I don’t intend to discuss the “Blurred Lines” case in this post. There are plenty of folk already committing thoughts on the ruling. While the circumstances of the recent Thicke/Williams/Gaye case are not explicitly about sampling, they are indicative of the direction sample/copyright litigation can go in the future. When samples from a composition infringe upon the copyrights for the song, it is dangerous territory. Rather than focus on those dangers however, I’d like to exemplify possibilities of a more open (and arguably the intended) interpretation of copyright laws, by doing something I should have done seven years ago – put out my project Heads (dropping on April 1st, 2015).
My position has not changed from previous writings on sample laws – transformative sampling produces original work. My intent here is to present an artist’s statement on Heads that illustrates how transformative sampling and derivatives of it require broader interpretation; they should be legally covered as original compositions.
I’ve kept Heads in the vaults since 2007 while continuing from its artistic direction, all the while doing little tinkerings to convince myself it wasn’t done yet (it was). I had been pursuing analog technologies I swore would be the finishing touches it needed, to convince myself it wasn’t ready yet (it was). Then I lost 4TB of files in a quadruple hard drive killer power surge. The last Heads masters were among the 500GB that survived.
The project was born in response to comments made by Wynton Marsalis, dismissing hip-hop and denying its connection to the legacy of black music.
It’s mostly sung in triplets. So what? And as for sampling, it just shows you that the drummer has been replaced by a loop. The drum – the central instrument in African-American music, the sound of freedom – has been replaced by a repetitive loop. What does that tell you about hip-hop’s respect for African-American tradition? – Wynton Marsalis
I was offended as both a hip-hop and jazz head, so I set out to produce a body of work that showed the artistic originality of sampling and tied the practice to black musical traditions.
Prior to the analog experiments, I was modeling a series of digital Open Sound Control (OSC) instruments based on the monome, starting with a sampler but expanding into drum machines synthesizers and other noise makers. Together I called them the Heads Instruments. 95% of the composition work on Heads began with these instruments, all of which were built around the concept of sampling.
The title Heads, comes from the musical head, which is a fundamental part of the jazz tradition. The head is the thematic phrase or group of phrasings that signify a song; heads can be comprised of melody, harmony and/or rhythm. Jazz musicians use the head as a foundation for improvisation, a traditional form including the alternating of head and solo improvisations . Often times in jazz, the head comes from popular songs re-envisioned through improvisation in a jazz context, such as John Coltrane’s famous refiguring of “My Favorite Things” from The Sound of Music. In addition to being covers, these versions are transformations of the original into a different musical context. The Heads Instruments were designed specifically as instruments that could perform a head in a transformative manner.
Hip-hop attacks itself. It has no merit, rhythmically, musically, lyrically. What is there to discuss? – Wynton Marsalis
I was a bit annoyed at Marsalis, just how much is illustrated by the opening track of Heads, “Tony Wynn,” eponymously named after the contemporary jazz saxophonist, who, like Marsalis, feels that hip hop is not music. In it a character berates his friend for bringing up Wynn’s position. On the surface the song talks trash, but musically it makes layers of references.
First, the song’s format (down to the title) is a nod to the Prince tune “Bob George.” In his song, Prince parodies a character berating a girlfriend for being with Bob George. The voice of the character in “Tony Wynn” and some of his comments come straight from Prince’s song, but the work as a whole is not a direct cover of “Bob George.”
“Tony Wynn” is undeniably influenced by the Minneapolis sound, that eclectic late 1970s and early 80s scene that blend of funk, rock, and synthpop, but how the track arrives there is complicated. It does contain a Prince sample, but not from “Bob George.” The sample is played in a transformative manner, chopping a new riff different from the source material. It also includes a hit from another song, a sample of only one note, yet one identifiable as signature. The drums are ‘played’ in what could be described as the Minneapolis vibe. You can also hear a refrain that mimics yet another song. All of these sampled parts create a new head, to which I added instrumental embellishments with co-conspirator Dolphin on bass, synth, and the killer Prince-esque guitar solo.
The track represents a hodgepodge of Prince influences, but because those influences are so varied, none can be individually identified as the heart of “Tony Wynn.” Furthermore, at the bridge all of the samples get flipped on each other, some re-sampled and performed anew. Nothing can be pinned down as an infringement on technicalities, without taking into account the full context of the transformation. While “Tony Wynn” is heavily influenced by Prince, it is not a Prince song.
Rap Rap Rap
The second track on Heads,”Rap Rap Rap,” features Murda Miles and Killa Trane. I chose its title and head to reference the 1936 Louis Palma song “Sing Sing Sing,” made popular by the Benny Goodman Band. Coming out of the big band era, the song is closer to a traditionally composed Western standard, the heavy percussions however distinguish it. While you will find no samples of sound recordings from any version of “Sing Sing Sing” in “Rap Rap Rap,” it still represents the primary sample head used.
The opening percussive phrases are influenced by rhythmic hand games—an important but often overlooked precursor to hip hop discussed in Kyra Gaunt’s The Games Black Girls Play: Learning the Ropes from Double-Dutch to Hip-Hop. Here the rhythm sets the pace before charging into the head with a swing type of groove as the two featured artists, Murda Miles on trumpet and Killa Trane on sax, call out the head. What distinguishes these horns however, is that they are both sample based.
The song’s head is still based on “Sing Sing Sing,” but for the dueling horn parts the samples come from the recordings of Miles Davis and John. While Davis and Coltrane played together at a fair number of sessions, these samples come from two divergent sources from their individual catalogs. I chopped, tuned and arranged them for performance so that they could play in tune with the head.
The opening half of “Rap Rap Rap” sees both sticking to the head with little flourishes, but at the half way mark, the accompaniment changes to a distinct hip-hop beat still firmly rooted in the head. The two horns shift here as well, trading bars in a way that nods to both jazz and rap. The phrasing of the sample performance itself mimics a rapping cadence here, bridging the gap between the two traditions.
The head for next track “La Botella” (The Bottle), uses a popular salsa motif as the head, accentuated by a son influenced percussive wall of sound. The percussions vary from live tracked percussions to percussion samples to percussive synthesis. I performed many of the percussive sounds utilizing the Heads Instruments sequencer, which lends itself to the slightly off—while still in the pocket—swing.
The format of this particular head allowed for an expanded arrangement, through which I nod to the Afro-Cuban influence in the African American tradition, from jazz to hard soul/funk to rock and roll. Son evolved from drumming traditions that have their own forms of the head. There is a duality in these two traditions that pairs a desire for tightness with a looseness in spirit, and this tension continues into musics influenced by them. The percussions on “La Botella” carry that duality. The collective drums sound as an instrument, while each individual drum can be aurally isolated.
The actual samples in the song come from vocal bits of The Fania All-Stars, but the true Fania mark I emulate on “La Botella” is the horn section. They sound nowhere near as good—let’s just get that out of the way—but the role they play comes directly from the feel of a classic Fania release. Could the horns actually be attributable to a single source? I doubt it, but more importantly, they operate only as a component of the song itself, placing this inspiration in a different musical context.
“Sound Power” fully embraces ‘sound’ as a fundamental musical object. Sounds in and of themselves can be understood as heads. The primary instrument I used on “Sound Power” is the sound generator of the 4|5 Ccls Heads Instrument. 4|5 Ccls is an arpeggiator modeled after John Coltrane’s sketches on the cycle of fifths. I tend to think of such sounds in relationship to the latter Coltrane years when he was using his instrument as a sound generator, clustering notes together and condensing melody.
Similarly, arpeggiators group notes into singular phrases which can be interpreted as heads. The head on “Sound Power” does not push the possibilities to the extreme, as Coltrane did; it remains constrained within a rhythmic framework. However, it shows the power of sound as fundamental. All of the drums, percussive elements, bass and harmonies flow from the head, accentuated by heavyweight vocal chops from the Heads Instrument scratch emulator.
The intro to “Come Clean” marks a turning point in the album. The first four tracks present are technical feats to illustrate the point. “Come Clean” doesn’t slack off. Musically this track is the closest to the “Blurred Lines” case; notably, other than the intro, it contains no sample. It’s head, however, comes from the Jeru the Damaja song “Come Clean” produced by DJ Premier. I did an extensive breakdown on the technical details of “Come Clean” on Avanturb a few years ago; my online installation shows how (and for how long) I have been contemplating this track. But to paraphrase the sample here, the true power of music is helping the listener realize the breadth of their own existence in this universe. My use of the song is very intentional, and I deliberately change its themes for the album.
For “Come Clean,” I worked with percussionists Zach and Claudia who studied in the Olatunji line of drumming. They noted the physical timing challenges getting used to the song’s unique head, but, once they locked in, the head held its own. That exemplifies the power of this means of composing – new original ideas which can push music’s possibilities.
As an artist, I advocate for the interpretation of copyright laws so that someone cannot sue because three notes of a song appear in one they own, or because a sound from the recording the record company convinced the artist to sign over to them for pennies was repitched and played into a melody. I know that arriving to music via these methods can push the traditions further, everything copyright laws were written to encourage. If we don’t change the way we think about copyright, the ability to create in this manner will be lost in litigation.
Primus Luta is a husband and father of three. He is a writer and an artist exploring the intersection of technology and art, and their philosophical implications. He maintains his own AvantUrb site. Luta was a regular presenter for Rhythm Incursions. As an artist, he is a founding member of the collective Concrète Sound System. Recently Concréte released the second part of their Ultimate Break Beats series for Shocklee.
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The Blue Notes of Sampling– Primus Luta
SO! Amplifies. . .a highly-curated, rolling mini-post series by which we editors hip you to cultural makers and organizations doing work we really really dig. You’re welcome!
Shizu Saldamando’s solo multimedia exhibition OUROBOROS explores the social dynamics and physical codes integrated within contemporary group dancing and civic participation. OUROBOROS represents the ancient symbol of revolutionary cycles, rebirth, and circle dancing. The show, opening at South of Sunset–an exhibition and performance space in Echo Park, Los Angeles, run by Elizabeth DiGiovanni and Megan Dudley–will include a selection of large-scale, photorealistic works on paper documenting the intimate social interactions observed within LA’s dance club scene, as well as recent video work. South of Sunset is pleased to premiere her most recent video, a juxtaposition of footage of traditional Japanese dancers at an Obon festival and punk rockers in a mosh-pit at a show in East LA.
Even as her recent interview with NPR Latino amplifies the “quiet radical politics” of her work, the sonics of Shizu’s work are loudly resonant. Her pencil and ink drawings, glittery gilt paintings, and video pieces reverberate with the sights and sounds of the two California cities she has called home–San Francisco and Los Angeles–the three cultures that have profoundly shaped her–Mexican, Japanese, and American–and the myriad voices, favorite bands, and energy of the friends she photographs out at dance clubs and concerts while “documenting the vibe” of LA music subcultures.
The exhibit runs from November 12th to December 3rd 2014; the gallery is open on Sundays 1 – 4 pm through November 23 (and by appointment).
Featured image: Ozzie and Grace, 2014, Shizu Saldamando, colored pencil and spray paint on paper, 25 x 32 inches.
Shizu Saldamando (b. 1978, San Francisco) is a multidisciplinary artist based in Los Angeles. A graduate of UCLA (BA, 2000) and CalArts (MFA, 2005), she has been the subject of recent solo exhibitions at the Vincent Price Art Museum (Los Angeles, 2013), Moore College of Art and Design (Philadelphia, 2012), and Steve Turner Contemporary Art (Los Angeles, 2010). Saldamando’s work has also been included in influential group exhibitions including Portraits of the Encounter at the Smithsonian National Portrait Gallery (Washington DC, 2011), Audience as Subject at Yerba Buena Center for the Arts (San Francisco, 2010), and Phantom Sightings: Art After the Chicano Movement at Los Angeles County Museum of Art (Los Angeles, 2008).
There’s a 20-year gap in chronology between KMFDM’s 1993 song “A Drug Against War” and Marc Forster’s 2013 film World War Z, but sonically and ideologically they’re very, very similar. They contain the same kinds of sounds–machine guns, military orders barked over radios, buzzing crowds–and they use these sounds in the same way: to build sonic intensity past its breaking point (a “sonic bombardment brighter than sunlight,” as the KFMDM lyrics say). Their sonic similarity is evidence of neoliberalism’s intensification in the 20 years between them: what was once avant-garde opposition is later mainstream norm.
The songs’ sonic similarity reveals the central role of sound in contemporary biopolitics. By listening closely to “A Drug Against War” and the soundscape of World War Z—a film in which Brad Pitt saves humanity from a zombie apocalypse by giving all survivors a terminal disease—I show sound as more than a privileged aesthetic domain; sound actually provides the epistemic background and the concrete mechanisms for organizing society. Just as vision and “the gaze” are the ideological and technological foundation of panopticism, sound is the ideological and technological foundation of contemporary biopolitics. Much more is at stake in this post than just a song and a film: it takes on how—and why—society is organized as it is. It’s also about a particular understanding of “the sonic”: sound as dynamic patterning.
Because “A Drug Against War” lays out, in fairly elementary form, this “biopolitical” sonic vocabulary, it makes sense to start there. But before I do that, I will briefly define what I understand as ‘biopolitics.’
Like “neoliberalism,” “biopolitics” is a trendy concept whose precise meaning can get lost in loose usage. By “biopolitics,” I mean both an ideology of health and vitality and a political strategy whose medium is “life.” “Life,” here, isn’t individual health, wellness, or existence; it’s the ongoing vitality of the segment of society that counts as “society” tout court (e.g., in white supremacy, that segment would be whites). Biopolitics manages society like a living thing; for example, we often talk about the “health” of the economy, or use metrics such as obesity rates to compare different countries.
As Foucault explains in Society Must Be Defended, biopolitics’ “basic function is to improve life, to prolong its duration, to improve its chances, to avoid accidents, and to compensate for failings” (254). But to do that, power sometimes has to kill. Pruning my raspberry bush causes more berries to sprout, for example, just as weightlifting tears all my muscle fibers so they’ll rebuild in bigger, stronger shape. Killing off the weak is a positive investment in society’s overall strength. Again, Foucault:
The fact that the other dies does not mean simply that I live in the sense that his death guarantees my safety; the death of the other, the death of the bad race, of the inferior race (or the degenerate, or the abnormal) is something that will make life in general healthier: healthier and purer. (Society, 255).
Hitler’s “final solution” is an obvious example of this biopolitical approach to killing, but this practice also informs many contemporary US policies and practices. In the US, black people as a population have significantly higher mortality rates than any other race, for example. Following Foucault, we could say it’s in the interest of white supremacist society to maintain a high mortality rate among black populations because this makes white supremacist society “healthier.” The key point here is this: biopolitics promotes and administers life by generalizing and naturalizing what Foucault calls “the relationship of war: ‘In order to live, you must destroy your enemies’” (Society 256). Biopolitical warfare is precisely what is waged in both “A Drug Against War” and World War Z, and sound emerges as a weapon of choice.
In its original context, KMFDM’s “A Drug Against War” used sound to counter US Presidents Reagan and Bush 1’s War on Drugs/”New World Order” thinking. Indeed, in 1993, it was hard not to hear it as a response to 1991’s Operation Desert Storm, the US’s first military action as the ‘winner’ of the Cold War. It performs, in music, the “cremation of senses in friendly fire,” that its lyrics describe. It burns out our hearing, realizing through sound the sort of “creative destruction” or “shock doctrine” that characterizes neoliberalism more generally. In this rather Nietzschean model, the only way to make something “stronger than ever, ever before” is to first kill it. Death is the means to the most vibrant life.
The lyric–“stronger than ever, ever before”–is the first line of the chorus. At the end of every verse, there’s a short drumroll that leads into it. As S. Alexander Reed notes in Assimilate: A Critical History of Industrial Music, “clocking in at “322 bpm, the eighth-note snare fills at the end of the verses fire at about eleven rounds every second–the same rate as an AK-47” (29). This flourish foreshadows the gesture that, in the song’s bridge [after the second chorus, around 2:17 in the video above], musically “cremates” our senses in friendly fire–in this case, in the rapid fire of percussion. This rapid-fire percussion is one of the sonic elements that “Drug” shares with WWZ; in fact, the chorus uses what is likely (according to Reed) a machine gun sample. The machine gun effect mimics blast drumming. As Ronald Bogue explains in Deleuze’s Wake, blast drumming is a “tactic of accelerating meters to the point of collapse,” produced through the “cut-time alteration of downbeat kick drum and offbeat snare, the accent being heard on the offbeat but felt on the downbeat” (99). “A Drug Against War”’s AK-47 rolls actually accelerate to the point of auditory collapse, i.e. to the point at which humans generally can’t distinguish individual sonic events—the aural equivalent of seeing 24 frames per second as one continuous image. The AK-47’s rolls of ‘friendly’ fire cremate our sense of hearing.
The song’s chorus includes many other sonic elements shared by World War Z: doppler effects (such as the sounds of dropping bombs or planes buzzing the ground), rubble being moved around, military orders barked over radio. In the bridge several kinds of crowd noises are introduced: first, guitars buzz like a swarm of insects; then, a call-and-response in which singer Sascha Koneitzko echoes the chorus (which reverses the usual order in which the chorus echoes the individual leader); finally, a chaotic rabble of voices builds in intensity and leads into the sense-cremating climax.
An extended and intensified version of the “friendly fire” at the end of each verse, “A Drug Against War”’s climax builds to a peak by layering two full measures of AK-47-style drumroll on top of sounds of rabble, evoking the image of the military firing on an unruly crowd. This roll barrels towards the point of auditory collapse–if it got much faster, we’d be unable to distinguish individual rhythmic events, and hear a constant buzz (like in the beginning of the bridge), not a series of eighth notes. The roll’s forward momentum intensifies musical energy to an apex, culminating on the downbeat of the next measure in a florid lead guitar solo.
Describing the song as “sonic bombardment brighter than sunlight,” the lyrics confirm the music (and vice versa). The song overdrives sound until it sublimates into something else–if sunlight is more intense radiation than even soundwaves, here soundwaves amplify to a state more powerful than that. Cremating our senses in friendly fire, KMFDM channels soundwaves into a revolutionary drug, a drug against war. The band presents cleansing fire meant to purify us of disease: just as a fever kills pathogens in our bodies, the song burns our senses to kill a pathogenic ideology. Overdriving mainstream musical taste, offering something so brutal, so damaging to one’s ears, that only the avant-garde can survive, KMFDM inoculates the population against its most reactionary, war-mongering elements. “A Drug Against War” uses sound to perform a biopolitical operation, one that emerges as the basis of WWZ’s plot: the only way to save the human race from the zombies is to kill everything.
World War Z intensifies the horrors of contemporary biopolitics to the point that the only way to recuperate from them is to intensify them even further: in order for humanity to survive, everyone must be dead on their feet. In the sci-fi universe of World War Z, zombies aren’t eating for their survival, but for the survival of the virus they carry; they only attack and eat prey that are also (and primarily) attractive hosts for the virus. Pitt’s character, protagonist Gerry Lane, discovers that terminally ill humans aren’t legible to the zombies as human—that is, as attractive hosts. They won’t live long enough and/or are too weak to aggressively spread the virus. So, he decides the best way to protect humans from zombies and the virus they carry is to infect the remaining people with a deadly but ultimately curable illness. The World Health Organization develops a vaccine that allows healthy people to ‘pass’ as terminal cases. The only difference remaining in the post apocalyptic world of WWZ is between the quasi-dead and the walking dead. Death is the drug against WWZ.
The film doesn’t represent or express the biopolitical recuperation of death visually, but sonically: to make audiences feel what the narrative depicts, WWZ cremates their sense of hearing–often with more amplified and complex versions of the same sonic elements mobilized in “Drug.” Doppler effects, crowd noises, machine guns, military orders barked over radio bombards the film’s audience as sonic “friendly fire.” Though the film’s soundtrack doesn’t actually blow out its audience’s ears (what lawsuits!), it repeatedly simulates sonic cremation; the tinitus-y buzzing one hears after auditory trauma–what one hears in lieu of hearing—functions as a constant refrain. Narratively climactic moments are composed, cinematically, as sonic overdrive. The massive car crash as everyone tries to evacuate NYC in the beginning of the film, the moment when Pitt’s character thinks he may have been infected atop the NJ apartment building, the plane crash outside the Cardiff WHO office–each of these events culminates in tinitus-y ringing. As physical and psychological trauma overwhelms the characters, the film pretends to inflict overwhelming—cremating—auditory trauma on its audience.
In the WWZ universe, sound is destructive; it unleashes the zombie horde. At 49:00, a soldier says: “remember these things are drawn to sound…there’s only one way we’re getting you on that plane, and that’s quiet.” In a scene set in Jerusalem, excessive sound turns something miraculously positive—a Muslim girl and a Jewish girl leading a mixed crowd in song, a mini Arab-Israeli peace accord—Into a massacre. The sound attracts the zombie horde, leading them to swarm and overrun Jerusalem’s walls. Similarly, at the film’s end, Pitt’s character empties a soda machine so the cascade of cans will attract zombies away from the doors he needs to enter. By this point, Pitt’s character has injected himself with a deadly disease, effectively killing himself in order to preserve himself from zombification. The cascade of cans aesthetically represents this narrative point and hearkens back to KMFDM. The cans drop out of the machine at an increasingly rapid rate, mimicking “Drug”’s intensification of percussion events to and/or past the limit of human hearing. Just as Pitt’s character has crashed his body, the cascade of cans crashes our hearing.
The climax presents a narrative and the auditory convergence on the same biopolitical idea: kill everything, because then the best will bounce back, phoenix-like, from that sensory cremation, stronger than ever. Zombies can’t rebound from death, but still-living humans sure can (via immunization). Like a sonic bombardment brighter and more radiant than sunlight, this anti-zombie camouflage tactic phase-shifts death into exceptionally lively life. Just as the muted, tinitus-y moments in the film make the subsequent scenes feel comparatively more sonically rich and dynamic, intentional and carefully managed mass extinction ultimately makes the living more vibrant.
Sound & Biopolitics
Such vibrancy–that is, what Julian Henriques dubs “the dynamics of [the] periodic motion of vibrations” in Sounding Bodies: Reggae Sound Systems, Performance Techniques, and Ways of Knowing (265)–is what “life” and “sound,” as they are conceived by and function in contemporary biopolitics, have in common. “Sound,” according to Henriques is “a particular kind of periodic motion, variation and change” (247). Sound waves are dynamic patterns of intensities (pressure); they move through matter and respond in turn, both to that movement itself and the secondary sound waves (harmonics) that movement produces. WWZ treats this notion of periodic motion, variation, and change as the conceptual basis for the ideally biopolitical “life.” At around 20:00, when Pitt’s character attempts to convince the Latino family sheltering him to leave their apartment with him, he says “movement is life…Moviemento es vida.” Sedentary fortresses protect no one from zombies–we see this repeatedly in the film. The only way to survive is by rapidly adjusting to new conditions. The dynamism of adaptive flows—the ability to bounce back and recuperate (like an echoing pressure wave), to dynamically recombine (like both harmonizing frequencies and like a virus), to find signal in noise–this dynamism is life. Because it adapts to new challenges, because it moves, varies, and changes, life can bounce back from total annihilation, stronger than ever before. Only life lived like sound can be properly and sufficiently resilient. In WWZ, the zombie virus is a eugenic tool that weeds out insufficiently “sonic” life, life that is too static to respond to capitalist and biopolitical mandates for calculable motion, variation, and change.
When read through “Drug,” WWZ illustrates the epistemic and ontological importance of sound to contemporary biopolitics. We think “life” works like we think sound works. Because “life” is the object and the mechanism of biopolitical government, power works on and through us sonically. If we want to analyze, critique, and fight the institutions, structures, and practices that put power to work for white supremacy, cis/het patriarchy, and all other forms of domination, then we need to start thinking and working sonically, too.
Some theorists, such as Elizabeth Grosz and Adriana Cavarero incorrectly think this move to sound and voice is itself revolutionary and counter-hegemonic. Just as the critique posed in 1993’s “Drug” has been co-opted by 2013’s WWZ, white feminist theory’s sonic counter-modernities are the medium of biopolitical white supremacist patriarchy. When we think and work sonically, we’re working with the master’s tools; to bring down the master’s house, we have to use them critically and strategically.
Featured Image by Flickr User crisper fayltrash
Robin James is Associate Professor of Philosophy at UNC Charlotte. She is author of two books: Resilience & Melancholy: pop music, feminism, and neoliberalism will be published by Zer0 books this fall, and The Conjectural Body: gender, race and the philosophy of music was published by Lexington Books in 2010. Her work on feminism, race, contemporary continental philosophy, pop music, and sound studies has appeared in The New Inquiry, Hypatia, differences, Contemporary Aesthetics, and the Journal of Popular Music Studies. She is also a digital sound artist and musician. She blogs at its-her-factory.com and is a regular contributor to Cyborgology.
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On Sound and Pleasure: Meditations on the Human Voice–Yvon Bonenfant
The Noises of Finance— Nick Knouf
This post continues our summer Sound and Pleasure series, as the third and final podcast in a three part series by Leonard J. Paul. What is the connection between sound and enjoyment, and how are pleasing sounds designed? Pleasure is, after all, what brings y’all back to Sounding Out! weekly, is it not?
Part of the goal of this series of podcasts has been to reveal the interesting and invisible labor practices which are involved in sound design. In this final entry Leonard J. Paul breaks down his process in designing living sounds for the game Vessel. How does one design empathetic or aggressive sounds? If you need to catch up read Leonard’s last entry where he breaks down the vintage sounds of Retro City Rampage. Also, be sure to be sure to check out last week’s edition where Leonard breaks down his process in designing sound for Sim Cell. But first, listen to this! -AT, Multimedia Editor
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Game Audio Notes III: The Nature of Sound in Vessel
Strange Loop Game’s Vessel is set in an alternate world history where a servant class of liquid automatons (called fluros) has gone out of control. The player explores the world and solves puzzles in an effort to restore order. While working on Vessel, I personally recorded all of the sounds so that I could have full control over the soundscape. I recorded all of the game’s samples with a Zoom H4n portable recorder. My emphasis on real sounds was intended to focus the player’s experience of immersion in the game.
This realistic soundscape was supplemented with a variety of techniques that produced sounds that dynamically responded to the changes in the physics engine. Water and other fluids in the game were difficult to model with both the physics engine and the audio engine (FMOD Designer). Because fluids are fundamentally connected to the game’s physics engine, they takes on a variety of different dynamic forms as players interact with the fluid in different ways. In order to address this Kieran Lord, the audio coder, and I considered factors like the amount of liquid in a collision with anything, the hardness of the surface that it was colliding with, the type of liquid in motion, whether the player is experiencing an extreme form of that sound because it is colliding with their head, and, of course, how fast the liquid is travelling.
Although there was a musical score, I designed the effects to be played without music. Each element of the game, for instance a lava fluro’s (one of the game’s rebellious automatons) footsteps, entailed required layers of sound. The footsteps were composed of water sizzling on a hot pan, a gloopy slap of oatmeal and a wet rag hitting the ground. Finding the correct emotional balance to support the game’s story was fundamental to my work as a sound designer. The game’s sound effects were constantly competing with the adaptive music (which is also contingent on player action) that plays throughout the game, so it was important to provide an informative quality to them. The sound effects inform you about the environment while the music sets the emotional underscore of the gameplay and helps guide you in the puzzles.
Defining the character of the fluros was difficult because I wanted players to have empathy for them. This was important to me because there is often no way to avoid destroying them when solving the game’s puzzles. While recording sounds in the back of an antique shop, I came across a vintage Dick Tracey gun that made a fantastic clanking sound when making a siren sound. Since the gun allowed me to control how quickly the siren rose and fell, it was a great way to produce vocalizations for the fluros. I simply recorded the gun’s siren sound, chopped the recording into smaller pieces, and then played back different segments randomly. The metal clanking gave a mechanical feel and the siren’s tone gave a vocal quality to the resulting sound that was perfect for the fluros. I could make the fluros sound excited by choosing a higher pitch range from the sample grains and inform the player when they approached their goal.
I wanted a fluid-based scream to announce a fluro’s death. I tried screaming underwater, screaming into a glass of water, and a few other things, but nothing worked. Eventually, when recording a rubber ear syringe, I found squeezing the water out quickly lent a real shriek while it spit out the last of the water. Not only did this sound really cut through the din of the gears clanking in the mix, but it also bonded a watery yell with the sense of being crushed and running out of breath.
For the final boss, I tried many combinations of glurpy sounds to signify its lava form. Eventually I recorded a nail in a board being dragged across a large rusty metal sheet. Though it was quite excruciating to listen to, I pitched down the recording and combined it with a pitched down and granulated recording of myself growling into a cup of water. This sound perfectly captured the emotion I wanted to feel when encountering a final boss. Although it can take a long time to arrive at the “obvious” sound, simplicity is often the key.
Anticipation is fundamental to a player’s sense of immersion. It carves a larger space for tension to build, for instance a small crescendo of a creaking sound can develop a tension that builds to a sudden and large impact. A whoosh before a punch lands adds extra weight to the force of the punch. These cues are often naturally present in real-world sounds, such as a rush of air sweeping in before a door slams. A small pause might be included just for added suspense and helps to intensify the effect of the door slamming. Dreading the impact is half of the emotion of a large hit .
Recording all of the sounds for Vessel was a large undertaking but since I viewed each recording as a performance, I was able to make the feeling of the world very cohesive. Each sound was designed to immerse the player in the soundscape, but also to allow players enough time to solve puzzles without becoming annoyed with the audio. All sounds have a life of their own and a resonance of memory and time that stays with the them during each playthrough of a game. In Retro City Rampage I left a sonic space for the player to wax nostalgic. In Sim Cell, I worked to breathe life into a set of sterile and synthesized sounds. Each recorded sound in Vessel is alive in comparison, telling stories of time, place and recording with them, that are all their own.
The common theme of my audio work on Retro City Rampage, Sim Cell and Vessel, is that I enjoy putting constraints on myself to inspire my creativity. I focus on what works and removing non-essential elements. Exploring the limits of constraints often provokes interesting and unpredictable results. I like “sculpting” sounds and will often proceed from a rough sketch, polishing and reducing elements until I like what I hear. Typically I remove layers that don’t add an emotive aspect to the sound design. In games there are often many sounds that can play at once, so clarity and focus are necessary when preventing sounds from getting lost in a sonic goo.
In this post I have shown how play and experimentation are fundamental to my creative process. For an aspiring sound artist, spending time with Pure Data, FMOD Studio or Wwise and a personal recorder is a great way to improve their skill with game audio. This series of articles has aimed to reveal the tacit decisions behind the production of game audio that get obscured by the fun of the creative process. Plus, I hope they offer a bit of inspiration to those creating their own sounds in the future.
- My GDC 2012 talk – My site includes an MP3 recording of the talk and the full powerpoint presentation. A full video of the talk is in the GDC Vault but requires membership
- See the Jon Hopkins Soundtrack in the Video Game Vessel video game soundtrack video by me on YouTube – shows use of Lua with music in the custom level editor : https://www.youtube.com/watch?v=KOyjMPPvaY4
Leonard J. Paul attained his Honours degree in Computer Science at Simon Fraser University in BC, Canada with an Extended Minor in Music concentrating in Electroacoustics. He began his work in video games on the Sega Genesis and Super Nintendo Entertainment System and has a twenty year history in composing, sound design and coding for games. He has worked on over twenty major game titles totalling over 6.4 million units sold since 1994, including award-winning AAA titles such as EA’s NBA Jam 2010, NHL11, Need for Speed: Hot Pursuit 2, NBA Live ’95 as well as the indie award-winning title Retro City Rampage.
He is the co-founder of the School of Video Game Audio and has taught game audio students from over thirty different countries online since 2012. His new media works has been exhibited in cities including Surrey, Banff, Victoria, São Paulo, Zürich and San Jose. As a documentary film composer, he had the good fortune of scoring the original music for multi-awarding winning documentary The Corporation which remains the highest-grossing Canadian documentary in history to date. He has performed live electronic music in cities such as Osaka, Berlin, San Francisco, Brooklyn and Amsterdam under the name Freaky DNA.
He is an internationally renowned speaker on the topic of video game audio and has been invited to speak in Vancouver, Lyon, Berlin, Bogotá, London, Banff, San Francisco, San Jose, Porto, Angoulême and other locations around the world.
His writings and presentations are available at http://VideoGameAudio.com
Featured image: Courtesy of Vblank Entertainment (c)2014 – Artwork by Maxime Trépanier.
REWIND! . . .If you liked this post, you may also dig:
Sounding Out! Podcast #31: Hand Made Music in Retro City Rampage– Leonard J. Paul
Papa Sangre and the Construction of Immersion in Audio Games- Enongo Lumumba-Kasongo