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.
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.
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.
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.
REWIND! . . .If you liked this post, you may also dig:
Sounding Out! Podcast #49: Sound and Sexuality in Video Games – Milena Droumeva and Aaron Trammell
Papa Sangre and the Construction of Immersion in Audio Games— Enongo Lumumba-Kasongo
With the premier last month of Lemonade, her second visual album, Beyoncé didn’t make the world stop so much as she make it revolve: around her, around her work, around black women. For all of the limitations of pop music as a medium (it’s inherently capitalist, for one) and Lemonade’s various feminist strategies (“Formation,” with its “Black Bill Gates” language, can be heard as a black parallel public to white corporate feminism), the album nevertheless re-centered mainstream media attention on black women’s cultural and creative work.
As the conversation about Lemonade revolved around black women and black feminism, two white men pop critics writing for major publications responded with “So What About The Music?” articles. The description to Carl Wilson’s Slate piece asks “But how is it as strictly music?,” and Kevin Fallon’s Daily Beast piece asks both “But is the music any good?” in the title and “But is the music worth listening to?” in the dec. Each time, the “but” sounds like the antecedent to its implied mansplainy consequent “actually…” And just as “but actually” recenters men as authorities and experts, these three questions decenter features prioritized in black women’s pop performance traditions, and in Lemonade itself. As posed in these two articles, the “so what about the music?” question frames “music” so narrowly that it both obscures or at best trivializes what the album does musically. Wilson and Fallon’s essays are good examples of how not to listen to Lemonade.
I want to read Wilson and Fallon carefully so we can think about when this question makes for both technically correct and ethically/politically responsible theory and criticism, and when it makes for technically incorrect and ethically/politically irresponsible theory and criticism. My aim here isn’t to argue that Wilson and Fallon are bad people. My focus is the definition or concept of “music” that’s at the heart of the method they use in these two articles (and methods are bigger than individual writers). In more academic terms, I’m asking about research ethics. If, as Wilson’s and Fallon’s articles prove, the “so what about the music?” question can be a power move that establishes the critic’s or theorist’s authority, how can we–especially the mainstream we–ask about the music parts of pop music without making that power move?
Firstly, both articles apply fairly conventional European fine art aesthetics to the album. Wilson invokes pre-Enlightenment European aesthetics to argue that the “reality show aspect” of the album is somehow aesthetically inconsistent with great pop music. Prior to the 17th century, it was commonly thought that the status of a work’s form or medium ought to correspond to the status of its representational content: painting, the most highly regarded art form, should have subject matter of equal stature–gods and royalty. Wilson’s claim that “the other distraction is the way that the album’s central suite of music interacts with tabloid-style gossip (and a certain elevator video clip) about Beyoncé and her husband Jay Z” echoes that centuries-old sentiment, a sentiment which is about as alien to Lemonade’s aesthetic as, well, Boethius is.
Fallon begins his article with a genuflection to Prince (as does Wilson), scrunches its nose at the gossipy lyrical and narrative content, and then twice scoffs at the very idea of a visual album, “whatever that is,” as though we in the West don’t have precedents for this sort of Gesamtkunstwerky (the total artwork combining music, visuals, and lyrics) thing going back to Wagner and the Florentine Camerata (the collective attributed with inventing opera in the 17th century). He does talk more extensively about the sounds and music than Wilson does, but given the rapid turnaround he also faced, there’s not a lot of close listening to specific musical figures, performances, or compositional techniques, mostly just a survey of the different genres on the album.
Wilson says that the cheating story detracts from the album’s musical quality because it’s an unoriginal narrative:
a drama of jealousy, betrayal, and reconciliation, one of the most ancient and common of human experiences, and of songwriting fodder…that issue of thematic freshness may render some of the songs here less distinctive and invigorating than Beyoncé was.
I find this an odd criticism to level at a pop album, or even an artwork. Nobody would say that West Side Story or Romeo & Juliet were aesthetically diminished because they recycled that tired old theme of jealousy, betrayal, and (failed) reconciliation. Moreover, as Angela Davis argued in Blues Legacies and Black Feminism, these themes of jealousy, betrayal, and reconciliation are the foundation of black feminist pop music aesthetics in a personal-is-political kind of way. Both articles force a contextually incorrect definition of “politics” onto the album, one which sees the most intimate details of relationships, sex, and kinship as merely personal and apolitical. Fallon, for example, says “there’s no doubt that the music on the album is far more personal than it is political.” Both critics fail to consider it in terms established in black women’s pop performance traditions.
Even in Wilson’s attempt to focus strictly on the music, he spends most of the time talking about visuals and lyrics. He hears a wide range of sonic references in Lemonade, from Dolly Parton to Donna Summer to the Lomax recordings to calypso. But he thinks this makes it sound derivative: “as an aural album, Lemonade is a little less fascinatingly singular and eccentric than Beyoncé” (Wilson). Fallon makes an almost identical remark in his article: “Lemonade doesn’t hurl itself toward any genre in a statement of artistry. Instead it masters… um, all of them, but in turn doesn’t make the same powerful statement of Beyoncé’s artistic mission, like her last album did.” Contrast this with the way Jonathan Shecter talks about Diplo’s post-genre eclecticism as “fresh and cutting-edge,” part of an “ongoing artistic evolution.” As philosopher Christine Battersby has argued, the habit of thinking that flexibility is a sign of innovation when attributed to white men, but a sign of regression when attributed to anyone else, is a habit that goes back to the 19th century. It’s not surprising that Beyoncé gets dinged for the same thing that garners Diplo praise: in her case, what Fallon calls “the most daringly genre-hopping music she’s ever produced” is evidence of unoriginality, whereas in Diplo’s case post-genre eclecticism is evidence of his ability to distinctively transcend provincialism. Even when Wilson’s article does manage to talk about sounds and music, it trivializes Beyoncé’s other artistic achievements on the album.
Both articles rely on some gendered and racialized interpretive habits to address the song’s aesthetic value, lyrical content, and Beyoncé’s artistry. But what about their discussion of the music?
These same racialized, gendered habits tune Wilson and Fallon’s listening and mask the sonic dimensions of Lemonade that don’t fit their narrow concept of music. Both critics make a conceptual move that separates musical practice from black feminist practice. Fallon uses some parentheses and a “but…?” question to put rhetorical and grammatical space between Lemonade’s black femininity and its musical and sonic features: “(By the way, it’s powerful, and feminist, and unapologetically black, and transfixing, and gorgeous, and assured, and weird, and confusing, and dumb, and groundbreaking.) But hey: Is the music any good?” This framing defines “the music” as something distinct and independent of the album’s black femininity, as though black women’s and black feminist musical traditions didn’t infuse the album’s music…or, to the extent they do, they don’t count as “music.”
Wilson makes an identical move. Following the white liberal feminist aesthetics that influence lots of contemporary post-feminist pop, Wilson’s piece locates treats the black feminist message primarily in the video. “In video form…it’s more evident that [Lemonade] is equally the cyclical story of generations of black women dealing with men and balancing their struggle for R-E-S-P-E-C-T (as well as S-E-X) against the violations and injustices of race and gender.” He sees the politics in the visuals, but doesn’t consider the sounds as having anything to say or do about that story and that struggle.
This approach isn’t limited to well-meaning but ignorant white men pop critics: even bell hooks’ now (in)famous essay on Lemonade looks at but doesn’t listen for its politics. She argues that it is a “visual extravaganza” whose “radical repositioning of black female images does not truly overshadow or change conventional sexist constructions of black female identity.” Locating the politics entirely in Lemonade’s visuals, hooks’s essay treats black feminism as something contested solely in terms of images. (And divorcing the images from the sounds fails to consider the fact that the sounds impact how viewers interpret what they see.)
This is the wrong method to use for thinking about Lemonade and Beyoncé’s work as a whole (and pop music in general). Sounds on this album don’t operate independently of black femininity, black women’s performance traditions, or individual artists’ black feminist politics. On the one hand, thinking with Daphne Brooks and Regina Bradley, it’s more accurate to say that Beyoncé’s sound game has generally led the way and been more politically cutting-edge than her visual game. On the other hand, sound can also be what does the heavy lifting for patriarchy and other systems of domination, as I argue here. Separating the music itself out from the political content misrepresents what music is and how it works. And it is a particularly gendered misrepresentation: critics are not so eager to separate Kendrick’s sounds from his politics. In both white and black philosophical traditions, dominant concepts of politics and the political are normatively masculine (just think about the gendered public/private distinction, for example), so from these perspectives feminine and feminized sounds don’t feel or seem “political.”
But in these two cases the divorce between music and politics is also what lets white men pop critics have authority over black feminist music. If they can distill Lemonade down to its “solely musical” aspects, then they can plausibly present themselves as experts over generic, depoliticized sound, sounds disconnected from knowledges and values tied to particular lived experiences and performance traditions. Problem is, in the same way that there is no generic ‘person’ without a race or a gender, there is no generic, depoliticized sound. As Jennifer Stoever has argued, even though Western modernity’s occularcentric epistemology obscures the sonic dimensions of white supremacist patriarchy and the subaltern knowledges developed under it, sounds nevertheless work politically. Digging deep into the music on Lemonade or any other pop song does not involve abstracting the music away from every other aspect of the work and its conditions of production. Digging deep into the music part of pop music means digging deeper into these factors, too.
When Regina Bradley, Dream Hampton, Laur M. Jackson, Zandria Robinson, and Joan Morgan talk about how Lemonade makes them feel, what affects and knowledges and emotions it communicates, they are talking about the music–they just work in a tradition that understands music as something other than ‘the music itself’ (that is, they don’t think music is abstracted away from visual and cultural elements, from structures of feeling common to black women with shared histories and phenomenological life-worlds). As I have tried to show in my own work, the sounds and musical performance are central to Beyoncé and Rihanna’s work because they engage traditions of black women’s and black feminist knowledges. Aesthetic practices develop and emerge as types of implicit (i.e., non-propositional or non-verbal) knowledge, knowledge created in response to lived experiences in a particular social location. Aesthetic practices can communicate and perform knowledges that reinforce systems of domination, and they can also communicate and perform subordinate knowledges that map out strategies for survival amid domination. Dominant institutions (like the music industry) and people from dominant groups (like Iggy Azalea or Eric Clapton) separate the aesthetic practice from the implicit knowledges that make it meaningful, and thus neutralize those knowledges and make the aesthetic practice fungible and co-optable. Talking about “the music itself” or “solely music” does the same thing: it is a form of what philosophers call epistemic violence.
So, asking “but what about the music?” is a way to dig into those implicit knowledges to show where much of this epistemic work is happening. And that’s good analysis that isn’t (necessarily) epistemically violent. It demonstrates what Stoever calls “an ethical responsibility to hear African American cultural production with…assumptions about value, agency and meaning” (31) that are appropriate to them. But you can also ask “but what about the music?” in a way that abstracts away from these implicit knowledges. That’s what Wilson’s and Fallon’s pieces do, and that’s why they’re both epistemically violent and objectively poor methods of musical interpretation. But we can and do better when we write about and theorize the music part of pop music. And, to riff on Mariana Ortega’s argument in her article on the type of epistemic violence she calls “loving, knowing ignorance,” doing better means listening to and with black women, black women’s music, and black feminist aesthetics. You can’t divorce music or listening from politics; listening better can and will follow from practicing more just politics.
Robin James is Associate Professor of Philosophy at UNC Charlotte. She is author of two books: Resilience & Melancholy: pop music, feminism, and neoliberalism, published by Zer0 books last year, and The Conjectural Body: gender, race and the philosophy of music was published by Lexington Books in 2010. Her work on feminism, race, contemporary continental philosophy, pop music, and sound studies has appeared in The New Inquiry, Hypatia, differences, Contemporary Aesthetics, and the Journal of Popular Music Studies. She is also a digital sound artist and musician. She blogs at its-her-factory.com and is a regular contributor to Cyborgology.
I Been On: BaddieBey and Beyoncé’s Sonic Masculinity-Regina Bradley
Listening to Sounds in Post-Feminist Pop Music-Robin James
This week, Sounding Out! dropped its 51st podcast episode. As the curator and producer, I thought it necessary to commemorate the occasion with some fanfare. I want to shout from the hilltops about how proud I am that our little podcast has turned 51!
Erm…at least I’m posting about it.
Also, I want to clear the air a little about what it is that we do. I’ve received feedback here and there over the years about how the sound of our podcasts, that we sound “different” and/or “inconsistent,” that we need to normalize the sound a bit: hello out there, audiophiles! Today, I want to say, once and for all, that our sound is intentional and that we are proud of it, hiss, distortion, and all! We think what some hear as “imperfections” are all part of what sets us apart from the ever-growing pack of podcasters. SO!’s podcast has sounded different since we MacGyvered our first episode from an epic talk, a few great ideas, and a rogue tape recorder at River Read Books in Binghamton, NY in April, 2011.
The Sounding Out! Podcast began as a series of conversations within the editorial team back in 2011. We knew that the blog was “talking the talk” in new, excellent, and often provocative ways, but that something was missing to keep pushing the form into the red, not just the content. We knew we needed something more—a little snap, crackle, and pop, if you will—a way to show how Sounding Out! was always listening, and a way for thinkers, artists, provocateurs, and more to engage with sound more directly. In 2011, podcasts were accumulating in the shadows waiting to lunge forth to center stage. They seemed really cool, but there were relatively few, and fewer still (if any at all) on the topic of sound studies. Even though we knew that podcasts were going to be a big thing eventually, we had no idea that they would blow up so quickly.
While we flipped around many ideas, we decided to put our energies behind what was then an occasional series of podcasts that allowed us to capture important yet fleeting moments—too quick and dirty to really transcribe. While our our initial vision for the podcast was to capture these rare and powerful moments, over the past 5 years we have kept this mission consistent while evolving to better accommodate artists and theorists alike. During that time we have hosted mystics and librarians, shared fieldwork from São Paolo, Brazil to Lodi, Ohio, interviewed theremin players and visionaries. See the full list of episodes here. Even though our content has been wide ranging and eclectic, we’ve made it a point to privilege access and immediacy in all of our episodes.
As I listen back to the past five years, I realize that our contribution to the fields of sound studies and podcasting has not just been in terms of who we broadcast and what we amplify, but through the sound of our podcasts themselves. Our podcasts don’t sound perfect. They’re spiritually aligned by the raw production ethic of bands like The Minutemen, who always privileged the emotive qualities of immediacy, access, and intimacy over the brooding qualities of studio production. Particularly because we founded the podcast upon these same principles, I have strived to prioritize radical visions and ideas and to amplify new voices above all else. I want each podcast to arrive in your queue like a wrapped gift—topic, content, production, and sound all equally mysterious. Some of our podcasts were recorded on cellphones and others were recorded in high-end studios and recording booths. Our 51st anniversary isn’t the perfect occasion, either. But, hey, we’re proud of these audible distortions.
“The Minutemen: #1 Hit Song”
So what do I mean that our podcast sounds different? Well, I mean two things: First, we sound different than what episodic radio sounds like. Our DIY—or, more accurately, we will help you “Do It Yourself”—ethics deliberately dial back radio’s genre conventions: smooth identifiable hosts, heavy compression, sound-proof rooms with the latest in equipment. We encourage and construct out podcast with a deliberate sonic diversity, providing little sonic conistency from episode to episode in order to challenge regimes of production that threaten to make all recordings sound the same. We have many many different announcers and hosts, for this podcast to be the space of radical discourse that we intend, it’s important to cast our net wide. This isn’t to say that we don’t care about “quality,” but rather that we define quality differently. Rather than an audiophilic emphasis on the sorts of tone found most frequently in microphone technique, sound booths, and—when all else fails—postproduction, we believe that a “quality” podcast—particularly one about sound—should explore sounds that we rarely here and allow its artists freedom over how they present their work.
I curate our podcast as a sonic refuge from the invisible regime of auditory production that has slowly constricted and strangled radio this past century. And I’m proud to share podcasts that have been recorded on in impromptu circumstances, Episode XXXIX: Soundwalking Davis, CA and New Brunswick, NJ, for example. We want artists to show more than they tell, Episode XII: Animal Transcriptions, Listening to the Lab of Ornathology is a perfect example of this. Here Skinners brilliant exploration of animal sounds perfectly balances sound and interview invites listeners to compare sounds to speech, and vice versa. Another example of this ethic is film professor Monteith McCollum’s remix of the original War of the Worlds broadcast. Although McCollum offers some commentary at the start of the recording, what follows is a unique and dazzling sonic experience. Giving radical ideas both the space and platform to be heard is this podcast’s mission. So far, so good!
The second way our podcast sounds different has to do with our deliberate curatorial resistance to consistency between our episodes. When programs bend to the whims of genre conventions, creativity is all but snuffed out. For our podcast to excel as a form for sharing visions, ideas, and experiments, we must allow our composers, authors, and auditors the freedom to explore sonic space. We celebrate Sounding Out!’s anniversary annually with a series of mixes hand-picked by our stable of authors (Listen to years 1, 2, 3, 4, 5, and 6 here!), we’ve entertained interviews, panels, and sound art alike. You may have missed it, but we even have an episode diving into the work of ambient sound in a Dungeons and Dragons game.
While I do think about the sound of our podcast aesthetically—I used to run a music production studio out from the trunk of my car—we do not cultivate a DIY anything-goes ethic strictly for a “cool factor” or just for its own sake. Rather, we have calibrated our different sonic approach in deliberate defiance of styles of production which are all too frequently celebrated within the cultures of straight white men. (Check out SO! Editor-in-Chief Jennifer Lynn Stoever’s epic three-part treatise on the tape recorder in popular film to glean some sense of the tape-recorder’s role as an instrument of masculine control. Part 1, Part 2, Part 3). The standards of taste which have long governed the domain of radio production (and audio production, as a whole) are historically connected to the communities of practice which have occupied invisible yet powerful roles as audio producers, engineers, critics, and marketers.
As Jonathan Sterne explains in MP3, the science of audio fidelity has historical roots within a corporate logic that privileges sounds that are easily shared through telephone cables. “AT&T encountered hearing as an economic problem once its options for extracting additional profit through price were limited,” Sterne says, “Among other strategies, it sought to learn which frequencies could be excluded from the market for telephone signals” (14). In other words, the entire craft of audio engineering has historical roots in privileging sounds that make money above all else. Not only this, but the standards of fidelity cultivated by engineers allow them to gatekeep and demand money at the outset, blocking access to the means of production. These standards are more often than not embedded within the cultures of listening and sales fostered by the radio industry. Fortunately, podcasts have been able to challenge many of these genre tropes, We’re proud to contribute to this momentum and to propel it forward as we continue our series. And we’re not stopping! Up on deck in 2016 we have some amazing compositional sound art, more from Marcella Ernest’s trek to uncover lost sounds, and some notes on a forthcoming project in archiving one city’s local music scene.
So, in the spirit of Sounding Out!’s annual blog-o-versary we’re popping the cork for our podcast’s 50th episode with a few of the milestones we hit this past five years.
We found a theme song. This was a small but important step in our development. What would a podcast about sound be without some kind of awesome anthem representing it? (Nothing, that’s what!) We need to officially thank the members of Hunchback (Miranda, Mike, Jay, and Craig) for donating their song “Feeling Blind” to our podcast. Hunchback was a legendary horror-surf band from the NJ basement scene who endeavored to produce highly visceral sonic experiences of the highest caliber in their songwriting. You can still find a ton of their recordings on the internet. Thanks, crew!
We got listed on iTunes and Stitcher. It bears mentioning that quite a bit of technical muscle is involved in establishing a podcast. We would have gotten nowhere without Andreas Duus Pape’s help and guidance during our earliest moments. Andreas was instrumental in opening up the hood of the podcast and making it purr. Not only did he donate his time to plug us into iTunes’ network of podcasts, but he also shared some excellent philosophical thoughts on the topic. You can listen here and read them here.
We went monthly. Originally we had conceived the podcast as more a haphazard, occasional treat for our readers. Slowly but surely as demand and interest grew, we began to carve out a more regular calendar space for our podcast. First we switched to a bi-monthly format, and then we started with monthly broadcasts. Can’t slow this beat down.
We are the sonic archive of a sound art conference. That’s right, we featured sonic mixdowns of the entire Tuned City of Brussels sound art festival. Over the course of the festivals three days, we featured daily mixdowns of the prior day’s key sounds and moments. Each mixdown is brilliant and a testiment to the raw passion of our podcast contributors. They worked round the clock to produce such an amazing series. Check out the night before, and days 1, 2, and 3.
We produced a LOT of soundwalks. If you’re a listener you know that we love our soundwalks. We’re proud to be host to play host to a variety of soundwalks from cities around the world. Last month’s Yoshiwara soundwalk by Gretchen Ju challenged listeners to critically engage with the city’s fraught history of sex work. Other contributors in our soundwalk series like James Hodges have considered how the ambient music of big box stores and shopping malls are part of the architecture of commerce. Finally others like Frank Bridges have taken us to the edge of history and soundwalked the grounds of Thomas Edison’s workshop in Edison, NJ. No matter what the locale, our soundwalks are part of our podcast’s signature.
We found a regular contributor. Regular contributors are the heart and soul of Sounding Out! They lead the conversation on sound and work to bring you the best, most interesting content. For these reasons we’re proud to announce that Marcella Ernest will be joining our podcast as a regular contributor with her series “Searching for Lost Sounds.” Marcella will be interviewing a variety of sonic practitioners in an effort to give voice to the voiceless. Her most recent entry in the series was posted last Thursday. You can listen here.
We’re going to keep it coming. That’s our promise to you! We’ll be producing great content as long as you’re listening. Take a moment to subscribe to our iTunes or Stitcher accounts and also explore our Episode Guide to see if you missed anything this past 5 years. It’s been a rewarding adventure so far and we guarantee that we’ve already got some great content lined up in the coming months.
Aaron Trammell is a Provost’s Postdoctoral Scholar for Faculty Diversity in Informatics and Digital Knowledge at the Annenberg School for Communication and Journalism at the University of Southern California. He earned his doctorate from the Rutgers University School of Communication and Information in 2015. Aaron’s research is focused on revealing historical connections between games, play, and the United States military-industrial complex. He is interested in how military ideologies become integrated into game design and how these perspectives are negotiated within the imaginations of players. He is the Co-Editor-in-Chief of the journal Analog Game Studies and the Multimedia Editor of Sounding Out!
Featured image is “Roscoe Considers Recording a Podcast” by zoomar @Flickr CC BY-NC.
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Sounding Out! Podcast #1: Peter DiCola at River Read Books – Peter DiCola
It’s Our Blog-O-Versary — Jennifer Lynn Stoever
Sounding Out! Podcast #51: Creating New Words from Old Sounds – Marcella Ernest
Editors’ Note: Welcome to Sounding Out!‘s December forum entitled “Sound, Improvisation and New Media Art.” This series explores the nature of improvisation and its relationship to appropriative play cultures within new media art and contemporary sound practice. This series will engage directly with practitioners, who either deploy or facilitate play and improvisation through their work in sonic new media cultures.
The first essay in this series draws from a constellation of disciplinary perspectives that investigate these critical valences, and posits both play and improvisation as critical interventions which can expose, critique and interrupt the proprietary techniques and strategies of contemporary consumer media technologies.
— Guest Editors Skot Deeming and Martin Zeilinger
As media art scholars and curators of the annual Vector Game Art & New Media Festival, we are particularly interested in the conceptual convergence between critical approaches to play, on the one hand, and to improvisation, on the other. In this short essay, we therefore ask how improvisational sound-based media practices that use technologies, aesthetics, artifacts, and expressive modes of play may challenge the assimilative advances of corporate capital, carving out sites at which its logic may be opposed and confounded. We contend that there is a critical edge to the cultural milieu of playful computation through which practitioners (whether as artists or simply as players) can recuperate play from the mainstreamed sound cultures of digital capital through improvisation-based approaches. It is in this regard that play, as a participative act, rather than an interactive mode, can become a critical site by which to understand artistic interventions through contemporary technologies. This essay provokes a dialogue between theoretical avenues in popular music studies and game studies in order to show how the often-conflated practices of improvisation and play have the potential to challenge the homogenous and repetitive logic of the technological sector and the music industry.
We must turn first to popular music studies where the critical valence of improvisation is a relatively well-established concept. Jazz improvisation in particular has been widely recognized as a powerful mode of political expression. Charles Hersch has argued that techniques of polyphony allow for jazz to reconcile the seemingly contradictory dynamics of individual expression and collectivity, thus allowing for the articulation of black solidarity through musical interventions (97-8). Because jazz is importantly built on appropriation-based creative models, it yields fluid, fleeting, spontaneous results that are difficult to assimilate into the entertainment industry’s property-based circuits. Digital play exhibits a similar potential of challenging the logic of capital; it harbors a powerful creative potential even in heavily commodified contexts. Play allows us (indeed, requires us) to become active in shaping the improvisational, the field of simultaneously critical, creative and performative contexts of expression.
Like jazz musicians, game players embody and enact a powerful sense of potentially uncommodifiable agency. Both improvisation and play function similarly, and highlight how contexts of music-making and game-playing activate individuals as critical, expressive agents. Players guide themselves through games based on subjective, rather than imposed, motivations. We can see this emerging in gaming cultures through the rise of player-based phenomena such ‘speedrunning,’ a practice that exploits glitches and faults in a game’s architecture in order to reach the end of a game in the shortest possible time. These niche and ephemeral gaming practices highlight the degree to which practices of improvisation in play may constitute a powerful way of pushing ‘through’ capital–both literally, by accessing games through glitches in their proprietary fabric, and figuratively, if we understand such forms of play as ways to resist the capitalist ideologies embedded within the structures of games (such as the accumulation of wealth, power, or points). Having established here how game-play can act as a form of critical improvisation, this essay now intends to show how these practices of playful improvisation are manifest in the technologies, aesthetics, and the cultural contexts of sound-based art.
Where can we locate practices of improvisation in the context of sound art? For us, sound art is improvisational both in form and practice. First, the emerging aesthetic dimensions of the medium are fundamentally related to the participatory practices of making that have been used to develop the instruments of sound art, such as circuit bending, hacking, tinkering. Here, the playful and open-ended practices of making are a form of improvisation, a modulation within the typical technological frames in which musical composition is typically embedded. Second, when gaming devices are turned into musical instruments (or vice versa), users are called upon to rethink improvisational practice as game-play, and experiment with deploying play as composition. In this sense, game players become sound artists, with sound technologies extrapolating and improvising new sounds from the habit of their play. Improvisation and play thus allow emerging communities of practice to counteract the corporate ‘black boxing’ of entertainment technologies and the creation of closed systems of interaction and participation (such as many mainstream video games) which assimilate user activities and foreclose improvisational play.
Such approaches to sound art are represented by many creative practitioners and take a wide variety of forms, including the appropriation and creative redeployment of participative game environments and game engines. Examples include the creation of interactive sound environments and playable instruments within mainstream participative game ecologies such as the Little Big Planet franchise, the hacking and ‘bending’ of proprietary technologies that invoke the vast universe of game culture nostalgically or in a parodic mode (including handheld gaming systems such as the Nintendo Gameboy, which spawned an entire electronic music genre known as chipmusic), or the making of non-proprietary infrastructures for creative expression that encourage open, participative play, such as open source live coding environments including Sonic Pi, originally developed for the Raspberry Pi platform. Following such approaches, game controllers, digital objects, avatars, virtual architectures, and digital artifacts can thus become tools of composition and/or improvisation. Similarly, we might also think of the improvisational frameworks constructed by sound practitioners as ‘playgrounds,’ which allow players to become performers who explore the technological, political, and aesthetic limits of play. But emergent communities of creative practitioners frequently adopt such close systems and technologies subversively, for example by reverse-engineering them and developing alternative uses. In doing so, they alter the contexts in which these technologies are employed, and open them up for use as musical instruments and infrastructure for creative and critical expression. Technological artifacts with unique user communities can thus be conceptualized as frameworks for musical expression. Vintage gaming consoles, games engines, and computational algorithms have all been reconstructed as new forms of musical creation and interaction through participatory creative communities.
In this short essay, we have approached ‘play’ and ‘improvisation’ as related concepts that can serve to recuperate and empower critical perspectives within the game and sound cultures of capital. As we have suggested, playful approaches to improvisational sound-work and perspectives on play that are rooted in musical traditions can be productively discussed both in sound studies contexts and within game studies paradigms. How, then, do sound practitioners appropriate game technology? How do the socio-political dimensions of digital game culture inform musical practice? With the help of our contributors to this series, we explore how critical perspectives on musical improvisation aid our understanding of the cultural and socio-political significance of play and, likewise, how critical theories of play may broaden our understanding of improvisational sound practices. Through building, tinkering, problem solving, and improvising on the technological back end, creative practitioners playfully create and reshape tools, devices, and techniques of improvisational practice that often embody important ethics of openness, dynamism, fluidity, and sharing, posited against the closed culture of proprietary consumer technology by which we are commonly surrounded. Between live coding, modular synthesis, creative computing, hardware hacking, and appropriation-based interactive performances, the contributors to this series operate in many creative modes that oscillate between improvisation and play. What all of them share is a sense that both play and improvisation enable creative expression outside of prescribed, commodified circuits of media consumption. Improvisation and play can yield wonderful aesthetic experiments and experiences, they can provide critical, social commentary, and they can sharpen our sense of the impact that proprietary technology has on our digital cultural landscape. What we are most interested in are moments when these ambitions converge, when improvisation – drawing on techniques or technologies of play and operating in modes that are associated with play – becomes critical.
All images used with permission from Vector Game Art & New Media Festival.
Featured image: ”Blip Fest 2011 @ Eyebeam, Day 2” by Wikimedia Commons user Lucius Kwok CC BY-SA.
Skot Deeming is an interdisciplinary artist, curator and scholar, whose work spans the spectrum of new media art practice from broadcast media to computational art, experimental videogames, and game art. Drawing on a wealth of practical experience and theoretical knowledge, skot’s practice focuses on new media history and historiography, and DIY technology cultures. This work articulates itself through critical research and writing, exhibitions, installations, and performances. With Martin, Skot is the co-curator of Vector Game Art & New Media Festival., in Toronto, Canada, and the artistic director of the Drone Island Sound Art Festival in Yellowknife, NT. He currently resides in Montreal where he is a doctoral student in the Individualized Program at Concordia University, and a member of the TAG Research Centre, where he investigates critical histories of computational and new media art practices. http://www.mrghosty.com/
Martin Zeilinger (PhD) is a new media researcher, practitioner, and curator whose work focuses on the intersection of digital media art, activism, and intellectual property issues. He is a Lecturer in Media at Anglia Ruskin University, Cambridge/UK, as well as an Associate Researcher at the OCADU Data Materialization Studio. He is co-editor of ‘Dynamic Fair Dealing’ (Univ. of Toronto Press 2014), which develops interdisciplinary perspectives on cultural ownership issues in new media contexts; recent peer-reviewed essays have appeared in the Computer Music Journal, the International Assoc. for the Study of Popular Music Journal, and in Sampling Media (Oxford UP 2014). With Skot, Martin is co-curator of the Toronto-based Vector Game Art & New Media Festival. http://marjz.net/
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