Being
Blind
A Polemical Manual for Using New Audiovisual
Technologies
published in Iris No.27 - special
issue on the state of sound studies, Paris, 1999
Drawing the line
Forget
everyone from Kraucauer to Bazin to Metz to Mulvey and back
again. When scrutinized for their audiovisual nous, the
modernist pedagogy of film theoreticians as validated in
countless Film Studies courses forms a large grey sound-absorbing
blanket. Useful in regard to certain, fixed and/or limited
critical ideologies, the acknowledged brethren of film theoreticians
rarely accounts for the dimensional totality of the cinematic
experience. For as those 'images flicker on the screen',
sound is the great modulator: it allows image to be perceived
sans-sound to the critically deaf. To those who care to
seriously ponder how frequency, timbre, reverberation and
volume contribute to the cinematic experience, sound's capacity
to modulate its mechanical viscera posits it at the core
of audiovisuality.
Yet
it is tiresome to make such statements after nearly a century
of audiovisual technologies predicated on the reproduction
(as act, process and object) of synchronized images and
sounds. And it is downright boring to pry sound from the
cinema and pedantically qualify its difference to image,
thereby giving further credence to image as prime governor
of hierarchical order in the medium of film. There is no
mistaking that sound is material in all manner of manifestation.
It is physical, voluminous, encompassing, sexual. More a
shock wave hurtling one into phenomenology than a route
that guides one to ontology, the film soundtrack has still
yet to be adequately catalogued - let alone theorized -
as an audiovisual narration of spatialized dynamics. As
far as I can remember, I have never been impressed by 'the
screen' and its 'flickering images'. I float in the surround
sound of the theatre's auditorium as its visuals move in
concert with the sonorum of a movie. It never makes any
sense to not talk about sound at every moment of cinematic
inquiry.
What
follows is a brief and condensed non-linear listing of issues
related to the design and usage of the sound components
of computer/digital/online audiovisual technologies. While
these technologies continue to rejuvenate old hippies, excite
young cyberpunks and bolster business lemmings, the past
decade of hyperbole (a clanging collapse of false advertising,
evangelistic proclamation and corporate projection) has
demonstrated scant critical awareness of the complex and
compound effects which result from sound-image fusions -
and zero comprehension of the preceding century of inventions
and conventions in linked areas. This marks contemporary
techno-rhetoric as severely lacking when viewed (as we shall)
from the perspectives of how one uses these technologies
both to produce and consume information, and what results
from the new forms of synchronism and syncretism which develop
out of the technical shortcomings and wild futuristic claims
of those same technologies. If 'information is the new commodity',
technology accordingly behaves as no more than new packaging
design. Like the cellophane wrapping of cigarette packets
in the 50s to keep them fresh, faster processors, higher
bandwidth and RAM expansion are the 90s equivalent of such
phantom improvements in consumer delivery. And just as modernist
film theory waffled behind a dense blanket of aural imperception,
so does technological theory gabble from a haze of presumed
postmodern conjecture.
Defining
the interface
All
technology derives from a desire to extend the body in one
way or another. Never without sophistication (as the body
is far from a simple construct), technologies reflect body
consciousness in expanded and contracted form. The visual
primacy in the design of most audiovisual technologies -
especially their interface - stands as an inditement of
how it is presumed we interpret information and experience
audiovisuality. Picture the computer: its window onto its
world is the monitor. The screen for your gaze; the cube
levelled ergonomically at eye level. Part Vitagraph, part
ECG unit, it occupies centre stage of ocular activity. To
its side, or underneath it, resides the actual computer
- its CPU, RAM cache, processors, cards, drives and so on.
The monitor specifically allows you to see an optical version
of what happens inside the computer. And there resting at
your fingertips, the keyboard and mouse: a navigational
map for our digits, abstractly recoded into the alphanumerical
(the keyboard) and the spatial (the mouse).
Computer
design from the outset foresaw little need for the sonic.
Interface design was strictly a matter of hand-eye co-ordination.
Speakers were - and still are - tucked into the preformed
skirt of the monitor, mimicking the early 60s revolution
in compact/portable TVs. Accidentally yet revealingly, the
computer monitor accrues its status from the portable/domestic
era when radios became mobile battery operated transistors,
and the family television - itself an optical mutation of
the earlier radiogram nestled with glowing tubes in place
of the living room hearth - shrunk so as to be multiplied
and relocatable via the newly roving passage ways of the
suburban household. The Personal Computer (PC) was designed
as an object of consumer demand: something that would go
or be where you wanted it to be. As with the TV on the bench
in the kitchen, so too the computer on the desk in the den.
Despite
its relocatability, the monitor fixes you in position to
its projected data. Like the beamed trajectories of the
pupil, it aims itself at you, thus binding your line of
vision to its central zone and dispelling any awareness
of one's surroundings. Peripheral vision fades as a lack
of luminousness fails to trigger any neural response outside
of the monitor's glow, and all sense of space is sucked
into a vortex of screen data. An occasional beep, squawk,
tinkle or 2k orchestral sample will prick your ears, but
as with most sonic inventions designed to communicate (as
opposed to those designed to broadcast, relay and/or reproduce
information) the priority is to alert one to impending danger.
Fidelity is of no concern under such a mandate. It is also
important to note that the computer monitor is designed
to direct one's usage of it through a visual logic at the
erasure of any aural logic. In other words, the reliance
on beamed/focussed/directed data relates to our optical
mechanics (experiencing selected vision through the act
of focussing) while suppressing external and extraneous
spatial sensations which relate to our aural mechanics (experiencing
sound waves by being situated within their spatial dispersion).
30
years of computer design are locked into this template.
Recent slight deviations - like the ostentatious Anniversary
Mac of 1997 and its detached sub woofer - are propelled
more by chic design considerations than any sense of an
immersive audiovisuality. The proliferation of NuBus and
PCI cards within the personal computer does not occur until
well into 90s. Particularly the widespread demand for aptly-named
'Sound Blaster' cards centred on the need to transform the
PC into a processing environment that no longer suppressed
or denied the fact that sound had become a dimensional engulfing
domain which has always run counter to the narrow projectile
nature of image. Typically, the expansion of the sonic happens
unseen, buried inside the architecture of the hard drive,
cued only by the addition of tiny desk speakers.
Playing
the work station
The
initial domestication of the PC redressed the spooky 60s
hangover of computers being supreme machines that would
replace all humans. Like movies audience-tested by focus
groups in shopping malls, the domesticated PC gives the
dumb what they want while making them feel their cerebral
capacity is increased through an act of consumption. As
the 'user-friendly' computer became more integrated into
the home environment, it was crucial in blurring distinctions
between work and leisure, between production and consumption.
This
is most noticeable in computer games, which were transmitted
like a germ from the arcade (a pseudo-social reconstruction
of the carnivalesque promenades at the turn of the century)
into the home along the migratory pathway of the PC. The
'video game console' (as it originally connected to one's
TV monitor) and the PC throughout the 70s merged as they
collectively shaped the emerging 'home entertainment system'.
Interestingly, the term 'work station' develops in opposition
to the increasing use of PCs or game consoles (like the
ubiquitous Sony Play Station) primarily as an entertainment
centre. Throughout the 80s, the audiovisual landscape of
the home - a bastion of leisure and distraction - had not
only been transformed yet again, but was redefined as a
fluid set of possibilities for screen-based activities.
The TV monitor became the battle ground for contestation
between ether-broadcast and cable-subscribed content. Through
large screen formats and projectors (connected to the Hi-Fi
system normally reserved for music alone) it also became
a transmogrified cinema. FM-Radio shifted from tinny transistor
reception to full-frequency Hi-Fi reception. Concurrently,
aural fidelity became the prime force in expanding the experiential
factors of one's consumption of these leisure technologies:
from Hi-Fi tracks on VHS video tapes to Dolby Surround sound
decoder-amplifiers to CD players to auxiliary sub woofers
to bombastic sound effects in video/computer games.
By
the late 80s - and primarily due to an insatiable appetite
for expansive/immersive home entertainment - all audiovisual
technologies had increased their aural fidelity at a drastic
exponential rate in comparison to what amounted to a decade
of stunted visual development. The 80s thus can be marked
as a crucial epoch in the advancement of the sonic after
it had been halted for so many years during which design
and invention was concentrated on components for visual/motion
reproduction.
Digitizing
the data
While
much was - and still is - made of 'the digital revolution',
it is too often forgotten that sound preceded image in this
supposed revolution. To be correct, the digital era arrives
in the 70s with computers though the binary encoding of
numerical values into a series of 0s and 1s or 'on/off'
pulses. The true meaning of digital lies in the complex
algorithmic computations which can be construed from a base
binary language. But for most people, 'digital' connotes
increased fidelity, high 'quality' and a consequent surge
of simulation due to heightened mimetic appearances. Yet
while the early 80s saw the rise of postmodern theory and
its celebration of the simulacra, there were at the time
no concurrent visual technologies which offered evidence
of exactly how media reproduction in the 80s was different
from the McLuhanesque electronic 60s.
Clearly,
postmodern theory was not listening. The advent of professional
studio samplers (digital encoders of analogue audio signals
into 'wave samples') in 1982 generated the effects of aural
simulation which to this day visual technologies have failed
to achieve - especially in regards to the dissolution of
granular density in reproduction and the redefinition of
'surface noise'. Certainly there have been numerous advances
in visual technologies of reproduction over the last two
decades (hi-res scanners, laser printers, desk-top publishing
software, digital image bureaus, plus an array of animation,
matting, compositing, and rendering applications for professional
and domestic computer work stations) - but to the informed
eye, all define their status as obviously as the rubber
of the original Godzilla suits. On the other hand, a 44.1khz
audio sample to this day lives up to the old Memorex lie:
is it real or is it 'taped'? Sampling set the agenda for
the return of phenomenological inquiry. It decimated McLuhan's
notion of medium-based transference and alteration, for
a sample simulates not through reconstitution and evocation,
but through mirroring its input, thus forming an ontological
loop which short circuits attempts to differentiate the
original signal/source from its reproduced event.
By
1986, the bulk of the recording industry and the sound post-production
arm of the film industry had been radically transformed
(just as desktop publishing had similarly redefined the
relationship between graphic designer and printer during
the same period). Along with standardized synch-pulse systems
like MIDI (Musical Instrument Digital Interface - for sequencing
and triggering samples) and SMPTE Time Code (for electronically
synchronizing striped video tapes to both analogue multi-track
recorders and digital sampling/sequencing work stations),
the binary encoding, manipulation, decoding, ordering and
replaying of digitized audio data furthered the algorithmic
and computative parameters of 'being digital' and to an
extent set the mathematical agenda for the computer animation
boom of the 90s.
Re-inventing
the digital
But
not only were new means of production developed: new means
of storage and retrieval broadened the digital realm throughout
the 80s. The introduction of laser discs (LDs) at the start
of the 80s quickly rivalled the electro-magnetic medium
of VHS video. While LDs took off first in Japan then later
in America (aided by both countries sharing the NTSC television
system), the later introduction of CDs ('compact discs',
as in smaller versions of the initial laser discs) in 1986
capitalized on a side application of the laser medium. Consequently,
the CD medium wholly revolutionized the recording industry
- to a far greater extent than LDs were able to replace
videos. This shift from an audiovisual technology back to
an audio medium is a telling reflux of invention: the aural
and the sonic so often provide the fertile ground for materially
extending and defining the actuality of an audiovisual medium,
in opposition to the potentiality which persistently qualifies
so many visual inventions.
CDs
- that is, the 12cm discs for storing digitized data of
any form - have for the past decade become a shimmering
medium for various applications. It has been the basis first
for music recordings, and then CD-ROM programmes: so-called
'multimedia' forms using rudimentary 'interactive' navigational
structures to move one through hyper-lo-fi images, animations
and sounds. While memory restrictions limited the development
of CD-ROMs (not to mention a sacrifice in audiovisual and
post-structuralist imagination for the fetishization of
a specious 'interactivity'), CDs now constitute the storage
medium for digital cameras (with discs replacing negative
emulsion), DVDs - Digital Video Discs - and just about any
data that can be 'burnt' onto the now-affordable CD burners.
This is a strong example of the amoeba-like nature of all
storage media and the reproduction technologies they can
contain. Nothing is really superseded as if invention follows
a linear conveyor belt - although market advertising and
journalistic histories convey such a sense of progression.
The
90s has witnessed a return of the visual trumpeted by the
most hollow claims. In reverse proportion to the advances
in both the production and consumption of aural phenomenae
of the preceding decade, visual invention in the 90s is
best represented by 'Quicktime movies' (QTMs): thumbnail
lo-resolution pixilated motion-captures which move in jerky
freeze-frame/jump-cut time. Hand-cranked Nickelodeons generate
a higher degree of verisimility. Yet, a perverse visual
logic governs this phase in audiovisual evolution, as once
again the main attraction of QTMs is that they bring motion
image effects to the computer monitor, thereby returning
the PC monitor into an embryonic form of the video monitor
connected to the family TV set. By the mid-90s, you could
watch 'movies' on your computer - with extreme limitations
in quality and duration, and with the audio fidelity of
a phone answering machine. Following the explosion of compression
software over the last five years, DVDs not only resurrected
the CD format as an entertainment-based storage/retrieval
medium, but also completed the cycle begun by QTMs. Now
you can watch DVDs at a suitable resolution occupying a
full screen with passable audio. The power of the PC monitor
has returned.
Loving
the software
As
stated earlier, the monitor is a window to its own world.
The same world, sitting on a billion desks in a billions
dens and offices. At the same time that office workers marvelled
at QTMs and took family snapshots with digital cameras,
Microsoft implied a McLuhanesque travelogue and asked "Where
do you want to go to today?". As if you were going anywhere
except back into the pre-designed parameter-heavy but user-friendly
world of your central processor unit (CPU - the 'brain'
at the 'heart' of your computer's 'nervous system') and
hard drive (HD).
The
90s has witnessed the congealing of all the fluid possibilities
of the nomadic home environment and its myriad of mutated
audiovisual technologies into the computer work station.
Far from surging forth into the next millennia, work station
improvements are designed to give more power to the work
station as an edifice which increases your dependency on
its spiralling and shrinking inadequacies. Like a reverse
recording of a single cell splitting and multiplying, the
computer work station has attracted all 'peripherals' to
its CPU: CD burners, CDR drives, externals HDs, Zip/Jazz
drives, scanners, expansion cards, modems. In all likelihood
- and in absolute contradiction to every nomadic decentred
ethic which intones techno-rhetoric as a postmoderm dialect
- the design of computers has fostered a monolithic centralization
of its power. And while angst is still wrought over the
'abuse' of the computer as a 'play station', computer games
- like all leisure activities - are at the ultimate service
of increasing work productivity through the fetishization
of speed. Exciting children with computer games and donating
computers to educational institutions is a canny and effective
way of instigating and maintaining a reliance on computers
in the work environment.
The
computer - its monitor, its work station, its object-design
- appears capable of doing anything you want. It seemingly
has the capacity to know what you are thinking, guess what
you want, and grant your wishes. This feat - a digital era
equivalent of the old gipsy woman who reads your fortune
- is achieved through software. While the computer's CPU
is essentially a blank brain (despite the ideological and
philosophical biases implicit in its binary processing design),
software functions as a series of 'personality plug-ins'.
Once cued to operating, behaving and functioning in a computer-friendly
mode, you will undoubtedly find software that will produce
results that either you had previously thought impossible
(due to your own limited thinking) or you find thrilling
to have produced yourself (the grand self-empowerment of
pulling down a few menus and clicking a mouse a few times).
In fact, this hazy heady ego-trip which the computer and
its amazing technicolour software sends you on is largely
responsible for the inaccurate, imperceptive and ill-founded
claims as to what it can do.
The
merger between consumption and production is on the one
hand a social reality, but on the other a technological
lie. The PC - as a domestic instrument of control - will
always come up against limitations which separate it from
the professional domain of dedicated work stations which
have specific aims for their technological usage. In fact,
so much software is essentially the modification of a set
of tasks and operations which previously existed in dedicated
work stations which used their own proprietary coding and
processing language to enact their tasks. Drum machines
& sequencers, sampling wave form editors, effects processors,
FM synthesizers, HD & non-linear multi-track recorders,
non-linear vision editors - all pre-existed as custom stand-alone
work stations designed in forms quite distinct from the
monitor-HD configuration of the PC as we now know it. (Plus,
the digital revolution in sound/music happened with 'play
station' applications - Atari, Amiga, etc. - well before
their PC developments.) These 'stand-alones' produced by
a myriad of non-computer companies like Roland, Yamaha,
Ensoniq, Avid and countless others were always designed
to carry through a technological act to its conclusion.
In audio, this meant 'mastering'; in soundtrack post-production,
'synchronizing'; in animation, 'rendering'; and in vision
editing, 'outputting'. Their processing capabilities mostly
foresaw that issues of hi-fidelity effect and surface eventually
had to be proven by the final media's containment and convincing
generation of those effects/surfaces, and the work station
environment was simply the intermediary zone for producing
the work prior to its 'publishing' or presentation in an
audio, visual or audiovisual medium. The PC simply mimics
these pre-established effects - always at a lower resolution
and fidelity, via reduced options for modulation and modification,
at speeds proportionate to the simplicity of those options,
and with severely limited means for outputting to a non-PC
medium (eg. video, film, large-scale print formats, etc.).
Granted, the PC has certainly 'revolutionized' the domestic
front - but only through affording many a non-professional
the multimedia thrill of being a 'virtual professional':
from bank clerks animating slick graph charts of their superannuation
funds to pimply kids recreating the big-screen fly-by of
the Death Star from STAR WARS.
Burning
the bible
This
scattergun overview of computer/digital/online audiovisual
technologies is intent on making one point clear: despite
whatever new era 'digital evangelists' proclaim we now live
in, the aural aura resulting from PC software applications
is retrograde, inferior and unacceptable. From scratchy
samples on a HD to the inane looping of memory-friendly
sound bites on CDRs to fractured online transmissions like
audio-streaming and Real Audio plug-ins to basic wave sample
transformations on software like Sound Edit 16 - the end
results are akin to the early musique concrete experiments
of Pierre Schaeffer and Pierre Henri at the start of the
50s. But whereas musique concrete deliriously followed the
collapse of the 'negativity' of noise into the expanded
abstracted non-judgemental field of sound, audio in PCs
(especially CDR and online manifestations) is confined to
diminishing effects wherein it is intended that we interpret
processing as a means of production. I do not care how a
CPU does anything on my computer: if it sounds like a cassette
tape played through a telephone receiver, I'm not listening.
This
is not to say that new audiovisual technologies are bankrupt
per se. The genuine innovations in the overall evolution
of audiovisual developments in the digital domain lie firstly
in the tension between the conscious experiential states
which define the phenomenological arcs of seeing and hearing,
and secondly in the disjuncture between visual desire and
aural delivery. Therein we can discover the crucial factors
which determine audiovisuality - modulation, spatialization,
synchronicity, temporality, etc. - and which technologies
only ever replicate, simulate and generate, but never predate
or even actuate. It must not be forgotten that sound pre-exists
its recording, and that all recordings return to sound.
In this sense - especially so in an ongoing age of technological
acceleration - the medium is not the massage, but merely
its passage from the corpus to aura, from material to matter.
Time
line
A
rough guide to the chronological layering of audio components
in audiovisual technologies. Dates refer to the wider proliferation
of a format rather than the moment of its invention. Each
format/medium of course underwent a series of sub-transformations,
media-mergers and unexpected modifications, some spanning
many years past the listed date, thereby marking many of
these inventions as dependent upon, augmented to and/or
subverted by other technologies.
1964 transistor radios
1968 portable televisions
1975 video game consoles
1979 personal computers (PCs)
1980 play stations & home video theatres
1982 samplers, MIDI sequencers, SMPTE time code & laser discs (LDs)
1983 Dolby surround sound theatre units
1985 compact discs & Dolby surround sound home units
1988 PC sound cards
1989 internet
1992 Read-Only compact discs (CR-ROMs)
1993 plug-ins
1994 Quicktime movies (QTMs)
1995 mini discs (MDs)
1997 digital video discs (DVDs)
Dedicated to Zippy The Pinhead & Jeff Mills.