From Kitschy to Classy: Reviving the TR-808
Before Roland’s new TR-8 Rhythm Performer, a contemporary drum machine, was unveiled this year, the company released a series of promotional videos in which the machine’s designers sought out the original schematics and behavior of its predecessor the TR-808, an iconic analog drum machine from the early 1980s. The TR-808 holds cultural cache–most recently due to its use by Outkast, Baauer, and Kanye West–that Roland is interested in exploiting for the Rhythm Performer. The video features engineers closely examining the TR-808’s sound with an oscilloscope, trying to glean every last detail of the original’s personality.
Things were not always this way. Upon its initial release, the TR-808 was widely dismissed. Because it did not sound like “normal” acoustic drums, many established musicians questioned its utility and many ultimately disregarded it. However, its “cheap” circuit-produced sounds became bargain-bin treasures for emerging artists. Since its sounds now play such a large part in the landscape of electronic music, this essay takes a historical perspective on the TR-808 Rhythm Composer’s use and circulation. By analyzing how Juan Atkins and Marvin Gaye used the TR-808 in the early 1980s, I show how the TR-808 created a sonic space for drum machines in popular music.
Drum machines, though commonplace today, were once seen as kitschy tools for broke amateur musicians. As audio engineer Mitchell Sigman explains, the 808’s low, subsonic kick drum and “tick” snare characterized a departure from the realistic, sampled drum sounds produced by high-end drum machines in the early 1980s. The 808 uses analog oscillators and white noise generators to make sounds resembling the components of a drum set (kick, snare, hi-hats, etc.) And, although these sounds are now commonplace, most contemporary artists use them precisely because they sound robotic, not because they sound like drums. Even though the 808 at first seemed a failed imitation of “real” drums, the comparatively low cost of the 808, which originally retailed around $1,195, attracted musicians who were unable to afford other similar machines such as the LinnDrum that retailed at more than twice that price. Roland advertised the machine as a “studio” for musicians on a budget and even as they began to disinvest from the 808–as testified by the company’s decision to invest in marketing and research for other products–the 808’s so-called noises began their movement into mainstream American popular culture. In Detroit, electronic musician Juan Atkins, now known as one of the innovators of Detroit Techno, began experimenting with the machine’s sonic capabilities as early as 1981, while other artists such as Afrika Bambaataa were also using it in the Bronx by 1982.
A landmark year for the 808, 1982 saw the release of Juan Atkins’ “Clear” and Marvin Gaye’s “Sexual Healing,” tracks that illuminate the key features each musician realized in the 808. For Atkins, the machine was something he felt could embody his early career; Atkins’ use of the 808 represented a pivotal moment in the American musical landscape, in which the futurism of the sound of synthesizers echoed other segments of the nation’s sonic imagination. Gaye’s use of the 808 was a clear departure from his body of Motown work. Although the instrument enabled different sorts of experimentation for the two, the new sorts of sounds the machine produced allowed them both to explore new possibilities for musical meaning. Just as Trevor Pinch and Frank Trocco argue in Analog Days that analog synthesizers required validation by musicians such as Geoff Downes and Keith Emerson a decade before, the 808 broke into the mainstream through artistic experimentation.
Juan Atkins
In the early ‘80s, Juan Atkins was learning all he could about electronic music. As an able musician and the son of a concert promoter, Atkins was poised to couple his musical knowledge with a new breed of electronic musical instruments such as the 808. Together with a tightly knit group from Detroit, Atkins succeeded in promoting techno from a subculture to part of a global dance music scene. According to Atkins, the popularity of Detroit Techno came from its adoption in European urban centers like London and Berlin, which lent the music additional meaning stateside. In an interview with Dollop UK, Atkins emphasizes that the 808 was central to this musical development, as he calls the 808 (among other machines) “the foundation[s] of electronic dance music.”
Under the moniker of Cybotron, Atkins released the song “Clear” in 1982. “Clear”’s proto-techno soundscape pushes the 808 to the front of his mix, and provides the track’s backbone. The solid, resonant kick, swishy open high hat, and the piercing snare are decidedly machinic, departing from most rhythmic trends in popular music to date, since, as music scholar John Mowitt points out, a sense of “human feeling” comes hand-in-hand with drumming.
Atkins embraced these machine sounds and considered the 808 his “secret weapon.” Its ability to be programmed, manipulated, and warped on the fly lent it a very particular kind of performance and music making that Atkins exploited. Rather than rely on the breaks that DJs could find on records, the 808 allowed Atkins to create beats to his own liking, placing kick, snare, and hi-hat hits where he found them to be most effective. Because of this flexibility, the kitsch of the 808’s sounds empowered the difference between his music and other artists’ creations. The breaks Atkins produced on the 808, for example, were obviously impossible to find on vinyl.
As Bleep43, an online EDM collective, notes, Atkins’ vision for electronic music would eventually pick up in London, where he relocated in the late eighties. Although Detroit Techno had achieved regional success in the US, record sales and performance dates in London signaled techno had found a larger audience abroad. Although Atkins considers himself an eclectically “Detroit” artist, he recognizes the impact of his work globally, and thinks of the modern Berlin flavor of minimal techno as a notably clever offshoot.
Marvin Gaye
Marvin Gaye’s struggle with depression, drug use and relationship issues were the context for the subtle and understated 808 rhythmic backing he used in “Sexual Healing.” Gaye’s use of the 808 in “Sexual Healing” differs vastly from Watkins’ in “Clear,” operating as a tool of texture and punctuation from the noticeable timbric changes to the clever placement of handclaps and clave in the composition. While Gaye recovered from his personal crises in Belgium, Colombia Records sent him an 808 because it was more portable than a studio drummer. It also offered sonic capabilities new and exciting to Gaye’s seasoned ears.

“Synths of Yesteryear 5/5” by Flickr user Jochen Wolters, CC BY-NC-ND 2.0
The drum machine’s prevalence in “Sexual Healing” shows how culturally marginal sounds move into mainstream musical culture. Gaye and his producers, already squarely in the center of popular American music, experimented with the sound of the 808 not in an attempt to break through, but rather to exercise musical flexibility. Since he was already an extremely successful pop artist, Gaye’s use of the 808 marks him as a sonic risk-taker and innovator, weaving the machine sounds of the 808 seamlessly but noticeably into R and B.
The machine’s normally powerful snare is invoked only at the quietest of velocities, often being replaced by the now iconic handclap. Unlike many contexts in which the 808 is heard such as “Clear” and Afrika Bambaataa’s “Planet Rock,” “Sexual Healing“ manages to keep everything low key. Matching the lyrics that espouse peace, harmony, and sense of internal struggle (Whenever blue tear drops are falling/And my emotional stability is leaving me/Honey I know you’ll be there to relieve me/The love you give to me will free me), Gaye uses the 808 to evoke a surprisingly contemplative and serene atmosphere. It is this use that best shows the machine’s strange versatility, as both a harbinger of radically innovative musical genres and its ability to produce tranquil rhythmic textures for popular music.
Transformation
Although Atkins and Gaye’s work exemplify the TR-808’s early adoption, a long road toward mainstream popularity remained because of Roger Linn’s more “realistic” sampled drums sounds included in his high-end machines. The LM-1 and its successors (famous for hit singles like Billy Idol’s “White Wedding”, Hall and Oate’s “Maneater,” and Don Henley’s “Dirty Laundry”) made sampled drums the gold standard of computerized rhythmic backing. In fact, Roland’s next drum machine, the TR-909, implemented samples alongside synthesis. As a result, 808s couldn’t be given away until musical innovators gave its sounds gravitas (Sigman, 2011, 46).
The 808’s shift from sonically trashy and undesirable to ostensibly hip signifies a culturally important moment within the history of music technology. As shown in the examples above, subtle moments of economic, emotional, and geographic necessity seeded the popular music industry for the eventual 808 boom today. When techno eventually broke through to global popularity, the 808 was so fundamental to the canon of the genre that it has managed to retain a place of fundamental sonic importance for musicians and producers.
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11:40, 6/11/14: This essay was re-edited for clarity, grammar, and flow by Jennifer Stoever.
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Ian Dunham is a musician and music scholar originally from northeast Ohio. He earned a B.S. from Middle Tennessee State University in the Recording Industry within the College of Mass Communications, and then worked as a recording engineer in Nashville and Germany. Afterward, he earned an M.M. in Ethnomusicology from the University of Texas at Austin, where he also operated a home recording studio. He will start a PhD in Media Studies at Rutgers in the fall, where he will pursue research related to music and copyright.
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Featured image: “1980 Roland TR-808” by Flickr user Joseph Holmes, CC BY-NC-ND 2.0
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REWIND!…If you liked this post, you may also dig:
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Sounding Out! Podcast #29: Game Audio Notes I: Growing Sounds for Sim Cell
A pair of firsts! This is both the lead post in our summer Sound and Pleasure series, and the first podcast in a three part series by Leonard J. Paul. What is the connection between sound and enjoyment, and how are pleasing sounds designed? Pleasure is, after all, what brings y’all back to Sounding Out! weekly, is it not?
In today’s installment Leonard peels back the curtain of game audio design and reveals his creative process. For anyone curious as to what creative decisions lead to the bloops, bleeps, and ambient soundscapes of video games, this is essential listening. Stay tuned for next Monday’s installment on the process of designing sound for Retro City Rampage, and next month’s episode which focuses on the game Vessel. Today, Leonard begins by picking apart his design process at a cellular level. Literally! -AT, Multimedia Editor
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Game Audio Notes I: Growing Sounds for Sim Cell
Sim Cell is an educational game released in Spring 2014 by Strange Loop Games. Published by Amplify, a branch of News Corp, it teaches students how the human cell works. Players take control of a small vessel that is shrunk down to the size of a cell and solve the tasks set by the game while also learning about the human cell. This essay unpacks the design decisions behind the simulation of a variety of natural phenomena (motion, impact, and voice) in Sim Cell.
For the design of this game I decided to focus on the elements of life itself and attempted to “grow” the music and sound design from synthetic sounds. I used the visual scripting language Pure Data (PD) to program both the sounds and the music. The music is generated from a set of rules and patterns that cause each playback of a song to be slightly different each time. Each of the sound effects are crafted from small programs that are based on the design of analogue modular synthesizers. Basic synthetic audio elements such as filtered noise, sawtooth waves and sine waves were all used in the game’s sound design.
The visuals of the game give a feeling of being in an “inner space” that mirrors outer space. I took my inspiration for Sim Cell‘s sound effects from Louis and Bebe Baron’s score to Forbidden Planet. I used simple patches in PD to assemble all of the sounds for the game from synthesis. There aren’t any recorded samples in the sound design – all of the sound effects are generated from mathematics.
The digital effects used in the sound design were built to emulate the effects available in vintage studios such as plate reverb and analog delay. I found a simulation of a plate reverb that from a modified open source patch from the RjDj project, and constructed an analogue delay by using a low-pass filter on a delayed signal.
https://www.youtube.com/watch?v=3m86ftny1uY&feature=youtu.be
In keeping with the vintage theme, I used elements of sound design from the early days of video games as well. Early arcade games such as Space Invaders used custom audio synthesis microchips for each of their sounds. In order to emulate this, I gave every sound its own patch when doing the synthesis for Sim Cell. I learned to appreciate this ethic of design when playing Combat on the Atari 2600 while growing up. The Atari 2600 could only output two sounds at once thus had a very limited palette of tones. All of the source code for the sounds and music for Sim Cell are less than 1 megabyte, which shows how powerful the efficient coding of mathematics can be.
Another cool thing about generating the sounds from mathematics is that users can “zoom in” on sounds in the same way that one can zoom in to a vector drawing. In vector drawings the lines are smooth when you zoom in, as opposed to rasterized pictures (such as a JPEG) which reveal a blurry set of pixels upon zooming. When code can change sounds in real-time, it makes them come alive and lends a sense of flexibility to the composition.
For a human feeling I often filter the sounds using formant frequencies which simulate the resonant qualities of vowel sounds, thus offering a vocal quality to the sample. For alarm sounds in Sim Cell I used minor second intervals. This lent a sense of dissonance which informed players that they needed to adjust their gameplay in order to navigate treacherous areas. Motion was captured through a whoosh sound that used filtered and modulated noise. Some sounds were pitched up to make things seem like they were travelling towards the player and likewise they exploited a sense of doppler shift when pitched down, giving the feel that a sound was traveling away from the player. Together, these techniques produced a sense of immersion for the player while simultaneously building a realistic soundscape.
Our decision to use libPD for this synthesis turned problematic and its processing requirements were too high. In order to remedy this, we decided to convert our audio into samples. Consider a photograph of a sculpture. Our sounds, like sculpture in the photograph, could now only be viewed from one direction. This meant that the music now only had a single version and that sound effects would repeat as well. A small fix was exporting the file with a set of five different intensities from 0 to 1.0. Like taking a photograph from several angles, this meant that the game could play a sample at intensity levels of 20%, 40%, 60%, 80% and 100%. Although a truly random sense of variation was lost, this method still conveyed the intensity of impacts (and other similar events) generated by the physics engine of the game.

An image of the inexpensive open-source computer: The Rasberry PI. Photo used with permission by the author.
PD is a great way to learn and play with digital audio since you can change the patch while it is running, just like you might do with a real analogue synthesizer. There’s plenty of other neat stuff that PD can do, like being able to be run on the Raspberry Pi, so you could code your own effects pedals and make your own synths using PD for around $50 or so. For video games, you can use libPD to integrate PD patches into your Android or iOS apps as well. I hope this essay has offered some insight as to my process when using PD. I’ve included some links below for those interested in learning more.
Additional resources:
- “The Generative Music and Procedural Sound Design of Sim Cell” – School of Video Game Audio
- Pure Data – download extended from Puredata.info for all platforms
- Download 10 free patches demonstrating the sound effects in Sim Cell from my site at VideoGameAudio.com – search for “Patches” section for “10 Procedural Sound Design Patches” – Power down, fat synth, spaceship, whoosh, robot blabber, missile, alising scream, alien blast, computery, explosion and bonus synth cat meow sound
- Miller Puckette’s book “The Theory and Technique of Electronic Music” – free 300+ page book using Pure Data
- “Designing Sound” by Andy Farnell has great patches in it from fires to guns to birds – great for game audio
- Download student patches from previous times I’ve taught at Emily Carr University
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Leonard J. Paul attained his Honours degree in Computer Science at Simon Fraser University in BC, Canada with an Extended Minor in Music concentrating in Electroacoustics. He began his work in video games on the Sega Genesis and Super Nintendo Entertainment System and has a twenty year history in composing, sound design and coding for games. He has worked on over twenty major game titles totalling over 6.4 million units sold since 1994, including award-winning AAA titles such as EA’s NBA Jam 2010, NHL11, Need for Speed: Hot Pursuit 2, NBA Live ’95 as well as the indie award-winning title Retro City Rampage.
He is the co-founder of the School of Video Game Audio and has taught game audio students from over thirty different countries online since 2012. His new media works has been exhibited in cities including Surrey, Banff, Victoria, São Paulo, Zürich and San Jose. As a documentary film composer, he had the good fortune of scoring the original music for multi-awarding winning documentary The Corporation which remains the highest-grossing Canadian documentary in history to date. He has performed live electronic music in cities such as Osaka, Berlin, San Francisco, Brooklyn and Amsterdam under the name Freaky DNA.
He is an internationally renowned speaker on the topic of video game audio and has been invited to speak in Vancouver, Lyon, Berlin, Bogotá, London, Banff, San Francisco, San Jose, Porto, Angoulême and other locations around the world.
His writings and presentations are available at http://VideoGameAudio.com
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Featured image: Concept art for Sim Cell. Used with permission (c) 2014 Amplify.
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Playing with Bits, Pieces, and Lightning Bolts: An Interview with Sound Artist Andrea Parkins

























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