going to be an original piece, it is also something new and a way or creating I have never experimented with before, because of this I feel much more motivated to create a high quality piece of work. This module also allows for more freedom within my practice, meaning I am able to intertwine my different interests in film, illustration and sound, making for what I feel will be an interesting piece of work.

My Idea.

Entering the planning process for this project, I had a vague idea of what I wanted to make, acknowledging I wanted to produce a physical piece of work that involved both the Pd sound work and some kind of structural artwork. However, I also felt pulled toward working around film too, due to my general passion for film. I couldn’t quite make a final decision and found myself fluttering back and forth between the two concepts, then I had the nice idea of combining the two. Creating a physical piece of work that somehow can be made into a short film work, whether that be animation, real world or something entirely different. After a few different ideas I decided on creating a zoetrope, an old form of animation using a rotating cylinder with sequential illustrations on the interior, along side an exterior compiled of slits that when looked through, the spinning images become one smooth flowing moving scene. I felt this matched the criteria I had set myself for this project and I immediately had a interesting concept for integrating my Pd sound work into the zoetrope.

( ↓ Planning in sketchbook. )

As mentioned in the pages above my idea for incorporating the Pd and circuitry work involves seeing the zoetrope structure as a lampshade like object, placing a light bulb (most likely an LED) into the middle of the cylinders. The reason for this is, I will then place LDRs around the base structure of the zoetrope, surrounding the lightbulb which will be connected into the Bela board running into Pd where I will have some kind of soundscape being produced. I am planning to code the LED to flash at a certain pace to match the rotation speed of the zoetrope, this flashing will then trigger the LDRs to create this fluttering effect which will modulate the original soundscape. I am currently unsure on how I want the zoetrope to rotate, I ideally, would like the Bela to power a motor which moves the cylinders round at an even, steady pace, however I need to research into whether that will be possible in the time frame I have until the hand in.

In regards to the drawings inside the zoetrope that are going to make up the animation, these will all be original designs and illustrations. I, at first, thought about drawing some kind of human character that’s movement was breathing deeply in and out, which I would then create some inorganic sounds to accompany this very organic motion. However I changed my mind as I feel this would be quite an intricate design that, first of all would take a while for me to draw out and second of all, might have been difficult for the eye to see detail at the speed at which it moves, therefore I would be spending time on these intricacies that wouldn’t even be visible. Instead I thought about what I could draw that not only has meaning to me, but also links to components being used internally, I began thinking specifically about the light aspect and this concept of the lampshade. From this the shadow puppet idea formed, a nostalgic, simple yet rather pretty image. I finalised the animal as the wolf, an animal I have always had an odd association with, wolves being my biggest fear as a child. I thought this added a nice personal aspect to the project.

I felt very inspired by a piece of work that Milo had made and shown us, a Mexican garden in which he created this entire ‘natural’ soundscape using Pure data, made up of this ecosystem of Mexico’s natural landscape. I really liked this concept of creating these unnatural, natural sounds (which are so accurate to the noises they’re imitating) by using code made on a computer, something as far away from the original sound source as you can get really. I felt inspired by this idea of organic vs inorganic forms and felt I wanted to incorporate this into my project somehow. Thus this idea of depicting a form of animal that is really made from human manipulation, and accompanying it with a kind of organic but manipulated sound that is running through a computer to add this inorganic feeling.

The biggest obstacle, that I feel will be the hardest to figure out, is the base of the structure; How big does it need to be? How to make it a cyclical track? How do I make it motorised? What materials should I build it out of? etc. These are all questions I need to research in order to answer, and this will be the part of the project that I will need to most support with. In order to help understand how to create this base I am going to talk to multiple different people at university, including the creative technology lab, the wood-shop as well as my tutors as I also need to figure out how include a speaker to play out the sounds I am making for it. Although this could become quite a complicated aspect of the project, I don’t feel intimidated by it, in fact I feel very excited to actually utilise the workspaces and professional help that LCC offers as I am yet to really explore these opportunities.

Why a zoetrope? – My specific attraction to zoetropes is due to the fact that both a physical piece of work, as well as an animation is produced from just one object. I have a wide approach to my art, involving multiple different practices that are able to interact with one another in a coherent way. I have a particular interest in animation, although having an extremely basic level of knowledge about animation, I have created multiple works involving stop motion (see below) which has in turn led to my continued interest in animation.

‘Oh! Sweet Innocence.’ – 2024 – A short mixed media film I made depicting how the experiences of childhood impact your individual evolution of character.

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EXPANDED STUDIO PRACTICE

PureData- Synthesis.

AMPLITUDE MODULATION SYNTHESIS.

This set up involves two analog sensors; a pressure sensor (in my case 2), alongside a potentiometer, this set up involves controlling the amplitude of one signal using the other signal.

In the patch there is a signal generator at the top that is producing a sine tone (the carrier), this tone’s frequency is controlled by the first analog input, which in this case is the pressure sensor. As the pressure applied changes, the sensor outputs varying voltage levels that are allocated to different frequency values, allowing the pitch of the tone to fluctuate in response to how much force is applied. The carrier’s amplitude is modulated by another signal (the modulator), which is controlled by the potentiometer, the frequency of this signal can be adjusted to modulate at slower and higher rates, creating a rather beautiful tremolo effect.

Throughout this task I was constantly playing around the values of the signal to map the sensor’s range into a pitch range. Through changing these values I was able to control the sensitivity of the pressure sensor, the higher the first number, the more sensitive the sensor is. I was also able to control the frequency range meaning I was able to create these very different sounding tones through just changing one small part of the code. This made for an interesting task, as I was able to grasp a deeper understanding on AM synthesis through being able to control it’s properties to have a specific effect, now knowing how and why it is having that effect. When increasing the offset number (the bottom number) the entire pitch range moves upwards, and vice versa when decreasing the number, this is very useful for really manipulating your sound to achieve the low of high ends you want.

AM Synthesis with an external input.

The last section of the task involved using an external audio input to try AM on a real audio stream, for this I used existing music coming through my laptop to sample and add effects to. The AM added an interesting tremolo effect which the speed of, was controlled using the potentiometer. This was the first time using samples within Pd and I found myself feeling very inspired with the possibilities it offers. It gave me an insight into how I can integrate my work into Pd and this medium of code, it allowed me to understand how it can be used to manipulate existing sources (my own or someone else’s) to create something entirely new, in a interesting, generative way.

This is a brief example of adding an external audio using, ‘Embracing Catastrophe’ – Infinity Frequencies.

After completing the original task I decided to add a second pressure sensor and allocate it a different frequency range, in order to play and hear both sensors at the same time. (Can be seen in the video above). This made for an intriguing sound, almost harmonic at points, however weaving in and out.

Although this was not my first time learning about AM synthesis, this process has played a major part in my understanding of it, purely because of having this sequential, visual representation of the process. I am making each change consciously and am able to both see and hear how the sound is being controlled through my own choices and manipulation. This is one thing I have noticed about Pure data, and the tasks I have complete so far, it has really expanded my knowledge and understanding on concepts I have been slightly aware of before. Regardless of the level of prior knowledge, it has deepened my perception on this more kind of technical work, simply through stripping it back to basics and building it up, seeing how each small change effects the final product.

This task, specifically with the external input felt like the most complex one yet, and is still only very basic, however as I continue making each set up, I find there is more of a need for context around Pure data, which I thought I would find off putting, yet it’s quite the opposite. I have decided to choose this elective for my submission due to this new found inspiration. As I progress with each task, my confidence builds and I feel enthusiastic to combine my multi media skills within this project to make an intriguing final piece.

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EXPANDED STUDIO PRACTICE

PureData and Bela Fundamentals.

Prior to this module, the thought of Pure Data, and any kind coding in general, vastly intimidated me and I wasn’t particularly attracted to the idea of working with it. However since learning and understanding the basics of Pure Data, and the Bela board, I have a new found enthusiasm and desire to continue to learn the foundations of Pure Data. I want to expand my knowledge and work creatively, involving PD and the circuitry that accompanies it. I feel this is a really interesting opportunity to incorporate both my sound work with my film and physical art work.

DIGITAL INPUT

( Drum Synthesis. )

The images above demonstrate how to work with the digital inputs of Bela from Pure Data, using a button and an LED to create a simple drum machine.

To understand the mechanics of the button; there are two pieces of metal that are connected to each of the legs on the button. When the button is not pressed, the metal contacts aren’t touching each other and so the circuit is open. However, when the button is pressed the two pieces of metal make contact with one another, therefore completing the circuit and allowing the electricity to flow. In this case the button controls both the LED light turning on and off, as well as a sound occurring each time.

Above, in the left hand screenshot of code, you can see the Snare and Kick abstractions (abstractions are sub-patches that are saved as separate .pd files, to be continually used in other patches). When you press down on the button you hear the kick sound, and as you take your finger off it, the snare sound occurs.

In the picture on the right hand side is the code for playing different frequency tones from the same button, using the [osc~] object to generate a sine tone. By using the [sel 0 1 2 3 ] I was able to create sounds for each press, which triggered different frequency values every 4 counts. Hear below ….

As I became more confident with this code, I began adding more buttons, allocating different sounds to each button, some making the kick and snare sound and others playing different frequency tones. This allowed for multiple sounds to be played at once, creating a kind of drum machine, which was fun to play around with.

I found these opening tasks to Pure data and the Bela board very exciting and incredibly interesting to learn and work with as it is an entirely new concept that I have never experimented with before. As I have previously said, I had to no prior knowledge or interest in working with Pure data, however since completing these tasks, although very basic, I feel inspired and eager to make artwork using it. I have been able, and am still learning, to comprehend why and how the Pure data coding creates the effect it has through the circuitry and components used, and so I feel confident in continuing to experiment with it, in order to create a more structured and complete piece of work.

ANALOGUE INPUT

( Controlling pitch and loudness. )

The task following on from Digital Input was Analogue Input. -Using the analog input pins of the Bela, which measure real world quantities/ signals that change smoothly and vary continuously in time. Unlike digital inputs that have a distinct on or off state (a 0 or a 1), an analog signal can have any value within a given range. For example, using a potentiometer used to change the amount of resistance, therefore changing the voltage level.

Below is an example to portray the sounds created through Analogue Input, using a pressure sensor (or a force sensing resistor – FSR), a type of variable resistor that changes the amount of resistance based on the amount of pressure applied to it. Alongside the FSR is a potentiometer controlling the voltage.

This was my first time using these kinds of sensors that work by varying their resistance along side Pure data, (as the LDR is a resistor, however I was using that separately from the Bela). And, again, although basic, I immediately saw how having this level of control over the sound your manipulating allows you to do so much with it. I found it very fun that the harder you press on the pressure sensor, the louder the noise, as I have seen this used on many a hardware and so making it happen on such a basic level and knowing why it is happening was cool. This is one aspect of this module that I find really interesting, getting to understand how certain sounds are created, and why they’re occurring.

I feel I am consistently learning in this module, achieving something new each lecture and actually taking that information away with me and growing on it. Having repeated every task again at home, each time adding a new aspect to it to make sure I am expanding my knowledge and understanding. As a result, I am starting to acknowledge and comprehend the foundations of Pure data.

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EXPANDED STUDIO PRACTICE

Handmade Electronics-Light Dependent Resistor.

In the first session of Expanded Studio Practice, we began learning about components, using a breadboard as a means to practice circuitry without any permanence. Using a; 555 Timer ( an integrated circuit used for generating pulses and oscillations in electronic circuits), a light dependant resistor, a capacitor, and a battery – I was able to make a light-controlled oscillator. Meaning the more light shone onto the resistor, the lower the resistance, therefore, the capacitor charges faster and the oscillator’s frequency increases- causing a higher pitched tone to be heard. Then using an audio jack I sent the signal into an audio interface and out through headphones. Lastly I added a potentiometer, which essentially affects the foundational amount of resistance moving through the circuit. This allowed me to control the initial oscillation rate.

Following this lesson, I took the components home and continued to experiment with them. Using the same circuit (rebuilt), I then ran the breadboard through a Zoom 505 guitar pedal, which I was using to pitch shift the signal, and into my guitar amp- with the reverb turn up to max. This made for a much more interesting sound, containing a lot more depth and complexity. Along side the noise coming from this configuration, I was running my laptop through the amp of which I was playing ‘Globex Corp Vol.8 A1’ – (Dwarde & Tim Reaper) from. This was playing along side as a kind of tester as I want to create my own music to work with the sounds coming from the circuit, however this was a test run and a sound, I thought, worked very well with the signal noise. Using the flash on my phone, I recorded how distance affects the noise produced, demonstrating through both the movement of my phone and the movement of my hand, getting closer to the resistor even touching it at certain points. -Playing with the beat of the signal through changing the amount of resistance.

LINK TO VIDEO OF CONTINUED PRACTICE: https://drive.google.com/file/d/14O0NVBRwDcgBbICvAXOsifqD43QCUwvV/view?usp=sharing

This was the first time I have worked with circuitry to produce sound and I found it incredibly inspiring, not only because I was able to produce a sound that is so malleable and free to work with, but also because it is something I have made with my hands from scratch. And therefore I am able to understand exactly why a sound is being produced and why it is able to manipulated. I found it a very satisfying task, in which I felt is possible to take in multiple directions to implement into my own practice. I am aware that this is only a basic level of circuitry, however I want to continue to work with this medium and I feel very enthusiastic to see what I will be able to create using it.

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CREATIVE SOUND PROEJCT

The History of Spatial Sound.

The sonic dimensions and acoustics of a space play an incredibly important role in how the listener immerses themselves and perceives the work in which they’re listening to. Throughout the past 70 years, the design of spatial sound has evolved massively, from the development of early stereo systems to fully immersive audio formats like binaural recording and Dolby Atmos, the listening experience becomes not only heard, but felt throughout the body. Due to these technological progressions, artists are now able to use space as a creative element, allowing this sense of movement through sonic environments that feel like a living, physical space.

The acknowledgement of spatial sound’s significance has been a crucial understanding for centuries, long before the focus of surround sound systems. Ancient Greek amphitheaters were designed with specific acoustic needs. These huge, stone, open-air structures used for performances were built within the natural landscape, particularly built into a hillside or slope. The reasoning behind this was both, so the seating could naturally rise, but also because they understood that it created excellent acoustics, sound from the stage traveled upwards to reach the thousands of people in the arena. The semi-circular shape of the amphitheater was also purposely built to help amplify the sound from the stage, the curved positioning of the seats acted as a reflector for the sound, therefore directing it to every part of the audience area.

In religious structures worldwide, the acoustics of a space have played a crucial role for the music being sung in them. For example, many European cathedrals focused on the importance of the reverberations when it came to Gregorian chants. And in a non western approach, many indigenous cultures focus on the placement and arrangement of people in the space to carefully orchestrate the music. The use of space has long been curated to immerse the listener and heighten emotional, spiritual, and connective experiences.

In the 1930’s Alan Blumlein, a British engineer developed stereophonic sound, a method of using two audio channels (left and right) to create a more three-dimensional, directional sound experience. Recordings, that, prior to this discover only had a mono option, could now create a sense of space and movement. Many music artists, like The Velvet Underground for example, began to use stereo sound to create entirely new works of music that play with space in a way that hadn’t been done before. By the 70’s and 80’s early surround sound systems began to appear in cinemas mainly, but also in high end home set ups. Dolby stereo, a multi-channel sound format, usually four-channel, which encodes sound information onto the optical soundtrack of 35mm film, was first introduced in 1975. Developed by Dolby Laboratories, it was crucial into how film soundtracks were recorded, encoded, and played back in cinemas, and made for an incredibly engaging watching experience. The first film to use a Dolby-encoded stereo optical soundtrack was Lisztomania (1975).

Binaural recordings use two microphones (sometimes placed on a dummy head) to mimic the human ears, capturing sound as we naturally do. Binaural recordings create a very realistic sound scape, especially when listening back with headphones, this is its the closest you can get to recording exactly what you’re hearing. Binaural recording’s popularity increased significantly in the late 1970s and early 1980s, however the first known binaural recordings date back to the 1880s. Clément Ader, a French engineer, transmitted opera audio through telephone lines using two microphones- one for each ear. As of today, with the invention of virtual reality and the popularity of gaming, binaural audio has come back into focus as these games depend on their sonic environment and atmosphere to help completely immerse the player.

In today’s day and age the use of multi track channels is habitual, with the listening experience becoming a full 360 degree environment. While newer formats of surround sound like 7. 1 or Dolby Atmos are available and offer a more immersive sound, 5.1 surround sound remains the standard and most commonly used format since the 90’s.

As well as the technical aspect to it, spatial sound has been used for creative purposes throughout its existence. One modern artist who often plays with the use of space throughout her work is Janet Cardiff, a Canadian artist known for her work within sound installations. One piece of hers that massively involves space is ‘The Forty Part Motet’ (2001). A sound installation that consists of 40 speakers placed in a circular shape, with each speaker facing inwards towards the audience. Based on the choral work, “Spem in alium” (1570) by renaissance composer Thomas Tallis. The composition was written for 40 separate vocal parts, divided into 8 choirs of 5 voices each, and so Janet set up 40 speakers, separated into 8 sections of 5, each projecting a different singers part.

Visitors are free to walk among the ‘singers’ (speakers) and get as close and personal as they would like, which they of course could never do in a real performance. The emotion of the piece creates an intensely personal and spatialised experience for each listener, as each part of the choir, each singer is directed into its own distinguishable beauty. Depending on where you stand, your interpretation of the piece will differ entirely.

As a whole, the spatialisation of is used to create an environment in which an audience can completely submerge themself in, creating a kind of route into the sound’s surroundings. Whether used throughout cinema, or in music or in an installation, the manipulation of spatial sound generates an entirely unique experience that no other kind of media does.

Additionally, here is a short extract from a practice in Milo’s lecture where I was experimenting using space within binaural recording. Specifically using the plug in; dearVR MICRO to move around with elevation and direction. This is a plug in I haven’t used previously, and in fact, playing with elevation was an entirely new experience for me, and although subtle, made a big difference the way the sound is perceived.

Categories
CREATIVE SOUND PROEJCT

Beat Frequencies.

In Milo’s lecture last week, he briefly mentioned and explained beat frequencies, using two tuning forks to demonstrate. Beat frequencies were something I had heard through music before but had never been aware of what was actually occurring and why. The fluctuation in sound that occurs is something I find intriguing and so wanted to learn more about it, hence this blog post.

A beat frequency is the result of two slightly different frequencies occurring at the same time. Whilst you hear each individual tone, you’re also able to detect an interaction between the waves, hearing a fluctuation in amplitude. This perceived fluctuation in volume is the beat, which oscillates at a rate equal to the difference between the two original frequencies. For example, if two notes with a frequency of 440 Hz and 445 Hz, the beat frequency will be 5 Hz, meaning you’d hear 5 beats per second. The interference between sound waves can be a constructive or destructive interference.

  • Constructive Interference: When waves align, resulting in a larger amplitude. 
  • Destructive Interference: When waves are out of phase, resulting in a smaller amplitude. 

The back and forth between constructive and destructive interference causing the modulation of amplitude.

Beat frequencies are used for a number of purposes including-

  • Tuning Instruments- When 2 notes are played together, if in tune then no beat should be heard, however if out of tune the ‘beating’ sound will be heard.
  • Binaural Beats- When each ear is hearing a different frequency, the brain essentially creates its own beat frequency which can be used for relaxation and focus.
  • Radars- Some radar systems like speed sensors or military and aviation radars use the Doppler effect, which is a change in frequency due to movement, to determine the speed of an object, beat frequency helps in used for this process.
  • Radio Broadcasting- Beat frequencies are used for multiple aspects of radio broadcasting, including signal processing and transmission. 

Beat frequencies can also be used not just in a technical way, but also a creative one. They can be used to shape textures, add emotion and immerse the listener. Synthesisers often use two oscillators tuned to slightly different frequencies, supplying a pulsing texture to the sound- particularly noticeable in drones, these textures can add depth to a sound that without would sound rather boring. When involving spatialisation, beat frequencies can create a sense of movement, panning across speakers, – this is a useful tool in ambient and experimental music especially. When it comes to acoustic instruments and spaces, beat frequencies emerge naturally when nearly identical pitches and played or sung. For example, the larger pipes of an organ create slow, deep beat frequencies when pipes are slightly out of tune, this creates a very rich underlying texture, that although may not be noticeable, can be incredibly useful for creating an atmosphere.

Many artists intentionally use beat frequencies within their work as part of the musical emotion. La Monte Young, an American composer, musician, and performance artist, was a central figure in the Fluxus movement and is best known for his exploration of sustained tones and drone music. Young often played with microtonal tunings throughout his work as he began to focus on the physical experience of sound. ‘The Well-Tuned Piano’ is perhaps Young’s most famous solo piece of work, involving a piano which is carefully tuned to emphasise specific harmonic relationships between notes, the tuning resulted in complex frequency beat patterns that slowly shrift throughout the piece. The pulsing that is created through the beats is used to draw the audience physically into the piece, creating a meditative, sonic environment in which the audience dive into.

Another example of an artist who has worked with beat frequencies is Alvin Lucier, specifically his work; “I Am Sitting in a Room”. The piece features Lucier recording himself narrating a text, and then playing the tape recording back into the room while re-recording it. The new recording is then played back and re-recorded, and this process becomes a cyclical loop. Due to the room’s shape and size, certain resonant frequencies become emphasised while others are reduced. After the cycle goes on for long enough, the words become indistinguishable and are replaced by the intensified feedback sounds of the room’s resonance. The reinforcement of the frequencies causes a distinct beating, phasing effect.

‘The Well-Tuned Piano’ ‘I Am Sitting in a Room’

These pieces explore psychoacoustics as a tool throughout composition, they’re able to shape the listener’s experience through the interference of patterns rather than traditional techniques of melody or rhythm. The pulsing that is created through beat frequencies often sounds similar to natural, rhythmic movements of the body- like the heartbeat, and so we are able to find an unconscious comfort in the sounds created. This is one reason as to why it is able to evoke an emotional, and sometimes spiritual presence that we can emerge ourselves in.

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CREATIVE SOUND PROEJCT

Maya Deren.

Maya Deren ( 1917–1961) was a Ukrainian born, American experimental filmmaker and artist, playing a crucial role in the American avant-garde period of the 40s and 50s. Known for her rather surreal work, she explored the subconscious and poetic potential of film, something few filmmakers were doing at the time, especially known women. Although her most recognised works lie in film, Maya was also a choreographer, dancer, film theorist, poet, writer, and photographer. 

I first came across Deren’s work through her film ‘Meshes of the Afternoon’ (1943), an experimental, non-narrative short film co directed by both Deren and her then-husband Alexander Hammid. It is an incredibly surreal piece in which the protagonist (played by Deren herself) enters into a dreamlike state, her unconscious mind drifts between reality and imaginary. Deren explained that she wanted “to put on film the feeling which a human being experiences about an incident, rather than to record the incident accurately.” This is conveyed through the camera capturing only her subjective focus.

Meshes of the Afternoon really established the independent avant-garde movement of film in the States, a movement now known as the New American Cinema. Through her extensive work, Deren became the voice of avant-garde cinema of that period.

‘Meshes of the Afternoon’

For the time, it was rare to find a lot of women creating such abstract work and getting the recognition they deserved for it, and so when I discovered Deren’s work I felt incredibly inspired and opened up to a world of cinema that not only was so different to previous work, but also influenced an entire life of film to follow.

Deren began her career with Katherine Dunham’s dance troupe, which was famous for exploring the mythological roots of Caribbean rituals, and by 1942 she began writing and publishing articles, specifically, about Haitian religion and dance. Focusing on Vodou, and its spiritual implications, she felt inspired to spend several years in Haiti, first to photograph Haitian dance and Vodou rituals. Deren spent eighteen months in Haiti between the years of 1947 and 1952, accumulating 18,000 feet of film taken with her hand-held Bolex camera.

Vodou, although thought to be a kind of black magic, is actually a kind of religion where Gods and spirits can be invoked directly to earth and join the festivities of rituals. The Gods aren’t worshipped as remote entities, but instead involved as one of the dancers, in which the individual that becomes possessed by the god disappears and transcends beyond their physical body. Reality becomes an expression of the spiritual world, while it also feeding the real world back into the spiritual realm.

Deren became engulfed by the Haitian ritual cultures and during her time their produced a significant collection of work including; a 52 minute documentary film- ‘Divine Horsemen: The Living Gods of Haiti’, along with a book of her extensive fieldwork and personal experiences in Haiti- also called ‘Divine Horsemen: The Living Gods of Haiti’, as well as, ‘Voices of Haiti’- an album of Haiti’s percussion and chant heavy ritual music, it is one of the earliest and best ethnographic documents of vodou culture in Haiti.

‘Voices of Haiti’- Ghede Nimbo.

She had an fixation throughout her life between the real and the imaginary, the rational and irrational, “I am concerned, with that point of contact between the real and the unreal, where the unreal manifests itself in reality.” Her work acted as a place in which this ‘point of contact’ could be made visible. And so it becomes completely transparent as to why she was so intrigued by Haitian Vodou culture. The overlap of a physical reality with a surreal, spiritual world in Haitian religious practices, encompasses her own fascinations. Deren’s deep involvement with Vodou, can be seen as her pursuit and interest to a living culture that gives credibility to the ‘unreal’, providing her with a presence she presented throughout her films.

I find Deren an incredibly inspiring artist, I am able to appreciate all her forms of work, however, especially her films. Experimental, surreal films have always intrigued me, the visual aesthetics and the narratives that come with the genre have influenced my style of work massively, both in my film making and sound work. I love the freedom that comes with it and I think Deren’s work is a perfect example of how to use that freedom.

Categories
CREATIVE SOUND PROEJCT

Collision Synth.

Collision is one of Ableton’s synthesisers that uses physical modelling technology to simulate how objects (real or imagined) vibrate and resonate when struck. Collision uses mathematical simulations of real-world acoustic behaviour to replicates the characteristics of an instrument. Collision is primarily known for simulating mallet percussion instruments like a vibraphone or marimba, however it also allows for the creation of completely unique and custom percussive sounds and instruments that venture beyond traditional mallet instruments. Because Collision replicates real life resonant sounds, it creates this quite raw, organic sounding feel to compositions, more so than other synthesisers do, I think.

Collision’s sound consists of two oscillators called Mallet and Noise, these are fed into a pair of stereo resonators (individual or linked) – which have the most impact on the sounds characteristics.

  • Mallet section- This tab simulates the impact of a mallet hitting a surface, the parameters below adjust the properties of the mallet. Stiffness adjusts the solidity of the mallet, at low levels the mallet is softer (resulting in fewer higher frequencies and longer impact time), at high levels the mallet the mallet is firmer (resulting in an increase in high frequencies and less impact time.) Noise controls the impact noise of each mallet strike. Colour controls the frequency of the noise component- this control has no effect if the noise bar is set to 0.
  • Noise section- This section produces white noise which is fed into a multimode filter with a dedicated envelope generator. This section can be used alone or simultaneously with the mallet section. The LP tab next to the noise one is for filter types, you can choose between low pass, high pass, band pass, or low pass and band pass. The Env Amt knob controls the envelope generator with ADSR options. The Freq knob defines the cut off frequency of the filter.

The Collisions interface on Ableton is dived into different sections and tabs (as you can see below)-

The mallet and noise sections on the left contain controls for the corresponding Mallet and Noise oscillators. The resonators, 1 & 2 in the middle contain controls for both individual resonators. The LFO tab on the right contain 2 separate LFOs which can each modulate multiple parameters. The MIDI/MPE tab allows for MIDI pitch bend, modulation and aftertouch messages, and their MPE (MIDI Polyphonic Expression) equivalents o be routed to multiple destinations. On the far right are controls for parameters such as; voice polyphony note re-trigger, resonator structure and output volume.

The resonator tabs are the most important when it comes to defining the characteristics of the sound you’re producing. Collision features seven resonator types, in this case resonator refers to both the playing surface and the optional resonating body behind it.

  • Beam simulates beams of different materials and sizes.
  • Marimba is a specialised beam. It reproduces the characteristic tuning of marimba bar overtones that are produced as a result of the deep arch cut of the bars.
  • String simulates strings of different materials and sizes as found in instruments such as pianos, guitars and dulcimers.
  • Membrane is a rectangular drumhead, with options for adjusting material and size.
  • Plate simulates a rectangular plate of different materials and sizes.
  • Pipe simulates a cylinder with one end open and a variable opening at the other end (adjusted with the “Opening” parameter).
  • Tube simulates a cylinder that is fully open at both ends.

Collision has two configuration modes; Serial and Parallel . These copy real-world construction of an instrument, for example a xylophone consists of a beater, a playing surface (a resonator) with a resonating tube underneath. Therefore a xylophone is a serial configuration. Parallel setup is not very common in the real world but is where physical modelling synthesis really gets put to use: it lets you create virtual instruments that go beyond what’s physically possible.

Categories
GLOBAL SONIC CULTURES

Susan Hiller – The Last Silent Movie.

(Artist case study)

“An old man confronts us with some truths about language. The strangeness of his voice merges with the buzzing and humming artefacts of an archaic recording mechanism. A young girl repeats words she is trying to memorize in what sounds like French. Several men exuberantly chant fragments of a creation myth. An elderly woman tells a story of jealousy and murder to an appreciative listener.”

‘The Last Silent Movie’ is a 21 minute audio installation that is constructed from archival recordings of dead or dying languages, sections of the voices are translated into English subtitles and played against a black screen for the duration. Hiller sourced her material from linguistic and ethnographic collections, taking fragmented recordings of speaking, singing, prayers, telling stories, or even simply counting. The piece features a lot of the last surviving speakers of the languages, for example the K’ora from South Africa, recorded in 1938- a language that is now entirely extinct. Likewise, Manx, a languages that derived from the Isle of Man, documented in 1948, now unused. The piece is choreographed in a sequence that recalls a series of lost and destroyed worlds, reinstating them through the medium of sound.

I chose to write a research blog on Susan Hiller’s work as I felt it belonged within multiple angles of my research, within the sonic memory aspect, as well as the indigenous cultures. When trying to find an artist to write about I kept coming across people who were creating institutions surrounding the topic of memories, however were doing it in a more subtle way, and a way I couldn’t really connect to. Hiller’s work really stood out to me, not only because she was using words and language instead of music, but also because it made me feel something. The entirely black screen really forces you to really listen to their voices, creating these images in your head of what each person looks like- presumptions made entirely off of your own stereotypes and relation to cultural experiences.

This exhibition is mourning these lost and forgotten languages, that are not only voices but entire cultures and communities that has been demolished along with the language. These recordings, once lost deep in archives now almost setting free these ghost like characters who have been lingering within these recordings for years. Now heard again.

“I wanted to make the absences audible.” -Susan Hiller.

The installation functions as both an archive and an act of resurrection. Hiller draws your attention onto the cultural memories embedded within sound and oral storytelling, allowing the incredibly powerful emotional resonance of the voices to remain, even when the languages are incomprehensible for the viewer. This really emphasises how such identity and presence can be presented through sound, no matter a linguistic divide, there are certain emotions embedded in sounds and oral storytelling that are universal. These emotions are planted through memories and an understanding from birth of the distinct sounds of certain emotions, even though you’re unaware of what’s being said. The subtitle translations in the piece serve as a literal interpretation sure, but also as a strong connection to meaning, encouraging reflection on the density of life that is lost when a language disappears.