Tag Archive | Aaron Trammell

Sounding Out! Podcast #39: Soundwalking New Brunswick, NJ and Davis, CA

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This is a comparison of two soundwalks performed by SO! Multimedia Editor Aaron Trammell in two different cities–New Brunswick, NJ and Davis, CA. In this podcast Aaron listens to his footsteps and considers the sonic interactions between individual and environment. Specifically, he considers how the artist must always contend with the degree to which they are audible in the soundwalks they record, thus marking a radical departure from visual modes of inquiry that render the research invisible. Let’s join Aaron as he walks us through two cities he loves.

Aaron Trammell is co-founder and Multimedia Editor of Sounding Out! He is also a Media Studies PhD candidate at Rutgers University. His dissertation explores the fanzines and politics of underground wargame communities in Cold War America. You can learn more about his work at aarontrammell.com.

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Sounding Out! Podcast #36: Ann Zeitz and David Boreau’s “Retention” – Ann Zeitz

The Dark Side of Game Audio: The Sounds of Mimetic Control and Affective Conditioning

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Sound and Surveilance4

It’s an all too familiar movie trope. A bug hidden in a flower jar. A figure in shadows crouched listening at a door. The tape recording that no one knew existed, revealed at the most decisive of moments. Even the abrupt disconnection of a phone call manages to arouse the suspicion that we are never as alone as we may think. And although surveillance derives its meaning the latin “vigilare” (to watch) and French “sur-“ (over), its deep connotations of listening have all but obliterated that distinction.

This month, SO! Multimedia Editor Aaron Trammell curates a forum on Sound and Surveillance, featuring the work of Robin James and Kathleen Battles.  And so it begins, with Aaron asking. . .”Want to Play a Game?” –JS

It’s eleven o’clock on a Sunday night and I’m in the back room of a comic book store in Scotch Plains, NJ. Game night is wrapping up. Just as I’m about to leave, someone suggests that we play Pit, a classic game about trading stocks in the early 20th century. Because the game is short, I decide to give it a go and pull a chair up to the table. In Pit, players are given a hand of nine cards of various farm-related suits and frantically trade cards with other players until their entire hand matches the same suit. As play proceeds, players hold up a set of similar cards they are willing to trade and shout, “one, one, one!,” “two, two, two!,” “three, three, three!,” until another player is willing to trade them an equivalent amount of cards in a different suit. The game only gets louder as the shouting escalates and builds to a cacophony.

As I drove home that night, I came to the uncomfortable realization that maybe the game was playing me. I and the rest of the players had adopted similar dispositions over the course of the play. As we fervently shouted to one another trying to trade between sets of indistinguishable commodities, we took on similar, intense, and excited mannerisms. Players who would not scream, who would not participate in the reproduction of the game’s sonic environment, simply lost the game, faded out. As for the rest of us, we became like one another, cookie-cutter reproductions of enthusiastic, stressed, and aggravated stock traders, getting louder as we cornered the market on various goods.

We were caught in a cybernetic-loop, one that encouraged us to take on the characteristics of stock traders. And, for that brief period of time, we succumbed to systems of control with far reaching implications. As I’ve argued before, games are cybernetic mechanisms that facilitate particular modes of feedback between players and the game state. Sound is one of the channels through which this feedback is processed. In a game like Pit, players both listen to other players for cues regarding their best move and shout numbers to the table representing potential trades. In other games, such as Monopoly, players must announce when they wish to buy properties. Although it is no secret that understanding sound is essential to good game design, it is less clear how sound defines the contours of power relationships in these games. This essay offers two games,  Mafia, and Escape: The Curse of the Temple as case studies for the ways in which sound is used in the most basic of games, board games. By fostering environments that encourage both mimetic control and affective conditioning game sound draws players into the devious logic of cybernetic systems.

Understanding the various ways that sound is implemented in games is essential to understanding the ways that game sound operates as both a form of mimetic control and affective conditioning. Mimetic control is, at its most simple, the power of imitation. It is the degree to which we become alike when we play games. Mostly, it happens because the rules invoke a variety of protocols which encourage players to interact according to a particular standard of communication. The mood set by game sound is the power of affective conditioning. Because we decide what we interact with on account of our moods, moments of affective conditioning prime players to feel things (such as pleasure), which can encourage players to interact in compulsive, excited, subdued, or frenetic ways with game systems.

A game where sound plays a central and important role is Mafia (which has a number of other variants like Werewolf and The Resistance). In Mafia, some players take the secret role of mafia members who choose players to “kill” at night, while the eyes of the others are closed. Because mafia-team players shuffle around during the game and point to others in order to indicate which players to eliminate while the eyes of the other players are closed, the rules of the game suggest that players tap on things, whistle, chirp, and make other ambient noises while everyone’s eyes are closed. This allows for the mafia-team players to conduct their business secretly, as their motions are well below the din created by the other players. Once players open their eyes, they must work together to deduce which players are part of the mafia, and then vote on who to eliminate from the game. Here players are, in a sense, controlled by the game to provide a soundtrack. What’s more, the eeriness of the sounds produced by the players only accentuate the paranoia players feel when taking part in what’s essentially a lynch-mob.

The ambient sounds produced by players of Mafia have overtones of mimetic control. Protocols governing the use of game audio as a form of communication between bodies and other bodies, or bodies and machines, require that we communicate in particular ways at set intervals. Different than the brutal and martial forms of discipline that drove disciplinary apparatuses like Bentham’s panopticon, the form of control exerted through interactive game audio relies on precisely the opposite premise. What is often termed “The Magic Circle of Play” is suspect here as it promises players a space that is safe and fundamentally separate from events in the outside world. Within this space somewhat hypnotic behavior-patterns take place under the auspices of being just fun, or mere play. Players who refuse to play by the rules are often exiled from this space, as they refuse to enter into this contract of soft social norms with others.

Not all panopticons are in prisons. "Singing Ringing Tree at Sunset," Dave Leeming CC BY.

Not all panopticons are in prisons. “Singing Ringing Tree at Sunset,” Dave Leeming CC BY.

Escape: The Curse of the Temple relies on sound to set a game mood that governs the ways that players interact with each other. In Escape, players have ten minutes (of real time) where they must work together to navigate a maze of cardboard tiles. Over the course of the game there are two moments when players must return to the tile that they started the game on, and these are announced by a CD playing in the background of the room. When this occurs, a gong rings on the CD and rhythms of percussion mount in intensity until players hear a door slam. At this point, if players haven’t returned to their starting tile, they are limited in the actions they can take for the rest of the game. In the moments of calm before players make a mad dash for the entrance, the soundtrack waxes ambient. It offers the sounds of howling-winds, rattling chimes, and yawning corridors.

The game is spooky, overall. The combination of haunting ambient sounds and moments where gameplay is rushed and timed, makes for an adrenaline-fueled experience contained and produced by the game’s ambient soundtrack. The game’s most interesting moments come from points where one player is trapped and players must decide whether they should help their friend or help themselves. The tense, haunting, soundtrack evokes feelings of high-stakes immersion. The game is fun because it produces a tight, stressful, and highly interactive experience. It conditions its players through the clever use of its soundtrack to feel the game in an embodied and visceral way. Like the ways that horror movies have used ambient sounds to a great effect in producing tension in audiences (pp.26-27), Escape: The Curse of the Temple encourages players to immerse themselves in the game world by playing upon the tried and true affective techniques that films have used for years. Immersed players feel an increased sense of engagement with the game and because of this they are willingly primed to engage in the mimetic interactive behaviors that engage them within the game’s cybernetic logic.

These two forms of power, mimetic control and affective conditioning, often overlap and coalesce in games. Sometimes, they meet in the middle during games that offer a more or less adaptive form of sound, like Mafia. Players work together and mimic each other when reproducing the ambient forms of quiet that constitute the atmosphere of terror that permeates the game space. Even the roar of bids which occurs in Pit constitutes a form of affective conditioning that encourages players to buy, buy, buy as fast as possible. Effectively simulating the pressure of The Stock Exchange.

Although there is now a growing discipline around the production of game audio, there is relatively little discourse that attempts to understand how the implementation of sound in games functions as a mode of social control. By looking at the ways that sound is implemented in board and card games, we can gain insight of the ways in which it is implemented in larger technical systems (such as computer games), larger aesthetic systems (such as performance art), economic systems (like casinos and the stock market), and even social systems (like parties). Furthermore, it is easy to describe more clearly the ways in which game audio functions as a form of soft power through techniques of mimetic control and affective conditioning. It is only by understanding how these techniques affect our bodies that we can begin to recognize our interactions with large-scale cybernetic systems that have effects reaching beyond the game itself.

Aaron Trammell is co-founder and Multimedia Editor of Sounding Out! He is also a Media Studies PhD candidate at Rutgers University. His dissertation explores the fanzines and politics of underground wargame communities in Cold War America. You can learn more about his work at aarontrammell.com.

Featured image “Psychedelic Icon,” by Gwendal Uguen CC BY-NC-SA.

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Sounding Out! Podcast #31: Game Audio Notes III: The Nature of Sound in Vessel- Leonard J. Paul

Experiments in Aural Resistance: Nordic Role-Playing, Community, and Sound- Aaron Trammell

Resounding Silence and Soundless Surveillance, From TMZ Elevator to Beyoncé and Back Again

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Sonic Beyoncé5This September, Sounding Out! challenged a #flawless group of scholars and critics to give Beyoncé Knowles-Carter a close listen, re-examining the complex relationship between her audio and visuals and amplifying what goes unheard, even as her every move–whether on MTV or in that damn elevator–faces intense scrutiny.   Last Monday, you heard from Kevin Allred (Women and Gender Studies, Rutgers) who read Beyoncé’s track “No Angel” against the New York Times’ reference to Michael Brown as #noangel. You will also hear from Liana Silva (Editor, Women in Higher Education, Managing Editor, Sounding Out!), Regina Bradley (writer, scholar, and freelance researcher of African American Life and Culture), and Madison Moore (Research Associate in the Department of English at King’s College, University of London and author of How to Be Beyoncé).  Today, Priscilla Peña Ovalle (English, University of Oregon) gives us full Beyoncé realness, from TMZ Elevator to Beyoncé and Back Again,–Editor-in-Chief Jennifer Stoever    

Less than six months after Beyoncé released Beyoncé, she was momentarily silenced on the small screen when the gossip site TMZ released silent elevator security footage of a fight between her famous husband and sister. Doubly framed by the black and white of a surveillance video screen surreptitiously captured on a security guard’s camera-phone, the video’s silence left plenty of room for speculation. But the footage also revealed a woman conscious that her life is on record: Beyoncé’s body seemed to elude the camera’s full view and she emerged from the elevator with a camera-ready smile.

Like Kevin Allred in his powerful reading of “No Angel,” I could not help but rethink Beyoncé in the wake of Michael Brown’s murder. I already read Beyoncé as a sophisticated response to the visual and aural policing of black female bodies, but the closed-circuit images of Beyoncé on TMZ (and in Beyoncé) made me reconsider silence as a damning convention of video surveillance; like Aaron Trammell in “Video Gaming and the Sonic Feedback of Surveillance,” I questioned (the lack of) sound as a technique of control. When the camera-phone recording of Kajieme Powell’s murder, photographed and narrated by a community member in real-time, was released with silent surveillance footage of the alleged theft, my appreciation of Beyoncé—as a response to those silent damnations—took a new turn.

TMZ

“Resounding Silence and Surveillance” argues that Beyoncé returns the media’s visual-aural gaze. Because of its pop package, the album’s artistic composition and socio-cultural merit are often underestimated. Like the silence of surveillance footage, omitting any one sensory element from Beyoncé distorts the holistic meaning. To untangle this critically complex interplay of audio and video, I analyze the visualized song “Haunted” and briefly address the single “***Flawless” to show how the artist’s triple consciousness anchors Beyoncé. She is on to us: Beyoncé is the culmination of an artist who has spent her career watching us watch her. Temporarily silenced by footage that she could not control, Beyoncé resounds that “elevator incident”—and our sonic/optic perceptions of her feminism—with a flawless remix.

“I see music. It’s more than just what I hear,” declares Beyoncé. Her voiceover runs over the black screen that opens the promotional video “Self-Titled.” Released the same day Beyoncé premiered on iTunes, “Self-Titled” directs audiences to “see the whole vision of the album.” By design, Beyoncé is an immersive experience—like watching Michael Jackson’s “Thriller” as a television event on MTV.

Because Beyoncé was born the same year the cable music channel MTV premiered, she has never known a world without the ability to “see music.” In many ways, her visual album reinvigorates the early spirit of MTV: after Beyoncé, we will “never look at music the same way again.” Though music videos exacerbate the pop single obsession that Beyoncé explicitly resists with Beyoncé, they also produce a unique kinetic connection with the listener-viewer, whose experience of sound is visually registered by the body as it processes shots and edits. This is especially true when strong imagery, rhythmic editing, and dance movements are expertly employed, as in Beyoncé.

Beyoncé deftly critiques the beauty and music/media industries that have been central to her pop success. If taken piecemeal, these critiques can be easily dismissed: the sustained gloss of her image works all too well. There is much to say on a video-by-video basis, but I focus here on the specific aural elements of “Haunted” that articulate Beyoncé’s refusal of the music industry’s status quo. This visualized rejection reveals the layers of racism and sexism that nonwhite female artists (even Beyoncé, even today) must negotiate.

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Because of my personal and professional interest in music videos, I consumed Beyoncé as she intended: a sequence of MPEG-4 videos rather than AAC audio files. But it was not until I solely listened to the album that I could discern Beyoncé’s maturation as a black female multimedia pop/culture artist. One refrain from “Haunted” was especially effective:

I know if I’m onto you, I’m onto you/ Onto you, you must be on to me

The song’s ethereal quality is amplified by Boots (Jordy Asher), one of Beyoncé’s (then-unknown) collaborators with whom she shares “Haunted”’s writing and producing credit. The track builds slowly, supporting Beyoncé’s “stream of consciousness” delivery with layers of reverberation and waves of synth sounds like “Soundtrack” or the Roland TR-808 kick drum. Punches of bass accelerate the beat until Beyoncé riffs her explicit desire to create something more than a product:

Soul not for sale
Probably won’t make no money off this, oh well
Reap what you sow
Perfection is so, mmm

The music winds to a halt, but the song is not over. Breathy, reverberating vocals transition the track and a piano is delicately introduced:

It’s what you do, it’s what you see
I know if I’m haunting you, you must be haunting me
It’s where we go, it’s where we’ll be
I know if I’m onto you, I’m onto you
Onto you, you must be on to me

ghostAt this point, the song “Haunted” is split into two videos: “Ghost” (directed by Pierre Debusschere) and “Haunted” (directed by Jonas Åkerlund). The videos’ visual differences exemplify the various points of view—from active subject to object of desire and back again—employed across Beyoncé. “Ghost”’s hypnotic visuals underscore the song’s sentiments: close-ups of Beyoncé’s immaculately lit visage soberly mouthing lyrics are intercut with medium shots of her still body swathed in floating fabric and wide shots of her athletic movements against sparse backgrounds. The ar/rhythmic cuts of “Ghost” enunciate an artistic dissatisfaction with the industry: visuals build against/with the synthetic beat, mixing Beyoncé’s kinetically intense movements with her deadpan delivery.

Haunted GifThe fiery agency of “Ghost” sets up the chill of “Haunted,” a voyeuristic tour in which Beyoncé watches and is watched. The “knowing-ness” of her breathy refrain (“I know if I’m haunting you”) is heightened when the tempo accelerates in the song’s second half. There is much to say about “Haunted”—from the interracial family of atomic bomb mannequins to Beyoncé’s writhing boudoir choreography. Most significantly, she is the video’s voyeur and object of surveillance: her face appears on multiple television screens and her voyeur-character is regularly captured on closed-circuit footage. The “Haunted” video soundtrack features the foley and stinger sounds of a horror film, but these surveillance shots feature the low whirr of a film projector rather than silence. The silence of a moving image is so jarring that it compels us to watch differently, so much so that “silent” film scenes utilize a recorded sound of “nothing” (“room tone”) to focus the audience.

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When Beyoncé finally resounded the silence of the “elevator incident,” she chose to do it through “***Flawless,” her explicit response to anti-feminist accusations. While the multifaceted anthem gained attention because of Chimamanda Ngozi Adichie’s audio, the song is uniquely infused with a kind of docu-visuality thanks to Ed McMahon’s well-known voice and the Star Search jingle. These bookends cite a young Beyoncé losing to an all-male rock band, the kind heavily programmed during MTV’s early days. The clips reinforce the album’s critique of racial and gender hierarchies while questioning the double-edged “work ethic” required to surpass them. Of course, Beyoncé pre-emptively frames this discussion for us in “Self-Titled,” a necessary step that helps audiences appreciate the many moving parts of her tour de force, including her creative business mind.So when Beyoncé swapped the audio of Adichie and McMahon for Nicki Minaj, it was no less of a feminist move. Instead, Beyoncé silences TMZ gawkers:

Of course sometimes shit go down/
When it’s a billion dollars on an elevator

She then offers herself as a medium of empowerment. Beyoncé may be part of a billion-dollar empire, but she willingly shares that pleasure with us:

I wake up looking this good
And I wouldn’t change it if I could
(If I could, if I, if I, could)

And you can say what you want, I’m the shit
(What you want I’m the shit, I’m the shit)
(I’m the shit, I’m the shit, I’m the shit)

I want everyone to feel like this tonight
God damn, God damn, God damn!

Beyoncé’s last word is an image. She and her creative team remixed the visuals of the “elevator incident”: the remix single website features black and white photos of Beyoncé and Minaj, simultaneously evoking surveillance footage and the photo booth images of a girls’ night out. Beyoncé is the work of an artist who has spent her career watching us watch her: this minor moment exemplifies Beyoncé’s multimedia resonance as an artist whose power is visible and audible across iTunes and TMZ screens alike.

Beyoncé and Nicki Minaj mugging for the camera

Beyoncé and Nicki Minaj mugging for the camera

 


 

Thanks to Elizabeth Peterson, Charise Cheney, Loren Kajikawa, André Sirois and Jennifer Stoever for providing research and intellectual support for this essay

Priscilla Peña Ovalle is the Associate Director of the Cinema Studies Program at the University of Oregon. After studying film and interactive media production at Emerson College, she received her PhD from the University of Southern California School of Cinema-Television while collaborating with the Labyrinth Project at the Annenberg Center for Communication. She has written on MTV, Jennifer Lopez, and Beyoncé. Her book, Dance and the Hollywood Latina: Race, Sex, and Stardom (Rutgers University Press, 2011), addresses the symbolic connection between dance and the racialized sexuality of Latinas in popular culture. Her next research project explores the historical, industrial, and cultural function of hair in mainstream film and television. You can find her work in American Quarterly, Theatre Journal, and Women & Performance.

tape reelREWIND!…If you liked this post, check out:

Aurally Other: Rita Moreno and the Articulation of “Latina-ness”-Priscilla Peña Ovalle

Music Meant to Make You Move: Considering the Aural Kinesthetic–Imani Kai Johnson

Karaoke and Ventriloquism: Echoes and Divergences–Sarah Kessler and Karen Tongson

 

Sounding Out! Podcast #33: Flawless

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We woke up like this!

#Flawless:

“Baddygirl” – M.I.A.
“The Walker” – Fitz and the Tantrums
“Watch Us Work It” – DEVO
“Summertime” – DJ Jazzy Jeff
“Givin’ Them What They Love” – Janelle Monae
“Mt. Olympus” – Big K.R.I.T.
“Inner City Breathin’ feat. Tammi Terrell” – Amerigo Gazaway
“MakeMoney” – Knxwledge.
“Corre, Corre Erê” – Karol Conká
“Magic” – Olivia Newton John
“Bongo Bong” – Manu Chao
“Datsun Spot” – Van Dyke Parks
“‘Pretty Girls” – Little Dragons
“Baby’s Coming Back to Me” – Jarvis Cocker
“I Don’t Wanna Go to Work” – Lizzie

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