Sound
Design
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<Preliminary Designs
<Digital
Animation <Interface
Design <Interactive
Coding >Installation
As
indicated earlier, The Body Malleable is comprised
of 16 image sequences, each divided into 2 halves. These sequences
contain between 35 to 70 individual frames. The first half of a
sequence plays when the user inserts their finger. Then when the
user pushes the soft silicon walll at the end of the colon, the
second half of a sequence imperceptibly switches over until the
user brings his/her finger back toward the opening of the orifice.
Then at that point the first half of the next sequence is imperceptibly
triggered. The sound design required frame synching to the complete
'malleability' of this movement by the user. At the project's conception,
composer Philip Brophy decided that all audio had to be controlled
by MIDI, and not simply trigger a set of pre-defined and unalterable
fragments of digitized audio as is the case with many interactives.
A skeletal approach was initally defined for the dynamics of movement
inherent in each sequence of 8 key-frames as indicated in the accompanying
design sequence. This involved:
1. establishing a dramatically increasing set of ‘bed tones’
to match the overall forward momentum as the user moves through all
16 sections (numbered A to P);
2. articulating a sonic texture to represent the current state of the
body-form for each of the 2-part divisions (numbered 1-4, 5-8) within
each of the 16 sections;
3. specifying a set of ‘tension’ and ‘rest’
aspects to sonically illustrate the movement and transformation of the
body frame within each 2-part division of the 16 sections.
An ASR sampler was chosen as the stand-alone proprietery system for
generating the audio, leaving the computer and MAX to handle the image
frame-movement, pixel-resolution and screen-refresh-rate.
In keeping with the tacitle/visceral aspects of The Body Malleable,
the audio was comprised of samples of vocalized effects and gestures
by Philip Brophy, which were then waveform edited into quadrophonic
layers.
Once Casey had settled on the best way to code in MAX the means by which
he could have the fader movement match the differing frame sequences
of animation, he then required a series of ‘hit spots’ where
MIDI note information would be sent to the sampler to move to each successive
sample or sound. To provide this information, a complete chart had to
be constructed specifying the exact frames in each of the 32 image sequences
where note-change events would occur.A total of 129 'hot spots' were
identified in the animation, where a visible point of transformation
occured which required a synchronous shift, transposition or new event
in the audio.
This required extensive modifications mainly due to the way the sounds
appeared when the Physical Interface’s fader would scrub back
and forth. Aspects of the originally designed sounds in the sample library
had to be modified so that they sounded engaging when only half sounded
due to the fader being stopped half-way through its movement. Some clipping
occurred also as samples looped in millisecond bites. All these problems
were eventually resolved. A sample of the final sound design chart for
the first 4 sequences (containing 37 'hit spots') is as follows:
Sequence
A1
1 main ball at rest
18 small central orb forming
32 full small orb forms
47 dual orbs form
53 dual orbs rest @ circumference
|
Sequence
A2
43 dual orbs start rotation
33 dual orbs touch top/bottom
13 dual orbs touch top/bottom
1 dual orbs disappear
|
Sequence
B1
1 main ball at rest
18 small central orb forming
31 full small orb forms
47 dual orbs form
53 dual orbs @ rest
|
Sequence
B2
30 dual orbs start descent
24 central orb forms
1 dual orbs rest low + central orb complete & @ rest
|
Sequence
C1
1 dual orbs recede
10 dual orbs now leg-stumps behind + penile head stretches forward
20 penile shaft pushes upwards
53 penile shaft extended upright
|
Sequence
C2
61 penile shaft starts bending left
37 penile shaft starts flop downwards
24 penile shaft swings past bottom
14 penile shaft rests at top + penile shaft lightly flops left/right
1 penile shaft rests extended upright
|
Sequence
D1
1 penile shaft contracts downwards
14 penile shaft rests at top + penile shaft lightly flops
left/right
24 penile shaft recedes inwards slightly
35 penile head rests centrally
37 penile shaft starts flop downwards
61 penile shaft starts bending left
|
Sequence
D1
54 penile head deflates centrally + rear leg stumps separate
39 rear leg stumps become rounded and move up
33 penile head shrinks
21 hole forming in shrink-fading penile head + 21 stump-orbs at
extreme lef/right sides + 21 stems start growing
1 penile hole alone left in centre + 1 reduced orbs rest at top-sides
+ 1 stems rest fully protuded
|
Fine-tuning was done onsite at ACMI to customize the final mix to fit
the acoustics of the room in which the work was installed. Attention
was particularly paid to the actioning of the sub-woofer due to the
user having to sit on the sub-woofer itself, plus there were resonant
room tone characteristics of the space which made some low notes appear
louder than what they were originally. A new bank-load of these modified
samples were saved and backed-up as part of the final audio data for
the project.
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