PROFESSIONAL FUTURES – REFLECTIONS

Future Aspirations

During my time at university and at work experiences I have met many people working in sound, and I have made a point of always asking how their careers started. From my experience so far, I have come to understand that there are drastic variations in creativity within sound work. Some sound jobs are incredibly creative, utilising your interests in unique processes. There are also jobs that are more admin work, organising projects or tedious monotonous editing work. I think that it would be good to experience all aspects of this industry, however I would like to manage my time in the smartest way and work with my freedoms as I have them.

I am in a fortunate position in life at the moment, as I have parents who live in London, and I do not have to work full time. I cannot rely on this luxury for too long, but I am going to take advantage of this freedom. I would like to use this time directly after graduating to work on as many films and works as possible, i have the most creative freedom I will have in a long time and I believe that this is the correct time to build a unique portfolio. I have a short film lined up for July, and I will have access to a recording studio for a week in late may with which I’ll be recording a body of work (EP or Album).

After I have built up my portfolio, i would like to focus on getting paid freelance jobs. I have a suspicion that I will not be able to land enough jobs or get paid enough to sustain myself solely through freelance work, in which case I will start applying for post houses in London. I have had many recommendations such as BoomPost, Deluxe Entertainment and 750mph. I think that working in these kinds of environments would help me understand audio post production processes more and get me comfortable being part of it. I believe that these environments would also give me the skills to become a better sound designer, and understand how to meet demands of clients and maintain professional relationships.

My long term goal is to eventually return to freelance work after gaining the relevant experience, everyone I have met who have made a name for themselves in post production sound work as freelancers. To me this seems like the best situation, as you maintain the creative satisfaction of work and self sustainability, also the freedom to work remotely for the majority of the time.

PROFESSIONAL FUTURES: REFLECTIONS

BA Hons Sound Arts Y2 –

Second year is where I feel I was able to refine my interest and my practice, specifically the contemporary issues in sound arts module. I felt that I was able to investigate deeper into the subjects I touched on in first year, namely diegesis in film and the scores relation to this.

A highlight of my time in second year was the Gallery 46 installation assignment. This was the first introduction into exhibiting work in a gallery setting. Although the event was organised by the university, the independent venue and the freedom we experienced when creating installations made the process feel as though we were professionals collaborating post degree. The variety of work in that show was astounding, yet a lot of the works were thematically linked resulting in a comprehensive show. I exhibited in the garden space with two other people, my piece was an electroacoustic composition created through granular synthesis of recordings conducted in the space, specifically the gravel. My neighbour was exhibiting work of a similar nature, dealing with field recordings and manipulated environmental sound. Our pieces were divided by a piece that invited collaboration a multichannel delay system created in Max MSP. I feel this experience influenced my attitude towards collaborations, and sharing space in a gallery, and provided me with a sense of confidence about showing work to the public.

One of the most impactful assignments in terms of my specific practice was the sound for screen element, in which we had an introduction to the structure of post production sound, a short exposure to foley work, and had to produce a short piece of audiovisual work. I found this assignment very useful as it made me think about what specific area of post production sound I wanted to pursue. For my project, I decided to do a re-design of a music video. The music video had no diegetic sound, I attempted to assemble atmospheres, record foley and compose music to create an immersive short film, redirecting the focus of the video from music to narrative. During this project I got to experience a small amount of every role in post production, I also gained an understanding of how each separate part comes together as a whole. Not only did I have an informative time creating this work, but I received valuable and insightful feedback both during and after the project. I consider this time to be a particular formative part of my education.

Sound for screen project

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Listening– Soundscapes, audiences and stories (Harrison)

It is good practice for a sound designer to engage in daily deep listening, the real world is our reference. Harrison uses the analogy of a chef, knowing what each ingredient can bring to a dish, we have an indefinite number of ingredients at hand, we must know their purpose and the consequences of combination. Once you have a good grasp on listening, and a knowledge of these ingredient’s purposes, we can start to compose based not the emotion/narrative of a scene.

There are three categories of soundscapes defined by R. Murray Schafer:

  • Earth (Wind, earthquakes, waterfalls)
  • Non-human life (Birds, insects, wolves howling)
  • Humanity (Industry, Walla, Machinery)

This is a framework that allows us to analyse each layer of sound in the soundscape, always in terms of how they relate to us as we as humans are the audience. Each category of sound holds implications and information, that when combined can shift meanings and create interesting narratives.

It is a valuable practice to chart day to day sounds and the emotions they evoke. Contextual meaning and sonic quality are equally as emotionally influential. We must, as sound designers, have a solid knowledge of what sounds represent, what information they convey. Harrison uses the example of the noises at a dinner table conveying how delicious the meal is, something otherwise un-transmittable.

We are constantly processing sound, it’s built into our being. The sounds we don’t consciously listen to still effect us emotionally and narratively. ‘Manipulating this background sound is the key to sound design’(Harrison). One example of this is the use of very low frequency rumbles in horror films, this evokes uncertainty and the felt presence of unknown entities at work, and perhaps the feeling that the situation is about to take a turn for the worse. This sound is felt as well as heard, permeating the body resulting in a very physical fear response. This reaction is possibly linked to an evolutionary reaction to earthquakes. Rumbles mean danger. All the time the audience are unaware that they are being influenced by sound.

These sounds do not, however, exist in isolation. You must consider the wider context in which the sound is situated. One sound can have multiple meanings depending on the context. An example of this is the sound of knives being sharpened, in a hibachi grill it might induce hunger and anticipation of a nice meal, in a slasher horror… not so much.

I will be engaging in deep listening, charting sounds as a reference for soundscape design and considering emotional influence.

I engaged with this process briefly last week, my project is based on a mountainside that descends into a garden. I went on a hike to a place with no other people and not many animals, and listened for reference. Unfortunately I didn’t have a recorder on hand.

Portrait from the walk

Bibliography-

Harrison, T. (2022) Sound design for film. The Crowood Press.

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Setting– Ambience, immersion and sense of place (Harrison)

Ambience or atmospheres are what make up a films ‘setting’, this is the sense of time and space the story takes place in. Everything in film is constructed, the near constant challenge of the practice is presenting the work as ‘real’. An audience will only accept and follow a story if it takes place in a realistic space, there are some exceptions in the case of experimental film but generally an accurate presentation of space and time is necessary for immersion. I use the term immersion in the sense of sustaining the suspension of disbelief.

Film sound settings can be divided into two categories, beds and details. Beds are the very quiet blanket sounds that fill a space, a general wash of noise. The primary bed used in most films are room tones, this is quiet hum of an empty room, sometimes described as ‘dead air’. This very minimal sound is ripe for emotional expression, different tones express different feelings. It’s even possible to harmonise multiple room tones, perhaps layered dissonantly for disconcerting scenes. Details are the events that take place in the space, this might be a clock chiming, a dog barking or a car driving past. All of these sounds carry vital information about the space, they provide a narrative for the environment making it more believable and textured. These sounds can also provide the audience with information regarding time, horse and carts could indicate a specific era.

Setting can act as a character, specific sounds can trigger emotions in characters and reference earlier narrative points. Each detail in the soundscape is an opportunity for narrative engagement.

Ambience also provides film with a sense of continuity between shots, the sound construction is not contained within the picture. It is a space conceptualised by the designer, therefore the designer must add not only the sounds that are onscreen, but the sounds that might exist offscreen. This is extension. Extension can be used as a compositional device, removing the outer world to focus on the narrative.

The most important things to consider from this research are:

  • Accurate field recordings (Era/space)
  • Accurate/Immersive stereo spread
  • Extension beyond the screen
  • Identifying events

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Prototype experimentation: Session 1

I managed to acquire some metal from Goldsmith’s university, choosing long thick pieces with the aim of having a lower and wider resonant frequency range. We started by grinding the sharp edges off the pieces to make them safe, then we drilled holes as a means to hang them. The heaviest piece was too thick to drill through, so we welded two hooks on.

I chose to use a larger transducer for more volume, the downside of which was the suction cup was too large for the beams, so I had to tape the speakers on. I don’t think this was the most effective method. I’ve found the struggle with this method of sound is balancing the strength of the connection (between the speaker and material) and the damping of the resonance that occurs through attachment. Im considering trying a g clamp next as they are metal and hopefully won’t dampen the sound.

My original plan was to have two beams working in stereo, but after having trouble with syncing the two transducers, and lack of volume, I decided to stick to one beam. I found the material influenced the sound a lot, and the input sound of an E-bow on a metal guitar string suited the timbre. In the interest of time I decided to play a recording I made a few weeks earlier with about 4 harmonies, luckily I had many different versions with some other instrument such as synthesisers, granulated vocal recordings and electric guitar. This gave me a better understanding of how to compose the arrangement, how certain instruments resonated with the material and what worked well when combined.

A drawback I discovered while using this method is that it’s very hard to achieve a decent volume, to solve this I decided to record the sound using a zoom Hn5 held very close to the beam. I found that the the sound drastically changed depending on where I placed the mic, I could change the amount of low end by moving the mic. Towards the end of the session I found this to be the best position, it gave me the most ‘material’ in the sound:

Through this method I could also experiment with swinging the beam to bring a more dynamic spatialisation to the recording.

I realised that the input files had too much reverb applied and the identity of the material was getting lost. Removing all of the reverb resulted in a very empty sound, and was not what I set out for so I gradually added small amounts of reverb until I found a middle ground.

Retrospectively I realised I misunderstood the order of these manipulations. My first mistake was having all 4 harmonies play at the same time through one beam, I feel this loses a lot of the detail I could have harvested from the material had it been layered. My second mistake was applying the reverb first. No reverb sounded empty to me because I was listening to the whole composition through the material, giving me the expectation of a finished piece. I believe the better method would be to record each harmony separately through the material, I can then combine these recordings in the DAW and recreate the digital landscape’s structure. These recordings can then have reverb added as a last measure to contextualise them in the mountainside.

Revised order of process:

  • Record harmonies separately with no reverb
  • Create the soundscape in the DAW
  • Add these recordings in the space with Gain adjustment for distance
  • Add a Convolution reverb to contextualise the recordings in a realistic space.

I spent the last portion of the session crudely putting together a soundscape comprised of a few woodland recordings found on BBC library, a chain recording I conducted in the performance lab quickly and a wind track. I then layered a few of the recordings from this experiment to see how they fit together. I believe it is a proof of concept, however the harmonic metal moans need to be separated and contextualised in the digital space.

Rough draft for soundscape + Experimentation recordings

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SOUND RESEARCH: CRISTOBAL TAPIA DE VEER (UTOPIA)

I recently watched the 2013 drama Utopia. A show about conspiracy, engineered reality and humanity turned mechanical. The whole show has a very uncomfortable undertone, like nothing is what it seems, that everything that happens is part of some kind of plan. Some characters are convinced from an early age that they can do whatever they want because they are but a tiny blip in history, they become mechanical in their actions, with no thought of morality. 

This theme of engineered reality and this feeling of constant discomfort is potently expressed in the soundtrack created by Cristobal Tapia De Veer. He achieves this through manipulating samples of organic sounds such as birds or human breathing.

In the pursuit of texture, Cristobal avoids samples that he describes as too clean, pure or sterile. Instead he looks for samples from vinyls, then ‘disrespects’ or ‘tortures’ them with compression, bit crushers etc. He describes it as making them ‘textural, grainy, dirty, flawed, alive.’ He then slows down the sample, this makes the ultra fast moving waves perceivable, as rhythm. Cristobal samples a very small part of the audio file and loops it, giving it infinite sustain. He describes hidden rhythms ‘in the DNA’ of a sound. Using these dirty, rhythmic, alive sounds, Cristobal creates haunting scores that feel unsettling, alive but not quite organic. A frankensteins monster or a score. 

Cristobal Tapia De Veer created a soundtrack that perfectly complimented the show, in context and tone. I hope to bring this kind of ingenuity to my practice, considering how you can reflect the story and tone of a piece of media in the tools and auditory material you use. Manipulating samples to mould them into something new, finding texture in sound through disrespecting and torturing it. 

Using Cristobal’s techniques listed above, I created a piece of music in the style of Utopia.

I started with a sample of a male owl from the BBC sound library, I chose an owl because their call tends to hold a note. I then increased the gain, decreased the bit resolution, and selected a small part of the audio file. I played a melody on the lower notes on the keyboard, this gave the notes a gritty texture, the note slightly wavered giving it a natural but eerie sound.

I then took a sample of myself singing a note with an ă pronunciation, I repeated the process I did for the owl sample but played it only slightly under the original pitch. I liked how it sounded almost right/natural but not quite. I played the main melody with this instrument. The main melody was supported by a sample of myself singing a higher note with an ŏ pronunciation, chorus and reverb was then added to this sample and it was placed low in the mix.

I then recorded myself breathing out, I reversed the sample then vocoded it. This resulted in a rhythmic, almost human sound. I also recorded a sample of my neighbours builders hammering something, I think it sounds like a clock that doesn’t keep time which adds to the uneasy tone I’m aiming for. For the introduction I layered three samples of birds chirping, I then vocoded it and only played the vocoded part. On top of this I added a very quiet melody using the instrument made from my voice. I used two reversed samples of myself saying something to transition into the main melodies. I recorded an egg shaker, doubled the speed of the recording and added a tremolo to it, this made a very dry percussive sound that had movement, almost like an insect moving its wings. I used a recording of myself very lightly coughing to contrast the unnatural vocoded inward breath, this is intended throw the listener into a rhythm that is very suddenly interrupted by the chorus coming in a beat early. In the chorus, I used a sample of native American people shouting and screaming, it had a slight rhythmic quality and was melodically chaotic.

If I were to do this again I would increase the tempo to make the piece more intense, also I would more clearly plan out the layers of the piece, background foreground etc…

My piece:

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Materialism in sound art

Pierre Schaeffer

My practice and research is stems from the idea of the ‘material’ in sound art, through this practice we can achieve more immersive, diegesis focused cinematic scores. The principal movement that pathed the way for this practice is music concrete, pioneered by Schaeffer and Henry. Music concrete is composition using non-musical sounds, by considering the various qualities inherent in everyday sounds (pitch, length, percussion, timbre) you can layer and arrange these elements into a piece of music.

Variations for a door and a sigh

Acousmatic music developed out of music concrete, a complete decontextualisation of the sounds used for composition, the only matter of concern is the final noise rather than the source. This form of music is a subversion of our natural cause and effect method of listening. We analyse our environment for many reasons, to orient yourself or determine whether danger is present. We listen to a sound and immediately attach the source. Acousmatic music removes the source, and forces the audience to listen to these sounds in a musical way. I believe that it is impossible to completely remove context, the psychoacoustic and psychological elements at play mean that the audience will most likely be able to recognise elements of the noise. Either the audience can recognise the origin of the sound (such as the door and the sigh) or if the noise has been manipulated beyond recognition, the material remains. The sound of wood, metal or stone will remain recognisable.

I would like to take this methodology and approach to music making, and apply it to my project in a slightly different way. I would like to play music through a material using a transducer and record it’s vibrations in a space, this way I will achieve musical expression while maintaining the material identity. Hopefully this will result in a more believable sound than if I were to synthesise a metallic cello per say, at least this is what Mark Mangini’s postulations on psychoacoustic qualities of real recordings being more immersive lead me to believe. (DUNE research)

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ANIMISM/RESONANCE

Animism is an anthropological term that refers to an ideology found in many spiritualities. It’s the concept that people, animals, geographical and natural phenomenon are all connected by an individual spirit they all possess.

You can find elements of animism as early as Plato, as in his 380BC writings ‘Republic’ he refers to the souls of people and cities. Animus Mundi (world soul) was a commonly held concept among Ancient Greek philosophers. The concept is now however associated with primitive cultures due to 18th century ethnocentrism, specifically the work of Sir Edward Burnett Tylor and his book ‘Primitive Cultures’.

The Siberian Eveny culture engage in a form of animism in which the animals that they hunt are seen as ‘master parents’ to humans. The animal’s parental responsibility is a sacrifice, however this sacrifice can only happen if a certain hierarchy is reached in which the human must eat them to survive. There is a respect there that is not present in western tradition, the hunter exclaims after the kill “you came to me out of your own free will, please have pity on us and do not harm us”.

I believe that a parallel can be drawn between animism and resonance. Every object will emit a natural frequency when struck, if this frequency is exerted on the object, a compounding of waves occurs and the natural vibrations are amplified. For example a glass may have a natural frequency of 575Hz, if the glass has minimal imperfections and a speaker is playing 575Hz next to the object, the glass will vibrate at this frequency. It is possible to shatter the glass through these means.

Resonance can be seen as a force individual to each object, that allows for an interplay between inanimate things. This phenomenon also allows for interplay between object and human, as seen in the case of the millennium bridge.

On June 10th 2000, the millennium bridge was opened to the public. In order to avoid spoiling the view of the Thames and St Pauls cathedral, the architects refused to design the bridge with any tall support struts. Instead they opted for a horizontal suspension bridge, an impressive feat of engineering with a small oversight. The engineers forgot to account for the slight horizontal sway that occurs in a human’s walk. By coincidence the natural frequency of the bridge was equal to the frequency of the horizontal sway of a human’s gate. When this slight swaying is multiplied by the large amounts of foot traffic, the people amplified the frequency and the bridge wobbled quite drastically. This resulted in the bridge being closed, multiple foot traffic tests being conducted and eventually the implementation of dampeners on the suspension cables. Like putting a sock in a guitar bridge.

There is an interplay between human and object due to resonant frequencies, I would like to explore this further for this project. I believe respecting and working with the resonant identity of each object might result in interesting sonic performances whilst also respecting the content of the narrative.

Perkins, M., 2022. What Is Animism?. [online] Learn Religions. Available at: <https://www.learnreligions.com/what-is-animism-4588366> [Accessed 27 September 2022].

Swancutt, K., 2022. Animism. [online] Cambridge Encyclopedia of Anthropology. Available at: <https://www.anthroencyclopedia.com/entry/animism> [Accessed 27 September 2022].

BYJUS. 2022. Resonance – Definition, Examples & Resonant Frequency With Formula. [online] Available at: <https://byjus.com/physics/resonance/> [Accessed 28 September 2022].

Strogatz, S., 2022. [online] Available at: <https://www.sciencedaily.com/releases/2005/11/051103080801.htm> [Accessed 28 September 2022].

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HESAPIA

Image from ‘Hesapia’ Unreal project

Ive been given the opportunity to collaborate with a third year fine art student from Goldsmiths. Using software such as Unreal engine and cinema 4D they create intricate digital worlds, steeped in philosophical detail with narratives inspired by the likes of Carl Yung, Joseph Campbell and Religious texts.

The project is titled ‘Hesapia’. This is a fabricated word derived from the word ‘He Sapa’, a Native American Lakota word meaning ‘Black Ridge’. This refers to a mountain range that is believed to be the centre of the universe for the Lakota Sioux, and the origin of many Native American peoples. This land was later commandeered by western expansion and became part of the Dakota territory.

‘He Sapa’

Eunjo, my collaborator has drawn a parallel with He Sapa and the Garden of Eden. In her eyes, the Garden of Eden is a false narrative, the snake (representing nature) is vilified, as too is womanhood. The real Garden of Eden (or paradise) is more that of He Sapa, a balance of person and nature, life and death being appreciated in the same respect. A subversion of the typical western ideals of Anthropocentrism. This subversion is extended beyond the idea of anthropocentrism, to a balance of good, evil, creation and destruction. This is inspired by the works of Carl Yung, in which he denounces the idea of the dichotomy of good and evil, two forces that are in constant conflict and are incapable of harmonisation.

‘Hesapia’ will take on the form of an animated short film, with the potential of being transformed into an interactive space or game. The film will include many characters, representing various elements of philosophical writings, performing symbolic actions. Ultimately, the project is a reimagining of the Garden of Eden, one which represents and reflects with more accuracy the human condition and the relationships between humanity, object and nature.

I believe that this project is ripe for sonic exploration, it offers opportunity to experiment not only with sound design methodologies, but with contextual reflection within the sound world. I’m drawn to this project specifically because it is a perfect space for me to continue the practice I developed over the last two years, diegetic/soundscape composition. The philosophical and narrative substance allows for emotional exploration within the musical side of the sound design, and world building nature of her practice gives me insight into material from which to perform the composition.

Bibliography:

An Interview/meeting conducted with the artist in which we discussed the general overview of the project. Conducted 26th September 2022

Estes, N., 2022. Go back to where you come from, the Trump fans yelled. But “we came from there!”. [online] Mother Jones. Available at: <https://www.motherjones.com/environment/2021/01/the-battle-for-the-black-hills/> [Accessed 27 September 2022].

Magazine, B., 2022. Paha Sapa – The Black Hills – Black Hills Visitor. [online] Black Hills Visitor. Available at: <https://blackhillsvisitor.com/learn/paha-sapa-the-black-hills/> [Accessed 27 September 2022].

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Definition of my practice

The central area of praxis for my prototype is soundscape composition as a means to bring musicality to diegetic sounds in cinema, either through utilising material as a reverberant body or manipulating field recordings.

I am interested in this practice as it provides a challenge to scoring for cinema, that will in theory create an immersive musical experience based in environmental sound. By exploring this practice, i will gain an in depth understanding of how cinematic sound interweaves both music and representational sound. I will better understand the levels of abstraction on the spectrum of synchresis.

The physical representation of this exploration will be an approximately 8 minute score for an animation, comprised of hyper-realistic soundscapes gradually oscillating in and out of musical abstraction.

Sources that might be useful for this research are:

  • Soundscape Composers
  • Music Concrete Composers
  • Cinematic Sound designers
  • Writings on Cinematic Synchresis