Tag Archive | Sound

becoming a sound artist: analytic and creative perspectives

Recently, in a Harvard graduate seminar with visiting composer-scholar George Lewis, the eminent professor asked me pointedly if I considered myself a “sound artist.” Finding myself put on the spot in a room mostly populated with white male colleagues who were New Music composers, I paused and wondered whether I had the right to identify that way. Despite having exploded many conventions through my precarious membership in New York’s improvised/creative music scene, and through my shift from identifying as a “mrudangam artist” to calling myself an “improviser,” and even, begrudgingly, a “composer” — somehow “sound artist” seemed a bit far-fetched. As I sat in the seminar, buckling under the pressure of how my colleagues probably defined sound art, Prof. Lewis gently urged me to ask: How would it change things if I did call myself a sound artist? Rather than imposing the limitations of sound art as a genre, he was inviting me to reframe my existing aesthetic intentions, assumptions, and practices by focusing on sound.

Sound art and its offshoots have their own unspoken codes and politics of membership, which is partly what Prof. Lewis was trying to expose in that teaching moment. However, for now I’ll leave aside these pragmatic obstacles — while remaining keenly aware that the question of who gets to be a sound artist is not too distant from the question of who gets to be an artist, and what counts as art. For my own analytic and creative curiosity, I would like to strip sound art down to its fundamentals: an offering of resonance or vibration, in the context of a community that might find something familiar, of aesthetic value, or socially cohesive, in the gestures and sonorities presented.

Rehearsing for “Meena’s Dream” (2013) by playwright Anu Yadav – original score by Rajna and Anjna Swaminathan and Sam McCormally.

I have spent most of my musical life wondering how the sounds I produce intersect with specific vectors of social belonging. The sounds emanating from my primary instrument — the mrudangam, a South Indian drum — are situated within a complex lattice of social difference, resonating within and across communities as disparate as the predominantly privileged-caste audiences of Chennai’s elite Karnatik sabha-s and the cosmopolitan connoisseurs who show up to find a home in New York City’s myriad intercultural and experimental music spaces. The sounds I produce are also inflected by the multivalent referentiality of my own socially situated body — as a queer, privileged-caste, Indian-American woman — simultaneously slicing through and answering to sonic environments organized around particular notions of rigor, virtuosity, and beauty.

For me, what began as a creative path rooted in the mimesis of an artistic lineage eventually settled in a versatile expressive voice, shaped by a decade of aesthetic (and ethical) nomadism. From my vantage point as a female percussionist in the South Asian diaspora, I have always been aware of the cracks in the veneer of tradition and other normative structures, and perhaps this fueled my musical vagrancy. Over time, my sound has accumulated the resonances of Karnatik music, ‘jazz’ drumming, bharatanatyam footwork, and Afro-Cuban rhythms, among others.

The author performing with Vijay Iyer, Graham Haynes, and Marcus Gilmore. The Stone, NYC. July 2013.

Certainly, this convergence of sonic layers is mediated by the rich specificity of interpersonal relationships and positionalities within larger networks. Power and positionality mediate the shape, audibility, and versatility of sounds as they become coupled with the implied (or actual) encounter of socially situated bodies. Yet, sounds somehow continue to exist in excess of the mechanisms and bodies that attempt to explain, produce, and contain them: idiom, tradition, space, culture, nation, race, gender, and sexuality. Therein lies their potency and mystery, and I intend to briefly explore the sensation of sonic excess in the hopes of honing a more sensitive analytic and creative perspective.

I am yet to become comfortable thinking in terms of sound, due to the longtime privileging of structure and technique in my musical upbringing. However, this is beginning to unravel as I am forced to deal with sound, particularly the sound of what Patrice Pavis and Jason Stanyek have called the “intercorporeal” aspect of intercultural performance. The predominantly improvised sounds that resonate through my mrudangam often emerge on the edge of my dynamic embodied consciousness, arranging themselves chaotically in real-time, interacting with others’ emergent soundings and sensory yearnings. Some of it may be mediated by parallel perceptual and idiomatic forms, but achieving a core interactive flow involves a fundamental immersion in sound.

Mat Maneri, feat. Rajna and Anjna Swaminathan

Tongues Series, curated by Amirtha Kidambi

ISSUE Project Room — June 18, 2016

For instance, take this impromptu piece presented by violist Mat Maneri, violinist Anjna Swaminathan (my sister), and me in 2016. It took place in the wonderfully resonant vaulted space of ISSUE Project Room, in front of an unsuspecting audience that had convened to hear the back-to-back juxtaposition of two improvisational “tongues” — a set of Maneri’s rich microtonal experiments, followed by a Karnatik concert of voice, violin, and mrudangam. However, this impromptu ludic exchange of sonic offerings — particularly Maneri’s incredible, chameleon-like ability to confound the sounds of Karnatik ornamentations with his own microtonal reflections — guided attention away from comparison and toward the sounds as they bounced eerily around the resonant architecture. Faced with the technically daunting Karnatik repertoire that Anjna and I were to play subsequently with vocalist Ashvin Bhogendra, the echoes of our interstitial collaboration allowed us to reorient ourselves and breathe a little easier.

From an analytic perspective, it is irresponsible to distill these sounds, to capture and conceptualize them as distinct from the bodies, histories, and discourses that participate in their co-creation and interpretation. Yet, riddled as they are with generations of power asymmetries and complex emotions, it is clear that these resonances have a secret life of their own. As musicians, we are not often given the opportunity to explore these clandestine, almost Baudelairean, correspondences, except perhaps when we discover them by accident. For instance, sonic ambiguities like those spun during the trio encounter play on sonic excess to spur new ways of listening and relating, with a direct ethical impact on the ensuing music.

Performing in Vijay Iyer’s large ensemble project, “Open City,” named after Teju Cole’s award-winning novel. October 2013.

John Blacking’s definition of all music as “humanly organized sound” is perhaps an early articulation of this idea, although the word ‘organized’ contains a bias toward formal structure and stability. To be sure, organizing principles always exist at the local level of socially situated perception and expression, which Nina Sun Eidsheim calls the ‘figure of sound.’ However, the kind of sound art I’m proposing revels in excess, or as Eidsheim puts it — “not only aurality, but also tactile, spatial, physical, material, and vibrational sensations [that] are at the core of all music” (5). We can even turn to how Jacques Attali poetically describes composition — as “a labor on sounds, without a grammar, without a directing thought, a pretext for festival, in search of thoughts,” a practice wherein “rhythms and sounds are the supreme mode of relation between bodies once the screens of the symbolic, usage and exchange are shattered,” one that neither marks nor produces the body, but allows for “taking pleasure in it” (143). By focusing on the multi-sensory, pleasurable valences of sound, and on the ways in which sonic excess allows for new patterns of coexistence, we can outline a ‘sound art’ practice and analytic that aren’t circumscribed by Western institutional definitions and technological/perceptual biases.

Thinking in this way about sound and vibration helps to eradicate the mind-body problem that continues to plague certain areas of music studies and music making. Sound forms an elusive common denominator that doesn’t rely heavily on colonial taxonomies of form or hierarchical theories of art. It even accounts for the subversive or incommensurable resonances that tend to emerge at the unstable threshold between so-called ‘producers’ and ‘receivers’ of music. After all, sound is in the ear of the beholder, and social asymmetries are embedded in the way we hear and listen. Through the notion of vibration, we are further attuned to the visceral space in which it reverberates, and the ways in which its echoes live on in the bodies of those who experience it.

performing at the Banff International Workshop for Jazz and Creative Music. June 2013. Photo credit: Don Lee, Image courtesy of author

Finally, there is the other definition of sound in English, which indicates a level of trust and holism. Taking this path to becoming ‘sound artist’ focuses attention on the artist. I don’t intend to focus on the ‘chops’ conventional to a field of aesthetic practice. Rather, I am interested in the more obscure meaning: a ‘sound artist’ as one that ethically occupies space as an artist.

How might this emerging sound art, as analytic and creative practice, work to interrogate the very ethics and politics of art, while succumbing to the contingency and volatile excess of sound? I don’t claim to hold the answers, but if we are in any way sounding out against the grain of dominant modalities, then at some level we must attend seriously to sound: in its excess, as it overwhelms bodies and spaces, and as it stretches the realm of the known.

Featured Image: “The great Rajna Swaminathan,” from Teju Cole tweet, 5 October 2013.

Rajna Swaminathan is an accomplished mrudangam (South Indian percussion) artist, a protégé of mrudangam legend Umayalpuram K. Sivaraman. She has performed with several renowned Indian classical musicians, most notably mentor and vocalist T.M. Krishna. Since 2011, she has been studying and collaborating with eminent musicians in New York’s jazz and creative music scene, including Vijay Iyer, Steve Coleman, Miles Okazaki, and Amir ElSaffar. Since 2013, Swaminathan has led the ensemble RAJAS, which explores new textural and improvisational horizons at the nexus of multiple musical perspectives. Swaminathan is active as a composer-performer for dance and theatre works, most notably touring with the acclaimed company Ragamala Dance and collaborating with playwright/actress Anu Yadav. Swaminathan holds degrees in anthropology and French from the University of Maryland, College Park, and is currently pursuing a PhD in cross-disciplinary music studies at Harvard University.

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Sounding Out Tarima Temporalities: Decolonial Feminista Dance Disruption–Iris C. Viveros Avendaño 

Gendered Soundscapes of India, an Introduction –Praseeda Gopinath and Monika Mehta

Tape Hiss, Compression, and the Stubborn Materiality of Sonic Diaspora–Chris Chien

“This Liquid Dream”: An Interview with Aquaphoneia Composer Navid Navab–Eshter Bourdages


Sounding Out! Podcast #60: Standing Rock, Protest, Sound and Power (Part 1)

CLICK HERE TO DOWNLOADStanding Rock, Protest, Sound and Power (Part 1)



On March 10th 2017, The Standing Rock Sioux Tribe and Indigenous grassroots leaders called upon allies across the United States and around the world to peacefully March on Washington DC. The March on Washington was to exist, resist, and rise in solidarity with the Indigenous peoples of the world whose rights protect mother earth for the future generations of all. The March on Washington was a reaction to the United States government’s unwillingness to be accountable for the construction recent Dakota Access Pipeline (DAPL) on the Standing Rock Sioux Tribe’s land. This and other subsequent events such as the election of a new administration, increasing threats to native land, and violence of the police have galvanized indigenous communities in the last four months. Thousands have taken to the streets and to rural sites of political occupation.

Join Marcella Ernest as she discusses the sounds of these protests with Nancy Mithlo. They discuss the noises made by the minds, bodies, and songs of those who have taken to public spaces to confront and object to the current political moment. Understanding the sonic elements of protest helps us to better understand how protest is heard and felt.

Marcella Ernest is a Native American (Ojibwe) interdisciplinary video artist and scholar. Her work combines electronic media with sound design with film and photography in a variety of formats; using multi-media installations incorporating large-scale projections and experimental film aesthetics. Currently living in California, Marcella is completing an interdisciplinary Ph.D. in American Studies at the University of New Mexico. Drawing upon a Critical Indigenous Studies framework to explore how “Indianness” and Indigenity are represented in studies of American and Indigenous visual and popular culture, her primary research is an engagement with contemporary Native art to understand how members of colonized groups use a re-mix of experimental video and sound design as a means for cultural and political expressions of resistance.

Nancy Mithlo teaches in the Art History and Visual Arts department at Occidental as an Associate Professor while also working at the Autry in program development, exhibition planning and community outreach. She comes to Occidental from the University of Wisconsin at Madison, where she was an Associate Professor of Art History and American Indian studies. Prior to joining the Wisconsin faculty in 2001, Mithlo taught at Smith College, Santa Fe Community College, the University of New Mexico and the Institute of American Arts.

Featured image “Hey Wells Fargo – No DAPL! Rally” by Joe Piette @Flickr CC BY-NC.

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Sounding Out! Podcast #47: Finding the Lost Sounds of Kaibah — Marcella Ernest

Sounding Out! Podcast #51: Creating New Worlds From Old Sounds – Marcella Ernest

Sounding Out! Podcast #58: The Meaning of Silence – Marcella Ernest

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

series co-editors Dorothy Kim and Christopher Roman

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

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

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

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

Still from The Witcher III: Wild Hunt.

Still from The Witcher III: Wild Hunt.


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.

Priscilla’s song

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

Approaching the Temple of the Eternal Fire

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

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

Ladies of the Wood

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

Featured image by Carlos Santos @YouTube CC BY.

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

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Sounding Out! Podcast #49: Sound and Sexuality in Video Games – Milena Droumeva and Aaron Trammell

Sounding Out! Podcast #29: Game Audio Notes I: Growing Sounds for Sim Cell–Leonard J. Paul

Papa Sangre and the Construction of Immersion in Audio Games— Enongo Lumumba-Kasongo

The Dark Side of Game Audio: The Sounds of Mimetic Control and Affective Conditioning – Aaron Trammell

Sounding Out! Podcast #54: The Sound of Magic

Medieval SoundEach of the essays in this month’s “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.

The posts and podcast in this series begins an ongoing conversation about medieval sound in Sounding Out!. Our opening gambit in April 2016, “Multimodality and Lyric Sound,” reframes how we consider the lyric from England to Spain, from the twelfth through the sixteenth centuries, pushing ideas of openness, flexibility, and productive creativity. We will post several follow-ups throughout the rest of 2016 focusing on “Remediating Medieval Sound.”  And, HEAR YE!, in April 2017, look for a second series on Aural Ecologies of noise! –Guest Editors Dorothy Kim and Christopher Roman




Medieval charms run the gamut from offering protection for journeys (travel was often perilous) to warding your cattle from thieves (the runic letter for ‘cattle’ also means ‘wealth’) to various kinds of healing for people, animals and even the earth. Many of them include verses that are meant to be sung.

What is the sound of magic? How do you sing it properly without notation? Does it affect the efficacy of the charm if you sing it wrong?

‘Sing ðis gealdor’ Sing this charm the Anglo-Saxon texts command. The words are even linked as ‘galdorsangas’ incantations, but the doom-and-gloom 11th century preacher Archbishop Wulfstan uses that term in the pejorative sense of things to avoid, lumping it together with ‘sorceries’ as things to avoid. In its time the right way of singing was understood but, as is the case about much of the social context, we have lost the specifics.

How to recreate an Anglo-Saxon charm in a modern sound file then? If you’re going to do it right, how do you capture the magic in a way that’s true to the source material and yet accessible to a modern audience (even if it’s just my students)? I was determined to do it and do it right.

K. A. Laity is the author of the novels White RabbitKnight of the White HartA Cut-Throat BusinessLush SituationOwl StretchingPelzmantelThe Mangrove LegacyChastity Flame and the collections Unquiet Dreams and Unikirja, as well as editor of Weird NoirNoir Carnival and Drag Noir, writer of other stories, plays and essays. Her stories tend to slip across genres and categories, but all display intelligence and humour. Myths and fairy tales influence much of her writing. The short stories in Dreambook [originally Unikirja] found their inspiration from The Kalevala, Kanteletar, and other Finnish myths and legends: the stories won the 2005 Eureka Short Story Fellowship and a 2006 Finlandia Foundation grant.

Dr. Laity teaches medieval literature, film, digital humanities and popular culture at the College of Saint Rose, though she was at NUI Galway as a Fulbright scholar for the 2011-2 academic year.

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Mouthing the Passion: Richard Rolle’s Soundscapes–Christopher Roman

EPISODE LI: Creating New Words from Old Sounds–Marcella Ernest, Candace Gala, Leslie Harper, and Daryn McKenny

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