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Toward a Practical Language for Live Electronic Performance

DOI: https://doi.org/10.59350/2e3xw-whh66

Amongst friends I’ve been known to say, “electronic music is the new jazz.” They are friends, so they smile, scoff at the notion and then indulge me in the Socratic exercise I am begging for. They usually win. The onus after all is on me to prove electronic music worthy of such an accolade. I definitely hold my own; often getting them to acknowledge that there is potential, but it usually takes a die hard electronic fan to accept my claim. Admittedly the weakest link in my argument has been live performance. I can talk about redefinitions of structure, freedom of forms and timbral infinity for days, but measuring a laptop performance up to a Miles Davis set (even one of the ones where his back remained to the crowd) is a seemingly impossible hurdle.

Mind you, I come from a jazzist perspective, which means that I consider jazz the pinnacle of western music. My classicist interlocutors will naturally cite the numerous accomplishments of classical composers as being unmatched within jazz. That will bring us to long debates about the merits of Charles Mingus and Duke Ellington as a composers, which leads, for a good many, to a concession on the part of Duke at least, but an inevitable assertion of the general inferiority U.S. composers compared to the European canon. And then I will say “why are we limiting things to composition when jazz goes so much further than the page?” To which I will get the reply: “orchestral performers were of the highest caliber.” Then I will rebut, “well why was Europe so impressed by Sidney Bechet?” But I digress.

Why talk about classical music in a piece on electronic music, you, my current interlocutor, may ask? Well, in placing electronic music in a historical context, its current stage of development keeps pace with the mental cleverness found in classical but applies it to different theoretical principles. The electronic musician’s DAW (Digital Audio Workstation) file amounts to the classical composer’s score; the electronic musician’s DSP (Digital Signal Processor) parallels the classical composer’s orchestra. I could call electronic music “the new classical” and I’d have a few supporters. But. . .taking it to the level of jazz? Electronic music would have to include not only the mental cleverness, but the physical cleverness as well.

Electronic artist using Ableton 5 Live, Image by Flickr user Nofi
Electronic artist using Ableton 5 Live, Image by Flickr user Nofi

Let’s back up for a bit. A couple years back, I did a piece for Create Digital Music on Live Electronic performance. I talked to a diverse group of artists about their processes for live performance, and I wrote it up with some video examples. It ended up being one of the most discussed pieces on CDM that year, with commentary ranging from fascination at the presentation of techniques to dismissal of the videos as drug-addled email inbox management.

This was to be expected, because of the lack of a language for evaluating electronic music. It is impossible to defend an artist who has been called a hack without the language through which to express their proficiency. Using Miles Davis as an example–specifically a show where his back is to the audience–there are fans that could defend his actions by saying the music he produced was nonetheless some of the best live material of his career, citing the solos and band interactions as examples. To the lay person, however, it may just seem rude and unprofessional for Davis to have his back to the audience; as such, it cannot be qualitatively a good performance no matter what. Any discussion of tone and lyrical fluidity often means little to the lay person.

The extent of this disconnect can be even greater with electronic performances. With his back turned to the audience, they can no longer see Miles’ fingers at work, or how he was cycling breath. Even when facing the crowd, an electronic musician whose regimen is largely comprised of pad triggers, knob turns, and other such gestures which simply do not have the same expected sonic correspondence as, for example, blowing and fingering do to the sound of a trumpet. Also, it is well known that the sound the trumpet produces cannot be made without human action. With electronic music however, particularly with laptop performances, audiences know that the instrument (laptop) is capable of playing music without human aid other than telling it to play. The “checking their email” sentiment is a challenge to the notion that what one is seeing in a live electronic performance is indeed an “actual performance.”

In the time since writing the CDM piece, I’ve seen well over a hundred live sets, listened to days worth of live recordings, spoken in-depth with countless artists about their choices on stage, and gauged fan reactions many times over: from mind-blowing performances in barns to glorified electronic karaoke in sold-out venues, tempo locked beat matching to eight channel cassette tape loops, ten thousand dollar hardware to circuit bent baby toys. After all of that, I still don’t know that I can win the jazz vs. electronic music debate, but I will at least try.

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A while back, I was paging through the December 2011 edition of The Wire when I came upon a review of a Flying Lotus performance, the conclusion of which stood out:

On record, the music has the unruly liquidity of dream logic wandering from astral pathways down alphabet street, returning via back alleys on its own whims. Maybe the listening mind, presented with pretty straight analogues of those tracks, rebels, expecting something more mercurial, more improvised. The atmosphere in the venue reflected this upper-downer tension and constraint: the crowd noise was positive, but crowd movement was minimal – a strange sight in the midst of FlyLo’s headier jams. When the hall emptied there was a grumbling undercurrent as the tide of humanity was spilling slowly down the Roundhouse steps, whispers of it must have reached the upper levels. One casualty high above leaned over to berate them: “You don’t know, even understand, what you just FELT.” Sadly though, he didn’t stick around to enlighten anyone.

It should be noted that there are positive reviews of the show, and while not necessarily the best gauge, the videos from the event may seem to tell a different story.

What stood out for me from the review however, was that in trying to write about what the writer felt was a less than stellar performance, there was only one critique which could directly be attributed to the music, which was to say that Flying Lotus performed “straight analogues” of his tracks. Beyond that, the writer was left describing the feelings from the audience.

Feelings are tricky things. We all have them and they are the fundamental point of connection we seek when experiencing music. The message conveyed through the medium of music is meant to be an emotional one. But measuring those emotions is a task which cannot escape subjectivity. In a case like this when one writer is attempting to speak for the feelings of the whole audience, it becomes really tricky. Sure the writer may consider their analysis to have been objective, but it was still based on their perception of the audience, not the audience’s perception. Even more, this gauging of the audience dynamic does not tell us how the actual music performance was regardless of the varied perspectives from within the audience. I contend that this gap occurs because the language for discussing electronic performance has not yet been established.

Around the time I read The Wire review I was also reading Adam Harper’s Infinite Music, which offers variability as a primary factor of analysis in music. Instead of building on traditional music theory, Harper takes cues from those on the fringes of western music. He builds a concept of ‘music space’ by expanding John Cage’s “sound space,” the limits of which are ear determined. Furthermore, Harper’s non-musical variables and how they play into creating individually unique musical events, strengthens Christopher Small’s notion of musicking as a verb. In this way, Harper creates a fluid language for discussing music which might prove practical for these purposes.

It is helpful to use one of the central concepts of Harper’s music space, musical objects, as a means of distinguishing electronic performance.

Systems of variables constitute musical objects – Adam Harper

Going back to Miles Davis, his instrument is a monophonic musical object with a limited pitch and dynamic range in the upper register of the brass timbre. His musical talent is evaluated based on how he is able to work within those limitations to create variable experiences. His band represents another musical object comprised of the individual players as musical objects as well. The venue in which they are playing is a musical object, as is the audience and Davis’ decision to perform with his back to it. It is the coming together of all of these musical objects that creates the musical event (an alternate event includes the musical object which recorded the performance, and the complete setting of the listener as an individual musical objects upon playing the live recording). In a musical event comprised of these musical objects – Davis performing live in front of an audience with his back turned so he can face the band–it is possible to imagine a similar reaction to the above commentary about Flying Lotus, including a guy berating the audience for not making the connection.

Miles Davis @ Montreux, bent over his trumpet 8.7.1984 Image by Flickr user Christophe Losberger
Miles Davis @ Montreux, 8.7.1984 Image by Flickr user Christophe Losberger

In this Davis example however, we could listen to the audio to determine whether or not it was a “good” performance by analyzing the musical objects which can be observed in the recording (note: this would be technical analysis of the performance, not the event or its reception). Does Davis’s tone falter? How strong are the solos? Is he staying in the pocket with the rest of the band? Evaluation of these variables would be a testament to his proficiency which could be compared to other performances to determine if it measures up.

Flying Lotus’s set however is a bit different. Yes, we could listen back to the audio (or watch the video) and determine if indeed it measures up to other sets he has performed, but unlike with Davis, we cannot translate what we hear directly to his agency. When we hear the trumpet on the Davis recording we know that the sound is caused by him physically blowing into his instrument. When we hear a bass in a Flying Lotus set, there isn’t necessarily a physical act associated with the creation of the sound. With all of the visual cues removed in the Davis example, we can still speak about the performance aspect of the music; the same is not necessarily so about an electronic set, even with visual cues. In many electronic sets, it is only when something goes wrong that actual agency in the music being performed can be attributed.

Flying Lotus playing live, enjoying himself with his tongue out @ SonarDome, Sonar 2012, Image by Flickr user Boolker
Flying Lotus,@ SonarDome, Sonar 2012, Image by Flickr user Boolker

Where the advent of the laptop and DSP advances for music have expanded creative possibilities, they only shroud what the performers using them are actually doing in more mystery. It’s an esoteric language, or perhaps languages, as ultimately each artist’s live rig configuration amounts to different musical objects, across which there may not be compatibilities.

However, in certain musical circles there are common musical objects. Perhaps the most common musical object for performance in electronic music right now is Ableton Live, which results in common component musical objects across performances by different artists. Further, an Ableton Live set can sound just like a Roland 404 set, which can sound just like a DJ set with a Kaoss pad, all of which can sound identical to a set not performed live but produced in the studio (or bedroom as the case may be) for a podcast. The reason for this is that much of the music is already fixed. What changes is the sequencing of these fixed pieces of music over time, their transitions and the variety of effects employed. The goal for these types of sets is a continuous flow of pre-arranged music, which parallels that of a DJ set.

In the past few years, the line between a live electronic set and a DJ set has been blurred extensively. Fans have become fairly critical of artists, to the point that it has become standard practice for promoters to list whether performances will be live or a DJ set. Even on the DJ end of the spectrum there’s a lot of questions, as artists have been called out for their DJ set being an iPod playlist. To qualify as a live set however, an artist must be doing more than just playing songs. How much more is debatable, but should it be?

Flying Lotus in deep concentration, playing live - Sónar 2012 - Jueves 14/05/2012, Image by Flickr user scannerfm
Flying Lotus – Sónar 2012 – Jueves 14/05/2012, Image by Flickr user scannerfm

Nobody in their right mind would call Miles Davis a hack. Even if they didn’t like specific performances, few would question his proficiency with the instrument. The reason for this is that his talent rises above the standard performance, beneath which someone could be qualified as a hack. If a trumpet player spent a whole night performing only shrill notes of a C major chord around middle C, without properly qualifying that their performance would be so constrained as a stylistic choice, one might consider calling that artist out as a hack (I apologize in advance to the serious musician that fits in this description).

The rationale behind this assessment is based on knowing the potential variability of the instrument and realizing that the performer is not exploring any of that variability. Perhaps there could be other layers of variability (e.g. an effects chain) added to the trumpet to make it interesting musically, but it can be objectively said that they don’t measure up to a standard quality of a trumpet player. If we say that the trumpet has an extensive dynamic range, a tonality which can go from smooth to harsh and a pitch range of just over three octaves, we can see how the player in our example is exhibiting quite a low proficiency.

This goes across all styles of trumpet playing. Were a style to impose limitations on a player, it could be said that the style did not allow for the full expression of proficiency on the instrument. A player within that style could be considered proficient in that context, but would require a broader performance to be analyzed for general proficiency. So the player in our example could be a master of “Shrill C” trumpet, but in order to compare with a Miles Davis they would have to perform out of style. Conversely, Miles Davis may be one of the world’s greatest trumpet players, but possibly the worst “Shrill C” trumpet player ever.

From this we can see that the language of variability provides a unique way to objectively speak on the performance of musical objects, while fully taking into account the way styles can play into performance. Using this language we open the world of electronic performance up for analysis and comparison.

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This is part one of a three part series. In my next installment, I will use some of the language here to analyze the instruments and techniques used in electronic performance today. Once we have a fluid language for describing what is being used, I believe we will be better equipped to speak about what happens on stage.

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Featured Image by Flickr User Scanner FM, Flying Lotus – Sónar 2012 – Jueves 14/05/2012

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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 is a regular guest contributor to the Create Digital Music website, and maintains his own AvantUrb site. Luta is a regular presenter for the Rhythm Incursions Podcast series with his monthly showRIPL. As an artist, he is a founding member of the live electronic music collectiveConcrète Sound System, which spun off into a record label for the exploratory realms of sound in 2012.

Primus Luta will be playing “electronics” in a live jazz setting on Wed. May 1st. with Daniel Carter (Sun Ra, Matthew Shipp and others) at the Brecht Forum in NY. Facebook Event is here. And there’s a flyer here.

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tape reel

REWIND! . . .If you liked this post, you may also dig:

Experiments in Agent-based Sonic Composition–Andreas Pape

Evoking the Object: Physicality in the Digital Age of Music–-Primus Luta

Sound as Art as Anti-environment–Steven Hammer

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Video Gaming and the Sonic Feedback of Surveillance: Bastion and The Stanley Parable

DOI: https://doi.org/10.59350/2cvkr-nsk53

As the practice of sound design becomes ever more refined as a key factor in the immersive aspects of gameplay, it is essential to develop a conceptual vocabulary of the ways that sound is implemented as a cultural facet. In particular, it is important to recognize the power relations at stake within the implementation of the human voice as an interactive narrative trope. And, while I’ve already discussed the ways in which the voice of GLaDOS in Portal invites players to reflect on how they internalize a set of mediated perspectives about how their body ought to be, it is equally important to consider the other ways that a narrator’s voice invites players to reconsider the intersection of agency and surveillance.

This post compares the use of narration in Bastion and The Stanley Parable in an effort to understand how the voice is used as what Karen Collins would refer to as an “interactive non-diagetic sound,” or, in other words, a sound that is triggered by player actions, but not experienced by the character in the game. Specifically, I argue that the voice in these examples is an essential point in the feedback loop between player and game. And, as part of the cybernetics of gameplay, it produces a dispositif of surveillance, akin to Bentham’s panopticon, which lets the player know their actions are constantly being monitored, calculated, and considered by the game’s algorithms. But, while the original panopticon produced the effect of surveillance through the clever use of light, these games use sound to effect surveillance.

Bastion, was developed by the small indie game company Supergiant Games, but was distributed and released by Warner Bros. Interactive Entertainment, first through Microsoft’s distribution service, XBOX Live Arcade, but has since been released more broadly after receiving much critical acclaim. In Bastion, players take the role of a young boy, referred to only as “The Kid,” and adventure around gradually rebuilding a world that has fallen apart since a cataclysmic sundering referred to only as “the Calamity.” Although the world of Bastion is beautiful and visually stimulating, it is the game’s sound design that has earned it much critical acclaim. The game is narrated by a character named “Rucks,” who speaks in a deep weathered voice, with somewhat of a western twang. And, even though The Kid eventually encounters and is able to interact with Rucks within the game, Rucks still relays dialogue in the third-person.

When The Kid and Rucks meet, Rucks evinces with trademark grit, “Sure enough, he finds another. He finds me.” And, while that is a scripted plot point within the game, at other points Rucks’ narration modulates to best reflect the player’s actions. A player who begins the game slowly, exploring nooks and crannies, might hear “The kid walks slowly down the path, checking everything,” while a player who runs straight ahead could hear, “The kid barrels forward, not looking once behind him.” These quotes force the player to recognize that the game is watching, and actively staging narrative commentary about their in-game decisions. This commentary unfolds in aural space, through narration, discrete from the old text (and controller) triggers of “look” and “examine” which used to prompt text-box commentary about the environment of the game. In short, Bastion’s sound design succeeds because it is balanced in such a precise way: players are being constantly engaged with a narration which confirms that they are, in fact, properly interacting within the game world and story.

Games used to use text boxes to interrupt gameplay with narrative elements. Image borrowed from ultrapublications.com
Games used to use text boxes to interrupt gameplay with narrative elements. Image borrowed from ultrapublications.com

The Stanley Parable, on the other hand, works deliberately to turn the paradigm of narration on its head. Where Rucks, in Bastion, frequently alluded to how many secrets he was yet to reveal about himself and the game-world, his character ultimately plays a supportive role, helping The Kid to understand the chaotic environment of the game. The narrator in The Stanley Parable, however, plays the antagonist in many ways, attempting to foreshadow and predetermine the actions of the player, or “Stanley.” On the game’s website, a short sentence contextualizes the endeavor, “The Stanley Parable is a Half Life 2 mod about video games.” The game itself is a mod of the “Source engine,” which runs both Half-Life 2, and Portal, was developed by the very small development team of Davey Wreden and William Pugh, and released for free. It is meta-fiction that stages a critique of the context of narrative within interactive games and fiction. Specifically, the game questions the idea of narrative itself by showcasing the ways that players are able to undermine the scripted plots and spaces of a videogame by exploring and experimenting with exploits and bugs in the game’s code and narrative.

Although the narrator in The Stanley Parable will prescribe several decisions to the player over the course of the game, the player is given the agency to contest the story as told by the narrator, and, therefore, to experiment with the plot. As the player reaches a set of two open doors on the way to the employee lounge the narrator reads, “When Stanley came to a set of two open doors, he entered the door on his left.” If the player chooses to travel through the door on the right instead, the narrator will attempt to steer the player back to the main plot tree by saying, “This was not the correct way to the employee lounge, and Stanley knew it perfectly well.” And, then as an open door is revealed, “So he turned left at the first open door, and walked back in the right direction.” If the player continues to ignore the narrator’s advice, he comes to somewhat of a dead end and the narrator reads, “Stanley was so bad at following directions, it’s incredible that he wasn’t fired years ago. Maybe this was why everyone left. No one wanted to be around someone as bad at listening as him.” The player is given several other opportunities to make decisions and lead the story to completion in achieving one of seven endings; each based the decisions the player has made when interacting with the narrator’s dialogue.

The Stanley Parable allows players the agency to see the limitations of linear storytelling where Bastion does not. Where some paths in The Stanley Parable will lead the player into direct conflict with the narrator, other paths do not. There is never a point where the narrator ceases to comment on the player’s actions and activities. Because the sonic feedback of surveillance remains a constant in both games the player remains engaged, in both cases, with the logic of the game-system. In other words, no matter how many times the player defies the narrator in The Stanley Parable, it never seems like the game is breaking. The game world remains constant because the motif of surveillance holds; players know the game still works because the narrator continues to stage commentary – even if it is commentary about the player’s failure to keep to the plot.

For Marc Andrejevic, author of iSpy (2007)—who has written extensively about the abundance of surveillance techniques implemented in digital spaces–the danger of surveillance lies in the production of an asymmetrical power relationship between media producer and media consumer. And, while this is certainly best argued about instances of dataveillance–how companies like Amazon, for example,  track customer clicks on and off their website via web cookies in order to better produce exploitable (and in some cases saleable) consumer profiles–it is important to also consider the ways that the implementation of sound also functions as a technique of control.

Paradigms of surviellance have changed a lot in the past 30 years. Image borrowed from cobalt123 @Flickr.
Paradigms of surveillance have changed a lot in the past 30 years. Image borrowed from cobalt123 @Flickr.

At its most positive, the sonic panopticism of Bastion and The Stanley Parable offer players a sense of comfort in knowing that the game is operating properly, and not glitching out. Further, players are invited into a more immersive game, which leverages both visual and audio interactivity to lull players into an environment of almost trancelike feedback and play. Clearly, this is the promise of good sound design; it gently alerts players to the presence of a tightly designed and well-implemented game, and produces affects of brand loyalty and trust within a game’s player contingent.

But, while there are clearly aesthetic and market benefits to the implementation of narration in both games, one cannot help but wonder, in the context of post-feminism and self-surveillance, what implications there are in the implementation of the male voice as surveil-er in both games. Just as it was curious in Portal 2 how GLaDOS acted as a critical female voice constantly judging the player’s body image and intelligence, it is curious how much authority is given to the voice of Rucks in Bastion. And while several good critiques have already been written about how the game features only one (somewhat silent, and certainly helpless) female character, and how the game’s villain is portrayed, concretely, as the racially exotic other, it is sadly fitting that the most comforting and well-acclaimed aspects of the game come from the interactivity produced by the voice of its distinctively white male narrator.

The sound design in The Stanley Parable, of course, is more cutting in the ways it stages a commentary about how the voice of the narrator (this time distinctively British), exacts a form of social coercion through techniques of surveillance, and how these techniques serve, namely, to hamper player agency. But, even its own narrative of resistance fails to compel; in fact, it is the uneasy ending of compliance and conformity that is, perhaps, the happiest. This, ironically, reveals one of the key cultural problems of our era: the reciprocal aspects of surveillance and interactivity. If affective resonances of trust, knowledge, and comfort come bundled with the male voice, is it in the vested economic interests of sound design communities to leverage these to make profit? Even though both games have earned critical praise, it is only Bastion that  has won awards for sound design. In other words, are we caught in our own feedback loop of comfort, industry, and design?

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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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tape reel

REWIND! . . .If you liked this post, you may also dig:

DIANE… The Personal Voice Recorder in Twin Peaks— Tom McEnaney

The Role of Sound in Video Games: Pong, Limbo, and Interactivity— Aaron Trammell

Orality and Cybernetics in Battleship— Aaron Trammell

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