Record
Production & Phonology
| 3 |
Record Production 3 |
Listening examples include: Age Of Love; Microglobe;
Ilsa Gold; Paperclip People; Ultramarine; Influid III;
Hyper On Experience |
|
The Digital Domain |
Analogue/digital relations; the advent of MIDI
and virtual aurality; frequency expansion in the numerical
matrix; non-apparent construction; hyper-fragmentation |
DIGITAL DOMAINS
The previous examples we heard to do with Record Production
(Voice, Orchestra & Ensembles) dealt with ways in which
INSTRUMENTS were PERFORMED in an ACOUSTIC SPACE. Such examples
- and indeed the history of analogue recording - have at
their centre a dynamic relationship between the sonic event
and the microphone. The arrangement of microphones in a
space are integral to shaping the RECORDED SPACE which contains
(in either REAL TIME or TAPE TIME) the events of the musical
performance. As such, analogue record production is as much
based on the sound of the SPACE in which sound happens,
rather than exclusively the SOUND being made in that space.
Once you shift this paradigm into a DIGITAL RECORDING ENVIRONMENT,
many things change:
ANALOGUE RECORDING
Sonic event in real time/space : real instruments played
in a real space in real time
Modular time-tracking : passages of real-time recorded are
synchronously overlayed through multi-tracking
Event-dependent duration : the duration of the recording
is based on the time passages which were originally performed
Recorded time/space : the finished recording is temporally
relative to the envisaged time of the original composition
DIGITAL SAMPLING
Sonic event in digital time/space : real instruments (sampled)
or hyperreal instruments (digitally constructed/edited voices)
played in a cyber space (no actual spatial environment required)
in fragments of real time and MIDI time
MIDI time tracking : passages of real-time and MIDI time
are hyper-synchronously (ie. can numerically shifted to
any synch relationship) overlayed through the editing, syncing
and alignment of MIDI events
Serial & modular duration : the duration of the recording
is based on wherever and whenever and however the passages
of hyper-synchronous time might potentially be constructed
Virtual time/space : the finished recording has no pre-determined
temporal or spatial inter-relationships because real space
and real time figured little in both the original elements
and their performance.
EXAMPLES
FREQUENCY EXPANSION
The following examples demonstrate FREQUENCY EXPANSION.
Here, sampled sounds and constructed instruments are aligned
with each to generate extreme frequency difference. Thus
you get extremely low rumbles and piercing high screeches
-not because the original 'sounds' have those innate and
material quality, but because their digital processing pushes
the into these hyper-realms.
The Age Of Love - THE AGE OF LOVE (1992)
Note the use of the soft booming bass drum and how it is
juxtaposed against the very high hi-hats. The piece starts
off to clearly delineate this frequency domain, and then
progressively ''fills' it with other sounds. Note also the
resonant filter sweep which theatrically fills the gap between
the outer frequency points.
Microglobe - HIGH ON LOVE (Long Hot Summer Mix) (1992)
This piece is more of a stylistic approach to outlaying
an expanded frequency domain. Two musical styles or sub-genres
are contrasted by their clash against each other: mainly
between Euro-House style piano thumping and the more Berlin/Detroit
hard Techno samples. Note, though, that each are playing
the same melody. This means that the melody is simply a
vessel for the texture of the sound. In para-schizophrenic
fashion, the piece stylistically attacks itself, often breaking
itself up with a voice saying "OK now let's get to
the real thing" etc. Style itself is rendered as a
potential moment which could possibly stylistically appear
that way.
Ilsa Gold - UP (1993)
A more extreme and complex clash of styles and frequencies.
The first half of the piece paints a kiddie-Techno sound
based on computer games sfx. The second half of the piece
is obliterated by a digitally-distorted kick-drum. Effectively,
most sounds incorporated in this piece are deliberately
designed to be opposed by all other sounds, giving the effect
of a hyper-heterogeneous construct. The sounds by themselves
have no specific or fixed 'meaning' (hence the absurdity
of many of them) but their purpose is realized by their
placement against one another in the clashing environment
of their expanded frequency domain.
NON-APPARENT CONSTRUCTION
The following examples demonstrate ways in which the compositional
process is essentially itself the document of a possible
sono-musical construct. Because neither the 'song' nor the
bulk of the 'instruments' exist prior to the digital construction
(sampling & sequencing etc.), the flow, shape and dynamics
of a piece are always NON-APPARENT. They become evident
through the act of construction.
Luke Slater's 7th Plain - PEARL (1994)
A good example of creating a spatial hierarchy by simulating
an acoustically displaced space. In a sense, most musical
composition is based on the notion of an ideal or centralized
point of experience, where everything can be heard clearly.
Analogue recording, for example, is centred around this
notion, because an actual event of sound-in-space exists
prior to and simultaneous with the recording. But when those
events and components do not exist as an a priori, neither
does the ideal or centralized point of experience. Digital
compositions can thus create displaced listening perspectives
and sensations - like this piece (and other similar ambient
pieces) which sounds like it's coming from another room.
Paperclip People - THROW (1994)
Not as radical with its construction of virtual space as
the previous example, this piece nonetheless demonstrates
well the absence of constructional logic which usually governs
musical composition. Note how the piece fades up a relationship
between extreme foreground background - but then holds this
without developing it further. Then, after about 2 minutes
of being locked in this groove, the percussive texture changes
momentarily, breaks apart, and then resumes its original
configuration. A good example of 'incidentalism' - where
incidents are treated in casual and non-dramatic fashion
in the musical composition, and thereby given more weighting
than notions and events of melody and rhythm.
Ultramarine - SARATOGA (Upstate mix) (1994)
An example of complex layering and overlaying of musical
samples, so that dense effects of simulation and 'musical-genetic
fusion' occur. By this mean that samples are used exclusively
in order to blend with each other, so that the difference
between what is sampled and what is digitally performed
is blurred. The musical compositional process is thus focused
on how one can facilitate such blurring and blending, making
this approach quite the opposite to those dealing with FREQUENCY
EXPANSION.
FRAGMENTATION
The following examples demonstrate ways in which the whole
compositional process is based on FRAGMENTATION. The general
desire and intention with such pieces appears to be to neither
join, blend, fuse nor contrast the sounds.
Influid III - THE DESTROYER (1994)
An extreme example of fragmentation, here a single kick-drum
pulse is soloed and highlight, moving from a low tempo through
to a high-pitched digital squeal as it cycles at a BPM over
1,000(!). Note also the way in which the sound of the kick-drums
is processed to delicately reveal and detail the exact nature
and density of the distortion effecting the kick-drum. Ultimately,
this piece makes direct monolithic statements of bass, beat
and noise: the fragmented essences of Techno.
Dyewitness & The Nightraver - THE FUTURE (1994)
Fragments are employed here to generate the simulation of
a live rave. The perversity of this piece and many of its
ilk is the way that a 'live' event is digitally created,
using the white noise of a virtual crowd to generate energy
within the piece. Such pieces are composed of fragments
of crowd noise, synth pulsing, drum machines and occasional
vocal chants and phrases. The point is that they appear
to be 'relating' together when in fact they are totally
isolated in the digital domain of sampling and sequencing.
Hyper On Experience - LORDS OF THE NULL LINES (1994)
Jungle Techno is perhaps the most extreme form of linear
fragmentation, in that every sound, sample and event is
treated as a mono-dimensional incident. This emphasis on
a linear trailing of incidents renders the compositional
process as one of linking things together more than layering
them. The high BPMs (c. 190-220) create a rushing surge
that works to prevent you from experiencing the sounds in
any way other than a fast flash of incidents and events
replacing each other as they flash by.