Collapsing
Rock, Pop & Noise
| 8 |
Synthesizers 2 |
Listening examples include: John Carpenter; Paul Hardcastle;
Scritti Politti; Sigue Sigue Sputnik; Kraftwerk; Herb
Alpbert |
|
The Vitrual Instrument |
From analogue to digital; digital constgruction;
FM synthesis; sampling & encoding; simulation |
FROM ANALOGUE TO DIGITAL
If the 70s belonged to analogue synthesis, the 80s belonged
to digital synthesis. Digital electronics in the role of
musical/sonic composition & manipulation has been the
most recent major development in the sound of music (ie.
its effects, it. methods, its devices, its nature). Digital
synthesis can be divided into two main categories:
VOICE CREATION & DIGITAL CONSTRUCTION
The creation of 'voices' is the term used to describe the
process by which sounds are generated digitally through
the process of Frequency Modulation (FM). This process is
based on the manipulation of sine waves along operations
identical to FM radio broadcasting (where one high frequency
carries and modulates the transmitted frequencies). As such,
digital synthesis can be termed 'additive': building up
the sound by adding wave forms together to modulate each
other and thereby produce timbrel and harmonic effects.
This is in comparison to analogue synthesis being 'reductive':
starting with the oscillator generating a fully completed
sound with filtering, etc. and reduce those effects to shape
your desired sound.
This means that because digital synthesis is so precise
in its construction, the end result has what appears to
be a comparatively higher degree of polish, clarity and
lushness to that of analogue synthesis. This relationship
between the two is also described as 'cool' (digital) and
'warm' (analogue).
SAMPLING & DIGITAL ENCODING
The digital encoding/decoding of analogue recorded information
- commonly referred as 'sampling' - deals with sound that
is stored in a computer's memory as 'pure information' (binary
impulses) which can then be altered via a programme's parameters
and triggered by a keyboard (either manually or via a programmed
sequence). This mode of digital synthesis deals more with
the effecting of 'real' sounds as opposed to the creation
of sounds mentioned above. As such, 'sampling' involves
many of the effects & concepts developed and utilized
in 'musique concrete', while voice creation deals with ideas
developed in the field of electronic music.
SIMULATION
The aural experience afforded by digital electronics is
generally acknowledged as one of heightened sensations,
where the clear and precise definition of tone and timbre
generate a sense of depth, richness and fullness in the
sound, as opposed to what may appear to be a 'thinness'
in analogue synthesized sounds. This has lead to the comparative
feeling that the presence of a digital synthetic sound is
more marked, more effective, more directly communicated.
Because of the range of control within the parameters of
digital synthesis, sounds can be intricately constructed,
thereby generating that precision. Note in relation to this
the rise in musical clarity over the past 15 years: radio,
digital recording, laser discs, compact discs, music computers,
etc. - all of which go toward changing the sound of music
as it is electronically conveyed and presented to us. As
humans that listen, we are essentially receivers for such
sounds, encoding and decoding them in our perception in
a way that simultaneously alters our perception of the sounds
we had previously been experiencing.
Simulation deals with the phenomenon of the real, where
representations (ie, food flavours, photographic traits,
sonic effects, etc.) generate such a high degree of simulation
that their comparison with the real that they are mimicking/copying
becomes redundant and superfluous . When we interpret simulations
(such as maple syrup flavouring, Polaroid snapshots, pounding
snare drums, etc.) we generally read them more as real effects
rather than representations of things that exist in an experiential,
physical reality. We end up finding that real maple syrup
tastes 'artificial', certain events in everyday life have
a 'Polaroid' look about them, and real snare drums sound
pretty lifeless. In direct reference to sound, digital electronics
are part of this increase in simulation in media communication.
The important thing, though, is not to say that the real
is either better or worse than the simulation, but to be
aware of what are the precise perceptual and phenomenological
relationships between the two, how they interact/clash/fuse
with one another and how they communicate differently from
one another.
EXAMPLES
What follows is a selection of records that deal with mixing
both major forms of digital synthesis (creating voices and
sampling sounds). Each selection evidences a different view
on how this dichotomy or oscillation between the real and
the simulation can be either incorporated into or ignored
in the process of constructing sound and music for a recording.
John Carpenter - soundtrack to PRINCE OF DARKNESS (1987)
Composed on the Synclavier digital synthesizer, this score
simulates not the sounds of the orchestra, but the presence
and effect of the i(In~xs of orchestral sounds. The included
voice sounds are digitally created although they lend themselves
to more of a role of mimicry.
Sammy X - megamix of various songs by Sweet (1984)
Example of digital delay which preceded the sampling boom
of 1985. These digital delays capture a portion of sound
'on the run' and then play it back manually in rhythm to
replace certain sections, thus effecting a fractured loop
effect. In essence this is like 'digital scratching'.
Paul Hardcastle - 19 (1985)
The pop anthem for the sampling boom. Note repetitive rhythmic
fracturing of the sampled word "19". Note also
how this line of vocal sampling (voice-over narration, interview
excerpts, etc.) is clearly overlaid on the electro-rock
backing (which is composed and sequenced by digital
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their
identifiable sound with sampled bursts of brass and percussion,
actually cutting into the song. The finished mix works as
a theatrical display of two musical ideologies in opposition.
Scritti Politti - WOOD BEEZ (PRAY LIKE ARETHA FRANKLlN (1984)
Example of totally digitized recording: mixing samples,
created voices and digital effects as a seamless, streamlined
wall of rhythmic textures on top of which is laid the 'soulful'
human voice. Note the harmony struck between these two layerings.
Note also the incredible linearity of the composition and
its production, where each sound is separately highlighted
as part of a succession of hyper-clear effects.
Sigue Sigue Sputnik - LOVE MISSILE F1-11 (1986)
Similar concept to Scritti Politti, but this time with total
emphasis on the theatrical gesture of constructing something
out of second-hand culture (via sampled sounds). Note the
'conveyor belt' effect of the backing rhythm which serves
to carry along all the incidental vocal parts, guitar bursts
and snatches from television.
Kraftwerk - MUSIQUE NON STOP (1987)
Obsessively crafted construction of sounds in the form of
'sonic architecture' where there is no attempt to simulate
conventional instruments. Rather, the object is to assemble
blocks which abstractly connote musical inter-relationships.
Note also how deliberately 'electronic' and ' fake' all
the sounds are. Digital electronics here are used for sonic
exploration in its own right rather than the simplistic
quest for sophistication and techno-clarity.
Chaka Khan - I FEEL FOR YOU (1981)
Example of substituting sampled real sound effects for musical
effect. The cymbal in the instrumental break is replaced
by a burst of crowd applause which replicates (not simulates)
the dynamic of a cymbal crash.
Herb Alpbert - KEEP YOUR EYE ON ME (1987)
Producers Jimmy Jam & Terry Lewis are two black musicians
from Minneapolis who have reworked a variety of British
& European synthetic production techniques to create
a unique method of digital exploration. Note the clashing
of different textures in terms of presence and absence:
how soft the snare is yet how punchy it is also; how muted
and muffled the bass is yet how deep and powerful it is
also. The overall sound is a highly orchestrated construction
of percussive textures and presences.