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Summary
As we have seen, the technologies and
working practices of the conventional
recording studio can appear, superficially,
to be very close to those of sonic art and
sound design This proximity is, however,
somewhat of an illusion Certainly, some
of the same equipment is used but the
critical difference is how we answer the
question of what informs its use The
recording process as it applies to
conventional music is a well-established
pathway of practices that leads to a
consistent series of outcomes The use of
studio technologies in the creation of
sound art is quite different: Brian Eno has
observed that he finds it perfectly
acceptable to enter the studio with
absolutely no ideas in his head and simply
to let himself be driven to work in
particular ways and with particular
process in response to what he hears This
is perhaps an extreme difference and most
sonic arts studio practice lies somewhere
between the two poles The interesting
difference is the focus upon the qualities
of sounds in their own right without there
being any inevitable reference to their
‘musical’ context We should, however, be careful in making unduly clear-cut distinctions In his book Audible Design, Trevor Wishart refers to what he calls
‘sound composition’ as a practice that partakes of both the experimentalism of sonic art and of the conventions of musical composition and this may form a basis upon which we are able to re-visit the practices of recording as we have known them hitherto
Horn’s 1968 recording of improvised flute playing under the dome of the Taj Mahal Not only does the feedback that Horn receives from the acoustics
of this space impact upon his playing but the personal and cultural significance of the Taj Mahal also colours our response to what we hear.
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STUDIO OR LABORATORY?
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Job no : 76098 Title : The Fundamentals Of Sonic Art Client : AVA
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PROCESS AND PRACTICE
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Introduction
Here we look at some of the many
ways in which we can create sound
but, perhaps more importantly, how we
can use sound as a means for the
communication of ideas This is an
important issue for all areas of sonic
arts practice, although the need to
transmit detailed information is
relatively more common in
radiophonics or film sound design
than in such areas as electroacoustic
composition where process and/or
overall impression are perhaps more
important.
When we use sound to communicate
information or to represent something
descriptively we need to pay particular
attention to the expectations of the
audience: these are, in part,
conditioned by exposure to media and
hence they may have quite specific
expectations They will often have no
direct experience of what something
actually sounds like but nonetheless
have highly developed expectations of
what it should sound like Our problem
is to decide how highly we value
authenticity and to what extent we are
prepared to be pragmatic and give the
‘public’ what it wants.
Analysis and synthesis
It is possible to use a wide variety of sources and processes in the creation
of a composite sound In order to do this effectively, we first need to adopt an analytical approach: to consider what the actual components of our sound are For example, if an old aeroplane has four engines, everything needs to be four layers deep, each at a slightly different timing and pitch The engines make a noise in their own right but much of the noise is made by propellers stirring the air – so
we need to give the sense of air in violent motion – and a general background rumble All this implies quite a number of components to create a composite sound
This is typical of the approach of the sound designer: a willingness to analyse what the components of the sound might
be and then to find ways of acquiring them We can make field recordings of actual environments and particular sounds, we can process and transform them through studio technologies, we can articulate sounds by means of each other and we can create new sounds from scratch by means of synthesis
Increasingly, we can combine any or all
of these methods but these tools are only useful if applied intelligently and
purposefully and this in turn requires the initial analysis and also perhaps a degree
of lateral thought
As we have seen, an important part of any such process is ensuring that the sounds
we create are presented in the right context My imaginary plane could not sensibly exist in a studio, so the basic recordings need to be bedded in a soundscape of noises that suggest the background bustle of an airfield, thus placing the main sound elements in a context that enhances their credibility The question always has to be, ‘if I were really there, what exactly would I be hearing?’ New systems have dramatically improved the art of location recording These can often be connected directly to a computer and the recordings then appear as sound files that can be imported into editing and assembly programmes such as Audacity or Digidesign®ProTools® This is a quick, direct and simple process for acquiring real-world sounds and the all-important background environments that will help to make designed sounds believable
Sometimes, real-world recordings need a little modification to help them fit their
Designing and Creating Sounds
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DESIGNING AND CREATING SOUNDS
Left: Audacity
A useful shareware sound editing programme available for all main operating systems.
Left: Digidesign® ProTools®
The de facto industry standard for multitrack audio recording, editing and processing.
Image © 2007 Avid Technology, Inc.
All rights reserved.
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PROCESS AND PRACTICE
purpose: for example, a close sound can
be rendered more distant by making it slightly muffled and more reverberant In general, such modifications can be accomplished using the basic tools of the recording studio, but sometimes more specialised operations such as time stretching or pitch changing are required and here the computer becomes an invaluable ally The latest software technologies are undeniably hugely powerful but there is also much to be said for a simpler approach and synthesis is a good example of this
Modern synthesisers often exist as software and many of these are excellent
in what they do They are also capable of integration with recording and sequencing software such as Cubase, Logic or Dididesign®ProTools®and this provides a cost-effective one-stop resource for making and modifying sounds There is also a strong case to be made for a more
‘traditional’ approach and here nothing beats an old-fashioned modular analogue synthesiser for sheer flexibility, since most such systems can be used to process existing sounds as well as to create new ones However, there are some areas of
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Above: Part of a large modular
analogue synthesiser
Middlesex University’s Doepfer A-100.
Adopting the voltage control
techniques originally developed by
Robert Moog, such systems give users
direct access and wide-ranging control
over almost all parameters of a sound.
sound at which these older approaches perform poorly and newer digital systems are superior This is particularly the case with percussive sounds and harmonically complex ones such as voices
A number of excellent software synthesisers cope very well with these demands but the most versatile solution is provided by a programming environment such as MAX/MSP or Reaktor
MAX/MSP is hugely powerful but takes what is perhaps a somewhat
sledgehammer approach and suffers from
a rather steep learning curve Reaktor and other software programmes such as Absynth and Reason provide user-friendly approaches and cope well with the majority of such demands Reaktor, in particular, has become a firm favourite amongst film sound designers
There are a number of different approaches to sound Msynthesis and each has its own characteristic (and often identifiable) qualities that can make it more-or-less suitable for particular purposes: there is no overall ‘best’ system
so knowledge of the qualities of each is highly desirable
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89 88 DESIGNING AND CREATING SOUNDS
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Left: Reaktor
A software synthesis and sound creation programme much favoured by sound designers.
There are a number of approaches to the electronic synthesis of sounds The main division is between analogue and digital systems Analogue systems use traditional electronic systems such as oscillators, filters etc to directly generate pitched and unpitched sounds and to process them in a range of ways – modulating frequency, harmonic content and amplitude The most common approach is known as ‘subtractive synthesis’ where parts of a harmonically rich waveform are removed, leaving only the desired components This approach stems from the early work of composers such as Karlheinz Stockhausen (who used laboratory test equipment) and the later creation
of the synthesiser, most notably by Robert Moog.
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