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Audiotactility & the Medieval Soundscape of Parchment

series co-editors Dorothy Kim and Christopher Roman

series co-editors Dorothy Kim and Christopher Roman

Each of the essays in our “Medieval Sound” forum focuses on sound as it, according to Steve Goodman’s essay “The Ontology of Vibrational Force,” in The Sound Studies Reader“comes to the rescue of thought rather than the inverse, forcing it to vibrate, loosening up its organized or petrified body (70).  These investigations into medieval sound lend themselves to a variety of presentation methods loosening up the “petrified body” of academic presentation. Each essay challenges concepts of how to hear the Middle Ages and how the sounds of the Middle Ages continue to echo in our own soundscapes.

Read all the previous posts here, and, HEAR YE!, in April 2017, look for a second series on Aural Ecologies of noise! –Guest Editors Dorothy Kim and Christopher Roman

As humans, we engage all of our senses in every undertaking, whether or not we consciously perceive our sensory interactions. For instance, when we consume a gourmet meal, we don’t simply taste the food—we also see it, smell it, and feel it. We might also hear it as it is being prepared and/or consumed, and the meal’s pleasure can be enhanced by conversation. Overall, our experiences are enriched (or worsened) through our multisensory engagement. Similarly, reading involves multimodal feedback. While we might think of it as solely a visual experience, both auditory and tactile interactions occur within the process. As The Handbook of Multisensory Processes (518) tells us, audiotactile (sound+touch) and visuotactile (sight+touch) interactions are of great functional importance as they link remote senses to the body.

Thus, our interactions with everyday objects are multisensory, even if we do not consciously realize that fact. Arguably, although the sense of hearing is the first to develop in the womb, it is often the sense we overlook in solitary pursuits such as reading. Nevertheless, every human action occurs within a soundscape, much like they take place within a landscape. A soundscape is “an environment of sound with emphasis on the way it is perceived and understood by the individual, or by a society. It thus depends on the relationship between the individual and any such environment” (Handbook for Acoustic Ecology, 1978). Like landscapes, soundscapes must be considered in context and in relation to multisensory experience.

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Fontaine des Mers, France, Image by Flickr User Daniel Mennerich

In particular, audio-visual interactions have been shown to have an effect on soundscape perception. Soundscape design elements reflect this concern. For example, a plan might include adding fountains, both as a noise control element and as a deliberate introduction of a soothing sonic feature. At the same time, fountains are a managed version of a natural element (water) that incorporate certain visual effects (e.g. reflective space and sparkling sunlight) creating textured and appealing landscapes. How the element is introduced into the environment has an effect on the perception (and appreciation) of the space. Furthermore, the touch of cool, clean water can supplement the overall impression, heightening the soothing effect initiated by the tinkling sound of the moving water. This is an audiotactile experience; that is, sounds connected with the sense of touch, an ecological system that combines the haptic and the aural.

Although the field of audiotactile integration has been somewhat dormant in the biological sciences since Paul von Schiller suggested back in 1932 that sounds, especially patterned noises, could affect tactile perception of roughness, recently some researchers have conducted experiments that test audiotactile qualities of materials. Several have suggested that these results might be synthetic—that is, the impact the sounds have modulate the haptic perception of the material being touched. For the most part, there seems to be connections between the perceptions of the sounds involved in touch and the perceptions of the stiffness of material. However, one study demonstrates that synchronized movements and sounds can affect the perception of the subject’s own skin.  Suffice it to say, then, that sounds and texture and material quality are linked, both physically and perceptively.

Although humans rarely display deliberate awareness of audiotactile interaction, both auditory and haptic stimulation share similar temporal and psychological patterns in human consciousness. This connection would have perhaps been even more true in the Middle Ages than it is now, since the context of parchment and manuscript production and consumption was more immediately personal than paper production and reading is today.

To understand both the historicizing of the senses and the impact of shifting modes of literacy, it is possible to recreate some of the former immediacy of parchment production. During the summer of 2015, I participated in a National Endowments for the Humanities Seminar on Manuscript Materiality. This occasion provided me with the opportunity to make a manuscript page replica, starting from the “ground up” with the creation of parchment. We also studied theory, page layout, and other material circumstances, allowing us to really think about how people—both medieval and modern—engage with manuscripts using their senses. Elsewhere I have discussed the sense of touch. Here, I want to extend that discussion to include the sense of hearing; that is, I will focus on the sounds of parchment-making and parchment-reading, as activated through touching.

Parchment (Latin pergamenum) is the general term used for an animal hide that has been prepared for writing. Vellum (Latin vitulinum) more specifically refers to prepared calfskin. Parchment is made through an extended process of skinning, cleaning (de-fleshing and de-hairing), stretching, and scraping. It is stretched and scraped on special frames with adjustable screw pegs. The parchment maker scrapes the skin to the desired thickness with a curved tool, adjusting the pegs as the skin dries and changes texture. Often the skin is rewetted, scraped, and stretched numerous times in order to achieve the desired thickness. Sometimes a pumice stone finish is used at the end to create a surface porous enough to accept and retain ink. This is a vastly different process than tanning, which involves chemical alteration of the skins.

A close up of the scraping tool crafted by Jesse.

A close up of the scraping tool crafted by Jesse Meyer of Pergamena.

In the seminar, our parchment master was Jesse Meyer of Pergamena.  He provided tools, guidance, and expertise as we participants stumbled through the process. Parchment making is hard, smelly work. My hands ached after only a few go-rounds with the tools, which included a pumice-like concoction of over-baked bread mixed with ground glass, knives that had been reshaped and re-handled, and Jesse’s special skin-refiner tool discussed below. Jesse told us many eye-opening things over the days of parchment making; however, possibly one of the most intriguing was how parchment masters could make a parchment “sing,” and how they, through this sound, knew whether or not the skin had reached its full potential.

So when Jesse demonstrated the various techniques on his sample skin, I listened carefully to the sounds he made by scraping as well as watching what he did with his hands. As he scraped away, the parchment did indeed sing. You can hear it yourself:

Audio Clip of Jesse’s “Parchment Singing”

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This aspect of parchment making fascinated me. After our seminar was done, I got back in touch with Jesse to talk further about the sounds of parchment making. He was more than forthcoming about his experiences. When Jesse first read about medieval parchment making, he ran across several mentions of the “ringing” sound that parchment masters produced when shaving their skins. He, like many of us, had never considered that aspect before. So he started paying attention to the different sounds he made as he used various tools on the skins. Right now, he uses a handmade tool that consists of a saw blade shaved to his specificity with a handmade handle on it. Each of us got a chance to hold it and try it on our own skin. It was an unwieldy tool for the uninitiated, and my parchment did not “sing” like Jesse’s did.

Parchment master, Jesse Meyer of Pergamena demonstrating his technique using a tool he created himself, designed after the fashion of medieval instruments.

Parchment master, Jesse Meyer of Pergamena demonstrating his technique using a tool he created himself, designed after the fashion of medieval instruments. Image by author.

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Jesse is an expert, but even he says he cannot quite tell the nuances among the different types of skins by sound alone, although he notes that there are similarities among the types. Perhaps that skill could be developed over years of working solely with parchment, as a master in the Middle Ages would have. What Jesse has shared, however, is valuable: thicker skins are not as flexible, but they produce a “better,” that is clearer, sound.

Close up of parchment “dust.”

Close up of parchment “dust.” Image by author.

Thickness of parchment can be due to a number of factors including preparation technique, but also the age and type of animal. Older animals yield thicker skins. Thicker skins are usually smoother and yield a cleaner sound. Of course if the animal has been injured or diseased, the skin may not be smooth. The firmer and tighter a skin is, the denser it is, and the easier it is to shave as well. In fact, Jesse says that denser skins can also make full, warm, “drum-like” sounds. Even more intriguingly, when I asked Jesse if he had ever noticed a difference between the hair side and the flesh side of skins, he said yes: the hair side of parchment sounds better to him because it is cleaner once the hair has been removed. The flesh side often retains fibrous bits even after many scrapings, and produces a more diffuse sound. When this side is scraped, it leaves behind a “fuzzy” residue until it has seen many passes with the scraper.

The relative dryness and “freshness” of the skin can also alter the clarity of the “ringing.” For example, compare the sound from the freshly prepared goatskin last summer to the sound from scraping a drier goatskin in Jesse’s workshop:

Repeat of first audio clip of Jesse’s “parchment singing”

Comparison clip of Jesse making a drier parchment sing

Both of these clips were produced from goatskins, and both were produced by Jesse who also used the same tool on each. While the sound is very similar, and both ring true, the drier skin produces a clearer, purer sound.

Plainly, then, the sounds of parchment making are vital to quality production. Most medieval manuscripts are made of three types of animal skins: sheep, goat, and calf. The prevalence of each animal is geographically dependent (sheepskin is more common in England, calfskin in France, and goatskin in Italy), although of course manuscripts traveled, and wealthy patrons commissioned materials they preferred. (see “DNA May Reveal Origins of Medieval Manuscripts” from Livescience)

Age, breed, size, and animal health can all contribute to the audiotactile qualities of a skin. However, there are some general guidelines. Sheepskins, for instance, are stretchier than goat skins, so their “ringing” can be muffled. Goatskins, which are thinner and stiffer, make a higher pitched “ring.” Calfskins are larger and easier than the others to get clean, and thus often make the cleanest “ring” and can do so more quickly than the others.

The type of skin is not the only factor in play. A rough blade would have produced a rough sound; conversely, an even, sharp blade would have produce the cleanest sound. The tautness of the skin in the frame can also affect pitch and tone, as can its dryness, its fatty content, and the age of the animal. As noted in a recent study, “The density of collagen fibrils in calf and goat parchment, compared with a more open weave and higher fat content in sheep parchment, favors the former two species [for producing the finest parchment]” (15070). Nevertheless, master parchment makers should have been able to manipulate any skin to produce superior results. As long as the corium (the dermis layer of skin containing all the connective tissues, including collagen, elastic fibers, hair follicles, sebaceous glands, blood vessels, and a number of other components) is sufficiently ground down, the parchment produced can be made very fine. And as the corium wears away, the sound of the scraping grows ever cleaner and clearer, just as the feel of the skin grows ever smoother. Overall, the tone gets higher as the skin gets thinner, and as long as the scrape is even, the tone should remain pure.

Here’s a video of Jesse scraping a calfskin. Compare this clear “ringing” to the goatskin scrapings:

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That’s all well and good for production of manuscripts, but texts are made for consumption. Earlier, I mentioned my having considered the qualities of hapacity and manuscripts involving Christ’s side wound in another blog post. One of the manuscripts I discussed, London, British Library, MS Egerton 1821, was clearly designed to be touched. This unusual manuscript contains a number of woodcuts that reflect devotion to the wounds of Christ, but, more strikingly, opens with three pages painted black, covered in drops of paint meant to emulate Christ’s flowing blood.

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Image of MS Egerton 1821, British Library, London.

After a series of woodcuts, seven more pages appear. These are painted red with darker red paint splatters representing drops of blood. Although these pages do not contain specific images, they are meant to evoke interactive piety. The reader is invited to touch Christ’s wounds while praying or meditating. The worn appearance of Folio 2r demonstrates just how frequently the pages were touched and rubbed.

How did those pages feel to a medieval reader? Did they feel rough or smooth? Did the reader feel a frisson of excitement? Animal skin, such as parchment, carried with it the essence of the life of the animal, thus imbuing the images painted onto it with some semblance of life force, such as suggested by Thomas Aquinas in his Question 8 (Summa Theologica) regarding the potential for divinity placed within material objects. To a certain extent, then, touching an image of Christ was akin to touching a proxy of his body, allowing a powerful and individual haptic experience of faith. But what about the sounds made when these images became the subject of interaction? Was the medieval reader aware of touching the page, touching Christ’s wounds, even more because he or she would hear the interaction?

I took it upon myself to rub the worn folio in Egerton 1821. I did so reverently, if not because I felt a mystical connection to Christ, but because I felt awed at being able to reproduce a medieval experience (albeit 500 years later). There was a distinct sound, which you can hear in this clip:

Clip of the author rubbing the worn folio in Egerton 1821

I was surprised at the resultant sound. The worn part of the page looked soft, and the paint splatters looked cracked. Instead, to my surprise, the worn portions felt rougher than the cracked paint. Like the modern studies demonstrated, my audiotactile perceptions were altered initially by what I saw, but then by what I heard. At first, I touched hesitantly, but when the sounds produced became rhythmic, my hands felt smoother and the noise sounded more even. If I were repeatedly rubbing the same spot, in the same manner, producing the same sounds—much as a medieval reader might have done—the combined sensations would likely have produced a soporific and meditative state. That is, combining touch, particularly of a textured surface, with measured reading might have resulted in the ideal perceptive state for experiencing an immersive religious experience.

If, as numerous studies have demonstrated, vibrotactile stimuli can facilitate hearing, both for those with and without hearing impairments, then the sounds hand and fingers make when exploring a surface must contribute to an individual’s haptic perception and vice versa. How, then, would this connect on the behavioral or emotional level? Researchers have been exploring the reciprocal interactions of the auditory, tactile, and visual (sometimes referred to as cross-modal effects), often concentrating on sensory thresholds, information processing performance, and spatial navigation; however, only recently are studies beginning to investigate the emotional and physical benefits of such exchanges. For instance, one such study suggests auditory-tactile stimulation as a means to increase health and well-being.

Thus, a combination of touch felt by a reader with sound heard by a reader at the same time might influence the reader’s state of mind in a positive way, resulting in a positive effect on the body as well. A desired state can be reached more quickly through an audiotactile combination, resulting in a sensory illusion (perceiving something not physically extant but mentally present)—a powerful manner of evoking emotion. Similarly, the positive physical effects include relaxation, stress relief, and sleep enhancement. Again, this seemingly suggests that multisensory integration, especially the combination of touch and sound, might have produced a mental state in the (medieval) reader that made them particularly receptive to spiritual experience.

"Touch" by Daniel Friedman (CC BY 2.0)

“Touch” by Daniel Friedman (CC BY 2.0)

I would suggest, then, that as medieval scholars, we should examine how audiotactile events are processed during dynamic contact between hands and material. Since different sensory modalities are integrated in the human brain to form our perceptions as a whole, including spatial and temporal relationships, it is important that we consider multisensory interactions that code the location of external events relative to our own bodies. Thus, to think through the process of making, touching, and hearing medieval parchment opens up a lot of possibilities for the study of medieval materiality—indeed for materiality in general as a field. The importance of the whole body sensory experience, including hearing, in reading is something we need to continue to imagine, to reimagine, to recreate, and to explore.

Michelle M. Sauer is a professor at the University of North Dakota in the English Department.  She recently released her latest book, titled Gender in Medieval Culture (Bloomsbury, 2015).

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Playing with the Past in the Imagined Middle Ages: Music and Soundscape in Video Game

series co-editors Dorothy Kim and Christopher Roman

Each of the essays in our “Medieval Sound” forum focuses on sound as it, according to Steve Goodman’s essay “The Ontology of Vibrational Force,” in The Sound Studies Reader“comes to the rescue of thought rather than the inverse, forcing it to vibrate, loosening up its organized or petrified body (70).  These investigations into medieval sound lend themselves to a variety of presentation methods loosening up the “petrified body” of academic presentation. Each essay challenges concepts of how to hear the Middle Ages and how the sounds of the Middle Ages continue to echo in our own soundscapes.

Read all the previous posts here, and, HEAR YE!, in April 2017, look for a second series on Aural Ecologies of noise! –Guest Editors Dorothy Kim and Christopher Roman

Freed though they have been from the historiographical pit of the Dark Ages, the Middle Ages inevitably slip ever further into the past. Nonetheless, they have never been easier to visit. We have but to open our computers or turn on our televisions to be transported into the past. As any good Sci-fi show will tell you, we must be careful when we travel into the past; we can change things.

The medium on which I wish to focus – videogame – relies precisely upon on this ability to affect change. It takes aspects of filmic medievalism but must also confront an intrinsic interactivity. This interactive capacity may seem to authenticate further the experience of the past by creating a rich and responsive world but it also frees aspects of narrative agency from the control of game designers, composers, and sound engineers. In this article, I will demonstrate some of the ways in which issues of space/place, identity, orientalism/otherness, and the norms of the medium itself can play out. In recomposing the past – be that with a nod to authenticity, within the realms of historical metafiction, or even the imagined (neo-)medievalism of the fantasy genre – videogames create something that sits between the past and present that nonetheless has a profound effect on the public conception of the medieval soundscape. My focus here is on CD Projekt Red’s high-fantasy game The Witcher III: Wild Hunt, addressing not only the musical score but also wider aspects of soundscape such as vocal accent, foley, and manipulation of the aural field.

Still from The Witcher III: Wild Hunt.

Still from The Witcher III: Wild Hunt.

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The genre of fantasy could be described as medievalist in origin and aesthetic, taking clear inspiration from the medieval world and often using it, or a close approximation, as a geographical, historical, and cultural setting. Many of the more fantastical elements of fantasy too are drawn from medieval bestiaries and the genre of the medieval romance. The late Umberto Eco popularised the term neo-medievalism, albeit in a rather pejorative sense and in opposition to ‘responsible philological study’, to describe this interaction between medieval history and the fantastical. Perhaps due to the rather negative associations of neo-medievalism, both terms tend to be used somewhat interchangeably today.

A divide could perhaps be suggested as to whether medieval aspects are presented as unproblematic and nostalgic, or treated in a more critical and distanced manner. For instance, David Marshall defines neo-medievalism as ‘a self-conscious, ahistorical, non-nostalgic imagining or reuse of the historical Middle Ages that selectively appropriates iconic images…to construct a presentist space that disrupts traditional depictions of the medieval.’ In contrast, Kim Selling notes of medievalism that, after the breakdown of modernist historical metanarratives, the pre-modern world of the medieval offers a ‘rich, satisfying, and authentic’ counterpoint to the ‘profound social, spiritual, and political dislocation’ of postmodernism. From this viewpoint, the world of medievalist fantasy offers pure escapism back to a world in which old certainties can be re-asserted; perhaps, as Elkins notes, a reaction against the rationalistic, anti-heroic, materialist, and empiricist bent of modern society.

Regardless of the author’s framing of ‘the medieval’, it offers many narrative advantages. As Kim Selling has noted, in placing an imagined world in a simplified version of the Western European Middle Ages, the fantasy author can make use of narrative shorthands. The world of kings, queens, knights, peasants, dragons, magic, witches, and elves is already known from myth and fairy tale. These aspects require no explanation but rather build upon a tradition of understood western folkloric conventions – conventions that can also imply certain types of social structure.

The Witcher is certainly situated in a simplified medieval Europe (see the similarity between the coasts of Poland and Nilfgaard) and it clearly occupies a world with presentist concerns. More than this, its extreme use of narrative indeterminacy betrays a staunch adherence to postmodern concepts of storytelling and a distinct anti-heroic edge. The player navigates a world of many shades of grey, often choosing the lesser of many evils. They make decisions – which often result in unintended consequences – based on their own morality and desired outcomes. This said, perhaps the question of whether it could be defined as medievalist or neo-medievalist depends on the actions of the player and precisely the kind of narrative they construct.

An early example of unintended consequences and choosing the lesser of many evils

The visual world inhabited by The Witcher certainly relies on appropriating iconic images; the analogue aural world on appropriating iconic sounds, accents, and musical ideas as the player continuously explores regions with distinct identities, social structures, urban/pastoral settings, and religions. The rational, urban, and merchantile world of Oxenfurt (a city famous for its world-class university with a crest clearly based on that of the University of Cambridge and a name that hints at the university town of Oxford’s medieval etymology) and Novigrad are clearly at odds with the rural peasant life of the Velen wastelands or the Celtic imagery of the Skellige isles.

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The landscape and soundscape of Oxenfurt

The landscape and soundscape of Novigrad

The landscape and soundscape of Velen (with multiple examples of the ‘combat music’)

The landscape and soundscape of Skellige (with the ‘combat music’ adapted for this area)

Like much medievalist fantasy the tension between rationalism and the fantastical is one of the central elements of dramatic tension. As the great cities of this world grow and the expansionist Nilfgaardian Empire press forward, the pre-modern world of The Witcher shrinks. Allied to the spread of rationalism, we also see the ‘Church of the Eternal Fire’ (an identifiable stand-in for Christianity) seek to eradicate magic, non-human populations, and more identifiably ‘pagan’ religions. The architecture of its buildings invite comparison with European sacred architecture and its witch hunters and inquisitions with particularly regrettable episodes of European history.

The Temple of the Eternal Fire burning people at the stake

Just as the visuals employ iconic imagery to imply certain ideas, the soundscape’s most important function is to provide the aural analogue of this. One aspect is the score. Within this, individual musical stems are layered in response to player actions. As the composer Marcin Przybylowicz noted in a recent interview with the Tech Times ‘[t]he cues (that were interactive) are divided into smaller layers, which come together, in the case of a combat cue, only when we are dealing with a very powerful enemy. If the enemy is small … only the first layer of the piece will play’. These layers are re-orchestrated in each area so as to preserve its aural identity. In a separate interview with IC-Radio.de, Przybylowicz notes:

No Mans (sic.) Land [Velen] is a war ravaged land… It’s also full of slavic references, pagan beliefs etc. …. Then, there’s Novigrad – the biggest city in northern kingdoms. … I decided music in Novigrad should be more civilized – that’s why there are lots of string instruments playing there (dulcimer, bouzouki, guitars, lutes, cimbalom etc.), and overall tone of the music is lighter, [and] reminds [me] a bit music of [the] Renaissance. Finally, [the] Skellige Isles – [a] region with Celtic, Scottish and Norse references, that had to be reflected in music as well. Use of bagpipes, flutes and Scandinavian folk instruments corresponds with that setting. On top of that, I had to think how it would all work together. That’s where our themes come in … We use those themes in every major location …. [and] we reorchestrate them with instruments corresponding to a particular region.

Combat music in Velen and Skellige respectively. Note how both utilise the orchestration of their own respective areas to alter the main theme and how additional layers are added to the music depending on the intensity of the fighting.

In viewing the different medievalisms on offer in this game, a comparison of the three areas mentioned above is instructive. The Skellige isles, an archipelago which looks curiously like Scottish islands, are occupied by inhabitants with Irish accents. As can be heard in the videos above, the clearly Celtic-influenced music of this area supports this association and the relative lack of diegetic music in this area, combined with natural sounds (the sea, wind, storms) combine to give a sense that the music is a part of the geography. Celtic folk music as a shorthand for the Middle Ages is nothing new. Simon Nugent has noted the tendency of many historically-situated films to draw on Celtic influence. His work has shown that the creation of ‘Celtic’ folk has little to do with a discrete geographical area or with historical accuracy but rather is a modern marketing creation that plays on associations with nature and an escape from modernity. This is precisely the case in The Witcher where, rather than utilising a real historical Celtic medieval repertory, it instead draws on aural cues from the popular medievalism of the filmic soundscape tradition, filtered through the need for an indeterminate score. This ‘packaging’ brings with it associations of an ‘authentic’ Celtic folk tradition as a remnant of the ‘true folk tradition’ that once existed for everyday people elsewhere.

We can perhaps see a link to the works of fantasy writers such as Gael Baudino and Patricia Kennealy-Morrison who turn to pagan Celtic sources as an alternative to what they perceive as the medieval Christian degradation of women, as Jane Tolmey has noted. This association between pagan prehistory, matriarchy, and freedom for women seems a common theme in the popular conception of the past, echoed by theorists such as Albert Classen. The fact that Skellige evokes a recognisably ‘Celtic’ soundscape (relying heavily on the Polish Folk band Percival who collaborated on both new works and who took several from a previous album which were then adapted for indeterminate playback) therefore comes with many associations, drawn almost entirely from the filmic soundscape tradition. This is a pre-modern, pagan land; a land with an authentic peasant class: roughhewn but honest. This Celtic imagery and soundscape also offers a counterpoint to the sexual politics of other areas. Women can more easily participate in areas which might otherwise be seen as male-dominated: depending on the actions of the player, a woman may rule Skellige. A matriarchal class of priestesses govern the region’s predominant religion in stark contrast to the male Priests in other areas. The soundscape here is therefore absolutely crucial to the identity of this area. In creating a Celtic sonic identity – equal part music and accent – the game designers have created a rich culture that need only be hinted at to be understood.

By contrast, the urban world of Novigrad and Oxenfurt is far less folk-influenced. Unlike the other areas of the game, it does not draw so heavily on either the pre-existent or newly composed music of Percival, make such explicit use of folk instrumentation, and seems far more closely related to a Renaissance dance music tradition. The urban/pastrol divide is enhanced by the sounds of a busy city compared to the sounds of nature and the frequent cries of the townsfolk give a sense of bustling urban life (this time with accents from the North of England – compare HBO’s Game of Thrones).

Compared to the wind instruments and female vocals of Skellige, percussion and plucked/struck strings predominate. There is indeed more of a Renaissance feel in an area already touched by modernity. Most notably, there is more diegetic music in these two cities. We frequently see and hear small Renaissance dance bands, using period instruments, entertaining crowds (watch from around 3:45 of the above video of Novigrad for an example; note how diegetic music slowly enters the soundtrack as they are approached). Perhaps the most significant diegetic moment, however, is the song by the Trobaritz Priscilla.  The audio and visuals are surprisingly well matched, and the tuning of the lute adds emphasis to the fact of live performance. As a video cut-scene, this is one of few moments in the game where the player has no ability to affect their environs and must simply watch and listen.

Priscilla’s song

Far more so than in other areas, the music in Novigrad and Oxenfurt is for and by people. This is in marked contrast to the soundscapes found on Skellige and in Velen where the music is almost purely non-diegetic. In contrast to the pre-Christian matriarchal associations of the priestesses of Skellige is the aural handling of the Temple of the Eternal Fire in Novigrad and its male priests. As Adam Whittaker has recently identified, there is a clear link between musicological discourse on purely vocal performance in Christian sacred space in Early Music, and its representation on screen. Male a capella voices, and a ‘chanting’ vocal style (again hinting at plainchant, rather than using pre-existent chant music), are often used to denote the aural identity of a church. Precisely this kind of vocal delivery is added to the soundtrack as the player moves closer to the Temple of the Eternal Fire, explicitly linking this Christian association with the aural presence of the Temple. The contrast with the female-dominated vocals elsewhere enhances the distinction and re-enforces the links between the ostensibly pre-Christian worlds of Skellige and Velen and the Christian associations made in Novigrad.

Approaching the Temple of the Eternal Fire

The music of the Velen wasteland and the neighbouring White Orchard, like Skellige, is more folk influenced, yet clearly distinct. Gone are the Celtic folk influences; instead, this area fuses a cinematic pastoral idyll (again laden with nature sounds and with a peasantry speaking with West Country accents – compare the idyllic ‘Shire’ in Peter Jackson’s The Lord of the Rings) with a dark and sinister undertone which draws on the ‘otherness’ of many non-western and folk instruments, particularly the kemenche, electric cello, hurdy gurdy, bowed gusli, gheychak, and the bowed yaylı – the vast majority of which only enter the soundscape in this area. The use of the medieval as a source of dangerous and primitive ‘otherness’ is common at the moment (evidinced, for instance, by the many recent descriptions in the West of the so-called Islamic State as ‘medieval’) and draws on modernist thought which characterized the middle ages as a period of dark and dangerous alterity between the glories of antiquity and the Renaissance.

That the soundscape of The Witcher draws on competing categorisations of the medieval as ‘dangerous’ and ‘pastoral’ says much about the mutability of medievalisms. Musically, this ‘otherness’ can be expressed as a kind of orientalism, both exotic and dangerous, and the microtonal inflections and use of glissandi here give a sinister undertone to what is otherwise a quintessentially pastoral film score. This area has one of the most memorable parts of the entire soundtrack ‘Ladies of the Wood’, underscoring a genuinely horrific narrative and visuals (some of the consequences of which are shown in the first video of this post with a lengthier section of the music given below). The exotic instrumentation combined with the driving repetition, at odds with an audio usually so responsive to the player’s actions, makes the experience unsettling and claustrophobic.

Ladies of the Wood

Taken together, these very distinctive sound worlds serve to demonstrate some of the many medieval soundscapes which permeate our collective consciousness. In utilising iconic aural cues, composers and sound designers in a neo-medievalist tradition can conjure up particular cultural and social structures with ease, taking many of the shorthands which have emerged from the TV and film traditions in recent years. The indeterminacy inherent to videogame, and the common response of using audio stems, means that the soundscape moves far beyond what is possible in TV and film. However, it also makes problematic the concept of using real, historically-informed music from the period being invoked which would not be able to respond to the interactivity of the world. In The Witcher, the decisions we make effect the world around us, including its soundscape. The effect is crucial both to helping to conjure the world of The Witcher and to helping us feel immersed in it – perhaps paradoxically this may make the soundworld invoked seem more authentic even if it simultaneously reduces the possibility of using ‘authentic’ historical repertoire.

Featured image by Carlos Santos @YouTube CC BY.

James Cook is a University Teacher in Music at the University of Sheffield. His work focuses on the musical period that falls neatly between the Middle Ages and the Renaissance. In particular, the ways that musical cultures in this period interact and how expatriate groups (merchants, clergy, and nobility) imported and used music. Some of his work (like this essay) concerns the representation of early music on stage and screen, be that the use of ‘real’ early music in multimedia productions, the imaginative re-scoring of historical dramas, or even the popular medievalism of the fantasy genre.

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Coconut Clops and Motorcycle Fanfare: What Sounds Medieval?

series co-editors Dorothy Kim and Christopher Roman

Series co-editors Dorothy Kim and Christopher Roman

Until the nineteenth century, very little medieval music had been rediscovered, and what little was known was known mainly to specialists.  However, the nineteenth-century fascination with the Middle Ages, the Gothic Revival in art and literature, inspired composers to write symphonic works and operas using medieval stories and themes.  By the time twentieth-century musicologists began decoding and publishing music from the medieval past, a general consensus as to “what sounds medieval” had already been established in the minds of educated listeners familiar with European art music (see Annette Kreuziger-Herr’s 2005 article “Imagining Medieval Music:  A Short History”). Ideas of the medieval constructed in the 19th century via medievalist works of art persisted well into the twentieth, and eventually the imagined medieval sound of Romantic music turned out to be incompatible with the newly discovered historical record.

While Early Music performers in the 1970s and 1980s based their performance styles on historical research, their artistic work was inevitably conceived in relation to existing concert repertoires and standards of performance, as well as ideas about the Middle Ages known by them and by their audiences.  A general goal was to create performances that audiences could feel were convincingly accurate to how the music would have sounded in the past.  But a sense of authenticity depends not just on the performers’ historical accuracy, but on a complex interaction of experiences and expectations on the part of the audience.

Screen Capture by SO!

Screen Capture from Monty Python by SO!

Two films, Monty Python and the Holy Grail and Knightriders, play directly with the clash between romantic interpretation of the Middle Ages and historically informed performances of music, for comedic effect.  In Music in Films on the Middle Ages:  Authenticity vs. FantasyJohn Haines examines six tropes of music in medievalist films:  bells, horn calls and trumpet fanfares, court and dance music, minstrels, chant, and warriors on horseback.  Haines mentions Monty Python and the Holy Grail several times, but does not discuss any of its music; he does not discuss Knightriders, likely because of its modern setting.

This essay examines the way these two films used music to highlight issues of the real, the historical, and the existence of competing medievalisms central to the understanding of medieval music in modern times.  In the director’s commentary for the film Monty Python and the Holy Grail (1975), writer/performer/director Terry Jones had this to say about the film’s music:

Neil Innes had originally written the music for the entire film, and when we showed it, it didn’t really seem to work… we’d all agreed that Neil should go for a very authentic sound, and authentic instruments.  The trouble is, it sounded quaint, and when we went to do the read-up I realized that actually you needed kind of mock-heroic music.  But of course at that stage, we couldn’t afford to go and record some more music, so the only thing I could do was to go to a music library – I went to DeWolfe’s [a music library that licenses stock music] in London, and spent sort of weeks going through their discs, and sorting out bits of music to put on to it, to give it that sort of … it was just that we realized that if you had sort of music that sounded slightly quaint, because it was on original instruments, and you had all these silly goings-on, it looked comic, the music, instead of actually looking, um, real….

They wanted an “authentic sound,” but what they got didn’t seem real:  here is the problem of conflicting expectations in a nutshell.  Jones likely meant that the newly composed music, including the sounds of pre-modern instruments, was consciously reminiscent of older music as it was beginning to be known. The song sung by Sir Robin’s minstrels is likely a survival of Innes’ “authentic” score.  The singer – Innes himself – sings a minor-mode melody reminiscent of a Tudor-era tune (think “Greensleeves”), accompanied by recorders, some reed instrument, and drum beats.  The terms “original instruments” or “authentic instruments” don’t just refer to antique instruments (or copies of antique instruments), they were code for a particular approach to the performance of old music, an approach that was becoming very popular in 1970s Britain (for more on the British Early Music revival, see  The Art of Re-Enchantment:  Making Early Music in the Modern Age by Nick Wilson).

Jones characterized the pre-existing stock music chosen at De Wolfe’s as “mock Heroic,” but there’s really nothing mock about it per se— it’s genuinely heroic-sounding orchestral music, in the romantic post-Wagnerian style of Hollywood film scores, probably written in the 1950s or 1960s.  There are brass fanfares when the company sights Camelot in the distance, angelic choirs for the vision of God who speaks to Arthur from the clouds, and especially, there is the wonderful music used when the company is galloping with coconuts.  Here they are, approaching the castle of Gui de Lombard

The music for the galloping horses is heard several times during the film, and the contrast between its epic majesty and the sight of King Arthur and his knights not riding horses but rather banging two halves of coconuts together to simulate the sound of hoofbeats enhances the sight gag.  The melody consists of four repetitions of the same melody, a strong rhythmic fanfare.  The melody itself is made up of two almost identical phrases that each rise and then return down.  The rhythm both emphasizes the steady pace and, through its mixture of long and short durations (a so-called “dotted rhythm”), suggests the gait of galloping horses.  First we hear percussion, the high-frequency snare drums and lower booming tympani, then the low brass play the melody, harmonized.  Higher trumpets join in for the second repeat, with flutes doubling the melody at a higher octave for added brilliance.  That combination plays the third repeat, with strings joining for the fourth repeat.  The tympani play faster, approaching the fanfare’s final cadence, but it becomes an anti-climax as Patsy, played by Terry Gilliam, can’t really play his long herald’s trumpet.  A very knowing joke, as onscreen Hollywood heralds are frequently accompanied by the sound of modern valved trumpets playing chromatic phrases impossible to play on the visible long trumpets.

[The whole piece can be heard here; the part heard repeatedly in the film begins at 1:27:]

 

In its instrumentation, especially the use of brass and percussion, and the dotted rhythms (long, short, long, short, etc.) suggesting hoofbeats, this fanfare draws on a long tradition of music written to suggest galloping horses, whether ridden by medieval knights or other hunters or warriors.  The most famous example is probably the finale to the “William Tell” Overture by Gioachino Rossini (1839).  That galloping music influenced many film scores featuring knights on horseback, and it is likely that Terry Jones recognized the style from films he could have seen since the 1950s, such as MGM’s Knights of the Round Table (1953), starring Mel Ferrer as King Arthur and the very wooden Robert Taylor as Sir Lancelot which features music by Miklós Rózsa (1907-1995), who wrote similar music for both medieval knights and Roman charioteers, including trumpets to suggest fanfares and uneven rhythms to suggest hoofbeats.

The music in my second example deals directly with the clash between then and now.  The 1981 film Knightriders was written and directed by George A. Romero, better known for his horror films (he invented the modern zombie film with 1968’s Night of the Living Dead).  Knightriders follows the adventures of a traveling Renaissance-faire troupe of actors who stage jousting tournaments while riding motorcycles; the interactions between the actors come to parallel Arthurian stories.  The film revolves around the conflict between modern reality and the desire to live one’s life according to (a modern understanding of) medieval chivalric virtues.  This scene shows the troupe’s act:  the action is straightforward, but the music is complicated, with the score by Donald Rubenstein using five distinct kinds of music in a theoretically sophisticated manner.  In order, we hear:  live music played on-screen by visible performers, recorded music played onscreen, and then three musically distinct flavors of underscore music.  Watch for a yet another knowing gag about the technical capabilities of heralds blowing straight trumpets, as well as a cameo appearance by the writer Stephen King as a scornful man eating a sandwich.

The music performed on-screen functions as part of the scene.  The painfully amateur band of minstrels plays a tune from Handel’s oratorio “Judas Maccabeus” (1746), probably known to the squeaky violinist from its use as a Suzuki teaching piece.  We can imagine that these musicians are playing the oldest piece of music they know, and in response the audience—both onscreen and offscreen—is led to believe that the rest of the show will be similarly amateurish.  The professionally recorded trumpet fanfare demonstrates again how their (and our) musical associations for medieval scenes, especially tournaments, come so strongly from Hollywood.  The actors can’t begin to play their instruments, but everyone knows that the heralds and their fanfares are crucial for the scene they’re trying to set.

Screen Capture from Knightriders (1981) by SO!

Screen Capture from Knightriders (1981) by SO!

When King William and Linet take their thrones, we hear underscore music—guitar and fiddle—for the first time; the shift from source music to underscore is done with great subtlety.  This music has the informal flavor of folk music, which connects it to the little onscreen band, but now played professionally.  The cue is extremely short, but serves as a transition from the real world of the tacky Ren-fest to the imagined world of chivalry and knighthood in some mythical past enacted by the modern-day warriors.  The spectacular motorcycle stunts are underscored by more folk-sounding music:  again fiddle and guitar, this time playing a fast jig.  This music is exciting, as befits the action, but the specific sounds, reminiscent of Irish folk music, do more than just underscore excitement:  they begin to move us backwards in time.  Folk music reads as traditional, as old, but not ancient.  The folk music sounds inhabit an intermediate place, a remembered past between the present and the imagined distant past of the middle ages.

When the individual jousts begin, the underscore music changes again, first to the heroic type of “Hollywood Knights” music, prompting the audience to equate the “real” riders onscreen with their fictional (and filmic) knightly counterparts.  This kind of orchestral music, with prominent strings, is used throughout the film for moments of almost magical transformation, suggesting that for believers, such transformation is indeed possible.  For the second and third jousts the underscore changes one last time, to trombones playing very archaic-sounding music.  Here at last in 1980 is the sound of “authentic instruments” that Terry Jones eschewed back in 1974, and it doesn’t sound quaint at all here, it sounds real.  These riders aren’t (just) carnival performers, they are knights at a tournament, risking bodily injury in their quest for personal excellence.

Screen Capture from Knightriders (1981) by SO!

Screen Capture from Knightriders (1981) by SO!

The music in this sequence plays with a basic distinction in film music and film music scholarship: is the music diegetic, that is, part of the film’s story, or nondiegetic, that is, as Robynn J. Stilwell describes in “The Fantastical Gap between Diegetic and Nondiegetic,” in Beyond the Soundtrack, “an element of the cinematic apparatus that represents that world?” (184).  The terms were first used by Claudia Gorbman in her pioneering study, Unheard Melodies:  Narrative Film Music (1987), and have been a major focus of film music scholarship ever since.

In this sequence, the amateur musicians and the taped fanfare, count as diegetic music, while everything else is nondiegetic.  Stilwell points out that border crossings between these two categories are common, but meaningful; she coined the term “fantastical gap,” the gap between what we see and hear and what we hear without seeing, to discuss the liminal (conceptual) space between the two (185-187).  Stilwell describes movement from diegetic to nondiegetic as a “trajectory [that] takes on great narrative and experiential import.  These moments do not take place randomly; they are important moments of revelation, of symbolism, and of emotional engagement within the film and without” (200). The Knightriders tournament sequence, already liminal as a “play within the play” of the film, traverses the fantastical gap in a way that dramatizes a central question for the performance of Early Music:  what happens when modern performances are historically informed, but emotionally unsatisfying?  For George Romero, as for Terry Jones, the answer is to give priority to the emotional, drawing on their and their audiences’ expectation for “Hollywood Knights” soundtrack music.  Early Music performers in the 1980s made similar choices, merging familiarity and unfamiliarity in exciting ways that unfortunately left them open to criticism that their performances were “inauthentic,” an advertising claim they found themselves defending.

recorder

Recorded fanfare in Knightriders, Screen Capture by SO!

The modern performance of surviving pieces of medieval music, recorded in notation, will always enact a kind of medievalism, involving the creative use of material survival from the past.  But to understand the goal for the performance of medieval music as historical accuracy alone is to miss an important point.  Medievalisms, the creative use of historical material, create meanings for modern audiences, meanings that then help to shape further understanding of the historical past.

The decades since these two films were made and released saw great growth in both artistic approaches to Early Music, and in the skill of performers in playing old instruments and singing in newer, non-Classical styles.  Professional recordings enjoyed real commercial success as a sub-genre in Classical music starting in the 1980s, accelerating audiences’ familiarity with the novel sounds of old music re-vivified.  The 1990s saw “new age” music and Celtic folk-music sounds added to the mix, while performers in the 2000s have drawn inspiration from Greek Orthodox chant, and continental folk musics.  “What sounds medieval” will always be conditioned by what modern performers and listeners imagine “the medieval” to be, and how “the medieval” is understood to be different from later times.  As those imaginings are themselves constantly changing, so will their representations in music.

Featured Image: “Monty Python Coconuts” by Flickr User Mark Turnauckus

Elizabeth Randell Upton is Associate Professor of Musicology at UCLA and the author of Music and Performance in the Later Middle Ages (“The New Middle Ages” series, Palgrave Macmillan, 2013), which examines late fourteenth and early fifteenth century vocal music to discover evidence for the experiences of performers and listeners in the medieval past, recorded in surviving musical notation. Her next book will explore mid-twentieth century Early Music revivals in the UK and US, moving beyond the usual focus on musicological scholarship and classical music traditions to examine Early Music’s interactions with both folk music revivals and popular music. 

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Make a Noise Joyful: Cirm in the Old English Exodus

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Medieval Sound

Series co-editors Dorothy Kim and Christopher Roman

When the narrator of the Old English poem Exodus declares “Gehyre se ðe wille” (Let him hear who will), what sounds is he asking us to attend to? [Note: Text from Peter Lucas’s edition, 7b.  All translations are author’s own.] This post argues that the Old English noun cirm (noise, shout, outcry) challenges our conceptualization of noise. In the Anglo-Saxon corpus, cirm most often refers to the indistinguishable, non-linguistic hum of a crowd, rather than the meaningful utterance of an individual. This accords with the popular view of noise in sound studies: whether medieval or modern, noise (as opposed to meaningful sound) is associated with alterity, disruption, and violence.

However, and strikingly, in the Old English Exodus, words for noise describe not only the terrible sounds of the drowning Egyptians as the roaring waters of the Red Sea rush over them, but also the survival of the Israelites. I argue that this cirm is a mark of the Israelites’ triumphal assertion of their continued presence and plenitude, a celebration of the fact that they can still be a multitude despite captivity. That cirm may not sit easily within our definition of noise should provoke not a redefinition of cirm’s joyful use, but a reconceptualization of Anglo-Saxon noise.

'Amalek Attacks Israel and Is Defeated', in the Old English Hexateuch, British Library, MS Cotton Claudius B IV

‘Amalek Attacks Israel and Is Defeated’, in the Old English Hexateuch, British Library, MS Cotton Claudius B IV

What is Noise?

“Noise” has a range of meanings, but most often implies “unwanted sound” as R. Murray Schafer argues in The Soundscape (73).  Following the work of Jacques Attali and Jeffrey J. Cohen, noise has been associated with alterity, difference, and monstrosity. Noise, as opposed to sound, may be non-linguistic or disordered: nonsense, babble, the roar of a jet engine. According to David Novak’s contribution to Keywords in Sound, noise is not present in nature, but is created by modern technology (129). In the modern world, noise is often considered negative: cities have rules about noise pollution, apartment buildings set quiet hours, and airplane passengers don noise-cancelling headphones. In the pre-industrial age, noise was not exempt from criticism, though the word could also be applied to more pleasant sounds, like birdsong.

In the European Middle Ages, Valerie J, Allen argues in “Broken Air,” noise was often figured as violent, transgressing boundaries, inappropriately closing the distance between sound producer and sound receiver (310 and 317-318). According to Macrobius, it was not silence that was the opposite of sound, but noise (311). Grammar, which was “devoted to the pursuance of ratio through sound,” was ethical; noise was therefore considered “a kind of audible violence; corruption [wa]s something one can hear” (305). But some medieval noises were more ambiguous: the Old English word dream (joy, joyful sound) could also be applied to the terrible sounds of Hell or the terror of Judgment Day, as in Kazutomo Karasawa’s analysis in “OE dream for Horrible Noise in the Vercelli Homilies.”  Likewise, “clamor,” which originated as a (mostly) negative noise, became an important legal instrument, as discussed by Richard Barton in “Making a Clamor to the Lord: Noise, Justice and Power in Eleventh- and Twelfth-Century France.”  But in general, we tend to assume medieval noise is negative, or marks its producer as other.

Noises in Exodus

The Old English Exodus, found in the c. 1000 manuscript known as Bodleian MS Junius 11, is a notoriously difficult and complex poetic adaptation of the Old Testament Exodus 12-14. The author and date of composition are unknown, though it is often considered quite early, perhaps as early as the eighth century as Paul Remley and Lucas argue. Few institutions were rich enough to own a complete Bible. The author of Exodus may have had access to a written Latin version of Exodus, or may have been exposed to the text via the liturgy, especially the liturgy of the Easter Vigil.

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The Junius Manuscript, Oxford, Bodleian Library, MS. Junius 11, pp. 84-5

Exodus delights in sensory details, but until recently, I had always thought of Exodus as primarily visual – the gleaming of war-gear, the glittering of Egyptian spoils washed up on the shore, tents and a pillar of cloud to protect the Israelites from the desert sun, and a pillar of fire to guide them. But the poet is also attentive to the larger sensory world, including the world of sound and noise.  Those who accept the poet’s opening challenge to his audience (“Gehyre se ðe wille!” [Let him hear who will!]) will recognize that the poem is in fact filled with sounds – the battle trumpets that provide order and structure to the movements of the army, the rushing and later silencing of waters, the terrible evening songs of wolves eager for battle, the awful rasping of the blade Abraham draws to sacrifice Isaac in the poem’s digression on the patriarchs, the triumphant songs produced by Israelite men and women in praise of God after the Egyptians are defeated. In what follows, I focus on the multiple deployments of a single word for noise (cirm), applied to both Israelites and Egyptians, asking what this word can reveal about Anglo-Saxon conceptions of noise.

It has often been remarked that the poet resists easy distinctions between Israelites and Egyptians, applying similar vocabulary to both, and this is certainly illustrated by the poet’s sonic play. In a climactic scene near the end of the poem, the drowning of the Egyptians in the Red Sea is accompanied by horrible noises:

Storm up gewat

heah to heofonum,     herewopa mæst;

laðe cyrmdon     (lyft up geswearc)

fægum stæfnum.     Flod blod gewod:

randbyrig wæron rofene,     rodor swipode

meredeaða mæst.     Modige swulton,

cyningas on corðre.     Cyrm swiðrode

wæges æt ende;     wigbord scinon.

[A storm went up high to the heavens, the greatest of cries of the army; the hostile ones cried out with doomed voices (the air grew dark above). Blood pervaded the water: ramparts were broken, the greatest of sea-deaths lashed the sky. The brave ones died, kings in a troop. The noise fell silent at the end of the water; battle-boards shone. (460b-467; emphasis added)]

ms_junius_11_p66

The Junius Manuscript, Oxford, Bodleian Library, MS. Junius 11, p. 66.

Cirm occurs twice in this passage, first as a verb (cyrmdon) and then as a noun (cyrm). The manuscript reading in 466b is cyre (choice). Lucas emends to cyrm because cyre is not a poetic word, and I would argue that the echo with the Israelites’ cyrm (107) must be deliberate. Even if we accept MS cyre, the passage still includes the verb cyrmdon (462a), and other sonic vocabulary (herewopa, “army’s cries” [461], and fægnum stefnum, “doomed voices” [463]). The noun occurs roughly 60 times in the corpus; the verb 17 times (DOE).

In the Old English corpus, cirm is often negative, applied to the tortures of hell or the terror of Judgment Day, and indicates a particularly loud sound (DOE, Lucas). According to the DOE, the noun means “shout, cry, shriek” or “noise of non-human origin, clamour.” The Egyptian cirm is obviously threatening, the meaningless cries of men who, like a raging storm, lash out in terror as the waters close over their heads. Even the visual horror of blood mingling with water maintains sonic affiliations: this line is a rare example of internal rhyme in Old English poetry (flod blod gewod). The end of the Egyptian threat is marked by the silencing of their voices and cirm, metaphorically a silencing of the army’s advance against the Israelites.

Given the negative associations with noise in both medieval and modern sound theory, that the Egyptian defeat is accompanied by their terrible cirm may not seem particularly surprising. Strikingly, this is not the only such noise in the poem. Near the beginning of the poem, the Israelites celebrate their initial escape from Egypt by producing not just any noise, but cirm. On the third day, after the pillar of cloud has appeared, the Israelites awaken with trumpets, and seeing the pillar,

Folc wæs on salum,

hlud herges cyrm.

[The people were joyful, loud was the noise of the army. (106b-107a; emphasis added)]

If cirm is threatening, loud noise, associated with difference and violence, why would the Israelites produce it?  I would like to suggest that cirm suggests not merely loud noise, but crowd noise. The Israelites’ cirm is not an assertion of difference, or the meaningless babble of a drowning, almost non-human army, but an assertion of triumphant plenitude. Their joyful cirm is a fulfillment of God’s covenant with Abraham, which the poet will remind us of later in the poem (435-442). Just as God promised Abraham innumerable offspring, his support of the Israelites in their exodus signals that they will continue to be a multitude (as they certainly are in this battle, in which they have 600,000 fighting men (224-233).

Caedmon-p81

The Junius Manuscript, Oxford, Bodleian Library, MS. Junius 11, p. 81.

In fact, the Israelites’ triumphant crowd noise is echoed at the end of the poem as well.  After the defeat of the Egyptians, who make terrible cirm as they perish in the Red Sea (460b-467), the Israelites issue more celebratory sound, this time transformed from crowd noise to harmonious music:

Æfter þam wordum –    werod wæs on salum

sungon sigebyman     (segnas stodon),

fægerne sweg

[After these words – the troop was joyful – victorious trumpets sang a beautiful sound (battle-standards stood). (565-67a; emphasis added)]

The Israelites’ cirm (107), which they produced while on salum (joyful), is balanced and echoed by the celebratory sounds of the end of the poem, also produced by a people who are on salum (565). Whatever threat the Israelites’ assertion of plenitude and cirm may have made possible is mitigated by replacing that cirm (noise) with a beautiful sound (fægerne sweg), a harmonious, if also loud and multiple, expression.

According to Attali, music can be used to produce order, but “noise is violence: it disturbs. To make noise is to interrupt a transmission, to disconnect, to kill. It is a simulacrum of murder” (26). In this sense, the Israelites’ crowd noise in the desert is violent – it threatens the order of the Egyptians, or the hierarchy the Egyptians have sought to impose on the Israelites in their captivity. But because this story ends in the triumph of the Israelites, told from the point of view of their Christian descendants, it celebrates this assertion of communal power and communal violence without fully othering them. The true violence is inflicted on the Egyptians by God in the Red Sea, allowing the Israelites to reassert their normativity, their cohesion, their power, and their non-otherness. While the drowning Egyptians produce cirm, it is silenced because the cirm of the Israelites has conquered them. Noise, or at least cirm, is therefore not merely negative or disruptive; it is a powerful claim to be blessed by God, an assertion of belonging rather than a boundary crossing.

Featured Image:Detail of a miniature of the plague of hail (Exodus 9:22-25), Add MS 15277, f. 7r 

Jordan Zweck is an assistant professor in the Department of English at the University of Wisconsin-Madison. She specializes in early medieval vernacular literature and culture, especially Old English, and is interested in documentary culture, media studies, and sound studies. She is currently completing a book on Anglo-Saxon epistolarity and early English media, examining the representation of letters in vernacular texts such as letters from heaven, hagiography, and poetry. She is also working on a second book on sound, noise, and silence in Anglo-Saxon England, a portion of which is forthcoming in Exemplaria. Zweck is a recipient of the University of Wisconsin-Madison Center for the Humanities’ First Book Award, has held a resident fellowship at the Institute for Research in the Humanities at UW-Madison, and has won several teaching awards.

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