Professional Documents
Culture Documents
cd
2. humanity=nostalgia;
a. performed by Zachary Hazen
b. performed by Laurel Grinnell
3. disorder etude;
4. curation1;
introduction:
The works that comprise this collection, composed over the past 13 months, are
examples of some of the musical concepts with which I am enamored. When compiling
pieces which I thought showed the most progression of depth and gave an insight into my
musical and philosophical background, I began noticing a pattern. It seems that impetus for
my pieces is simple miscommunication. There is most likely an irrelevant psychological
reason for this, but it certainly informs my views and aesthetics within music.
The noisy channel model gives us an objective way of studying communication. Bits of
information (any information) are transmitted from one person or thing (the sender), to
another (the receiver), but the pathway on which it travels is tenuous. Any sort of corruption
can take place in between the two agents. With the help of stochastics, we can model a way
of reverse engineering the sent (intended) message to derive full comprehensibility.
In this portfolio, you will find four pieces which each deal with their own noisy channel
models, in which the listener can reconstruct intentions or meaning:
1. inertia; - a sent message from an electronic composer to an audience (the public at large)
which is corrupted by confusion about what kind of music comes out of a laptop.
2. humanity=nostalgia; - a sent message from a piece of music to a text file, corrupted by
optical character recognition
3. disorder etude; - a sent message from a recording to time itself, corrupted by the
randomization of time
4. curation1; - a sent message of a composer's subjective will machine, corrupted by the
barriers to creating a map of the composer will
inertia;
for:
1.inertia.pd (real-time loop sampler)
2.voice
inertia;
1. introduction;
inertia; is the first piece that I created inside the Pure Data environment. It was initially
a study on how to properly play back samples without using the [tabplay~] object, which
calculates the sample rate and length of the file to be played back, and allows the sample to
be triggered with one “bang” message. My “inertia sampler” records input of up to five
samples, and plays them back with the [tabread4~] object which does not have its own
oscillator, nor does it have any sample rate calculation. With this more mathematical style,
[tabread4~] can play back samples at various speeds (including reverse), although the inertia
sampler does not utilize these possibilities at this time.
2. methodology;
I added a simple controller for the keyboard's “a” and “s” keys to control the beginning
and ending of the recording of the samples. This allows for a quick turnaround of the
samples, requiring only two keys to not only gather a sample, but also to allow for the
samples to be overwritten and replaced with the same mechanism.
The samplers are extremely basic, consisting of only a playback mechanism that plays
the sample, can loop the sample, and does basic amplitude enveloping in an attempt to mask
end of sample discontinuities. The amplitude envelope, consisting of a 30 millisecond ramp
down and 30 millisecond ramp up, contributes to the perceived rhythm of the loops of the
sample as well. For example, a sample that lasts roughly 100 milliseconds (such as the ones
in section ii) spends 60ms in the ramping process and 40ms with its full amplitude.
One of the other main features of the patch is a subpatch, [pd pansequence], which
makes stochastic choices about the angle of pan on each individual sampler/channel
independently. It can choose from 7 divisions across the pan spectrum, and can choose to
move it smoothly to that position over any length of time between 250 and 2000 milliseconds.
When the pan reaches its destination, the patch then chooses the next set of variables for it
move to.
The other function of this patch is a tap sequencer, which takes its input from the “/”
key, after it has been initialized by the “,” key, and stops recording the tap rhythm when the “.”
key is entered. The sequencer can record up to ten seconds of rhythms input by the means
of the “/” key. It is stored on a table as a square wave with only two possible values: one or
zero. This is then looped infinitely, but does not affect anything in the patch until it is routed to
the two variables that can read the table: a pan controller, and a sample-on controller.
When the tap sequencer is running and routed to the pan controller (which controls the
pan on each separate sampler), the tapped sequence serves as a control for a series of
[shuffle] objects that make two choices: which side to pan the sound to, and how far to that
side. These choices are made immediately in the tap sequence, translating a tap from the “/”
key into a choice and immediately initiates movement to a new spot on the pan spectrum.
When the tap sequence is routed to sample start, it re-triggers the sample in the rhythm of the
tap sequence.
3. aesthetics;
This piece does not have any prescriptive melodies or harmonies; no specific notes or
rhythms need to be performed. This is not to say that it is a piece to be wholly improvised,
but that it is a piece that allows itself to change as needed. The piece, as it is composed, is a
form that contains a run-through of the abilities of the sampler with the performer able to react
to themselves, an audience, a venue, etc. The instrumentation need not be voice, but it is
somewhat tailored to vocals because of the role of performer in their tactile use of the laptop
keyboard.
The choice to use vocals for the piece was somewhat happenstance, but entirely
natural. The quickest and easiest way that I had figured out to test new code, and to not have
to awkwardly switch back and forth between playing and programming, was to have a vocal
microphone on a stand as for input. It fit well because of my ability to make a near-
continuous wall of sound by taking samples without the attack or release of my voice. This
quickly became a strong point of the piece, as it allowed me to move quickly on the creation
of the sampler, and it helped form the project as it was being created.
I have, on occasion, toyed with the idea of writing concrete parts (with prescriptive
harmonies and melodies) but ultimately found it to not be rewarding. I enjoy the idea of
another person being able to learn the patch and to make a drastically different sound with it,
as the sound that I make with the patch is one that is subjectively pleasing to me.
The most important aesthetic aspect of the piece is the ability for the audience to
understand the process that they are witnessing. The piece is designed in a way that makes
it easy to understand that the main function of the laptop in the piece is to take vocal samples
and loop them against each other in real time. There is, in this patch, no modulation of the
sound of the input and it is obvious that the samples are being taken live because the
audience sees the performer singing into the microphone.
The idea that I needed to reach out as a composer to the audience and make a
gesture to help everyone understand what laptop composers do, came about because of the
reactions I receive when people ask me what instrument I play and respond “laptop.” This
generally initiates a conversation where I attempt (but ultimately fail) to state in a clear and
concise way what kind of work I do in music. This piece helps bridge the gap because of the
transparency of the method.
4. conclusion;
The most shocking and educational role that this piece played for me, in addition to
being my first functional performance patch in Pure Data, was in affirming me that
compositional technique is extremely difficult to define in contemporary electronic music. The
main compositional issues that I faced were answering questions about what language can
be used to describe the compositional aspects of a piece that does not originate in a
traditional manner. This piece includes the compositional techniques stochasticism and
indeterminacy, and when using my voice, the harmonies create in the piece are modal, and
the piece retains elements of ameteric and chronometric time. No one school of composition
or term can be used to define or describe the whole of the piece.
inertia;
key:
= long loops = short loops = pan control
section i:
v5
v4
v3
v2
v1
section i is characterized by taking samples into each channel and looping them to
create harmonies pleasing to the performer, keeping five voices at all times even if
samples are rotated out for new ones. Input is single notes or glissandi in a
comfortable range. section i (as with each of the sections) can last any length.
1.introduction;
“humanity=nostalgia;” is a piece that addresses the concept of system failure. It came
about because of an interesting idea that I had that would re-purpose my scanner/copier, and
make it try to do something I already knew it could not do. The experiment typifies a
relationship that I (and I would assume, many other electronic musicians) have with the
technology that we are constantly surrounding ourselves with.
When we use technology to be creative, we are always walking the line between what
is accepted by the system, and what we want as an artist. Sometimes a compromise can be
reached, and other times the system is capable of offering an adequate solution. Sometimes,
the system will break down entirely with new, interesting results. This piece addresses an
alternative to these: setting out to do something that technology will fail at, and try to pick up
the pieces and still make something out of it.
2.methodology;
This piece was originally for solo violin, and was written as an assignment for a
Composition Laboratory class. In this form, the point of the piece was to explore the timbres
of a violin within the format of the class: the piece was to be sight read by a professional
violinist and take less than three minutes. Because of these constraints, I wanted to make a
technical, yet simple piece. It included a lot of extended techniques, wide and varying
dynamics, but was incredibly simple as far as the pitch content, staying within the first position
of the violin.
This piece came about when I purchased a new scanner/copier. When I first set it up, I
was testing all of its capabilities, and found that it performs Optical Character Recognition
(OCR). The scanner has the ability to take printed documents, scan them, and produce an
editable text file out of them. This is done by line detection, a method for reverse engineering
what the symbols are on the paper being scanned (usually aided by a noisy channel
modeler). After trying this procedure on a few documents and finding that it worked
surprisingly well, I then put in the score of the violin piece. What it gave me is now the title-
page and score of the piece. The only editing done to the file after its conception was the de-
capitalization of my name on the title page.
The instrumentation of the piece is still somewhat violin-esque, but only because of the
ability for the scanner to reproduce the markings of “pizz” and “naturale.” I was interested,
however, in how other instrumentalists with other backgrounds would interpret the notation.
3.aesthetics;
Included in this portfolio are performances of the piece by Zachary Hazen and Laurel
Grinnell. The performances were chosen to illustrate the subjective nature of the piece, and
how wildly variable the symbols in the score are. The piece is also gratifying to me visually,
as it contains disjunct, out of context symbols that lose their original and proper meanings.
The performers of the piece then have the opportunity to restore meaning to the symbols, and
it is at their liberty.
4.conclusion;
This piece has been a very rewarding experience for me, as it has allowed me the
opportunity to work in indeterminate acoustic music, which is a field that I generally do not
work with. I have had the idea to rework the piece, doing different interpretations of it with
different systems (electronic and acoustic) but have never really been inspired to make new
versions.
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disorder etude;
for:
1. a sample
2. pure data
disorder etude;
1. introduction
The disorder etude is given as a first use of a utility that I have built, which loads any
.wav or .aif file, analyzes the attacks of the file, and builds a map of them. This then allows a
randomization of the successive events of the piece, and the file can be played back in any
order of attacks. This was first built in the spirit of making a stochastic “break beat” machine
(break beats are the common samples taken from drum breaks and repurposed by electronic
musicians).
Two additional signal processing techniques add more corruption of the time elements
in the sample. The first is a spectral delay machine, which is a form of delay which works in
the frequency domain, making it possible to apply a short delay to specific frequencies in the
frequency spectrum. The second is a scrub controller, which allows the user to define a point
in the sample to move to, and how fast the audio should be played to get to that point.
The input of this performance of the disorder etude; is a performance that I engineered
of Ladrang Geger Sakutho Slendro Nem, a classic Central Javanese composition. It was
performed by the Music 361 class at San Diego State University, and I was invited to engineer
a recording, and to perform real-time electronics with the group (which also had a drum set
player in addition to the standard gamelan ensemble).
The real-time electronics used for the piece consisted two processes. The first is a
live-timestretching algorithm, which could use granular synthesis to repeat small chunks
(grains) of audio, making it sound as though a note was held for longer than it was on the
recording, and then snap back to what was happening live. The second was an eight-tap
delay (eight repetitions of the signal) that was controlled by analyzing the predominant
frequency of the input (the gamelan), and adjusting the delay to make the reverb of an
imaginary room with eight perfectly reflective surfaces at the distances that would constitute
the wavelength of the fundamental frequency of the predominant frequency.
A few days after the recording of the gamelan performance, I built a patch in Pure Data
to search my hard drive for five randomly selected .wav files and return one second of each
five files every second. This patch corrupted the file system of my hard drive, and I lost all of
the patches that I had built in a six month period, including the patch used for Geger, so it
would be impossible for me to give more in-depth examples of systems included in it.
2. aesthetics
The patch that constitutes the instrument for disorder etude; was originally research
into the same concepts that inspired inertia; (also included in this portfolio), in the sense that
the patch was designed as an instrument to take something that happens live, and show an
audience exactly what the computer is doing with that audio. These types of constructions
interest me in the sense that the audience can follow precisely what is happening, with out it
being predictable, or beyond their ability to comprehend.
The way that the patch works with time is by taking something that is meaningful and
complete, but then also shows it in a way that makes it into a completely different reality, an
acoustically impossible reality, although it retains its original acoustic profile. This is ultimately
the goal of this construct.
One of the resulting features of the patch is the concept of “style mining,” which is
derived from the practice of “data mining,” or taking a large amount of data, and processing it
in a way that derives new information. Musically, this process is performed by the patch,
which renders out new meaning for the input, as it creates a new awareness of the reality of
the piece, by putting it in a new context. This topic is discussed with more depth in the essay
included with the piece curation1;
3. construction
The patch is made up of three discrete systems: 1) the sample loading and playback
engine, 2) randomized playback engine, and 3) the spectral delay processor. The sample
loading and playback engine is extremely simple in nature, as it just loads a .wav or .aif file,
and has controls for playing, stopping, and scrubbing the file. The scrubbing mechanism
calculates how far away the playback is from the destination, and lets the user control how
long it will take to scrub to that point. The scrubbing engine is modeled after a tape scrubber,
which re-pitches the content depending on how fast the head (in this case, the [tabread4~]
object) is moving.
In disorder etude; the file is loaded, and then must be played once in its entirety for the
analysis of the randomized playback engine to take place. This offers the listener the ability
to hear the sample in its original form before hearing it in the randomized form. The analysis
consists of an algorithm that determines when an attack has taken place, and then places a
marker on the file in that spot. Once these markers have been placed, then the randomized
playback engine can choose to play the file from any of these points.
Illustration 2: random playback engine
The random playback controls have three separate modes of playback: 1) by scrubbing
to the next point chosen, 2) by triggering attacks at the interval of a pulse, or 3) by playing
back the attack points in a random order while retaining their original (natural) timing.
The spectral delay unit is based on one that has been published by Johannes Kreidler
in his book loadbang (published online at http://www.pd-tutorial.com/), but with a different
method of controlling which frequencies are delayed and at what length. This is done by a
sine wave generator which is undergoing a few mathematical transformations to determine
the delay at certain frequencies. The delay window in the unit shows, on the x axis,
frequency (20 Hz to 20 kHz, linear scale) and on the y axis, amount of delay (0 milliseconds
to 105 milliseconds).
The determination of these sine waves can be controlled manually via these controls,
or they can be randomized over a period of 0-15 seconds, creating a smooth transformation
of the delay spectrum.
4. conclusions
The sounds produced by this patch come together on the idea of realigning the musical
time of a piece to something entirely different. It is gratifying, to me subjectively, to have
events take place that can be in any order, without any loss of consistency or intensity. It was
an extremely difficult patch to build, as the construction of even a stereo table for the sample
to be loaded to gets complicated quickly. The components that make up the patch are, to
date, the most polished utilities I have built in Pure Data.
The technical challenges, however, do not make up the piece. The label of “etude” has
been given to the piece because it has been an intention of mine to write specific music to go
into this piece, but have not made it that far in the process. Plans for collaborations do exist
that will bring this concept to fruition.
disorder etude;
curation 1;
2. inspirations-large dimension
The following section of this essay is provided as a thorough background of what
inspired this work into being, and to give a certain level of understanding the aesthetic of the
composer. The vast works by philosophers and theorists on what art is, at its core, are of
grave importance to me, and the specific works that inspired this piece set the stage for the
2
1. Heidegger, Martin. “The Origin of the Work of Art,” in Philosophies of Art and Beauty: Selected Readings in
Aesthetics From Plato to Heidegger, ed. Albert Hofstadter and Richard Kuhns (Chicago: University of Chicago
Press, 1976), 652.
2 Ibid., 664.
3
Throughout the essay, the example of Vincent Van Gogh's A Pair of Shoes (1886),
illustrates the way that art works with the creator of it. This simple painting shows, for
Heidegger, what he means when he says that the work of the art is completely detached from
the object which holds the art. One can see the shoes, and experience the “truth” (or
“unconcealedness”) put forth by them (Heidegger uses the Greek “aletheia”), as the shoes
are not the actual shoes of a peasant laborer, but rather, the essence of the form “peasant
shoes.” The way the artist “set(s)” the truth in his work, is to put it on a pedestal, and to allow
the surrounding truth of the shoes manifest. 3
This, Heidegger refers to this as the work “setting up” a “world.” 4 This world is the world
that surrounds the work, the openness needed to have a world apart from our reality which
shows the truth and reality of the work. Heidegger gives the example of a temple, which is
itself, rock, metal, and other building materials. Each of these materials is, by itself,
worldless, giving no truth about anything but itself. The work that it takes to bring them
together is non-destructive, in the sense that they are all present, and not decaying because
of their work (which is being a temple).5
In this, Heidegger explains that “The work moves the earth itself into the Open of a
world and keeps it there. The work lets the earth be an earth.” 6 Essentially, the work moving
the earth into the open, refers to the work of the temple creating its own spot in our reality,
which is beyond our reality. Its meaning is much more than a building. It is the meaning that
distinguishes itself from a building, and that meaning is a world of comprehension,
recognition, and sensibilities that accompany the world of the temple. This is what Heidegger
means by truth.
Heidegger's notion of art is based on the truth that is portrayed in the “Open” of the
“earth.” This truth, he claims, is the work that makes art into art, not merely an object. A
model of how Heidegger proposes that this work takes place is portrayed thusly:
While this model seems philosophically attainable, and proves to be quite correct (in
that scope), it seems to ignore entirely what the perceiver of art actually brings to the work of
art. The subjectivity of all parties to art (in music: composer, performer, and listener) is
certainly a difficult subject, and one that Heidegger does not approach. The essay is, of
course, not an unlimited source for all that makes up art, but the creation of art does not
inherently explain how art is received, how it is understood, or what affect or information is put
forth for a viewer to respond to.
In Heidegger's model, we could merely say that a listener may not have enough
reference to identify the truth that has been unconcealed, which then leads them to ignore
that truth, or in other cases, actively reject it. We could also find hypothetical situations where
the composer unconceals an unimportant, or unwanted truth. For the performer's subjectivity,
3. Ibid., 666.
4. Ibid., 672.
5. Ibid., 674.
6. Ibid., 674
4
we can find a parallel where the performer could misrepresent the truth being unconcealed or
could not understand that truth well enough to unconceal it. This gap in mutual subjectivity
can lead to the disregard of the truth, a destruction of art and its function. As will be shown
below, the only way to truly know how much of the performer's and composer's subjectivity
goes into that unconcealing is by placing them in situations where we can derive (via
perceptual subtraction) how much their influence is changing the piece.
With Heidegger's model of creation in mind, we can begin to ask the real questions of
how art exists once it has been created. Creation itself cannot stand to be the end game in
art, as it takes perception and reception to truly function. One could say that the model that
Heidegger lays out is a fine model for how art can come to being in the first place, and that we
need to identify a model for the next steps of art's work. These questions are the difficult,
large scale questions that curation1; attempts to answer.
7. Xenakis, Iannis, Formalized Music (Bloomington: Indiana University Press, 1971), 22.
5
7. Final symbolic result of the programming (setting out the music on paper
in traditional notation, numerical expressions, graphs, or other means of solfeggio);
Of course, Xenakis' description is biased to the language of his own music, but if we render
out the mathematical connotations, what we get is a clear division of the elements of
composition which are subjective in the process, and of the objective within the process.
Steps 1, 2, 3, and 4, show themselves to be highly subjective. Steps 3 and 4 even
include in them the word “choice,” which points directly to the composer's subjectivity.
Xenakis' piece Pithoprakta, is for two trombones, percussion, and strings. The choice of
instrumentation is most likely linked somehow to the dialog that the piece contains (i.e. what it
will explore). Ultimately, though, the instrumentation is a decision based on practicalities, or
what the instruments offer for that dialog, which are not inherent features of that instrument.
For instance, the strings in the piece are needed for bars 52-57 to perform pizzicato glissandi,
but there's no reason that the same orchestration would not be able to be played on other
instruments with different effects.
Steps 5 through 8 show objective processes that are needed to make the art-object.
The objective nature of these steps can obviously change (Xenakis has called this out in the
parentheses of steps 7 and 8), but their end is the necessity to, as Heidegger says, “set up”
the work. This is the end-game of the piece's creation, or from above, the Heidegger model
of artistic being. But it is obvious, from reading the first four steps, that the subjectivity of the
composer is what is necessary to set the entry into composition.
The subjective choices that Xenakis makes at the onset of his compositions gives an
6
excellent example of the gray areas that arise out of this process. Firstly, the initial
conceptions from the first step also have with them the objective definitions of “provisional or
definitive data.” This goes to show that even though the process itself is subjective, Xenakis
attempts to also leave it open for objective concepts. In his case, the impetuses for his pieces
tend to be scientific or mathematical. He is, after all, searching to make music that is ruled by
the same mathematical (stochastic) concepts as the events in our everyday lives. 8
No matter the derivation of the concepts which are involved in the actual piece being
created, the impetus for composition is subjectivity. Taken to an extreme, the choice to
endeavor the path of creation itself is a subjective one. There is no objective truth that makes
it so that one must compose. It is not a given function of humanity to create art-objects. It is
rather, our ability. To put objective material into the choice to compose does not change the
fundamental function of the composer, as that itself has already compromised the objectivity
of the piece.
Xenakis' process does not adhere fully to either a subjective or objective direction, but
rather walks a fine line between both. The end result of this are pieces that are in some ways
subjective (composing for accepted instrumentation) and are in some ways objective
(macrocomposition takes place within mathematical constructs). The end result is a beautiful
mix of both: a composition that uses familiar means (subjectivity for the listener) to introduce
an objective compositional approach (stochasticism), with a result that is approaching an
objective scientific process, which aims to take data on how the audience hears the piece.
The antithesis of this result is the aim of curation1;. It is to proceduralize the
subjectivity of the composer, to take objective statistics of that process by 1) allowing the
performer a subjective role which is subservient to the composer's, then 2) allowing the
performer an equal role to the composer, then 3) allowing the performer zero subjectivity, with
only the composer's subjectivity informing the choices made for the piece. As we will see
below, the large scale construction of the piece instigates discrete perceptual values for each
movement which are the statistics of the subjectivity contained in the method of each
movement.
8. Ibid., 9.
9. Tenney, James, Meta + Hodos and META Meta+ Hodos (Oakland: Frog Peak Music, 1986), 44.
7
Subjectivity has been the scapegoat of Western culture's decline in musical literacy for
some time now. It has been the assertion of the masses that musical taste must be entirely
subjective, or else everyone would share the same taste. Our commercial culture has
generated much music that does not contribute any meaningful discourse, or in Heidegger's
terms, does not unconceal any truth (besides the socio-economic truths pertaining to effective
advertizing and inspirational consumerism). Still, subjectivity is evoked to defend the rights of
those who are the audience for these advertisements to continue to (willingly) subject
themselves to ineffective art. The confusion of subjectivity with a lack of musical
understanding (or desire to attain that understanding) is made possible due to the lack of
testability, its massive scope and applicability, and a misunderstanding of the physicality of
listening.
It is counter to the laws of physics to make the argument that two people can hear
different things in a recording or live performance. The same sound waves encounter the
eardrums of any number of audience members and the difference in physical sound that two
audience members would experience at any musical exhibition will be negligibly different (and
unless extreme circumstances occur, musically irrelevant). It is, of course, our cognition and
experience of music that varies from person to person. This is done through applying
subjective information, or information that would not necessarily be a part of any other
person's experience.
Relying on one's own experience to exercise judgment on musical experiences is a
perfectly natural and universally human, and the more one can interact (cognitively) with a
piece, the more rewarding the piece becomes. John Cage, quoted in Joseph Byrd's 1967
review of Variations IV, explains the new role of the listener: “... we must arrange our music,
we must arrange our Art, we must arrange everything, I believe, so that people realize that
they themselves are doing it, and not that something is being done to them.” 10 This attitude of
letting the audience know that they are an element of the piece is a strong connection that
can be built with the listener, and one that yields high subjective interaction.
The discourse of unearthing the subjectivity of the composer is extremely important.
Without the composer's subjectivity, how to we even get to the “origin” of art that Heidegger's
theory revolves around? The impetus for composition is itself a subjective cognitive process
involving a judgment of which art needs to exist that currently does not. The analysis of
composition as a subjective suggestion seems a bit dull on its own, but if we extend that
subjectivity to the role of the listener, we get to see a true objective end.
It is this subjectivity of the composer that really translates into the success of a piece.
The subjective processes of determining the elements of a piece are what determine its
cultural function, its shape (in the musical sense), and the truth which it unconceals about our
reality. This is where subjectivity creates style, which creates an audience who identify with
the subjective content of the composer's work. Even without being able to trace what that
subjectivity is, listeners can still identify which music they like, and which they do not. This is
a function of the composer's subjective input to the piece, and the listener's subjective input to
the physical act of listening. If the amount of overlap between the two is maximized, this is
bound to translate into the listener having a more fulfilling experience with the music.
10. Byrd, Joseph. “Variations IV,” in Writings about John Cage, ed. Richard Kostelanetz (Ann Arbor: University of
Michigan Press, 1993), 135.
8
These concepts result in a theory of genre. The slander that the concept of genre
currently endures is the same process that subjectivity endures, as both have been
repurposed in an act of false egalitarianism. It is believed by some that music should not be
labeled by its attributes, because that limits the music's scope, and hence, the music's
audience. What is not understood is that the music itself declares a style, and those styles
contained in a piece are what define its subjective features; this is what is given by the
composer, and interacted with by the listener.
Jan LaRue's Guidelines for Style Analysis lays the groundwork for a study in genre, if
only his taxonomy was applied to higher hierarchical levels (such as, periods of a composer's
works, or more modernly, entire albums, or works across a genre). This, along with James
Tenney's conceptions of “parametric intensity” could provide a full view of what binds together
a genre, or finds unity across seemingly disparate works.
curation1; plays with musical features that are constructed in a way to make the style
of the piece largely ambiguous. For instance, the percussive voice is derived from the timbre
and technique of the mrindangam, a drum used in Indian Carnatic music. The digital samples
of the drum are also heavily processed to suit a subjective desire of the composer (uses of
distortion and compression to derive a sound most commonly found in the electronic genre of
Drum and Bass), and the rhythms played with the samples are determined by an algorithm
that fills a sequencer with random samples at any given timepoint (which is akin to the
algorithmic approach to composition taken by Xenakis) . These three features, contained in
one voice, are from disparate genres in which each of these features is most expected, and
all three are very unlikely to be found in the same piece.
It seems that middle- and small-dimension features are the most flexible hierarchical
degrees with which the composer can exert this kinds of subjective choices. As long as each
feature, on these hierarchical levels, can function as an expected feature for the audience, or
conversely, as a novelty of the piece within the style, then the listener will be able to relate to
those subjective choices by the composer. These flexibilities are what defines one piece from
another inside of a particular genre.
In curation1; the middle- and small-dimension characteristics are defined based on
constructs that are inspired by the study of information theory, and of computational and
stochastic linguistics. These inspirations and actualities identify the piece to be (generally)
similar in genre to Xenakis' compositions, and to the technique and style employed by the
IDM duo Autechre (since their employing of algorithmic composition on their album Confield).
4a. interdisciplinary inspirations – stochastic linguistics
During the creation of this piece, it has been the composer's privilege to study
(cursorily) the fields of stochastic linguistics and information theory. The overlap of these
fields with music seems a natural fit, seeing as the field of linguistics and music have been
theoretically linked since the publishing of Lerdahl and Jackendoff's A Generative Theory of
Tonal Music (1983)11, and information theory (at least the probability concepts therein) has
been employed to create music for the past 60 years, most notably by Iannis Xenakis (who
explains the theory surrounding his information theory inspirations in Musique Formelles
11 Clarke, Eric F. “Theory, Analysis and the Psychology of Music: A Critical Evaluation of Lerdahl, F. and
Jackendoff, R., A Generative Theory of Tonal Music,” Psychology of Music 14 (1986), 4,
http://pom.sagepub.com.libproxy.sdsu.edu/content/14/1/3.full.pdf+html (accessed Dec. 4, 2010).
9
(1963), and the expanded English edition also cited in this work as Formalized Music (1971), .
All of these disciplines have sizable overlap and give a new perspective for a modern
understanding of music, as well as the generation of music.
The idea of algorithmic composition was an expected end for Xenakis considering his
other trade, architecture. Using his mathematical background to compose was his large-
dimension subjective choice (see 2b. above). The processes he employed are a synthesis of
the objectivity of his mathematical approach, and the subjectivity of a composer which is
crucial in giving form to a new reality. His process, however, now looks extremely similar to
processes employed by the field of computational linguistics, which would use the same
formulas as he did to create so-called “weak artificial intelligence,” to make it appear that a
computer is using language.
Weak artificial intelligence, sometimes also known as “expert systems” are the kind of
computational device which uses the power of computation to serve a specific function.
Linguists use this concept to construct search algorithms, text-to-speech generators, and
grammatical checkers. These practices rely heavily on the field of information theory, which
uses probability to decipher ambiguities, which abound in linguistic reception and production.
The work of Claude Shannon, a information scientist who created the concept of digital
communications, gives us a model for how to reconstruct messages that have been corrupted
(or veiled), which then can be applied to any digital use of information 12.
The process by which this is done is discussed further below in respect to curation1;'s
“logiced voice” and how it generates melodic contour. Although the small-dimension
actualities of the piece are derived from these techniques, the piece derives a portion of its
large-dimension inspiration from this theory of weak AI. The piece is, after all, about the link
between the composer's subjectivity and the subjectivity of the audience. What better way to
represent this subjectivity than by creating a automated system that composes in the style of
the composer? This is achieved with a simple recognition of what subjective input makes it
into the piece (methods and logical processes which the composer could go through in the act
of composition), and then allowing a computational process control what is actually chosen in
that framework (on the small-dimension/surface level).
The ability of the computer to decide the actualities of a performance of the piece also
brings with it a certain understated objectivity. The probabilistic processes are used as a way
of helping to “set up” a “world” for the piece, bringing it to fruition in a perpetually different
manner but within parameters that create certain invariances. This is not improvisation (as
the computer does not choose which rules it obeys), but rather an aleatoric expression, which
carries with it the objectivity of not having any prior inclinations to form any idioms involved in
any genre.
The use of randomization in the piece is the only attempt at offering an objective
approach in the composition. It acts as a way of making objective phrasing, melodies, and
counterpoint, which are not necessarily the most “musical” choices (in an historical sense),
but are decidedly unable to become an inside joke to a group of elite listeners. This allows for
the piece to be experienced objectively without listeners being afraid of being outside of the
group of listeners for which the piece is intended (as there is no specific group in mind).
12 Anouschka Bergmann, Kathleen Currie Hall, and Sharon Miriam Ross, eds. Language Files 10 (Columbus:
The Ohio State University Press, 2007), 592.
10
13. Xenakis, Iannis, Formalized Music (Bloomington: Indiana University Press, 1971), 39.
11
inspiration for their construction: to build a machine to follow the same subjective logic that
the composer works through when composing. The ultimate goal of such an endeavor (if it
were actually possible to fully succeed), would be to define a specific style of the composer, a
compendium of what art the composer wants to bring into being, without the need for the
composer to have to articulate what they are looking for.
For this reason, the choices made about what the piece is possible to generate (what
the absolute parameters are that programed into the piece), are entirely subjective means,
but with largely objective ends. The parameters included are (mostly) musical features that
are pleasing to the composer, and are not necessarily chosen for any reason beyond that
goal. The ranges of those parameters can have multiple functions, from strictly physical
necessity, to entirely subjective. We will now dissect the voices individually, and define their
functions and possibilities. First, we will define the “percussive voice.”
As can be seen from the illustration, there are more objects in the sub-patch that deal with
environmental issues than there are of actual generation. The process of generation
proceeds as follows:
Illustration 2: "pd algorythm" sub-patch - rhythmic pattern generator (left paths) and
clearing function (right paths)
1. receive instruction to generate a sequence (via sub-patch [inlet], reception of [addpat]
variable, or a bang from the 2nd outlet of [pd allclear] which controls the clearing of the
sequencer)
2. repeat this process “x” times ([kalashnikov] the number of timepoints contained in the
sequencer)
3. choose a random floating-point number between 0 and 20, then truncate ([randomF
20] then [i])
4. if this number is in the range 1-9, add hit on this timepoint (“x” of step 2), ([moses 1] →
[moses 10] construction is range filter)
13
5. if number is out of the range 1-9, do nothing (results in a rest on timepoint “x”)
If we calculate these ratios, we find that there is a 9 in 20 (45%) chance that we will
have a note on any given timepoint, and that there is an 11 in 20 (55%) chance that we will
have a rest on any given timepoint. Furthermore, there is a 1 in 9 (11.112%) chance that any
particular sample will be given the note.
This math may seem to be a dull or insensitive process, but it is up to the subjectivity of
the performer to make the algorithmic generation musical by controlling the other (higher
level) controls that deal with how fast the sequence is played. The composer's subjectivity is
reflected by the sense of accentual openness in a simple 32 timepoint pattern. The composer
and computer share the same outlook on the 32-step sequencer, that it is a grid which can be
filled in any way, as the grid is simply 32 evenly spaced musical timepoints.
The computer need not define what timepoints make up the grid, as they are chosen in
the next hierarchical level of controls (which are located in the interface of the patch and
accessible by the performer during the first two movements).
The interface controls that deal with the middle-dimension features of the sequencer
are as follows:
1. the step resolution (i.e. the length of each step on the sequencer)
2. “add pattern”, “clear”, and “new on clear” (which allow a one-shot manual application of
each function to the grid at any given time)
3. tempo modulation (which actually modulates the master tempo of the patch) and
“addpattern”/”newpattern” controls (which can allow a new pattern to be generated
when modulating, or adds a pattern to the existing one at the time of the modulation)
4. the “new pattern every” and “add pattern on” controls (which respectively, generate a
new pattern after “x” amount of repetitions, and generates an additional pattern after
“x” repetitions of the pattern)
The tempo modulation control is in the form of a ratio, and the send button. The ratio
on which it operates is “x in the space of the last eight timepoints on the grid.” This means
that when the clock gets to the last eight timepoints, it will choose a random drum sample
(from the nine used by the voice) to play the polymetric pulse that the tempo is modulating to,
and when the pattern gets to the beginning of the sequencer (step one) everything will
14
modulate to that tempo. The “newpattern” and “addpattern” controls allows the performer or
computer to modulate and respectively, generate a brand new pattern, or add an additional
pass of the generation algorithm to the pattern that already exists.
These controls are the determiners of the style of the surface rhythms played by the
percussive voice. It does not include large-dimension elements, or small dimension controls,
such as where any given note will be played. The former is controlled subjectively by the
composer (in the form of direct choice), and the latter by the subjectivity of the composer (in
the form of the weak artificial intelligence systems which make the small-dimension choices in
all engines contained in the piece).
5b. the unlogiced voice: small- and middle-dimensions
The rhythmic sequences created for the percussive voice are also used (in two of three
modes) for the “unlogiced voice,” a subtractive synthesis model whose melodic contour is
controlled by randomization within a selected musical mode. The three procedural modes in
which the voice operates are titled “correlated,” “unified,” and “pulsar.”
The pulsar mechanism is the most straightforward operation. When activated, the
voice plays on the pulse given by the master clock, and generates its melodic contour
randomly within the selected musical mode. The mode, however can be constricted in the
order which is shown in “Illustration 4.” This ordering of the mode is a subjective choice of the
composer. For example, if the performer slides the “constrict mode” slider to the left, they will
eliminate the options for the third scale degree (^3) to be chosen, then the sixth (^6), the
fourth (^4), etc. This operation works in both the pulsar and unified operations.
If “unified” is selected, the same random generation and mode constriction applies, but
the rhythm is derived from the 32 step sequencer of the percussive voice. This mode of
operation has been created by the composer to fulfill an aesthetic of rhythmic coherence
between the percussive content and the melodic content of the piece.
If “correlated” is selected the generation of which scale degree is played is no longer
randomized, but instead, correlates to the actual tracks of the 32 step sequencer of the
percussive voice. The scaling of this data is as such: if track one has a note on a specific
timepoint, then there will also be a melodic note on the first scale degree on that timepoint.
There are nine tracks on the percussive voice's sequencer; the first track through seventh
correlate to the first scale degree through seventh, and tracks eight and nine, correlate to
scale degrees one and two, respectively.
15
There are a few additional functionalities that relate to the changing to a random timbre
that are available on the “pd timbrenature” sub-patch. For instance, the performer or
computer can decide to “send” the ideal length of change. This means that the change
16
between two timbres will take the full amount of time between the two timbres, and move
smoothly and continuously. If the “line resolution” is set to less, the timbre change will happen
in less time, meaning it will move smoothly to the next timbre, and stay there until the next
change. Conversely, if it is set to longer than the “ideal” length, the Subtractor's settings will
move slower and never make it to the generated settings. This technique also can be used
(by making the setting considerably longer) to have the timbre modulate, but not very far from
where it is at any given point.
In the second movement, control is given to the performer over the individual settings
of which are being randomized as well, in the sense that the performer can stop the
randomization of any of the parameters individually, and there are also two large groups of
the parameters which can be selected to be enabled. For example, the score to the first
movement asks the performer to choose either the “all parameters” group, or the “smooth
parameters” group, and depending on that action, the score asks the performer to disengage
either the randomization of the “mod envelope” or the “filters,” and then reset it.
The final controls for the middle-dimension level of the unlogiced voice are it's tessitura
and mode. The tessitura is controllable by a simple slider, which controls which octave the
voice's is in at any given point. Both the unlogiced and logiced voices are constrained to a
single octave tessitura, except for in one specific circumstance (but both can be manually
moved by the performer or computer). When the unlogiced voice is set to the “unified”
rhythmic method, and the mode is constricted to anything other than the full mode, the
seventh scale degree is allowed to either appear above (a major or minor seventh) or below
(a major or minor second) the first scale degree.
The mode selector is also applicable to both melodic voices, which simply allows the
performer to choose which of the “church modes” the voices operate in. The performer can
also choose the tonic note of the mode. The patch initializes to C phrygian, which is a strictly
subjective decision of the composer.
6. recapitulation of systems
A table of systems is given as a recapitulation of sections 5a – 5c. The input of the
performer in the second movement and the computer in the third is entirely on the middle-
dimension level.
Voice Scale Feature
Percussive voice Small-dimension Algorithmic Surface Rhythms
Middle-dimension Step Resolution
Pattern Controls
Tempo Modulator
Unlogiced Voice Small-dimension Randomized Melodic Content
(unified and pulsar modes)
Randomly Determined
Pattern (correlated mode)
Timbre Randomization
Generation
Middle-dimension Mode Constriction
Tessitura Selection
Logiced Voice Small-dimension Timbral Parameter
Randomization Destinations
Stochastic Melodic
Construction
Randomization of Rhythms
Middle-dimension Mode of Rhythmic
Randomization
Tessitura Selection
Other Elements Middle-dimension Mode Selection
(accessible to performer in Master Clock Tempo
movement2;)
Table 1: table of systems and their subsequent hierarchical levels
theory of perception.
Tenney proposes a new standard for formal units of “sound,” “sound-configuration,”
and “musical idea,” which treats all as the fluid units of measurement that they are: the
“clang.” This is a way of stripping the tonal harmonic conceptions of form, harmony, and
melody of their loaded nature. The next step up in Tenney's hierarchy is the “sequence,”
which is a unit formed by successive clangs.15
The delineation of musical figures then can be seen as the perception of any musical
idea, instead of delineation reliant on a traditional conception of harmony, dynamic, etc. This
opens. Tenney cites certain Gestalt psychologists whose interest was in how perception itself
works, and explains that factors of similarity and proximity are the primary factors that are
used in the act of perception to delineate groups of events. 16 This grouping is the definition
(while perceiving) of the clang and sequence.
Beyond these two factors are the four “secondary factors” that Tenney believes are at
work in cohesion and segregation. They are 1) the factor of intensity, 2) the repetition-factor,
3) the objective set, and 4) the subjective set. Of these four factors, Tenney seems to focus
most on the factor of intensity as the most able to initiate cohesive clangs, and to finalizing
them.17 (pg. 37) In other words, the intensity level of clang can be determined by the intensity
of the elements that make it up, and a sequence of these clangs can then have a map of
changing intensity from clang to clang.
Tenney's concept of “clang” is put to the test by the small- and middle-dimension
features of curation1; by creating, for example a voice that is highly musical, adhering to a
mode and using musical time, but containing no instructions beyond this. The constructs, at a
higher level, relate to the composers subjectivity of what the voice needs to operate, but it
does not adhere to any musical style or idiom. This is the pure test of the clang, as it is just
by chance that any sort of similarity/dissimilarity or proximity/distance arises in this voice,
which contributes to any way of parsing a motive or phrase.
If it is the changes in small-dimension parametric intensities that defines these musical
constructs of motive or phrase, then the algorithmically generated melody and randomized
rhythm will tend to create places to parse them. It is down to the subjectivity of the listener as
to whether this happens or not, and up to the performer and/or computer as to give this output
to allow the audience to test the concept. At all times, these musical constructs may appear,
or they may not.
The middle-dimension constructs of the piece are all modeled after the aforementioned
concept of parametric intensity, creating the differences in perception from sequence to
sequence. This is as a way of testing Tenney's concepts by moving them to different
hierarchies in the musical framework, to see if parametric intensities create the same
perceptual markers (in the sense of defining a form of a piece) in similarity and proximity on
these levels.
This test is also employed on the large-dimension scale, as the only real differences in
the piece's movements are based on the three sources of middle-ground choices: 1)
subjectivity of the composer, 2) the subjectivity of the performer, or 3) randomization thereof.
15. Ibid., 22.
16. Ibid., 32.
17. Ibid., 37.
21
The second movement contains two of these three layers of subjectivity, deleting the
score from the piece at the onset of the second movement. This makes the subjectivity of the
composer equal to the subjectivity of the performer, each being exerted on only one
construction of the piece at this level.
The third movement then deletes the performer's last subjective input of the piece, their
ability to control the interface. All that remains at this point is the subjectivity of the composer,
which is exerted by the composition engine as it takes over and randomizes the control of the
middle-dimension parameters and their intensities. Probabilistically speaking, the output is
the aggregate of what the system is capable of without the interference of subjective musical
information from the composer or performer in middle-dimension constructs.
22
As the piece changes from movement to movement, the resulting perception of change
becomes a measurement of the subjectivity that each construction contains. If we take the
perceptual difference of each of these movements, we can derive meaningful data about
which subjectivity exerts which force on the piece. In a mathematical sense: the subjectivity
of the composer (as exerted by the composition engine) is equal to movement 3, the
subjectivity of the performer (as exerted by their input to the interface of the composition) is
equal to movement 2 minus movement 3, and subjectivity of the composer (as exerted by the
score and resulting form of movement 1) is equal to movement 2 minus movement 1.
Ultimately what this gives the listener is a full view of the subjective information that the
music results from. This exploration is the true goal of curation1; which defines for the
audience exactly what it is that the composer believes is needed in the composition, shows
what the musical preferences or curiosities are of the performer, and shows an aggregate of
what the machine is capable of by randomizing its middle-dimension controls.
to explain the phenomenon that is music, and this is done by composing what they believe a
furthering of their culture's tradition consists of. There need be nothing more than output from
composers to take data on how music truly works. Their own reactions lead to technical
innovation, pushing through to new techniques and styles that gratify their own subjective
means. Their audience gives their reaction to the music as a judgment of what as
subjectively worthwhile to them, and form meaningful communities around their ideal
subjectivity overlaps.
More practically, building the systems in Pure Data has shown me that this attempt at
achieving subjective gratification has another direct correlation to the field of computational
linguistics. The field of “data mining” consists of research based on taking a large set of data
(a “corpus”) and deriving from it new statistical information that would be unknown otherwise.
The third movement of curation1; inches toward a musical parallel, which I will refer to as
“style mining.”
When the computer controls all of the middle-dimension features of the interface, via
randomization, the result is a completely different musical output, which is, probabilistically, an
aggregate of the possibilities inside of the system. What results from this aggregate is a more
pure representation of what the system was built for, as it contains nothing but the subjectivity
of the composer, and what it is that I, personally, was looking to achieve with the piece. The
changes of parameters in this fashion are much more musically disjunct, but in a way that a
human performer possibly never choose. The changes in musical features that are
“accidentally” possible are exhilarating.
If this concept is extended (a current plan is to build the third movement of the piece
into an extended version, possibly curation1.5;) then one can envision a logical end with
many more systems that gratify more musical possibilities, as in, many more major subjective
influences from the composer. If a compendium of the composer's style were possible to
construct, and an automated system built to create middle-dimension and small-dimension
choices inside of that compendium, then an aggregate music of all the personally pleasing
musical features could result.
Such research already exists in the domain of music listening with Pandora's Music
Genome Project.18 But what if these systems could be automated for the creation of music.
No longer would people tune into internet radio stations to hear music that an algorithm tells
them that they would like, but rather, music is generated for them based on what they like,
and it is their own personal manifestation of taste, endlessly, and with the added interest of
serendipitously combining musical elements that they are interested in.
curation1; is a far cry from this goal, but its philosophical contemplations and design is
the perfect entryway into research on the subject. I will continue to conduct this research,
defining what the subjective goals of the composer are, and applying them in systems that
make it possible to find new information about that subjectivity and to create music based on
what we all want from music, to please us on the personal level.
18. Pandora.com, “About the Music Genome Project,” (Pandora Media Inc., n.d.)
http://www.pandora.com/corporate/mgp (accessed Dec. 9, 2010).
24
Bibliography
Bergmann, Anouschka, Kathleen Currie Hall, and Sharon Miriam Ross, eds. Language Files
10. Columbus: The Ohio State University Press, 2007.
Byrd, Joseph. “Variations IV,” in Writings about John Cage, ed. Richard Kostelanetz, 134-135.
Ann Arbor: University of Michigan Press, 1993.
Clarke, Eric F. “Theory, Analysis and the Psychology of Music: A Critical Evaluation of Lerdahl,
F. and Jackendoff, R., A Generative Theory of Tonal Music.” Psychology of Music 14
(1986): 3-16, http://pom.sagepub.com.libproxy.sdsu.edu/content/14/1/3.full.pdf+html
(accessed Dec. 4, 2010).
Heidegger, Martin. “The Origin of the Work of Art,” in Philosophies of Art and Beauty:
Selected Readings in Aesthetics From Plato to Heidegger, ed. Albert Hofstadter and
Richard Kuhns, 650-708. Chicago: University of Chicago Press, 1976.
Pandora.com, “About the Music Genome Project.” Pandora Media Inc.: n.d.
http://www.pandora.com/corporate/mgp (accessed Dec. 9, 2010).
Tenny, James. Meta+ Hodos and META Meta + Hodos. Oakland: Frog Peak Music, 1986.
performer's score
mvmt. 1:
mvmt. 2
free form improvisation with the controller for same amount of time that mvmt. 1 took
mvmt. 3
step away