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Animal Renderings: The Library of Natural Sounds

Digital Collage Bird Art by Flickr User Peregrine Blue

Today we bring you the latest post in SO!’s spring series, Live from the SHC, which follows the new research from the 2011-2012 Fellows of Cornell’s Society for the Humanities, who have gathered in the A.D. White House to study “Sound: Culture, Theory, Practice, Politics.”  For the full series, click here.  Today poet, scholar, and ecocritic Jonathan Skinner brings us all a treat for spring, so throw open your windows and take a deep listen.  –Editor in Chief, JSA

This planet is singing 24/7 but are we listening to it?  Take out your earbuds, turn down the music and the air conditioning, walk away from the fridge, shut off your engine, open the windows, and tell me what you hear.  If you are in the humid parts of the temperate regions, chances are you’ll hear right now, amidst the myriad human sounds, and depending on the time of day, the spring peepers going, the woodcocks peenting and displaying, a grouse drumming, the whistling of cardinals and robins, chickadees countersinging, blackbirds trilling, cawing of crows, blue jays scolding, honking of geese, hooting of an owl or two, woodpeckers drumming, house sparrows chirping (in this case, to a Satie carillon), perhaps some coyotes yapping it up after midnight.  Not to speak of wind in branches and leaves, water, thunder and lightning.  These are just some of sounds I can pick up, with a bit of careful listening, in and around the relatively urban environment of Ithaca, New York.  If you put your ear to the grass, you might hear this astonishing Treehopper communication.

Or maybe you heard these sounds in some music you were listening to, in a movie soundtrack or videogame?  Just as we pervade their worlds, animals pervade our environments, and their sounds are used to “render” these environments within the relatively flat dimensions of our media—the way three dimensions of spatial information get “crunched” to the two dimensions of a video game’s display (see 4:00 – 5:20 for a demonstration of Aiden Fry’s “generative birdsong” program below, developed through the analysis and sampling of birdsong as a solution to repetitive sound effects that can diminish the immersive quality of the game). Even the most sophisticated “surround sound” audio must “render” figuratively the environed experience of hearing.

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The next time you watch a movie, listen to some “ambient” music or play a videogame that renders an outdoors environment, imagine subtracting the animal sounds (either literal or evoked) from these media scapes and consider how incompletely rendered the experience would be. A reversal of the effect, as in Gus Van Sant’s use of Hildegard Westerkamp’s “Beneath the Forest Floor” soundscape, to track and underscore the anomie of certain characters through Elephant, his thinly veiled recreation of the Columbine High School tragedy, also proves the rule (note especially the soundtrack from 3:10 – 3:40).

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Greg Budney and Mike Webster explain their dedication to compiling the world’s largest and best quality archive of animal recordings (now in video as well as audio), the Macaulay Library of Natural Sounds at Cornell University, as a responsibility to future acoustic biologists, who may bring tools and concepts to the data we have not remotely conceived. Their mission is first and foremost a scientific one. However, conservation is also high on their list: Budney, an expert recordist, points out how high quality recordings—as of lekking Greater Prairie-Chickens—can be played back into the environment, to promote nesting of endangered populations.

Cornell's Bioacousticians Performing FIeld Recording for the Macaulay Library of Natural Sounds

These bioacousticians agree that high quality sound recordings can be a powerful way to interest laypeople in the sounds of the robin in their backyard, and, by extension, in broader issues of conservation. Sounds in the Macaulay Library also are available to the entertainment industry, so that, indeed, myriad animal vocalizations contribute to the renderings of its various media. Licensing fees in turn contribute to the conservation mission of the Library.

Rendering is not so much a matter of reproduction—accurately representing a “real” environment—as of recreating, through a consistency that “completes” the aesthetic experience, the feelings associated with an environment. (Think of the difference in quality between the “finished” HD, surround-sound movie and the behind-the-scenes “special features” on a DVD.) In Audio-Vision: Sound on Screen, media theorist Michel Chion identifies an important feature of rendering in “materializing sound indices,” noises that help render, in sound and image, a particular “clump of sensations” (112-116).

For instance, spatial depth, in outdoor scenes, is often rendered through the presence of bird song or dogs barking, etc. Or consider the cooing of pigeons that often accompanies the opening of a garret window in a movie set in Paris. Or that ubiquitous red-tailed hawk’s cry indexing a “wild” landscape. The absence or thinness of these indices can be just as helpful to rendering, as when the landscape includes “ethereal, abstract, and fluid” entities: “out of touch” characters in Jacques Tati films or the drawn characters in Who Framed Roger Rabbit, where hollow, lightweight, plastic sounds help us believe that we are indeed seeing (or, as Chion reminds us, “hear-seeing”) cartoon characters (watch from 1:19 – 1:33 for the famous “clang” the drawn Jessica Rabbit makes as she collides with the live action Eddie Valiant).

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Cormac McCarthy’s The Road, both the book and the film version, deploy effectively the total absence of animal sounds to convey the uncanny complex of feelings bound up in environmental apocalypse—the “silent spring” invoked by Rachel Carson a half century ago in her indictment of the toxic legacy of the chemical industry.

In his study of environmental aesthetics, Ecology Without Nature, ecocritic Timothy Morton faults rendering for perpetuating an “ecomimetic illusion of immediacy,” an “ambient” art that ultimately comes in between us and the life it is supposed to bring us close to (36).  Rendering lures us into the “relaxing ambient sounds of ecomimesis,” precisely when we need to hear “the screeching of the emergency brake” (as Morton puts it: “whistling in the dark, insisting that we’re part of Gaia” 187, 196).  However, Chion notes that “the disjunctive and autonomist impulse [à la Godard] that predominates in intellectual discourse on the question (‘wouldn’t it be better if sound and image were independent?’) arises entirely from a unitary illusion” that there is “a true unity existing elsewhere” (Audio-Vision 97-98). Such unity is in fact elusive: for instance, it can be difficult to identify the sources of sounds in “nature” (consider the bewildering variety of blue jay calls), while the notion that a sound can on its own invoke more abstract characteristics of its source, especially when it is produced by a nonhuman species, betrays a kind of magical thinking. (Forms of non-western magical thinking actually acknowledge the disjunctive quality of natural sounds by referring, for instance, to “voices in the forest.”) Also, sound is so context dependent, and our listening is so strongly influenced by the conventions of our media, that “sound in itself”can be a very slippery object. Chion notes that we need something like an “auditory analogy of the visual camera obscura” —i.e. the monitoring and recording of soundscapes—to help us listen to “sounds for themselves and to focus on their acoustical qualities” (108).

In a time of mass extinction, how are we to approach the rendering of animal sounds in our mediated environments? Do these sounds have agency? Does listening to and “capturing” animal sounds bring us closer to them, or only lure us, with an illusion of immersion and unity, away from realizing the dark nature of our ecology, and the urgent reforms needed, if we are actually to help animals (does our rendering and consumption of whale song—pace what Songs of the Humpback Whale has done for whale conservation—end up perpetuating the same extractive process that “renders” whale blubber)?

Connecticut Warbler by Carol Hanna, Songs of the Birds

I would say that, so long as we approach these sounds neither as a substitute for, nor as an experience “less than,” the daily practice of listening to our environments, a resource like the Macaulay Library can add immeasurably to our awareness of the diversity, and the vulnerability, of life on Earth. (Another resource worth exploring is the British Library’s Environment & nature sounds archive, especially the collection of early wildlife recordings.) Careful attention to renderings of animal sounds in our media can make us aware of the extent to which we “render” the landscape around us, through selective habits of listening, and open us to the disjunctive, noisy, reverberant, distorted sounds such renderings obscure. (R. Murray Schafer made this point long ago, in his book The Soundscape urging us to listen to noise if we want to defeat it.) Clips posted here, of media using birdsong to render scenes of human violence, state the complexity of our pastoral aesthetics in an exaggerated way, but every day our listening has access to a range of sonic collisions.

Consider the famous recordings of nightingales in Beatrice Harrison’s backyard, to the accompaniment of her cello, as well as to RAF bombers—on Minnesota Public Radio’s Music & Nature. Part of what we will hear when we listen with open ears is our own domination of the soundscape, one that can have concrete implications for the survival of other species (Chris Clark, head of Bioacoustics Research at Cornell, has imaged the way the noise of shipping lanes impacts the acoustic habitat of endangered Right Whales.) How might the infrasonic or ultrasonic vocal communications—of blue whales, elephants, mice and bats, for instance—that operate beyond the range of the naked human ear (but not of our instruments) impact our media environments? The “materializing sound indices” of recordings can be used to return us to the embodied, imperfect natures of these other beings, whose vulnerability, philosopher Jacques Derrida suggests in The Animal That Therefore I Am, it is our own nature to follow.

A Gaggle of Grackles by Flickr User Dan Machold

The more we listen to the environment acousmatically, the better critics we become of our media environments’ often crassly commercial renderings. Many of these sounds (see also some of the recordings collected on the Earth Ear label’s Dreams of Gaia) are simply beautiful, or astonishing—conveying an aesthetic dimension alluded to in veteran nature recordist Bernie Krause’s new book, The Great Animal Orchestra: Finding the Origins of Music in the World’s Wild Places. (My concern with a focus on the exotic is that privileging “wild places” might have the effect of devaluing the “not wild,” i.e. where most people live—places nonetheless full of wild creatures—and where we might best develop our listening.) Finally, the more we find ways to render these sounds meaningfully in our own lives, outside patterns of consumption, the better chances are we’ll begin to develop (politically, ethically) meaningful relationships with these other species, species with whom we must collaborate if we want to tend the web of life that so desperately needs our care.

**Featured Image Credit: Digital Collage Bird Art by Flickr User Peregrine Blue

Jonathan Skinner founded and edits the journal ecopoetics, which features creative-critical intersections between writing and ecology. Skinner also writes ecocriticism on contemporary poetry and poetics: he has published essays on the poets Mei-mei Berssenbrugge, Ronald Johnson, Bernadette Mayer, Lorine Niedecker, and Charles Olson; on Poetries of the Third Landscape, Documentary Poetics, and Poetry Animals; and an ethnographic study of the Tohono O’odham Mockingbird Speech. Skinner’s poetry collections include Birds of Tifft (BlazeVox, 2011), Warblers (Albion Books, 2010), With Naked Foot (Little Scratch Pad Press, 2009), and Political Cactus Poems (Palm Press, 2005). Skinner’s latest creative project is a book on the urban landscape designs of Frederick Law Olmsted. 

GLaDOS, the Voice of Postfeminist Control

Warning, spoilers ahead. Image borrowed from ElderGeek.

Much has been written about Portal, it has won at least seven “Game of the Year” awards and has been ranked as the “Best Game of all Time” by Gamesradar. Perhaps because both the hero and antagonist are women, it has also been the object of several cultural critiques. One blogger writes, “GLaDOS [the game’s villian] is the archetypical oppressed woman.” In an article published by GamePro (a mass-market game review magazine) GLaDOS is considered a “feminist icon.” Although “feminist icon” is a bit extreme, GLaDOS does have a lot to do with feminism. When seen in light of Rosalind Gill’s (2007) essay, “Postfeminist media culture,” GLaDOS, and her wry, disembodied voice, hold striking parallels to the immanence of surveillance in today’s world.

GLaDOS and Chell. Borrowed from gryphonworks @ deviantART.

At their core, the games in Valve Software’s Portal series are relatively straightforward: you are put in control of a female character named Chell, who is attempting to escape from the Aperture Science Laboratory complex. Equipped, mainly, with a portal gun (think Yellow Submarine, “Hole in My Pocket”), Chell traverses precipices, laser drones, acid pits and everything in-between.  As she navigates and manipulates these obstacles, a disembodied Orwellian voice guides Chell from one puzzle to the next.  This is the voice of GLaDOS (Genetic Lifeform and Disk Operating System), a self-aware computer who runs the joint (at least in Portal 1) and is keeping you around for further “testing.” Where Portal is claustrophobic, just you and GLaDOS, Portal 2 is a little more dynamic. A third character, Wheatley, is introduced. In both games, however; there is an inescapable feeling of surveillance and scrutiny. GLaDOS’s monotonous voice is everywhere, the robotic platforms of the Aperture complex are the only appendages of her body to be found.

What to make of the GLaDOS’s character? Although she is helpful at first when guiding Chell through the early tests, GLaDOS quickly adopts a sarcastic tone – putting Chell down, and belittling her mistakes. G. Christopher Williams of PopMatters reads into the backstory a bit. He points out that GLaDOS is modeled on the personality of the Aperture Science CEO, Cave Johnson’s, wife: Caroline. In the second game there is a tape of Johnson elaborating:

Brain Mapping. Artificial Intelligence. We should have been working on it thirty years ago. I will say this—and I’m gonna say it on tape so everybody hears it a hundred times a day: If I die before you people can pour me into a computer, I want Caroline to run this place.
Now she’ll argue. She’ll say she can’t. She’s modest like that.
But you make her.
Hell, put her in my computer. I don’t care.

GLaDOS, then, has a bit of a history. Within this history there is a glass ceiling.  GLaDOS has had a dampening sphere installed to limit her “irrational thinking,” and curb her “misbehavior.” Tellingly, this sphere whispers terrible ideas to her in a babbling male voice. At the end of Portal 1, Chell destroys the dampening sphere, and GLaDOS is free to get revenge on the society that has caged her. At this key moment, the tonality of her voice shifts from accommodating to sultry.

This change in voice accompanies a change in disposition. As Chell continues her adventures in Portal 2, GLaDOS returns with a set of suspiciously cutting remarks. Several barbs are made about Chell gaining weight, being unintelligent, and being adopted.  In the sequel, GLaDOS is especially critical of Chell’s body. These pot-shots figure perfectly into Gill’s  (2007) hallmarks of postfeminism: 1) the increased self-surveillance of the female body, 2) the increase of surveillance in new social sectors, and 3) a focus on the psychological transformation of one’s self, or interior life. Chell, the avatar, isn’t being judged on her weight (or lack thereof). Instead, GLaDOS’s remarks cut to the player, who recognizes that neither they nor Chell fit GLaDOS’s ideal. Although, in the narrative, GLaDOS typifies an extension of invisible and disembodied surveillance into new spheres of life, her comments act to foster self-surveillance in the embodied player.

GLaDOS’s comments have even jarred some users in the Steam Users’ Forums (Steam is Valve’s online distribution platform). In a thread entitled, “Portal 2 Sexist,” one user, loodmoney, asked if anyone else found GLaDOS’s fat jokes off-putting. To this, another user, Killalaz replied, “GLaDOS is trying to discourage/dishearten the testers. Chell is a woman, what bothers a woman more than being called fat? Not much. . .psychological warfare so to speak.” Although Killalaz may be reading too literally into Portal 2’s narrative, he is right about one thing: to some extent, GLaDOS, and therefore Valve Software, is waging psychological warfare on us all. Later in the thread another user, BC2 Cypher, demonstrates the extent that attitudes of self-surveillance can work to mold one’s psyche, “I don’t see the issue he’re. I actually used to BE fat. Lost 72 pounds when I was 15. 232 – 160. It’s not like Chell is even fat. That is the joke.” The real joke, if there is one, is that so many players are content to reduce GLaDOS’s comments to a self-contained dialogue between fictional characters. What is heard, actually, relates directly to the way dialogue from Portal is internalized. In these forums, the voice of GLaDOS is reproduced; it mediates the bodies of some fans (by supposing an ideal weight), and surveils the bodies of others (by guiding the dialogue).

But, when I play Portal, I occasionally smirk at GLaDOS’s comments. They are cutting satire. If GLaDOS is a feminist icon, it is because she is a voice that everyone carries with them at all times. The voice in our heads, that causes us to judge and shape ourselves, while simultaneously passing unkind judgment on to others. GLaDOS is iconic of the postfeminist condition – a condition where surveillance is assumed and internalized. And, our bodies are shaped through the hyper-mediation of games like Portal, and characters like GLaDOS, as they replicate themselves in web forums, and in our own voices.

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