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Design and Composition for Two Intermedia Concert Works Computational Iglesia Daniel<br />

in partial fulfillment <strong>of</strong> <strong>the</strong> requirements for <strong>the</strong> degree <strong>of</strong> Doctor <strong>of</strong> Musical Arts in <strong>the</strong> Graduate School <strong>of</strong> Arts and Sciences <strong>Columbia</strong> <strong>University</strong> 2010<br />

Submitted


Daniel Iglesia All Rights Reserved<br />

©2010


Computational Design and Composition for Two Intermedia Concert Works Daniel Iglesia ABSTRACT<br />

document details <strong>the</strong> technical research, compositional process, and critical reflection involved in <strong>the</strong> creation <strong>of</strong> <strong>two</strong> new concert works: Cardinality Aleph Two and American Engineer, both for acoustic instruments, electronic sound via percussion, and live video. In it, <strong>the</strong> author This<br />

three families <strong>of</strong> s<strong>of</strong>tware tools (for generative composition, FFT outlines<br />

and resyn<strong>the</strong>sis, and live anaglyph video), performance and compositional considerations in <strong>the</strong>ir incorporation into concert works, and ends with a post-composition discussion on both <strong>the</strong> artistic workflows, and <strong>the</strong> audience reception, <strong>of</strong> computationally-mediated art.<br />

analysis


Introduction 1. S<strong>of</strong>tware Research and Development 1.1 Algorithmic Composition Contents:<br />

DSP with FFTToolkit 1.2.1 Reconstitute 1.2.2 Splice 1.3 Anaglyph Video 1.2<br />

Background and Definitions 1.3.2 Vector Graphics 1.3.1<br />

Raster Graphics 2 Incorporation into Concert Works 2.1 Background and Intentions 2.2 Compositional Logistics 1.3.3<br />

Cardinality Aleph Two 2.3.1 Design & Preparation 2.3<br />

2.3.2 Form 2.4 American Engineer 2.4.1 Design & Preparation 2.4.2 Form 3. Commentary<br />

i Appendix A: score to Cardinality Aleph Two Appendix B: score to American Engineer References<br />

1 2 6 1<br />

12 13 15 8<br />

19 16<br />

24 29 34 24<br />

40 43 34<br />

57 49<br />

71 114<br />

69


<strong>of</strong> Figures 1. User interfaces for three specific FFT manipulation tasks 2. Raster-based anaglyph system, optimized across List<br />

Java, and GLSL 3. 3D projections <strong>of</strong> frequency rations, as done in performance s<strong>of</strong>tware Oscilloscope 3D 4. S<strong>of</strong>tware interface for cue and pad definition in Max,<br />

Aleph Two 5. S<strong>of</strong>tware interface for cue and pad definition in Cardinality<br />

American Engineer<br />

ii<br />

22 9<br />

44 36<br />

56


This text complements <strong>two</strong> new concert works: Cardinality Aleph Two (for <strong>two</strong> pianos, <strong>two</strong> electronic percussion, and live video), and American Engineer (for flute, clarinet, violin, viola, cello, electronic percussion, and live Introduction<br />

It contains a technical view <strong>of</strong> involved s<strong>of</strong>tware development, a compositional view <strong>of</strong> <strong>the</strong>se tools' incorporation into <strong>the</strong> concert works, and a brief critical discussion <strong>of</strong> digital media creation, control, and reception. There will be some <strong>the</strong>matic overlap among <strong>the</strong> three, with each section reflecting a video).<br />

angle into a body <strong>of</strong> personal interests. These interests include: <strong>the</strong> nature <strong>of</strong> technological workflows to impart a type <strong>of</strong> result, <strong>the</strong> notion <strong>of</strong> a different<br />

aes<strong>the</strong>tic functioning outside <strong>of</strong> pre-existing human aes<strong>the</strong>tics, and, most personally, <strong>the</strong> combination <strong>of</strong> disparate media as simultaneous views into <strong>the</strong> same artistic endeavor. Even <strong>the</strong> form <strong>of</strong> <strong>the</strong> text, in which technical development leads to composition which leads to <strong>the</strong>ory, reflects my computational<br />

attitudes on musical creation and understanding. 1. S<strong>of</strong>tware Research and Development In this section, I discuss <strong>the</strong> design <strong>of</strong> three distinct families <strong>of</strong> s<strong>of</strong>tware own<br />

each one <strong>of</strong> which has been incorporated into one or both <strong>of</strong> <strong>the</strong> concert works. These tools are a few among <strong>the</strong> many s<strong>of</strong>tware systems and processes tools,<br />

I have developed over <strong>the</strong> last few years; <strong>the</strong>y are, however, a good representation <strong>of</strong> <strong>the</strong> breadth <strong>of</strong> my interests and pursuits. The first is a s<strong>of</strong>tware system for generating control data (i.e. MIDI notes), <strong>the</strong> second is a signal processing platform and application for generating audio material, and<br />

that<br />

1


video1 is a pair <strong>of</strong> methods for generating anaglyph 3D in real time. Although <strong>the</strong>y are here described as standalone tools that contributed to <strong>the</strong> <strong>two</strong> concert works, <strong>the</strong>ir creation and development are inexorably entwined with continual usage in previous projects. <strong>the</strong> last<br />

Composition I like musical invention: phrases <strong>of</strong> notes that, while <strong>the</strong>y may or may not observe hierarchies <strong>of</strong> tonality or orchestration, are not obviously attributable to a preexisting genre/style/school/composer/etc. In an effort to 1.1 Algorithmic<br />

own compositional ruts, both stylistically and technologically (for my avoid<br />

<strong>the</strong> ease <strong>of</strong> copying and pasting in a notation program), I <strong>of</strong>ten create processes to manipulate or distort control data (i.e. MIDI notes) algorithmically. These processes, however, had usually operated upon preexisting musical material. Instead, I wanted to create a program to generate example,<br />

material from scratch, free <strong>of</strong> my ingrained stylistic pathways, from which I could <strong>the</strong>refore sample at will. My starting aim echoes a quotation from my old high school band teacher, that music was always ei<strong>the</strong>r coming from somewhere or going musical<br />

(our repertoire <strong>of</strong> wind-band staples didn't have a lot <strong>of</strong> minimalism in it). While minimalism was my first entry into contemporary somewhere<br />

1<br />

Anaglyph 3D, which will be fur<strong>the</strong>r explained in section 1.3, is <strong>the</strong> classic stereoscopic technique <strong>of</strong> have to program my wanted I influence, formative a remains and music<br />

presenting different images to each eye to create <strong>the</strong> illusion <strong>of</strong> depth.<br />

2


ecurrence while avoiding static conditions and literal repetition. Therefore I hoped to create stochastic methods that would generate a discernable, and hopefully subtle, progression between states. This way, I could launch multiple musical processes simultaneously, and subject <strong>the</strong>m all recognizable<br />

changing stochastic parameters to create large-scale coherence out <strong>of</strong> what, at its genesis, was randomized material. Therefore, <strong>the</strong> low-level result (i.e. <strong>the</strong> individual notes) can retain its own idiosyncrasies while functioning within a high-level directionality, sometimes subtly, and occasionally drastically. to<br />

project began as a foundation for a real-time generative installation. I had been invited to make a piece for a gallery show [12] This<br />

artistic usage <strong>of</strong> obsolete or unfashionable technology; I needed something to generate musical control information (MIDI data) to feed one <strong>of</strong> my own favorite pieces <strong>of</strong> unfashionable music technology, <strong>the</strong> Yamaha DX-7. My final installation piece, titled DX-Heaven, actually used one DX-7, and one celebrating<br />

a rack unit containing eight DX-7 synth modules; in effect, I had <strong>the</strong> equivalent <strong>of</strong> nine DX-7 timbres available, each with 16 voice polyphony. From that project came <strong>the</strong> desire to adapt <strong>the</strong> program into something that would generate, given <strong>the</strong> parameters <strong>of</strong> intended instruments (i.e. pitch range, etc), TX816,<br />

swaths <strong>of</strong> musical material from which I could extract <strong>the</strong> (rare) moments <strong>of</strong> interesting musical invention and development. large<br />

s<strong>of</strong>tware was originally created for a show at VertixList Gallery, and so ended up named as <strong>the</strong> Vertex process. The s<strong>of</strong>tware is a group <strong>of</strong> Java classes based upon <strong>the</strong> external library JMSL (Java Music Specification Language) [2], developed by Nick Didkovsky as a continuation <strong>of</strong> HMSL<br />

This<br />

3


Music Specification Language). JMSL itself is a family <strong>of</strong> classes that work toge<strong>the</strong>r to create a structure for timing, scheduling, and launching musical processes. Its base class is MusicJob, which a user extends to contain any programming task while keeping its core properties (<strong>the</strong> ability to be (Hierarchical<br />

to function within a collection <strong>of</strong> o<strong>the</strong>r Music Jobs, to be launched by itself or simultaneously with o<strong>the</strong>r MusicJobs, etc) intact. Ano<strong>the</strong>r primary JMSL class is MusicShape, which functions as a flexible table for defining discrete musical data parameters and timing. repeated,<br />

defined several low-level MusicJobs that generate trivial musical processes (rising figures, falling figures, drunk walk figures, sustaining figures, I<br />

fill MusicShapes with <strong>the</strong>se figures, and decide to repeat <strong>the</strong>mselves a certain number <strong>of</strong> times. Outside <strong>of</strong> <strong>the</strong>se classes, and constantly functioning in <strong>the</strong> background, is one or more <strong>of</strong> my class MelodyConstraints, which clamps <strong>the</strong> generated note data to several constraints: allowable pitch range, etc),<br />

range, minimum and maximum pitch leaps, dynamic range, and adherence or non-adherence to a variable tonal center. The intended large-scale directionality <strong>of</strong> <strong>the</strong> musical result is due to <strong>the</strong> fact that <strong>the</strong>se constraints are gradually changing over time. In fact, at any duration<br />

<strong>the</strong> constraints are actually gradually interpolating from one (randomized) series <strong>of</strong> constraints to ano<strong>the</strong>r. This way, <strong>the</strong> underlying figures moment,<br />

be repeated many times, but because <strong>of</strong> <strong>the</strong> gradual change <strong>of</strong> <strong>the</strong> constraints, <strong>the</strong> post-constraint result will usually be slightly (and, in some cases, drastically) different for each repetition <strong>of</strong> <strong>the</strong> underlying figure. At <strong>the</strong> top level <strong>of</strong> <strong>the</strong> program is a ‘voice’, which sequentially launches a<br />

may<br />

4


<strong>of</strong> parallel jobs. Each collection contains one to four concurrent instances <strong>of</strong> <strong>the</strong> same type <strong>of</strong> musical phrase-generating process, each functioning on a different MIDI channel and generating disparate (preconstraint) material, but all <strong>of</strong> <strong>the</strong>m <strong>the</strong>n informed by <strong>the</strong> same shifting series collection<br />

constraints. Depending on <strong>the</strong> momentary state <strong>of</strong> <strong>the</strong> constraints, <strong>the</strong> separate channels <strong>of</strong> musical data may be narrowly constrained (creating a very similar result across channels), or widely constrained (allowing each channel to keep more <strong>of</strong> <strong>the</strong>ir original individuality). Since each phrase within <strong>of</strong><br />

collection may repeat a different number <strong>of</strong> times, some voices may die out before o<strong>the</strong>rs. Once all <strong>the</strong> jobs are complete, a new parallel collection <strong>of</strong> jobs is a<br />

generating new figures (which remain, <strong>of</strong> course, within <strong>the</strong> current shifting constraints). Depending upon <strong>the</strong> instrumentation <strong>of</strong> <strong>the</strong> piece I am working on, and on whe<strong>the</strong>r <strong>the</strong> instruments are monophonic or polyphonic, I usually set up launched,<br />

process to have one ‘voice’ running per instrument. I <strong>the</strong>n decide if all <strong>the</strong> voices operate under <strong>the</strong> same MelodyConstraints process, or if I should divide <strong>the</strong> voices so that some are running under one instance <strong>of</strong> MelodyConstraints, and o<strong>the</strong>rs under ano<strong>the</strong>r; multiple concurrent MelodyConstraints create <strong>the</strong> <strong>the</strong><br />

always perceptible) effect <strong>of</strong> <strong>two</strong> clouds <strong>of</strong> directionality instead <strong>of</strong> one. I <strong>the</strong>n let it run, recording <strong>the</strong> output to a MIDI file, and open <strong>the</strong> result in a (not<br />

program. The original version <strong>of</strong> this s<strong>of</strong>tware also had functions to change tempo and instrument (i.e. send program change messages to <strong>the</strong> DX- 7's), but I omit that functionality for <strong>the</strong> sake <strong>of</strong> simpler transcription when generating scored material.<br />

notation<br />

5


this point, <strong>the</strong> program is finished, and I have raw material from which to extract musical building blocks <strong>of</strong> <strong>the</strong> score. I listen to <strong>the</strong> result, mark moments <strong>of</strong> interest, and <strong>the</strong>n copy a selection (or family <strong>of</strong> selections) into a new sequence. I do a lot <strong>of</strong> decision-making and rewriting on a measure- After<br />

level: collapsing a polyphonic phrase into a monophonic phrase for an instrument, or distributing a polyphonic phrase across several instruments, or throwing away information if <strong>the</strong> phrase is too dense with notes, or adding material if it is too thin. From this point forward, however, my by-measure<br />

collapses into that <strong>of</strong> traditional composition. process<br />

DSP with FFTToolkit As far back as 2003, I was experimenting with Fast Fourier Transform (FFT) coding to do signal analysis and resyn<strong>the</strong>sis, building upon Perry Cook's library <strong>of</strong> FFT functions in <strong>the</strong> C programming language [1]. My initial 1.2<br />

aimed to design a morphing function to interpolate between <strong>the</strong> FFT frames <strong>of</strong> a sound. Those early seeds ultimately led, years later, to my own library <strong>of</strong> FFT code, which were designed as <strong>the</strong> basis to realize several specific compositional tasks that I devised. This library and set <strong>of</strong> specific applications experiments<br />

packaged and released under <strong>the</strong> generic name ‘FFTToolkit’. My primary goal for <strong>the</strong>se compositional tasks, in addition to solving were<br />

specific programming and algorithmic challenges, was to generate a large amount <strong>of</strong> aurally interesting material out <strong>of</strong> a limited body <strong>of</strong> samples. All three processes make a new sound out <strong>of</strong> multiple sample sources, and a resultant sound is necessarily defined as associations (whe<strong>the</strong>r near, far,<br />

<strong>the</strong><br />

6


transparent or not) among its own building blocks. Instead <strong>of</strong> <strong>the</strong> original discrete sound(s), we get a sound that exists between sounds, or as a cloud <strong>of</strong> sounds, or as a stitching toge<strong>the</strong>r <strong>of</strong> sounds. This way, <strong>the</strong> formal progression <strong>of</strong> a piece could be defined by <strong>the</strong> changing relationships within aurally<br />

sounds (instead <strong>of</strong> some larger-scale inter-sound relationship). For example, in one <strong>of</strong> my previous compositions, (Hard Square, for percussion quartet) I wanted an aural progression between digital music means (i.e. hardware, represented aurally at <strong>the</strong> start <strong>of</strong> <strong>the</strong> piece as a bank <strong>of</strong> <strong>the</strong> clicks individual<br />

glitches <strong>of</strong> failing hard drives) and results (i.e. simple syn<strong>the</strong>sis, represented aurally at <strong>the</strong> climax <strong>of</strong> <strong>the</strong> piece as a bank <strong>of</strong> GameBoy synth and<br />

Each section <strong>of</strong> <strong>the</strong> piece <strong>the</strong>refore became a step from <strong>the</strong> former to <strong>the</strong> latter, by using <strong>the</strong> FFT tasks to create banks <strong>of</strong> sounds that exist between <strong>the</strong> origin and <strong>the</strong> destination. samples).<br />

new library was written in Java; while serious signal processing coders would not use Java for such a task, as it is slower and more computationally expensive than lower-level languages, it suited my own objectives for several reasons. First, <strong>the</strong> code was more broadly distributable This<br />

reusable between users and hardware platforms; second, it was easier to build a graphical user interface (GUI) with pre-existing Java libraries; finally, and<br />

facilitated simple transfer towards real-time usage (specifically within Max's [mxj~] Java wrapper). It contains <strong>the</strong> core classes: -PolarPhasor: holds <strong>the</strong> magnitude and phase <strong>of</strong> a single phasor.<br />

it<br />

7


holds single frame <strong>of</strong> analysis data, consisting <strong>of</strong> an array <strong>of</strong> PolarPhasor(s). -FFTFile: holds <strong>the</strong> analysis data for a whole sound file, consisting <strong>of</strong> an array <strong>of</strong> FFTFrame(s). -FFTFrame:<br />

few utility classes for reading audio files and storing FFT settings. The signal analysis/resyn<strong>the</strong>sis tasks I designed based on <strong>the</strong>se classes are: -Morph: chart a line that represents morphing between <strong>two</strong> sound files -A<br />

time. -Splice: take several sound files and cut between <strong>the</strong>m at moments <strong>of</strong> over<br />

similarity. -Reconstitute: take an audio file, and resyn<strong>the</strong>size it completely out <strong>of</strong> spectrally similar fragments <strong>of</strong> o<strong>the</strong>r audio files. spectral<br />

still use <strong>the</strong>se three features in most <strong>of</strong> my work. Within Cardinality Aleph Two and American Engineer, however, I only use <strong>the</strong>m in <strong>the</strong> latter, and <strong>the</strong>n only <strong>the</strong> Splice and Reconstitute tasks. Therefore I omit <strong>the</strong> technical background <strong>of</strong> Morph in this text. See Figure 1 for images <strong>of</strong> <strong>the</strong> user interfaces I<br />

<strong>the</strong>se tasks. for<br />

Reconstitute The reconstitution algorithm takes one file (labeled <strong>the</strong> ‘trigger’ sound), and a list <strong>of</strong> one or more files (<strong>the</strong> ‘bank’). The process takes each small segment <strong>of</strong> <strong>the</strong> trigger sound, compares it against all segments from <strong>the</strong> bank<br />

1.2.1<br />

8


Reconstitute<br />

User defines bank <strong>of</strong> files<br />

out <strong>of</strong> which to<br />

resyn<strong>the</strong>size a source file,<br />

and defines grain size<br />

and rate.<br />

Splice<br />

User defines list <strong>of</strong> files,<br />

between which to find<br />

<strong>the</strong> best possible<br />

sequence <strong>of</strong> N splices.<br />

Each splice must occur<br />

within a duration range,<br />

and at a volume above<br />

a specific threshold.<br />

Figure 1- User interfaces for three specific FFT manipulation tasks<br />

9<br />

Morph<br />

(Not detailed in <strong>the</strong> text, but<br />

part <strong>of</strong> <strong>the</strong> original release)<br />

User specifies <strong>two</strong> sound files<br />

to morph between, and<br />

draws a breakpoint<br />

functioning specifying <strong>the</strong><br />

momentary percentage<br />

morph between <strong>the</strong> <strong>two</strong>.<br />

The threshold parameter<br />

defines a non-trivial<br />

frequency component<br />

worth interpolating.


10 and finds <strong>the</strong> most spectrally similar segment. It <strong>the</strong>n syn<strong>the</strong>sizes a new file(s),<br />

file from <strong>the</strong>se matches; <strong>the</strong> result is <strong>the</strong>refore based upon <strong>the</strong> characteristics <strong>of</strong> <strong>the</strong> trigger sound, but made up completely <strong>of</strong> grains <strong>of</strong> <strong>the</strong> bank sounds. For American Engineer, <strong>the</strong> edit points <strong>of</strong> this process were applied to video samples as well, yielding a fused A/V sample that quickly cuts sound<br />

sources. As an extension <strong>of</strong> granular syn<strong>the</strong>sis, this specific idea is not new. It has a history <strong>of</strong> research and application, both compositionally and industrially (particularly towards speech syn<strong>the</strong>sis). Specific instances include Dimeo between<br />

‘Caterpiller’ and ‘cataRT’ [13] (<strong>the</strong> latter functioning in real time), and <strong>Columbia</strong> <strong>University</strong>’s Music Engineering Arts Projects’ ‘MEAPs<strong>of</strong>t’ [3]. Schwarz’s<br />

Σ frameSize-1<br />

comparison (which <strong>two</strong> frames gives scalar for similarity) through each bin <strong>of</strong> <strong>the</strong> <strong>two</strong> frames and keeps a running sum <strong>of</strong> <strong>the</strong> absolute difference between <strong>the</strong> <strong>two</strong> bins. The formula compares FFT and a value relative steps<br />

this formula were created to account for <strong>the</strong> frequency and volume perception <strong>of</strong> humans; most significantly, by privileging different frequency ranges to roughly correspond i = 0 abs( frameA[i] - frameB[i] )<br />

to human equal loudness curves. This means, for example, that differences in on variations Several similarity. more indicates value low A<br />

content in our most sensitive frequency ranges (around 1K to 5K Hz), would have more effect on <strong>the</strong> ultimate evaluation value than differences in frequency content within <strong>the</strong> high or low ranges that are less perceptible to frequency


human ear. This was done crudely, dividing up <strong>the</strong> hearing range into only five bands, but has an improved effect on <strong>the</strong> results. Reconstituting a sound one FFT frame at a time, while occasionally an interesting experience, usually yields a glitchy and headache-inducing result, <strong>the</strong><br />

<strong>the</strong> small duration <strong>of</strong> one single frame. Instead, <strong>the</strong> size <strong>of</strong> a grain is a user-defined variable (defined both in FFT frames and in milliseconds). Also, (and taking an additional cue from granular syn<strong>the</strong>sis) allowing <strong>the</strong>se slices to overlap may yield a more continuous result, so a second user parameter given<br />

<strong>the</strong> duration between slice onsets (i.e. an overlapping moving window). There is a small amount <strong>of</strong> windowing hard-wired into <strong>the</strong> algorithm determines<br />

guard against clicks. This grain size and moving window reduces <strong>the</strong> number <strong>of</strong> resyn<strong>the</strong>sis slices in <strong>the</strong> trigger sound. Yet, in order to find <strong>the</strong> global best solution, each trigger slice must still be compared against every possible N-frame slice <strong>of</strong> <strong>the</strong> to<br />

files. For X FFT frames in <strong>the</strong> trigger, and Y FFT frames among all <strong>the</strong> bank files, this takes (X/N*Y) comparisons. A key optimization is to first create a new aggregate analysis file which, for each frame y <strong>of</strong> <strong>the</strong> bank files, holds <strong>the</strong> averaged analysis <strong>of</strong> <strong>the</strong> frames y to y+N, a strategy that significantly cuts bank<br />

on redundant calculations. In practice, <strong>the</strong> general pattern <strong>of</strong> <strong>the</strong> result is that <strong>the</strong> rhythms and down<br />

pitch/formant characteristics <strong>of</strong> <strong>the</strong> trigger sound remain intelligible, but with <strong>the</strong> timbre and small-scale pitch content determined by <strong>the</strong> bank sounds. Obviously, <strong>the</strong> degree <strong>of</strong> content difference between <strong>the</strong> trigger and <strong>the</strong> bank sounds (in both timbre and pitch content), wildly affects<br />

large-scale<br />

11


esult. I dealt with this empirically, creating large tables <strong>of</strong> results and judging <strong>the</strong> subjective musicality <strong>of</strong> <strong>the</strong> outcome by listening. 1.2.2 Splice <strong>the</strong><br />

‘Splice’ application finds moments <strong>of</strong> maximum spectral similarity to create <strong>the</strong> most seamless possible splice(s) between different sound files. It scans through all <strong>the</strong> files and creates lists <strong>of</strong> splice points, ranked by degree <strong>of</strong> similarity; it <strong>the</strong>n recursively seeks an optimal path through <strong>the</strong>m to create <strong>the</strong> The<br />

audio file. Normally, it takes several input parameters: a list <strong>of</strong> sound files to resulting<br />

a minimum and maximum allowed duration for each slice <strong>of</strong> sound between splices, an optional ‘self-avoidance’ duration (used to avoid cyclical paths), <strong>the</strong> number <strong>of</strong> splices that <strong>the</strong> resulting audio file should contain, and, most importantly, a volume threshold level for splice points. analyze,<br />

volume threshold parameter specifies that a splice may only happen at or above a minimum volume level; this is crucial because (given my comparison rubric) quieter moments are more spectrally similar to each o<strong>the</strong>r than louder moments. Without this parameter (i.e. if <strong>the</strong> threshold were set to This<br />

<strong>the</strong> ‘best’ splice points would always be found at moments <strong>of</strong> silence. The setting <strong>of</strong> this parameter depends on <strong>the</strong> intended effect <strong>of</strong> <strong>the</strong> splice. When set zero),<br />

a low value, <strong>the</strong> splice points are found ‘between <strong>the</strong> notes’; when set at a higher value, only splices at loud moments (i.e. ‘within <strong>the</strong> note’) are allowed (yielding a much more drastic and noticeable effect). The comparison rubric used to judge <strong>the</strong> relative similarity between <strong>two</strong><br />

at<br />

12


frames was described in <strong>the</strong> preceding section. With both this judgment rubric and <strong>the</strong> intended parameters in place, <strong>the</strong> process begins at <strong>the</strong> start <strong>of</strong> <strong>the</strong> first sound file. It looks within <strong>the</strong> allowable duration for all potential splices to o<strong>the</strong>r files, creates a list <strong>of</strong> <strong>the</strong> ten best splices (sorted by degree <strong>of</strong> FFT<br />

and follows <strong>the</strong> first. This process is <strong>the</strong>n repeated in a recursive tree, where each branch is a decision representing which splice to follow. Thus a complete path <strong>of</strong> N splices will be from <strong>the</strong> head <strong>of</strong> <strong>the</strong> tree, through N branches. If <strong>the</strong> ‘best’ path hits a dead end (no available branches to follow), similarity),<br />

recursion algorithm steps back and follows <strong>the</strong> next best splice at <strong>the</strong> previous branching point. For American Engineer, as in <strong>the</strong> Reconstitute task, <strong>the</strong><br />

edit points <strong>of</strong> this process were additionally applied to associated video samples. 1.3 Anaglyph Video <strong>the</strong><br />

have been creating solo audio/video performance systems since about 2005; my interests, fur<strong>the</strong>r described in section 2, were to generate and control sound and video simultaneously by myself (ra<strong>the</strong>r than have one performer responsible for sound, and ano<strong>the</strong>r for video, as is frequently <strong>the</strong> case with I<br />

performance). In <strong>the</strong> autumn <strong>of</strong> 2007, I was building a new system, in which I had hoped to match every element <strong>of</strong> my synths and samplers to visual media<br />

on screen. I realized that since vector graphics take care <strong>of</strong> perspective (near shapes appear larger, far shapes smaller, etc), that <strong>the</strong>refore <strong>two</strong> objects a fixed distance apart from one ano<strong>the</strong>r (within <strong>the</strong> virtual 3D space) would appear far<strong>the</strong>r apart (in actual on-screen pixels) when close, and<br />

elements<br />

13


to each o<strong>the</strong>r when far. This exactly mirrors <strong>the</strong> method <strong>of</strong> stereoscopic imaging, in that close objects have more lateral separation than those far<strong>the</strong>r away. I immediately headed to a party supply store to purchase a pair <strong>of</strong> 3D glasses, and <strong>the</strong>n constructed a very simple Max patch that rendered <strong>two</strong> nearer<br />

<strong>of</strong> a sphere next to one ano<strong>the</strong>r, one tinted red and <strong>the</strong> o<strong>the</strong>r blue. It worked, and so began a long journey <strong>of</strong> development to add <strong>the</strong> third dimension to my video performance practice. I developed my first anaglyph patch quickly, and was soon invited to perform it at a festival (La Superette copies<br />

an occasion which led to many o<strong>the</strong>r performance opportunities. Some <strong>of</strong> my preexisting video performance patches were aes<strong>the</strong>tically or 2007),<br />

adaptable to 3D, while o<strong>the</strong>rs were not (because <strong>the</strong>y did not utilize virtual depth). I originally developed my idea in vector-based programming (specifically openGL, controlled from within Max); some <strong>of</strong> <strong>the</strong> limitations <strong>of</strong> vector-based video syn<strong>the</strong>sis led to my exploration <strong>of</strong> raster- computationally<br />

3D. These <strong>two</strong> methods have very different structures <strong>of</strong> definition and control; as I would eventually learn, <strong>the</strong>y also have very noticeable properties and challenges inherent to each. A decision between <strong>the</strong> <strong>two</strong> is necessarily <strong>the</strong> starting point for devising any media performance system in 3D, and will based<br />

<strong>the</strong> types <strong>of</strong> input parameters available with which to perform or compose. determine<br />

I describe <strong>the</strong> workings <strong>of</strong> <strong>the</strong> <strong>two</strong> anaglyph graphic methods; before being incorporated into <strong>the</strong> <strong>two</strong> concert works (vector graphics in Cardinality Aleph Two, raster graphics in American Engineer), <strong>the</strong>y both were used in solo performance patches to which I will refer (and include on <strong>the</strong><br />

Here,<br />

14


for reference and to illustrate my own history <strong>of</strong> assigning aural/visual relationships. 1.3.1 Background and Definitions DVD)<br />

here mention a few terms and concepts, before progressing into <strong>the</strong> s<strong>of</strong>tware development, to help define <strong>the</strong> mechanics involved in 3D video. 'Anaglyph' refers to <strong>the</strong> method <strong>of</strong> creating virtual 3D images by superimposing <strong>two</strong> views <strong>of</strong> a scene onto <strong>the</strong> same viewing surface; <strong>the</strong>se <strong>two</strong> I<br />

are <strong>the</strong>n separated so that each eye sees a slightly different image, creating <strong>the</strong> illusion <strong>of</strong> depth in our brains. I currently use <strong>the</strong> classic red-blue views<br />

to achieve this: one view is projected blue, <strong>the</strong> o<strong>the</strong>r red, and <strong>the</strong> lenses each filter out one <strong>of</strong> <strong>the</strong> colors. This limits <strong>the</strong> usage <strong>of</strong> color, since all colors must have at least some red and blue content in order to be detected in both eyes. With higher budgets (and a more stable performance venue) comes <strong>the</strong> glasses<br />

to use polarized projection, <strong>the</strong> method <strong>of</strong> choice for movie <strong>the</strong>aters. In polarized projection, one view is projected with light polarized in one direction, and <strong>the</strong> o<strong>the</strong>r with light polarized in <strong>the</strong> opposite direction; <strong>the</strong> <strong>two</strong> lenses <strong>of</strong> <strong>the</strong> glasses are polarized, filtering <strong>the</strong> light so that one view is seen in each eye. ability<br />

allows full color fidelity, and makes possible <strong>the</strong> creation and projection <strong>of</strong> much more dramatic 3D effects. This<br />

refers to <strong>the</strong> amount <strong>of</strong> (horizontal) distance between <strong>two</strong> views <strong>of</strong> an object. Positive separation (in which <strong>the</strong> red image is to <strong>the</strong> right <strong>of</strong> <strong>the</strong> blue image) makes an object appear ‘in front’ <strong>of</strong> <strong>the</strong> screen, and negative separation (in which <strong>the</strong> blue image is to <strong>the</strong> right <strong>of</strong> <strong>the</strong> red) makes an object<br />

'Separation'<br />

15


‘behind’ <strong>the</strong> screen. The more separated an object, <strong>the</strong> far<strong>the</strong>r forward or backwards it appears (i.e. <strong>the</strong> more it 'pops' or recedes, and <strong>the</strong> greater <strong>the</strong> perceived Z coordinate). At some point in increasing positive separation (i.e. 'coming forward'), however, <strong>the</strong> separation is too great, and our brain rejects appear<br />

it as a 3D image. An image with zero separation is perceived as being at <strong>the</strong> distance <strong>of</strong> <strong>the</strong> projection screen itself. Too much negative separation demands that <strong>the</strong> viewers aim <strong>the</strong>ir eyeballs outwards, which <strong>the</strong>ir eyes and brain will reject, eventually causing a headache. perceiving<br />

Violations’ occur when one view (i.e. ei<strong>the</strong>r <strong>the</strong> red view or <strong>the</strong> blue view) <strong>of</strong> an object goes <strong>of</strong>f <strong>the</strong> edge <strong>of</strong> <strong>the</strong> screen, but <strong>the</strong> o<strong>the</strong>r view ‘Border<br />

is still fully on screen) remains fully in <strong>the</strong> field <strong>of</strong> view. This ruins <strong>the</strong> 3D illusion because one eye sees an incomplete shape while <strong>the</strong> o<strong>the</strong>r eye sees a complete shape. (which<br />

Vector Graphics Vector graphics (here implemented with openGL from within Max, but essentially equivalent across many s<strong>of</strong>tware and hardware platforms) are created by defining <strong>the</strong> characteristics <strong>of</strong> shapes (position, scale, shape, color, 1.3.2<br />

within a virtual 3D space; <strong>the</strong>se definitions constitute a command to <strong>the</strong> graphics card to render <strong>the</strong> shape onto a drawing context (i.e. your screen) at etc)<br />

greatest possible resolution. The specialized hardware <strong>of</strong> graphics cards is highly optimized for such tasks, making this method both fast (a high frame rate) and detailed (high resolution). These properties are put to most noticeable effect in video games, which have been a primary motivating force<br />

<strong>the</strong><br />

16


improvements in graphics hardware. Most beneficially for anaglyph use, vector graphics compute and render with perspective: lines converge towards a horizon, and an object up close far away appears larger than when far<strong>the</strong>r away. for<br />

very first foray into anaglyph graphics was based on that last realization: I could make <strong>two</strong> instances <strong>of</strong> a shape, place <strong>the</strong>m next to one ano<strong>the</strong>r (i.e. at a constant virtual x-coordinate separation), and tint <strong>the</strong> right one red and <strong>the</strong> left one blue (and make sure <strong>the</strong>y sum to white when <strong>the</strong>y My<br />

As <strong>the</strong>ir z-coordinate in <strong>the</strong> virtual space increases (i.e. <strong>the</strong>y get ‘closer’) <strong>the</strong> shapes get larger and <strong>the</strong> distance between <strong>the</strong>m increases (i.e. overlap).<br />

positive separation). When openGL renders <strong>two</strong> objects next to one ano<strong>the</strong>r, however, <strong>the</strong> usual behavior is to paint one, <strong>the</strong>n paint <strong>the</strong> o<strong>the</strong>r, and whichever is closer to us will be painted ‘in front’. For anaglyph use, however, several parameters greater<br />

<strong>the</strong> rendering behavior must be changed. First is <strong>the</strong> ‘blend mode’, which determines what color appears when a shape is painted in front <strong>of</strong> ano<strong>the</strong>r; instead <strong>of</strong> overwriting, I switch <strong>the</strong> blend mode to sum <strong>the</strong> shape with those shapes it paints itself upon. This way a red shape and a blue shape determining<br />

to white when <strong>the</strong>y overlap. An very significant drawback, however, is that an shape sums against all <strong>the</strong> objects behind it, not merely its red-blue sum<br />

That means bright textures become opaque, while darker textures become translucent, and black textures are transparent. I’ve yet to resolve this issue, and it continues to be one <strong>of</strong> my current research topics. The o<strong>the</strong>r requirement is to disable <strong>the</strong> openGL property ‘depth enable’, which computes<br />

counterpart.<br />

17


portions <strong>of</strong> a shape are hidden behind o<strong>the</strong>r shapes, and doesn’t render <strong>the</strong>m; since we need to see all <strong>of</strong> both objects piled on top <strong>of</strong> one ano<strong>the</strong>r, this must not happen, or else one <strong>of</strong> <strong>the</strong> shapes will be incomplete. The preceding description (<strong>of</strong> rendering <strong>two</strong> instances <strong>of</strong> each desired what<br />

was my method for a long time, but at that phase <strong>of</strong> development it had <strong>two</strong> major drawbacks. One was <strong>the</strong> impossibility <strong>of</strong> negative separation. Given <strong>the</strong> constant x-coordinate separation, <strong>the</strong> <strong>two</strong> shapes will always be positively separated, and only as <strong>the</strong>y approach an infinite distance would <strong>the</strong>y be shapes<br />

as a unison shape at zero separation. I tried several techniques to introduce <strong>the</strong> possibility <strong>of</strong> negative separation: one included doing a vertex- perceived<br />

distance computation, ano<strong>the</strong>r involved skewing shapes to more accurately represent <strong>the</strong> different viewpoints <strong>of</strong> <strong>two</strong> eyes. Both <strong>of</strong> <strong>the</strong>se were too computationally intensive to be useful, but <strong>the</strong> latter strategy led to <strong>the</strong> eventual solution. The second drawback was <strong>the</strong> problem <strong>of</strong> border violations; by-vertex<br />

keep <strong>the</strong> content matched between red and blue versions, clipping planes would have to be used (to truncate <strong>the</strong> vertices that fall beyond <strong>the</strong> edge <strong>of</strong> that plane). With different clipping planes for red and blue, this meant that clipping planes would have had to be repeatedly enabled and disabled within each to<br />

which is both algorithmically cumbersome and computationally inefficient. A solution was needed that would somehow remove <strong>the</strong> necessity <strong>of</strong> frame,<br />

sets <strong>of</strong> clipping planes for red and blue content. The solution to both <strong>the</strong> above problems turned out to be vastly more elegant and simpler to implement and compute; it also yields a more realistic and believable 3D result. Instead <strong>of</strong> creating <strong>two</strong> copies <strong>of</strong> a shape side by side,<br />

separate<br />

18


create one shape, render in one color, <strong>the</strong>n move <strong>the</strong> camera over slightly, and render again in <strong>the</strong> o<strong>the</strong>r color. This <strong>of</strong> course is exactly how our eyes work in reality, with one eye seeing an object from a slightly different angle than <strong>the</strong> o<strong>the</strong>r. The amount <strong>of</strong> eyeball separation, and <strong>the</strong> depth at which <strong>the</strong>ir gazes I<br />

now both become user-definable parameters. This allows negative space; <strong>the</strong> z coordinate where <strong>the</strong> gazes cross becomes <strong>the</strong> unison point <strong>of</strong> zero space; objects rendered in front <strong>of</strong> it will have positive separation, while objects behind it will have negative separation. Not only is this easier to implement, cross,<br />

<strong>the</strong> control parameters are far more intelligible as real-world measurements. This also solves <strong>the</strong> problem with using clipping planes to but<br />

border violations, as <strong>the</strong> clipping planes are defined in relation to <strong>the</strong> camera position, and <strong>the</strong>refore move automatically between red and blue renderings. prevent<br />

Raster Graphics The development <strong>of</strong> <strong>the</strong> raster-based 3D system was even more challenging and time-consuming. Unlike <strong>the</strong> vector system, in which shapes are determined with simple commands (and rendered very quickly in 1.3.3<br />

a raster system must define <strong>the</strong> current state <strong>of</strong> every single pixel, which is also recomputed for each frame. So as resolution grows, so does <strong>the</strong> hardware),<br />

computational power (though parts <strong>of</strong> this task were eventually shunted to <strong>the</strong> programmable pipeline on <strong>the</strong> graphics card, yielding significant gains in speed). Also, as a vector system takes care <strong>of</strong> perspective, it converts virtual 3D coordinates into 2D distances on <strong>the</strong> screen; no such work,<br />

required<br />

19


20 is done in <strong>the</strong> raster system. The amount <strong>of</strong> red-blue separation must however,<br />

be determined pixel-by pixel based on user input. However, <strong>the</strong>re is one major advantage to raster graphics over vector graphics: <strong>the</strong> ability to layer shapes opaquely. Ano<strong>the</strong>r advantage is <strong>the</strong> ability to manipulate video elements through matrix transforms unavailable to vector-defined shapes. instead<br />

basic input and output has stayed nearly <strong>the</strong> same through <strong>the</strong> whole development process. The user defines a ‘screen’ (or defines some generative processes to create moving screens) as a 1-plane matrix, where <strong>the</strong> brightness <strong>of</strong> each matrix cell represents <strong>the</strong> number <strong>of</strong> pixels by which that The<br />

coordinate should be displaced in order to create <strong>the</strong> illusion <strong>of</strong> depth. The actual brightness <strong>of</strong> that displaced pixel is determined by ano<strong>the</strong>r resultant<br />

which contains <strong>the</strong> intended input texture (an image/movie/etc). My early attempts, incorporating simple repositioning, quickly ran into major (literal) headaches, because it yielded juxtaposition and mapping errors that caused unnatural results that did not make real-world sense to <strong>the</strong> brain. matrix<br />

were also relatively computationally slow, yielding unacceptably low frame rates. After a long process <strong>of</strong> optimization, in which I made compromises between power and speed, I eventually honed in on a specified behavior while They<br />

<strong>of</strong> unrelated functionality, detailed below (and shown graphically in Figure 2). In this approach, <strong>the</strong> user sets global back and front displacement disposing<br />

which define <strong>the</strong> minimum and maximum allowable red-blue displacement (in pixels); for example, <strong>the</strong> default bounds are -5 to 15 pixels, so that something all <strong>the</strong> way ‘back’ would have a red-blue displacement <strong>of</strong> -5<br />

bounds,


(and appear to sit behind <strong>the</strong> screen), and an object all <strong>the</strong> way forward would have a red-blue displacement <strong>of</strong> 15 pixels (and pop forward). These bounds are empirically tailored to each venue (based on screen size, audience distance from screen, etc) to provide maximum depth contrast without eye pixels<br />

or breaking <strong>the</strong> illusion. In performance, <strong>the</strong> user defines four 1-plane 320 x 240 matrices, each with an associated texture (i.e. image or movie), with each pixel value representing intended Z-axis depth at that spot. This value is 0-255, with zero strain<br />

no result, and 1-255 <strong>the</strong>n mapped linearly to <strong>the</strong> global displacement bounds. These four planes are sent into a Java program, whose ultimate output meaning<br />

a four-plane matrix specifying, respectively, <strong>the</strong> displaced red channel (with pixel values specifying texture displacement), <strong>the</strong> displaced blue channel (again with pixels values specifying texture displacement), <strong>the</strong> texture to sample for <strong>the</strong> red channel (with pixel values 0-4 specifying which, or no, is<br />

and <strong>the</strong> texture to sample for <strong>the</strong> blue channel (again with pixel values 0-4 specifying which, or no, texture). Generating this result is complex and computationally costly. The basic algorithm is: for each <strong>of</strong> <strong>the</strong> four input planes, create a displaced red plane; once all four displaced layers are made, texture),<br />

through <strong>the</strong>m to derive, for each pixel, which element is ‘in front’, and which texture is associated with that pixel. Repeat this for <strong>the</strong> blue plane. scan<br />

result is <strong>the</strong>n sent to <strong>the</strong> jit.gl.slab object, which holds a custom program written in GLSL (GL Specification Language), to allow image processing to take place on <strong>the</strong> graphics processor (instead <strong>of</strong> <strong>the</strong> regular CPU), which greatly speeds up certain types <strong>of</strong> image manipulation. GLSL is a<br />

This<br />

21


new technological development (and does not have a complete or stable implementation between hardware manufacturers2). The GLSL program takes three inputs: (i) a four-plane matrix that contains <strong>the</strong> four (one-plane) textures, (ii) <strong>the</strong> previously described displacement & texture map, and (iii) an relatively<br />

texture as an optional background. It <strong>the</strong>n computes <strong>the</strong> actual result by using <strong>the</strong> second input as <strong>the</strong> displacement table to <strong>the</strong> first and third inputs. The final result is <strong>the</strong>n defined as a GL texture, textured onto a GL plane gridshape, and rendered on to <strong>the</strong> canvas. additional<br />

2 example, primitive types or functionality can be handled differently (or not at all) between <strong>two</strong> systems. The GLSL implementation on Apple graphics hardware, astoundingly, cannot handle branching statements. One <strong>of</strong> my biggest programming challenges was rewriting my PC-developed code into a Mac version containing no ‘if’ statements.<br />

For<br />

22


(In Max)<br />

User-generated four textures (packed into one four-plane matrix)<br />

User-generated four ‘screens’ (luminance = amount <strong>of</strong> 3D separation)<br />

(In Java) Receives four screens and creates one four-plane matrix<br />

1 2<br />

3 4<br />

Figure 2 – Raster-based anaglyph system,<br />

optimized across Max, Java, and GLSL<br />

1 2<br />

3 4<br />

1: Red-view-shifted screen elements, luminance = horizontal texture displacement lookup<br />

2: Red-view-shifted screen elements, luminance = texture index<br />

3: Blue-view-shifted screen elements, luminance = horizontal texture displacement lookup<br />

4: Blue-view-shifted screen elements, luminance = texture index<br />

(user-defined background texture)<br />

(In GLSL) Receives textures, processed screens, and background texture to<br />

generate result<br />

23


Incorporation into Concert Works 2.1 Background and Intentions The forms <strong>of</strong> my projects over <strong>the</strong> last several years have been diverse: concert works for instruments and live electronics, live media performance 2<br />

solo and with o<strong>the</strong>rs), collaborations with <strong>the</strong>ater and dance, generative media installations, programming applications (for both personal and public use), and o<strong>the</strong>rs. A common thread through nearly all <strong>of</strong> <strong>the</strong>m, is a relationship to simultaneously presented media, whe<strong>the</strong>r those media be a dancer, a hacked (both<br />

printer, sampled sounds, instrumental notes, etc. Many <strong>of</strong> those forms require collaboration with ano<strong>the</strong>r creator, and venture into fields about which plotter<br />

have less knowledge, experience, or control. Working with video, however, remains <strong>the</strong> most potentially private (i.e. completely self-defined) and controllable medium within which to reflect my compositional ideas. When defining a style <strong>of</strong> audio-video interaction, <strong>the</strong>re I<br />

<strong>two</strong> poles which I will crudely denote as synchronized or nonsynchronized, as in whe<strong>the</strong>r events/gesture/content between <strong>the</strong> <strong>two</strong> media occur in a discernable simultaneous relationship or not. Non-synchorinzation <strong>of</strong>ten has an implication <strong>of</strong> non-intentionality; <strong>the</strong> default example is Merce are<br />

and John Cage's collaborations, in which music and dance were created separately and put toge<strong>the</strong>r at last moment, in order to deliberately Cunningham<br />

intentional interaction (and allow <strong>the</strong> listener to create his/her own connections). On <strong>the</strong> o<strong>the</strong>r side <strong>of</strong> <strong>the</strong> spectrum, an obvious example <strong>of</strong> synchronization is cartoons, in which <strong>the</strong> physical actions <strong>of</strong> a character are typically mirrored and punctuated by instrumental effects for exaggerated<br />

avoid<br />

24


I specifically think <strong>of</strong> <strong>the</strong> golden age <strong>of</strong> Hollywood animation, i.e. shorts by Disney, Warner Bros., MGM, etc. This, understandably, led to <strong>the</strong> pejorative term ‘Mickey Mousing’ for obvious and persistently insensitive synced behavior. impact;<br />

addition to being perceived as shallow or crude, o<strong>the</strong>r potential arguments against synchronization seem to fall into <strong>two</strong> classes. First, that if synchronized, one medium will dominate and <strong>the</strong> o<strong>the</strong>r medium will become subservient to it; given that we are more visually attuned (whe<strong>the</strong>r that In<br />

be neurological or cultural), visuals usually win. This is exacerbated by <strong>the</strong> relative scarcity <strong>of</strong> an artist who creates both media on attunement<br />

footing. Second, synchronization suffers from <strong>the</strong> contemporary critical disavowals <strong>of</strong> intentionality, in which an artist's total control over multiple media could be framed as foolish at best, or dictatorial at worst. The <strong>of</strong>tquoted death <strong>of</strong> <strong>the</strong> author demands passing <strong>the</strong> task <strong>of</strong> meaning-generation equal<br />

<strong>the</strong> author to <strong>the</strong> receiver, rendering an author's attempts at cross-media connections lost or ignored or misunderstood. My own personal reasons and arguments for synchronization are partially a response to <strong>the</strong> above: that I feel that non-synchronicity is lazy, and from<br />

denies or avoids <strong>of</strong> <strong>the</strong> responsibility <strong>of</strong> intentionality. Creating <strong>the</strong> connections between media is far more interesting, challenging, and a<br />

aes<strong>the</strong>tically rewarding than ignoring such connections or leaving <strong>the</strong>m to chance. And a ‘principled’ stand <strong>of</strong> eschewing intentionality is a paradoxical failure, since avoiding intentionality is itself an intention, and one equally prone to dogmatic tendencies as traditional intentionality. I admit that,<br />

potentially<br />

25


foolishly, an intermedia work can devolve into a cheesy screen saver or a flashy musical <strong>the</strong>ater number or to any o<strong>the</strong>r form <strong>of</strong> crass spectacle. I also affirm that total control is an illusion and that much <strong>of</strong> any work's intention and nuance will be lost in communication, and that <strong>the</strong>refore much <strong>of</strong> <strong>the</strong> done<br />

will indeed fall upon <strong>the</strong> listener regardless. Yet I would argue that our continual immersion in <strong>the</strong> technological media landscape has changed our expectation and sensitivity towards intermedia synchronization. Everything beeps at us or flashes lights or pixels interpretation<br />

inform us <strong>of</strong> a completed action or warn us <strong>of</strong> an impending one. An ‘earcon’ (a short, recognizable aural punctuation) has become as essential to to<br />

branding as a logo. The history and perceptual saturation <strong>of</strong> sound/music clichés in films and music videos make contemporary viewers more literate towards ironic or subversive usage. We may be desensitized towards literal relationships across electronic media; yet, corporate/commercial<br />

also perpetually expect <strong>the</strong>se literal relations, making us increasingly sensitive to <strong>the</strong>ir disruption or manipulation. My major reason for intermedia synchronization (and here I refer not just to sound & video, but to any configuration, such as acoustic sound with we<br />

audio processing, or human movement with video, etc) is <strong>the</strong> mental challenge that is a natural extension <strong>of</strong> traditional musical composition. A live<br />

may argue <strong>the</strong> inherent dissimilarity between music and o<strong>the</strong>r arts: <strong>the</strong>y require different techniques, and lead to different results (<strong>of</strong>ten <strong>of</strong> very dissimilar levels <strong>of</strong> tangibility or perception). I agree with both those criticisms (which apply, respectively, to <strong>the</strong> pre-compositional preparation,<br />

traditionalist<br />

26


post-compositional result), but I find very little difference between <strong>the</strong> process itself <strong>of</strong> musical and video composition. My works specifically treat <strong>the</strong>m as a continuous (non-narrative) space. For both I create <strong>of</strong> a series <strong>of</strong> directions that are passed on to an instrument (in <strong>the</strong> most general definition and<br />

instrument as a tool <strong>of</strong> creation) for interpretation and translation into a sensory experience. Through this lens, composition (for any intended medium or genre), reduces to programming: a process that manipulates abstracted directions and data and translates it into a perceivable result. Perhaps this <strong>of</strong><br />

why I was so quickly drawn to programming as <strong>the</strong> core <strong>of</strong> my artistic method. explains<br />

creates.3 has become increasingly recognized as a creative field: it has its own aes<strong>the</strong>tic codes <strong>of</strong> elegance and efficiency and clarity and beauty, <strong>of</strong>ten irrespective <strong>of</strong> <strong>the</strong> machine on which it runs or <strong>of</strong> <strong>the</strong> ultimate artistic medium that <strong>the</strong> program My own grounding in computer Programming itself<br />

me to <strong>the</strong>se tropes from within a specifically scientific standpoint that never<strong>the</strong>less overlapped philosophically with my developing compositional interests. science exposed<br />

reasons <strong>of</strong> novelty, audience questions gravitate towards 'why 3D'? My experience with 3D has had significant pros and cons. On <strong>the</strong> obvious For<br />

positive side, it is an alluring aes<strong>the</strong>tic experience that is both visceral and<br />

3 Major milestones include <strong>two</strong> Whitney Museum Artport Commissions, ‘CODeDOC’ and ‘S<strong>of</strong>tware<br />

Structures’ (http://artport.whitney.org/commissions ) and <strong>the</strong> elevation <strong>of</strong> languages such as Processing<br />

(http://www.processing.org) to art practice curricula.<br />

27


28 (though <strong>the</strong> recent flood <strong>of</strong> 3D Hollywood has certainly dulled that unexpected<br />

<strong>of</strong> surprise). It adds <strong>the</strong> literal third dimension <strong>of</strong> spatialization, with its increased ability to convey complex shapes and data. From a more sociological perspective (narrowed by presenting it predominantly at performance spaces in Manhattan and Brooklyn), it has had <strong>the</strong> marked effect element<br />

dissipating social reservation (i.e. <strong>the</strong> level <strong>of</strong> posturing and pretense) in <strong>the</strong> crowd <strong>of</strong> art consumers. I've yet to investigate this by systematic questioning <strong>of</strong> individuals, but I plan to in <strong>the</strong> future. Is it a nostalgic regression to childhood? A license to engage an ar<strong>two</strong>rk non-intellectually? Mere novelty? Or, perhaps <strong>of</strong><br />

potentially damaging, is it merely that 3D glasses signify that you are about to experience entertainment instead <strong>of</strong> art? This audience effect thus can most<br />

<strong>two</strong> ways simultaneously: it makes people more excited and receptive, but perhaps less open to artistic engagement. The recent explosion <strong>of</strong> 3D Hollywood has <strong>of</strong> course worsened this separation between 3D and art; an anti-3D screed in <strong>the</strong> current issue <strong>of</strong> <strong>the</strong> New Yorker, while noticeably biased work<br />

overly focused on 3D kitsch at <strong>the</strong> expense <strong>of</strong> <strong>the</strong> artistic potential <strong>of</strong> 3D, none<strong>the</strong>less directly addresses <strong>the</strong> issue <strong>of</strong> illusion and interpretation from within our normal ‘artistic’ <strong>two</strong> dimensions: ‘Is that not, after all, how we have learned to read a painting since <strong>the</strong> time <strong>of</strong> Giotto? We know that perspective is a trick, and that a flat surface and<br />

for a denser and more far-reaching world, but it is an illusion <strong>of</strong> which art—in drawing and painting, in still photography, and in <strong>two</strong>-dimensional films—has availed itself with unstinting intelligence, relying on our instinct to decipher <strong>the</strong> code. What 3-D movies say to us is: You have been fooled. You were duped, all this time, into thinking that a window was a world. Only now will you get <strong>the</strong> real thing.’ [9] stands<br />

addition to <strong>the</strong> aes<strong>the</strong>tic concerns, <strong>the</strong>re are o<strong>the</strong>r drawbacks: viewers, especially after watching commercial 3D films, have heightened<br />

In


for objects that will hover ever closer to <strong>the</strong>ir noses, something my current red-blue method is unable to deliver (though I look forward to using bigger-budget polarized setups that will). Technical challenges and venue unpredictability <strong>of</strong> course add to my headaches. The biggest hurdle, expectations<br />

is that <strong>the</strong> aforementioned mental relaxation by viewers can occasionally turn into an antagonistic artistic response, in which audience members or art consumers will dismiss artistic creations as mere technical novelties. In my own experience, this tends to correlate to a larger conservative however,<br />

towards art and technology, fueled by historical ignorance <strong>of</strong> <strong>the</strong> continual interdependence between art and technology. Even within new attitude<br />

and digital art circles, <strong>the</strong>re roams a suspicion <strong>of</strong> computational aes<strong>the</strong>tics and complexity, and a preference for works that only treat machines as mere tools for human communication, as if willfully denying that machines can engender an art aes<strong>the</strong>tic outside <strong>of</strong> a human-based social considerations. media<br />

Compositional Logistics For both concert works described here, <strong>the</strong> s<strong>of</strong>tware and correlating scheme <strong>of</strong> audio-video interaction had a previous manifestation as a live solo performance system (recordings <strong>of</strong> which are included on <strong>the</strong> DVD: 2.2<br />

3D’ and ‘Industry’). In performance, I continuously vary a range ‘Oscilloscope<br />

parameters improvisationally; in a concert work, however, I refrained from being a live performer, for several reasons. First, I seek some degree <strong>of</strong> precomposed intention and reproducibility in <strong>the</strong> visuals (without, <strong>of</strong> course, merely using a pre-recorded video track). Similarly, I wanted a cueing system<br />

<strong>of</strong><br />

29


y retrieving detailed lists <strong>of</strong> directions, could execute more complex and well-timed behaviors than a human with a mere <strong>two</strong> hands. Perhaps most importantly, I wished to step back and experience <strong>the</strong> work (without <strong>the</strong> absorbing tasks <strong>of</strong> making my computer part not crash). These reasons for that,<br />

a computer performer are very similar to my those that have led me to avoid live audio processing (i.e. having a microphone or pickup on instruments, and having <strong>the</strong>ir signal manipulated via computer in real time). My previous works had made me concerned and frustrated with <strong>the</strong> technical removing<br />

<strong>of</strong> live sound input, especially for multiple instruments within <strong>the</strong> same space. I still compose for solo instrument and live electronics; but unpredictability<br />

<strong>of</strong> using live processing for ensembles, I now tend to ‘cheat’ by quickly triggering many short pre-manipulated audio samples. This has <strong>the</strong> dual benefit <strong>of</strong> removing <strong>the</strong> need for a computer performer/operator, and <strong>of</strong> <strong>the</strong> computer itself, which can be replaced by a simpler (and more reliable) instead<br />

sampler. My hopes were that <strong>the</strong> vagaries and richness <strong>of</strong> a real acoustic ensemble sound could supply enough aural variability to partially camouflage <strong>the</strong> static quality <strong>of</strong> digitally reproduced samples. In order to completely transfer <strong>the</strong> audio electronics to an on-stage hardware<br />

I needed a controller for a generally-trained musician to trigger sound samples quickly and in rhythm with <strong>the</strong> ensemble. While more control performer,<br />

are available on a keyboard-based controller (<strong>of</strong>ten with additional knobs/faders), I preferred <strong>the</strong> simplicity and visceral obviousness <strong>of</strong> percussion sample pad. A criticism <strong>of</strong> electronic music is that <strong>the</strong> physical performance motions (or relative lack <strong>the</strong>re<strong>of</strong>) do not imply <strong>the</strong> aural result in<br />

options<br />

30


same way as traditional instruments, severing in <strong>the</strong> audiences mind a visceral link between action and result. Yet a sample pad retains some <strong>of</strong> that expectation: hit something with a stick, and sound is made. In my experience, using it has been an effective compromise between <strong>the</strong> variability <strong>of</strong> live sound <strong>the</strong><br />

<strong>the</strong> complete (boring) predictability <strong>of</strong> a fixed tape track. For both <strong>the</strong>se <strong>two</strong> concert pieces, I use <strong>the</strong> Roland SPD-S sample pad; Cardinality Aleph Two uses <strong>two</strong> (each paired with a piano), while American Engineer uses one (as <strong>the</strong> center <strong>of</strong> an ensemble <strong>of</strong> traditional and<br />

The pad has nine triggers, each playing a sound (and/or affecting <strong>the</strong> video) on impact. The performer scrolls through different instruments).<br />

<strong>of</strong> sounds throughout <strong>the</strong> piece, but only nine sounds are available at a given moment (rapid change <strong>of</strong> banks is possible, but at <strong>the</strong> expense <strong>of</strong> performance mistakes, and is <strong>the</strong>refore avoided). This limitation <strong>of</strong> nine sounds at a time poses a strict challenge to <strong>the</strong> potential for musical gradation collections<br />

flow: <strong>the</strong> wide range <strong>of</strong> acoustic instrumental sound is paired against a static menu <strong>of</strong> nine distinct events. This drastically defines <strong>the</strong> form <strong>of</strong> <strong>the</strong> works as a sequence <strong>of</strong> states. This limitation, however, did not bo<strong>the</strong>r me; instead, it merely imposed upon and<br />

a condition at which I usually arrive naturally. Yet with some care, I could still have a musical progression, if not necessarily a smooth transition, between me<br />

Regardless <strong>of</strong> potential interpretation as large-scale insensitivity, I have always been more interested in small-scale invention, expectation, and processes ra<strong>the</strong>r than a crystalline large-scale structure. My s<strong>of</strong>tware work in algorithmic composition and FFT resyn<strong>the</strong>sis reflect that specific interest; in<br />

states.<br />

31


32 cases, relations between phrases <strong>of</strong> notes or slices <strong>of</strong> a sound are precisely both<br />

determined at a small scale, while creating a potentially unruly and unpredictable large-scale result. In terms <strong>of</strong> maintaining a relation between electronic sound and instrumental notes, I value <strong>the</strong> Spectral use <strong>of</strong> analysis, resyn<strong>the</strong>sis, and rationally<br />

<strong>of</strong> a sound signal into discrete note data. For my own works, however, I found it less interesting to orchestrate harmonic sounds (or statically inharmonic sounds, such as bells/gongs). I have instead been drawn to sounds that are noisy, chaotic, and o<strong>the</strong>rwise difficult to orchestrate. In orchestration<br />

Aleph Two, <strong>the</strong>se types <strong>of</strong> sounds include industrial ambiences, metallic clanks, and rickety motors; in American Engineer (for quintet <strong>of</strong> Cardinality<br />

instruments), <strong>the</strong> sound source is, ironically, <strong>the</strong> recording <strong>of</strong> a full orchestra itself, though a recording <strong>of</strong> reduced fidelity, which gets fur<strong>the</strong>r reduced to orchestration <strong>of</strong> its prominent fundamentals and overtones. Given that <strong>the</strong> orchestrated result <strong>of</strong> my chosen sound <strong>of</strong>ten bears only acoustic<br />

faint resemblance to <strong>the</strong> original itself, I present <strong>the</strong> original sound and orchestrated notes simultaneously in performance. I do this not just for <strong>the</strong> ‘aha’ factor <strong>of</strong> recognizing <strong>the</strong> causal correlation that <strong>the</strong> latter is derived from <strong>the</strong> former, but also to highlight <strong>the</strong> disparity created between <strong>the</strong> <strong>two</strong> sounds. a<br />

obvious data loss from sound to note data emphasizes <strong>the</strong> inherent inability to compress a chaotic signal into a smaller amount <strong>of</strong> information. In The<br />

to notated pitches reflecting <strong>the</strong> resonances <strong>of</strong> sampled sounds, I also push that relation to its inversion (in Cardinality Aleph Two), where simple, syn<strong>the</strong>tic tones function as <strong>the</strong> fur<strong>the</strong>r reduction <strong>of</strong> current instrumental note<br />

addition


That way, we have both <strong>the</strong> decomposition <strong>of</strong> complex sounds into instrumental notes, and also <strong>the</strong> decomposition <strong>of</strong> instrumental notes into simple component frequencies. A persistent personal dilemma is one common to anyone wishing to data.<br />

new modes <strong>of</strong> interaction: to what degree should I attempt to educate <strong>the</strong> listener by introducing <strong>the</strong> basic building blocks <strong>of</strong> a work, necessarily moving from simple to complex at <strong>the</strong> start <strong>of</strong> <strong>the</strong> piece? Must <strong>the</strong> beginning <strong>of</strong> a piece necessarily be a gradual education in <strong>the</strong> processes that inform <strong>the</strong> define<br />

Or shall <strong>the</strong> viewer be thrown instead into <strong>the</strong> middle <strong>of</strong> <strong>the</strong> action? I usually choose <strong>the</strong> former; it may be a simplistic way to start a piece, but I find piece?<br />

worthwhile to establish <strong>the</strong> simplest overall audio/video relationship first (especially since what I think simple may not be to o<strong>the</strong>rs, and <strong>the</strong>refore bears an extra fixation). I also want pieces understandable upon a single viewing, without <strong>the</strong> need for repeated analysis. it<br />

dilemma <strong>of</strong> audience education becomes less <strong>of</strong> an issue for my <strong>two</strong> concert works, in each case for different reasons. For Cardinality Aleph Two, <strong>the</strong> audio-video relation is intuitable no matter what type <strong>of</strong> source material is thrown into it, so an education into relational abstractions is less essential for This<br />

audience. For American Engineer, each section <strong>of</strong> <strong>the</strong> work differs in its set <strong>of</strong> correlations, so <strong>the</strong>re is no master relationship that requires illumination; <strong>the</strong><br />

sections, however, may call for <strong>the</strong>ir own smaller-scale introduction. From those formal distinctions, <strong>the</strong> creation <strong>of</strong> <strong>the</strong> <strong>two</strong> pieces diverged into <strong>two</strong> very different audio-video compositional experiences and results; <strong>the</strong> first is more scientifically literal (while yielding many pleasant surprises), while <strong>the</strong><br />

individual<br />

33


exploits subjective conceptual mapping and decision-making. 2.3 Cardinality Aleph Two 2.3.1 Design and Preparation second<br />

audio-video system has its roots in a performance system (named, uncreatively, Oscilloscope 3D) that was itself inspired by separate oscilloscopeoriented work by Zach Layton and Ray Sweeten [10] [14]. The primary inspiration was a performance <strong>of</strong> Sweeten’s in which he fed <strong>two</strong> channels <strong>of</strong> This<br />

tones into an XY plotting oscilloscope (in which one channel defines <strong>the</strong> X coordinate and one <strong>the</strong> Y coordinate). Trained on <strong>the</strong> display <strong>of</strong> syn<strong>the</strong>sized<br />

oscilloscope was a video camera sending a live video feed to digital projectors. By subtle changes in frequency and waveform, he generated fantastic shapes, many <strong>of</strong> a chaotic topographical nature that visually suggested a third dimension. <strong>the</strong><br />

visual depth his system implied through its craft, my own s<strong>of</strong>tware made explicit, by merely adding a third channel to plot to <strong>the</strong> third dimension. Digitally, this meant <strong>the</strong> last N audio samples <strong>of</strong> each channel became <strong>the</strong> last N coordinates in a given dimension, and in doing so generates What<br />

complex shape. This process was a perfect outlet for my <strong>the</strong>n-nearlyperfected vector anaglyph system: a series <strong>of</strong> numbers to graph coordinates, a<br />

<strong>the</strong> high frame rate necessary to show instant-by-instant change. The naturally occurring audio-visual parallels are wonderfully simple and elegant. The amplitudes <strong>of</strong> <strong>the</strong> audio channels are <strong>the</strong> scale <strong>of</strong> <strong>the</strong> shape in that dimension. Bright waveforms, such as sawtooth waves, are reflected as<br />

with<br />

34


35 jagged selves, while <strong>the</strong> sedate sine wave is a smooth curve. Most notably, <strong>the</strong>ir<br />

shape is determined not by <strong>the</strong> absolute frequencies <strong>of</strong> <strong>the</strong> three channels, but by <strong>the</strong> ratios between <strong>the</strong>m. Consonant harmonies yield a stable shape; <strong>the</strong> simpler <strong>the</strong> pitch ratio, <strong>the</strong> simpler <strong>the</strong> shape (admittedly, phase relations between channels matter visually more than aurally). Dissonant harmonies <strong>the</strong><br />

chaotic, unstable shapes. Slightly detuned frequencies beat against each o<strong>the</strong>r both aurally and visually (though we <strong>of</strong>ten detect <strong>the</strong> visual beating slightly before <strong>the</strong> aural). As <strong>the</strong> channels glissando past each o<strong>the</strong>r in different directions, <strong>the</strong>y slip in and out <strong>of</strong> stability at moments <strong>of</strong> harmony. All <strong>the</strong>se yield<br />

are a strong illustration <strong>of</strong> just intonation versus equal temperament, with justly tuned triads perfectly still, but with tempered triads properties<br />

visually grind against <strong>the</strong>mselves. See figure 3 for examples <strong>of</strong> ratios projected into shape. This system represents <strong>the</strong> closest possible translation between sight and sound, but I value it also for <strong>the</strong> simpler reason that it takes absolutely no that<br />

knowledge or training in order to appreciate it. It quickly displays musical pitch relationships not as a human-defined hierarchal construction, but as physical and ma<strong>the</strong>matical facts that are sensorily intuited. One audience member similarly commented that while <strong>the</strong> audio alone would not musical<br />

his interest for long, <strong>the</strong> visuals that reinforced <strong>the</strong> subtle gradations in audio did do so. The most common response by instrumentalists, <strong>of</strong> course, hold<br />

an immediate desire to pipe <strong>the</strong>ir instrument into <strong>the</strong> system and see <strong>the</strong>ir own sound turned into shape.<br />

was


Ratio 3:4:5<br />

rotation: 0 π/4 π/2 3π/4 π<br />

z-projection: ratio 3:4 x-projection: ratio 4:5 y-projection: ratio 3:5<br />

Ratio 20:21:22<br />

rotation: 0 π/4 π/2 3π/4 π<br />

z-projection: ratio 20:21 x-projection: ratio 21:22 y-projection: ratio 20:22<br />

Ratio 11:13:17<br />

rotation: 0 π/4 π/2 3π/4 π<br />

z-projection: ratio 11:13 x-projection: ratio 13:17 y-projection: ratio 11:17<br />

Figure 3 – 3D projections <strong>of</strong> frequency ratios, as done in<br />

performance s<strong>of</strong>tware Oscilloscope 3D (here using sine waves)<br />

36


solo performance system tended to be one 3D shape (or ‘orb’), fed by three (monophonic) oscillators at continuous full volume. In creating a concert work, I wanted to make <strong>two</strong> significant creative and technical leaps; <strong>the</strong> first regarding sound sources, and <strong>the</strong> second regarding performer control. My<br />

had always enjoyed <strong>the</strong> clinical sterility <strong>of</strong> simple oscillators in solo performance, but I knew that when paired with acoustic instruments, that electronic sound would always be perceived as a simpler subordinate. The first leap was to incorporate audio samples into <strong>the</strong> system, so that <strong>the</strong> electronic I<br />

could have a more variable relation (in terms <strong>of</strong> timbral complexity) with <strong>the</strong> piano. Of course, piping <strong>the</strong> chaotic reality <strong>of</strong> real world sounds into sound<br />

orb yields predictably jagged chaos. This was mitigated by analyzing each sample and plotting it against its <strong>two</strong> strongest frequency components, making <strong>the</strong> shape as stable as possible. The end effect was to make whatever stable and periodic elements present in <strong>the</strong> sound as visually noticeable as possible. <strong>the</strong><br />

second leap was to assign a more flexible control over <strong>the</strong> audio content across three channels. Each <strong>of</strong> <strong>the</strong> nine pad elements triggers sound; usually a strike triggers all three channels corresponding to all three dimensions. It is possible, however, to trigger only one or <strong>two</strong> individual The<br />

(e.g., one strike triggers X and Y channels to create a flat plane, and a subsequent strike triggers momentary Z channel data to make such a plane channels<br />

with depth). Since I wanted <strong>the</strong> pad to be polyphonic, so that sounds could overlap, instead <strong>of</strong> always turning <strong>of</strong>f <strong>the</strong> previous sound when a new one was triggered. Therefore, I had to envision polyphonic channels plotting <strong>the</strong> orb. This led to more complex shapes as differing waveforms summed<br />

spike<br />

37


and to more complex shifting between shapes as voices fade in and out. With <strong>the</strong> electronic sound and visuals fully synced, I essentially treated each piano-pad pair as one unit and had it waver between <strong>two</strong> extremities in its toge<strong>the</strong>r,<br />

to <strong>the</strong> piano material. One is a highlighting or reduction <strong>of</strong> <strong>the</strong> denser piano material (usually by mirroring a particular subset <strong>of</strong> pitches from <strong>the</strong> piano). With this strategy, <strong>the</strong> electronics emphasize certain tones externally; <strong>the</strong> piano figures may sound uncentered or unhierarchical (even relationship<br />

<strong>the</strong>ir underlying progressions generated via <strong>the</strong> Vertex process), and so by highlighting certain pitches I attempt to bring out a hierarchy that grounds <strong>the</strong> with<br />

material to <strong>the</strong>se electronically articulated tonal pillars. Conversely, <strong>the</strong> o<strong>the</strong>r relational extreme takes <strong>the</strong> electronic sound (typically samples <strong>of</strong> inharmonic sounds), and has <strong>the</strong> piano material reinforce <strong>the</strong> prominent frequency components. To define <strong>the</strong>se poles crudely, <strong>the</strong> first relationship has piano<br />

as a reinforcing data reduction <strong>of</strong> <strong>the</strong> piano lines, while <strong>the</strong> second reverses this flow by having <strong>the</strong> piano as a reinforcing data reduction <strong>of</strong> <strong>the</strong> electronics. These are obviously porous definitions, and <strong>the</strong> piece both wavers between <strong>the</strong>se relationships, and occasionally operates with elements <strong>of</strong> both electronics<br />

<strong>the</strong> same time. at<br />

primary pre-compositional task, in addition to generating raw note material through <strong>the</strong> Vertex process (described in section 1.1), was to build <strong>the</strong> s<strong>of</strong>tware synth modules that would create <strong>the</strong> electronic sound and <strong>the</strong> visual 3D shape. These were made from a list <strong>of</strong> simple sound sources and properties:<br />

The<br />

38


39 sawtooth, square, filtered noise, sound files, combined with <strong>the</strong> capability sine,<br />

cross fade between <strong>the</strong>se sources, apply amplitude envelopes, and interpolate between just intonation and equal temperament. I ga<strong>the</strong>red sound files whose visual projection I found pleasing or surprising; <strong>the</strong> sampled sources include: <strong>the</strong> GameBoy synth chip (which itself contains several basic to<br />

but whose lo-fi nature adds a bright and jagged edge to both sound and visual form), stretched piano and toy piano samples (to create a momentary bridge between acoustic pianos and <strong>the</strong> audio-video element), and mechanical ambiences and impacts (usually noisy but with some prominent waveforms,<br />

overtones that help stabilize <strong>the</strong> orb when <strong>the</strong> sound is plotted against its internal frequency components). inharmonic<br />

I and pad I are synced, as are piano II and pad II, so <strong>the</strong> work is more akin to a duet <strong>of</strong> hybrid instruments than a true quartet; in <strong>the</strong> next section, I refer to <strong>the</strong>se hybrid pairs as duo I and duo II. There is a navigation between <strong>the</strong> <strong>two</strong> relational poles that I described <strong>two</strong> paragraphs ago, as well Piano<br />

change between <strong>the</strong> triggered sound material (synths, synths+harmonic samples, synths+inharmonic samples, brief hits combined with longer sustains, etc). The piece is an exploration <strong>of</strong> potential combinations <strong>of</strong> <strong>the</strong>se states; I explored individual combinations (within a state <strong>of</strong> nine electronic as<br />

individually, and <strong>the</strong>n arranged an order between <strong>the</strong>m. The title <strong>of</strong> <strong>the</strong> piece is a ma<strong>the</strong>matical term describing differing increasing magnitudes sounds)<br />

<strong>of</strong> infinity [4]. The first (0, ‘aleph zero’) is <strong>the</strong> number <strong>of</strong> all integers and decimal numbers, and <strong>the</strong> second (1) is <strong>the</strong> number <strong>of</strong> points on<br />

(cardinalities)


line <strong>of</strong> any length. The last one (2) represents <strong>the</strong> number <strong>of</strong> all possible geometric curves and shapes. As a lyrical description <strong>of</strong> all <strong>the</strong> potential shapes within this piece, this position at <strong>the</strong> top <strong>of</strong> hierarchy <strong>of</strong> infinities has a certain grandiose appeal. a<br />

Form Here I include a description <strong>of</strong> this piece, listed by rehearsal number. These rehearsal numbers represent commands to <strong>the</strong> percussionists to scroll to a new bank <strong>of</strong> nine sounds. The change <strong>of</strong> a bank is not necessarily intended as 2.3.2<br />

formal delineation. While that may <strong>of</strong>ten turn out to be <strong>the</strong> case, <strong>the</strong>re may a<br />

be multiple formal subdivisions within one bank or multiple bank changes across one section. As implied in section 2.3.1, <strong>the</strong> overall form <strong>of</strong> <strong>the</strong> piece is a movement through different piano-electronics relations; piano notes reinforcing complex also<br />

spectra one on end, and at <strong>the</strong> o<strong>the</strong>r, simple oscillators reinforcing prominent tones <strong>of</strong> dense piano figures, or in some cases a divergence in which <strong>the</strong> <strong>two</strong> operate separately <strong>of</strong> one ano<strong>the</strong>r momentarily. All <strong>the</strong> ‘dense’ instrumental portions (i.e. rehearsal number 2, and 5-8) were generated via electronic<br />

Vertex process and arranged with only minimal editing. The electronic specification for each pad, for within each section, was made within Max via <strong>the</strong><br />

instantiations <strong>of</strong> <strong>the</strong> same patch and user interface for my own compositional ease. See figure 4 for an image. 1. As previously mentioned, I wished to expose simple relations at <strong>the</strong> start to<br />

polyphonic<br />

40


<strong>the</strong> audio-video relations <strong>of</strong> <strong>the</strong> piece quickly intuitable; this first large section has <strong>the</strong> most obvious synchronization between piano and electronic elements. Piano triads in duo II are reflected by sine waves at <strong>the</strong> same pitches; as each piano chord dies away, <strong>the</strong> sine frequencies remain as its decomposed make<br />

In <strong>the</strong> synth, however, <strong>the</strong>re is an alternation between interpreting <strong>the</strong> triad pitches as justly intoned (reflected in <strong>the</strong> video as unmoving shapes) versus equally tempered (beating shapes). I find this duality a nice reflection <strong>of</strong> <strong>the</strong> larger-scale alternation between <strong>the</strong> <strong>two</strong> types <strong>of</strong> piano-electronics remnant.<br />

behaviors. The entrance <strong>of</strong> duo I mimics <strong>the</strong> behavior <strong>of</strong> duo II, but introduces brighter waveforms, and foreshadows future inharmonic sound by relational<br />

filtered noise. Both electronic voices also <strong>the</strong>n introduce signals with low-frequency oscillation, whose internal rhythm outside <strong>the</strong> piano notes pushes <strong>the</strong> electronics towards a more independent relationship in <strong>the</strong> next section. introducing<br />

I switch to an immediate contrast containing little obvious synchronization between electronics and piano. The electronic sound source changes from pure syn<strong>the</strong>sis to sustained quasi-harmonic ambiences (usually noisy industrial/mechanical ambiences with somewhat prominent frequency peaks), 2.<br />

function independently <strong>of</strong> <strong>the</strong> piano figures. The strong synchronization from <strong>the</strong> previous section, however, is meant to persist in <strong>the</strong> imagination <strong>of</strong> that<br />

listener to create subjective connections even in <strong>the</strong> in <strong>the</strong> absence <strong>of</strong> objective connections. The series <strong>of</strong> ambiences repeats, and in m. 47 pianosynced electronic ‘hits’ appear, each giving a momentary highlight to certain tones in <strong>the</strong> increasingly busy piano part. Eventually, square wave hits over a<br />

<strong>the</strong><br />

41


wave drone create a visual figure that is smooth in <strong>two</strong> dimensions and jagged in <strong>the</strong> third, over a repeating and shrinking piano phrase, accelerating to <strong>the</strong> arrival at section 3. 3. In this sparser section, stretched piano samples (triggered simultaneously sine<br />

<strong>the</strong>ir acoustic equivalents) are graphed over <strong>the</strong>ir fundamental frequencies to create shimmering rings. This is a moment <strong>of</strong> unity, in which <strong>the</strong> electronic sound and acoustic sound are nearly <strong>the</strong> same thing, instead <strong>of</strong> merely reinforcing one ano<strong>the</strong>r. These long tones are interrupted by occasional with<br />

piano and electronics hits that foreshadow <strong>the</strong> next section. 4. The composition shifts to a spectral relation, with <strong>the</strong> piano playing staccato<br />

frequencies <strong>of</strong> <strong>the</strong> sample-based electronics. In this most rhythmically straightforward and stable section, duo I has a tightly synced and ever-shifting sequence, created by simple large-scale polyrhythms (i.e. sample 1 plays every X beats, sample 2 every Y beats, and so on) with <strong>the</strong> pad prominent<br />

a mix <strong>of</strong> metallic clanks and GameBoy syn<strong>the</strong>sis . Duo II has longer synth sounds coupled with piano triads; <strong>the</strong> synth tones overlap polyphonically, yielding pleasingly unruly transitions between stable shapes. 5-7 is a larger section with less obvious internal divisions; section numbers triggering<br />

reflect <strong>the</strong> point at which I needed to scroll to a new sound bank. Generative piano figures are supported by synth triad hits that accentuate <strong>the</strong> merely<br />

internal repetition. These synth triads get simpler and sparser with <strong>the</strong> entry <strong>of</strong> a bass figure in m. 199. Eventually, one electronic voice begins pulsing on its own, signaling a momentary divergence from its supporting role, but returns to synchronization with sustained piano chords.<br />

phrases’<br />

42


In this section, <strong>the</strong> electronic syn<strong>the</strong>sis hits hammer in rhythm with locally prominent piano pitches; logistically, it is limited to five available hits for each pad. At m. 300, <strong>the</strong>re is a quick iteration through all five. Then it shifts to a sustained coda section: repeated low piano notes, with simple-ratio sawtooth 8.<br />

slightly phase-detuned to create a slow internal motion. An additional synth voice adds upon <strong>the</strong>se shapes to expand <strong>the</strong>m in size and complexity, with yet a third voice <strong>of</strong> filtered noise fading in and out. shapes<br />

American Engineer 2.4.1 Design and Preparation 2.4<br />

Cardinality Aleph Two, American Engineer had its technical roots in a previous live performance system, named Industry, which was <strong>the</strong> rasterbased counterpart to Oscilloscope 3D. The name Industry came from <strong>the</strong> source materials originally used for its textures: photos from <strong>the</strong> Vitkovice Like<br />

Heritage Site, a sprawling post-industrial site in Ostrava, Czech Republic, rife with photogenic machinery in various states <strong>of</strong> decay. I chose audio sources that reflected this aes<strong>the</strong>tic. The performance system was itself a continuation <strong>of</strong> previous experiments with (non-3D) matrix graphics, Industrial<br />

simple shape displacements, rotations, kaleidoscope effects, and so forth, on shapes (herein denoted as <strong>the</strong> ‘screens’). The textures (i.e. <strong>the</strong> source with<br />

applied to those shapes could also be manipulated via any effect I chose. Since <strong>the</strong> source footage does not reflect any objective quality <strong>of</strong> <strong>the</strong> source sounds (or vice versa), this system aimed to take <strong>the</strong>se typically<br />

images)<br />

43


Parameters affecting all<br />

three oscillators.<br />

-Volume envelope<br />

-Just Intonation vs Equal<br />

Temperament<br />

Three copes <strong>of</strong> <strong>the</strong> same<br />

module, each defining<br />

<strong>the</strong> output <strong>of</strong> an<br />

oscillator<br />

Available waveform<br />

sources:<br />

-Sine<br />

-Phasor<br />

-Square wave<br />

(previous <strong>two</strong> have<br />

definable duty cycle<br />

and duty cycle LFO)<br />

-Noise<br />

(with bandpass filter)<br />

-Sound file<br />

Figure 4 – S<strong>of</strong>tware interface for cue and pad definition in<br />

Cardinality Aleph Two<br />

44


materials, and to create connections between aural and visual processes. Each image can be dynamically paired with any sound; <strong>the</strong>ir intended coherence is created not by <strong>the</strong> qualities in <strong>the</strong> source material, but by each medium going through processes that (hopefully) have some disparate<br />

relation. More simply expressed, when an image and a sound (existing among o<strong>the</strong>r images and sounds) are distorted simultaneously, <strong>the</strong>y gain a perceptual bonding <strong>the</strong>y did not have before. Digital sound and video both reduce to a stream <strong>of</strong> ones and zeroes, and perceptual<br />

order to create my intended simultaneous distortions, could both easily be treated exactly <strong>the</strong> same arithmetically (I refer to this as <strong>the</strong> ‘brute arithmetic’). in<br />

human perception <strong>of</strong> different media require a necessary range <strong>of</strong> (human) decision-making in order to create relations that may make any sort <strong>of</strong> (subjective) sense. Immediately upon creating such a program, low-level decisions must be made about how to digitally treat a media stream in a way Yet<br />

to human experience. For example, a sound stream unpacks into a one dimensional stream <strong>of</strong> information, while a video stream unpacks into discrete series <strong>of</strong> <strong>two</strong>-dimensional tables (i.e. individual frames). These obvious formal differences typically make <strong>the</strong> results <strong>of</strong> some (though not all) appropriate<br />

brute arithmetic processes at best dissimilar to our perception, and at worst transform one or both media into noise. So while I would usually begin such<br />

<strong>the</strong> ‘brute’ computational/arithmetical process, I would <strong>of</strong>ten reconsider and move towards a more perceptible, if less objective, correspondence. The most stable correlations (at least, within a particular section <strong>of</strong> <strong>the</strong> piece) are between <strong>the</strong> processes on <strong>the</strong> sound samples and on <strong>the</strong> source video<br />

with<br />

45


These are listed in order <strong>of</strong> <strong>the</strong> most objective to <strong>the</strong> least, using my own judgement. -Amplitudebrightness. The most basic and common example is simply that a video sample appears at <strong>the</strong> start <strong>of</strong> a sound and disappears at textures.<br />

end <strong>of</strong> it. Yet this relationship is broken in some cases and videos remain visible after a sound ends, usually to associate itself with <strong>the</strong> instrumental line that remains after <strong>the</strong> sampled sound. -Time-fragmented audio sample playbacktime-fragmented video <strong>the</strong><br />

playback. Again, this an obvious-sounding correlation, that skipping around in time within one medium can be reflected in <strong>the</strong> o<strong>the</strong>r. This is done sample<br />

within one sample (for example, <strong>the</strong> fragmented timpani sample near <strong>the</strong> end <strong>of</strong> section 6) or across multiple samples made via ‘Reconstitution’ or ‘Splicing’. These latter constructions are made from fragments from multiple audio files, reflected in its corresponding video sample made from multiple both<br />

video files (prominent in sections 4, 9, 10, among o<strong>the</strong>rs). -Echobrightness sliding. As an echo blurs <strong>the</strong> time-specificity <strong>of</strong> a sound by imparting copies <strong>of</strong> it over a specified amount <strong>of</strong> time, so does brightness sliding (i.e. <strong>the</strong> jit.slide Max object) cause a pixel value to ramp to correlating<br />

next frame’s value over a specified number <strong>of</strong> frames. I admit to intervening in this process, however, for aes<strong>the</strong>tic purposes: pure sliding (i.e. sliding both its<br />

and down) creates a ghostly mush, whereas merely sliding down allows brighter shapes and motion to remain more visually intelligible. -Audio distortion image quantization. In both cases, <strong>the</strong> medium is degraded by reducing <strong>the</strong> allowable range <strong>of</strong> measurement (<strong>of</strong> amplitude in <strong>the</strong><br />

up<br />

46


and pixel brightness in <strong>the</strong> video). This leads to quantization distortion in <strong>the</strong> sound, and reduction to fewer available brightness values in <strong>the</strong> video (which causes sharp, high-contrast shape outlines). I admit again to slight interventions to improve perceptual clarity: <strong>the</strong> proper aural corollary for this sound,<br />

would be not <strong>the</strong> clipping distortion I use here, but bit-depth reduction distortion. -Sample rate reduction (i.e. ‘degradation’) pixilation. These are arithmetically exactly <strong>the</strong> same; for audio, however, <strong>the</strong> sampling rate is a one- action<br />

parameter, and for video it is a <strong>two</strong>-dimensional parameter (pixilation in <strong>the</strong> X direction and in Y direction). But since I am using stereo dimensional<br />

files, I make a perceptual leap and have <strong>the</strong> X pixilation correspond to sample rate reduction in <strong>the</strong> left channel, and Y pixilation do likewise to <strong>the</strong> right channel. -Instrumental relation to electronics ‘carve’ effect (in which pixel sound<br />

below a threshold is omitted and treated as transparent). Aurally, this provides a bridge between instruments and electronics, while visually providing a bridge between <strong>the</strong> movie texture and rectangular screens that <strong>the</strong>y are textured onto, by imparting <strong>the</strong> shape <strong>of</strong> <strong>the</strong> texture onto <strong>the</strong> screens. brightness<br />

this usually reflects as a thinning <strong>of</strong> <strong>the</strong> pitch content in chords, (e.g. at <strong>the</strong> end <strong>of</strong> section 6) or <strong>of</strong> spectral content (high string chords in Instrumentally<br />

5). -Instrumental relation to electronics wrapped brightness addition (i.e. a Max object specified as [jit.op @op +m]). This effect causes brightness shifting in <strong>the</strong> video, and usually (but not always) corresponds by changing <strong>the</strong><br />

section<br />

47


<strong>of</strong> <strong>the</strong> strings (from normal, to sul tasto or sul ponticello), which similarly changes <strong>the</strong> relative magnitudes <strong>of</strong> <strong>the</strong> instrument’s frequency spectrum (e.g. <strong>the</strong> end <strong>of</strong> section 6). Note that <strong>the</strong>se rules are not rigid, and that divergences (especially bowing<br />

<strong>the</strong> instruments) and exceptions abound occur. Correlations involving <strong>the</strong> position <strong>of</strong> <strong>the</strong> ‘screen’ shapes, and <strong>the</strong> acoustic instruments, are even more subjective than <strong>the</strong> above list, and variable throughout <strong>the</strong> piece. As in Cardinality Aleph Two, <strong>the</strong> specifications for each pad, within each cue, involving<br />

into polyphonic instantiations <strong>of</strong> modular interface. See figure 5. solidified<br />

Industry paired unrelated audio and image, American Engineer contains an explicit connection between <strong>the</strong> audio and video source materials. All <strong>the</strong> audio and video samples (and <strong>the</strong> title for my piece) come from American Engineer, a corporate-sponsored ephemeral film from 1956, Whereas<br />

extolls <strong>the</strong> glory <strong>of</strong> American industrial ingenuity and resolve. I regret that its glorious Technicolor hues and its fantastically bombastic narration are omitted from <strong>the</strong> concert piece. Visually, it is an absolute feast <strong>of</strong> industrial and mechanical footage: construction sites, quarries, every major mode <strong>of</strong> which<br />

assembly lines, factories, bridges, cities, and pristine highways, upon which <strong>the</strong> viewer would rush to drive a new Chevrolet, lovingly unveiled transportation,<br />

<strong>the</strong> finale. The music is likewise a pure archetype <strong>of</strong> commercialized optimism, redefining grand orchestral gestures into signifiers <strong>of</strong> industrial might: blasting brass fanfares, mechanical percussion, sweeping strings, all culminating into heavenly choirs that announce America's ascension into<br />

in<br />

48


economic dominance. I use <strong>the</strong> unmodified A/V samples from <strong>the</strong> start and end <strong>of</strong> <strong>the</strong> film as <strong>the</strong> bookends for my piece, specifically to show that <strong>the</strong> concert work functions within <strong>the</strong> bounds <strong>of</strong> <strong>the</strong> original material contained <strong>the</strong>rein. global<br />

do not use this footage for any simple political point. I realize <strong>the</strong> loaded material will cause viewers to automatically impart <strong>the</strong>ir own feelings onto an interpretation <strong>of</strong> <strong>the</strong> piece, as ei<strong>the</strong>r promotional aes<strong>the</strong>ticization or denigrating defacement. Many contemporary concert-goers might be amused I<br />

<strong>the</strong> sheer innocence <strong>of</strong> <strong>the</strong> film, and perhaps simultaneously be unsettled by its duplicity as propaganda. Yet I can't help be enthralled by it as an aes<strong>the</strong>tic by<br />

from a specific context that, whe<strong>the</strong>r it ever really existed or not, I will never experience, nor shall anyone experience ever again. 2.4.2 Form artifact<br />

as in describing Cardinality Aleph Two, <strong>the</strong> piece is described here using <strong>the</strong> percussion cue numbers as <strong>the</strong> formal delineation. For clarification: ‘instrumental’ refers to <strong>the</strong> acoustic instruments (but not percussion pad) and ‘sample’ refers to <strong>the</strong> pre-made audio or video samples, which are drawn from Just<br />

source film but possibly manipulated/distorted/fragmented. The largestscale form is essentially <strong>the</strong> classic fast-slow-fast trilogy, elements <strong>of</strong> which are <strong>the</strong><br />

discernable in <strong>the</strong> electronic audio. There, it is reflected as a move from <strong>the</strong> discrete percussive hits <strong>of</strong> <strong>the</strong> first 5 sections, to <strong>the</strong> more sustained ambiences <strong>of</strong> sections 6-8, with section 9 transitioning back into predominately momentary hits for <strong>the</strong> rest <strong>of</strong> <strong>the</strong> piece.<br />

most<br />

49


50 in Cardinality Aleph Two (C.A.T.) nearly all <strong>the</strong> ‘dense’ instrumental As<br />

were generated via <strong>the</strong> Vertex process. In this piece, however, <strong>the</strong> raw note output was compositionally altered to a greater degree than in C.A.T., <strong>of</strong>ten with added small-scale looping, reduction to only one musical dimension (for example only using <strong>the</strong> generated rhythm information while discarding sections<br />

pitch), or some additional generative manipulation (as noted below). And unlike with C.A.T., where <strong>the</strong> video was essentially a result <strong>of</strong> <strong>the</strong> audio signal (and <strong>the</strong>refore needed no additional ‘composing’), <strong>the</strong> raster-based video system in this piece requires far more compositional intention. This makes <strong>the</strong> <strong>the</strong><br />

through schemes <strong>of</strong> ‘screen’ composition an additional (and <strong>of</strong>ten primary) aspect <strong>of</strong> <strong>the</strong> form. With instrumental notes, electronic sound, and journey<br />

composition now far more distinct than in C.A.T., <strong>the</strong> arrangement <strong>of</strong> (essentially discrete) sections is <strong>the</strong>refore guided by balancing continuity with contrast for each <strong>of</strong> <strong>the</strong> three elements separately. video<br />

This intro section serves only to play <strong>the</strong> title frame and music from <strong>the</strong> original source film. It has only one pad to trigger, but had to be its own section since I used all <strong>the</strong> pads within section <strong>two</strong>. When composing a section, I tend to use all nine pads within my ideas for what a section ‘does’. This, 1.<br />

means that <strong>the</strong>re are <strong>of</strong>ten no pads left over for transitional effects between sections. however,<br />

As in Cardinality Aleph Two, I intend <strong>the</strong> piece to begin with <strong>the</strong> simplest and most intelligible relations among <strong>the</strong> acoustic sound, <strong>the</strong> electronic sound, and <strong>the</strong> visuals. Here, a fanfare from <strong>the</strong> original score is divided into nine hits,<br />

2.


distinct in ei<strong>the</strong>r pitch or dynamic, with instruments mimicking pitch material, and <strong>the</strong> depth/position/size <strong>of</strong> each video screen correlated to each hit. There are three fanfare chords, and three timbral/rhythmic/dynamic each<br />

<strong>of</strong> each, yielding <strong>the</strong> nine samples assigned to <strong>the</strong> nine pads; <strong>the</strong> chord maps to <strong>the</strong> X position <strong>of</strong> <strong>the</strong> triggered video screen, and <strong>the</strong> selected variation maps to <strong>the</strong> size, depth, and texture <strong>of</strong> <strong>the</strong> video screen. 3. This brief transitional section contains harsh chords that are a spectral variations<br />

<strong>of</strong> a score sample, which quickly plays (both aurally and visually) underneath each chord hit. This is a premonition <strong>of</strong> section 8, in amalgamation<br />

<strong>the</strong> same samples (and orchestrated spectra) are stretched out and held in time. But for this section, <strong>the</strong> spatial positioning <strong>of</strong> <strong>the</strong> previous section is retained, but with a different relation to <strong>the</strong> sound: each <strong>of</strong> <strong>the</strong> three hits corresponds to <strong>the</strong> lateral screen placement and movie texture selection (with which<br />

playback speed reflected in <strong>the</strong> speed <strong>of</strong> <strong>the</strong> movie texture playback), but each <strong>of</strong> <strong>the</strong> three hits cycles <strong>the</strong> shape through three possible depth placements. The resulting effect is that <strong>of</strong> <strong>the</strong> three hits overlapping and jumping on top <strong>of</strong> one ano<strong>the</strong>r. sample<br />

This part is instrumentally simple and repetitive, but is performed in tandem with A/V samples that are internally fragmented. Both audio and 4.<br />

samples were created using <strong>the</strong> ‘Reconstitution’ method <strong>of</strong> section 1, with <strong>the</strong> ‘trigger’ sound being <strong>the</strong> instrumental pitch that to which it correlates here; this way, an instrument and associated audio sample will be as close, in terms <strong>of</strong> pitch and timbre, as <strong>the</strong> chaotic audio source material allows. The aural<br />

video<br />

51


across various source samples is also reflected in <strong>the</strong> video. For each <strong>of</strong> <strong>the</strong> nine pad hits, that screen and texture are x/y displaced by some constant, so that <strong>the</strong> shapes drift across <strong>the</strong> screen and interact chaotically. While visually and aurally (though not instrumentally/rhythmically) dense, I fragmentation<br />

this as a grounding contrast to o<strong>the</strong>r sections which tend to be more instrumentally complex. 5. The start <strong>of</strong> section 5 contains one <strong>of</strong> <strong>the</strong> few moments <strong>of</strong> overlap between consecutive sections; <strong>two</strong> instruments (and <strong>the</strong>ir accompanying A/V see<br />

continue from section 4 for ano<strong>the</strong>r ten measures. The o<strong>the</strong>r instruments start a new, more spastic and staccato, set <strong>of</strong> generative patterns correlations)<br />

rhythms, but not pitches were created via <strong>the</strong> Vertex process), which correlate to a new set <strong>of</strong> interlocking screen positionings to create a spiraling pattern. Pads 7 to 9 continue <strong>the</strong> sounds and visual behavior <strong>of</strong> <strong>the</strong> preceding section; pads 1-4 trigger sounds and cycle through a series <strong>of</strong> screens creating (whose<br />

corkscrew effect, while pads 5 and 6 trigger distorted+degraded sounds with <strong>the</strong>ir associated quantized+downsampled images. 6. The genesis <strong>of</strong> section 6 is one source sample, stretched out with a phase vocoder, along with its accompanying held instrumental spectrum (in <strong>the</strong> <strong>the</strong><br />

and three movie textures. These three texture elements alternate between unmodified, distorted (which alters <strong>the</strong> movie texture, electronic strings),<br />

and instrumental spectrum), and degraded (which alters <strong>the</strong> three yet again). Over this foundation <strong>of</strong> gradually increasing alternation, <strong>the</strong> flute and clarinet are associated with o<strong>the</strong>r shapes and movie textures, and also attempt to instrumentally reflect distortion and degradation in <strong>the</strong>ir pitch material and<br />

sound,<br />

52


technique. Their notes and associated electronic material are eventually fragmented in unison with one ano<strong>the</strong>r. A small divergence starts near <strong>the</strong> end <strong>of</strong> <strong>the</strong> section, in which string spectra shorten and leave gaps where only <strong>the</strong> stretched electronic source plays. blowing<br />

The preceding rhythmic quickening explodes at <strong>the</strong> start <strong>of</strong> <strong>the</strong> this section; while <strong>the</strong> electronic sound and visuals remain somewhat ambient, instruments have busier note material. This note material was generated by taking a small generated musical figure (generated via <strong>the</strong> Vertex process and presented in its 7.<br />

form near <strong>the</strong> end <strong>of</strong> <strong>the</strong> piece) and drunk-walk-scrubbing (i.e. randomly scrolling within) each instrumental line. Each instrument (except original<br />

is associated with a sustained electronic spectrum; each instrumentelectronic pair enters and exits simultaneously throughout <strong>the</strong> section. Occasional hits cause distortion and degradation to fade in and out <strong>of</strong> <strong>the</strong> electronic sound and image (causing a divergence, as <strong>the</strong> instrumental flute)<br />

remains intact during <strong>the</strong>se parameter swells). 8. The busy instrumental motion <strong>of</strong> <strong>the</strong> previous section here comes to a halt, with instruments reflecting multiple spectra for each <strong>of</strong> three phase-vocoderstretched samples (with <strong>the</strong> movie textures slowed down to enhance <strong>the</strong> behavior<br />

sense <strong>of</strong> stillness). Glissandi between <strong>the</strong>se spectra are first reflected by engaging low-frequency oscillation to slowly move <strong>the</strong> screens, and momentary<br />

by <strong>the</strong> kaleidoscope effect (zooming out <strong>of</strong> a matrix to have four copies mirroring each o<strong>the</strong>r). This happens as <strong>the</strong> changes between <strong>the</strong> spectra quicken into a rhythmic figure <strong>of</strong> alternating instrumental bursts; <strong>the</strong>se accelerate to a halt, leaving <strong>the</strong> electronic media alone for a moment.<br />

<strong>the</strong>n<br />

53


eenter more placidly, with <strong>the</strong> entrance <strong>of</strong> <strong>the</strong> carve effect now correlating to a reduction in instrumental pitches, while <strong>the</strong> swelling <strong>of</strong> <strong>the</strong> wrapped brightness addition in <strong>the</strong> video mirrored by bowing shifts to sul tasto and back. Instruments<br />

Here, audio and video samples are examples <strong>of</strong> <strong>the</strong> ‘Splice’ process, which makes quick cuts between disparate samples at moments <strong>of</strong> greatest spectral similarity. The durations <strong>of</strong> <strong>the</strong> splice samples shorten over <strong>the</strong> section, which functions as a transition from <strong>the</strong> electronic aural ambience <strong>of</strong> <strong>the</strong> previous 9.<br />

into <strong>the</strong> more percussive nature <strong>of</strong> <strong>the</strong> rest <strong>of</strong> <strong>the</strong> piece. This process is combined with a duo instrumental riff culled from <strong>the</strong> Vertex process and <strong>the</strong>n sections<br />

with its downward cycles slightly rhythmically <strong>of</strong>fset from one ano<strong>the</strong>r. A string chord swell punctuates <strong>the</strong> introduction <strong>of</strong> <strong>the</strong> ‘carve’ effect and a zoom into <strong>the</strong> video material. 10. This section is a brief revisitation <strong>of</strong> material from section 4, with <strong>the</strong> looped,<br />

<strong>of</strong> a couple <strong>of</strong> distorted and degraded hits (along with distorted instrumental attacks). The kaleidoscope entrance here is mirrored temporally as a doubling, and <strong>the</strong>n a quadrupling, <strong>of</strong> note attacks. 11. The sixteenth note figures <strong>of</strong> <strong>the</strong> end <strong>of</strong> <strong>the</strong> previous section are a transition substitution<br />

<strong>the</strong> figuration here, which is a repetition <strong>of</strong> <strong>the</strong> end <strong>of</strong> section 7. The source score (from which an algorithmic process generated section 7) is <strong>the</strong>n to<br />

instrumentally in its original form, without electronics. Immediately upon its conclusion ano<strong>the</strong>r algorithmic process acts upon that source score material, a process that gradually interpolates pitch and rhythm data between <strong>the</strong> original and its fragmented reconstruction. This serves as a momentary<br />

presented<br />

54


<strong>of</strong> <strong>the</strong> piece, before <strong>the</strong> energy is reconstrained in <strong>the</strong> next section. The pad hits trigger a mix <strong>of</strong> screen displacements and quick entrances and exits <strong>of</strong> processes. 12. This is a continuation <strong>of</strong> material from section 5, which serves as <strong>the</strong> coda climax<br />

<strong>the</strong> piece, relaxing from climax to rest; electronic media gets magnified and distorted yet again, with <strong>the</strong> instruments <strong>the</strong>n dropping out for a slow electronics cadenza. This cadenza leaves an abstract field <strong>of</strong> distorted audio and twitching disembodied pixels through a combination <strong>of</strong> texture effects. for<br />

From within that preceding entropy appears <strong>the</strong> orchestral finale from <strong>the</strong> source film, along with its visual announcement <strong>of</strong> <strong>the</strong> end <strong>of</strong> both <strong>the</strong> source 13.<br />

film and <strong>of</strong> <strong>the</strong> concert work.<br />

55


Dots on <strong>the</strong> matrix control signify that parameter is enabled, and <strong>the</strong><br />

command is sent, for this scheme<br />

The upper-right panel contains <strong>the</strong> separate sound-generating<br />

components, used during <strong>the</strong> compositional process to audition sounds,<br />

but disabled in performance once audio samples are loaded into <strong>the</strong><br />

sample pad<br />

Figure 5 – S<strong>of</strong>tware interface for cue and pad definition in<br />

American Engineer<br />

56


Commentary What follows are ruminations; some have bubbled in my mind for some time, while many have surfaced in <strong>the</strong> writing <strong>of</strong> <strong>the</strong>se <strong>two</strong> concert works (though not all are directly relatable to <strong>the</strong>m). I pose more questions than I 3.<br />

answers, along with implicit suggestions for my own future investigations. In previous writings [5], I have discussed computer compositional aims as creating one’s own path between computational layers <strong>of</strong> abstraction. In <strong>the</strong> give<br />

sense, this journey takes us from hardware bits to assembly code to programming languages to applications, user interfaces, and operating grandest<br />

These layers are <strong>the</strong> geologic record <strong>of</strong> computer development, with a history <strong>of</strong> tools and methods for traversing <strong>the</strong>m. Any large program contains its own unique hierarchy <strong>of</strong> structures, ranging from low-level (working with primitive-type variables, directly accessing relevant memory and hardware, systems.<br />

to high-level (creating large-scale modular abstractions with userdefinable properties and behavior). The parallels to composition (or, at least, to modes <strong>of</strong> composition with hierarchical or layered structures), seem evident. A traditional composer may etc),<br />

subvert, or recreate <strong>the</strong> boundaries and paths between musical abstractions (i.e. pitches abstracting to tonality, or momentary properties to use,<br />

form, etc) to play with an audience’s sense <strong>of</strong> cause and effect; so too may a programmer define his or her own correlations and causations. In <strong>the</strong> discrete formulations <strong>of</strong> computer language, <strong>the</strong> conceptual abstractions in <strong>the</strong> mind <strong>of</strong> <strong>the</strong> composer must be transcribed into an objectively<br />

large-scale<br />

57


statement, thus intertwining <strong>the</strong> notion <strong>of</strong> abstraction between <strong>the</strong> mental formulation and <strong>the</strong> mechanical instantiation. In <strong>the</strong> concert works, I see <strong>the</strong> relationships between <strong>the</strong> three media as an extension <strong>of</strong> this navigation among computational layers; <strong>the</strong> geological unambiguous<br />

<strong>of</strong> <strong>the</strong> piece’s development begins at low levels <strong>of</strong> s<strong>of</strong>tware construction, upon which associations and forms are made, until we build up to <strong>the</strong> top level <strong>of</strong> <strong>the</strong> piece. My lower-level development described in section 1 was intended to generate material at <strong>the</strong> local level <strong>of</strong> a composition (discrete sound record<br />

phrases <strong>of</strong> notes, instantaneous 3D video shapes); <strong>the</strong>se materials are <strong>the</strong>n treated like any o<strong>the</strong>r raw material for (human) composition. I am samples,<br />

subconsciously guided by a vague notion <strong>of</strong> computational aes<strong>the</strong>tics (and a general desire to show <strong>of</strong>f <strong>the</strong> range <strong>of</strong> capabilities <strong>of</strong> a tool or process), but <strong>the</strong> qualities or features <strong>of</strong> <strong>the</strong> s<strong>of</strong>tware-created material do not necessarily determine <strong>the</strong> concepts <strong>of</strong> <strong>the</strong>ir higher-level combinations, nor <strong>the</strong> large-scale certainly<br />

In section 2, I debated whe<strong>the</strong>r <strong>the</strong> local-level constructions and correlations <strong>of</strong> a synchronized intermedia work should be explained at <strong>the</strong> start <strong>of</strong> a piece through a step-by-step progression from simpler to more form.<br />

relations. Yet that question itself builds upon a much larger question: is it easier for an audience to grasp a newly composed system <strong>of</strong> correlations complex<br />

between synchronized disparate media, or between performer gesture and result) at lower layers <strong>of</strong> abstraction? We recognize, without training or explanation, obvious low-level correlations: push a button and a sound is made, or start a sound and a visual element appears. But at <strong>the</strong> (individually<br />

(ei<strong>the</strong>r<br />

58


point where our mental correlation breaks down (or perhaps more accurately, when <strong>the</strong> mental correlation diverges from <strong>the</strong> intentions <strong>of</strong> composer to <strong>the</strong> subjective constructions <strong>of</strong> <strong>the</strong> viewer), what can, or should, be done to improve <strong>the</strong> audience understanding <strong>of</strong> <strong>the</strong> aims <strong>of</strong> a piece? subjective)<br />

one <strong>of</strong> us brings our own biases in answering that question. My own short attention span and interest in chaotic forms may be anti<strong>the</strong>tical to such a question’s implicit desire for rationalized complexity; my personal compositional emphasis tends to be based <strong>the</strong>refore on immediately tangible Each<br />

correlations. This is why I enjoy generating musical material on <strong>the</strong> Nintendo GameBoy: if I may momentarily define <strong>the</strong> term ‘musical’ as low-level<br />

an instrument or process having enough parameters to create an interesting and non-static sound, <strong>the</strong>n using <strong>the</strong> GameBoy (and native sequencing s<strong>of</strong>tware on it) is <strong>the</strong> closest musical relationship that I have experienced between hardware, s<strong>of</strong>tware, and <strong>the</strong> resulting sound. Yet even describing<br />

low-level s<strong>of</strong>tware relationship, with its fairly direct access to <strong>the</strong> soundgenerating hardware, has certain pre-envisioned musical concepts and workflows built into it. Such is <strong>the</strong> case for any layer-traversal device/s<strong>of</strong>tware built by someone o<strong>the</strong>r than <strong>the</strong> composer; through abstraction, certain this<br />

fall by <strong>the</strong> wayside in <strong>the</strong> name <strong>of</strong> specifying a more limited and usable set <strong>of</strong> behaviors. These technological paths <strong>of</strong> least resistance become <strong>the</strong> most powers<br />

at highest-level functionality, especially within user interfaces: users will gravitate towards <strong>the</strong> easier tasks and away from <strong>the</strong> harder. I have settled into my own working position between high and low with Max; a flexible programming language that can, in <strong>the</strong>ory, implement any task that a regular<br />

noticeable<br />

59


language can (i.e. is equally powerful), through 'objects' that provide a pre-made set <strong>of</strong> functionality and saves much <strong>of</strong> <strong>the</strong> busy work <strong>of</strong> implementing direct hardware access. Yet <strong>the</strong>re are certainly noticeable paths <strong>of</strong> least resistance that surely affect me unintentionally; I admit my own desire programming<br />

higher-level convenience and respect those who choose to work on a lower level. Some take this desire for low-level functioning to a far more serious degree than I, for reasons <strong>of</strong> not only aes<strong>the</strong>tics but <strong>of</strong> assumed power for<br />

Media <strong>the</strong>orist Friedrich Kittler specifically claims within <strong>the</strong> very title <strong>of</strong> his essay ‘There is no S<strong>of</strong>tware’ [7], that <strong>the</strong> notion <strong>of</strong> s<strong>of</strong>tware as structures.<br />

entity divorced from specific hardware is a political/industrial 'postmodern strategy <strong>of</strong> appearance'. He describes layers <strong>of</strong> abstraction eloquently, with <strong>the</strong> explicit point that both <strong>the</strong> delineation <strong>of</strong> hardware and s<strong>of</strong>tware, and also <strong>the</strong> layers <strong>of</strong> computational abstraction that such divisions abstract<br />

are politically-determined acts <strong>of</strong> obfuscation, stratification, and governance: 'Programming languages have eroded <strong>the</strong> monopoly <strong>of</strong> ordinary language and grown into a new hierarchy <strong>of</strong> <strong>the</strong>ir own. This postmodern tower <strong>of</strong> Babel reaches from simple operation codes whose linguistic extension is still a hardware encourage,<br />

passing through an assembler whose extension is that very assembler...What remains a problem is only <strong>the</strong> realization <strong>of</strong> <strong>the</strong>se layers which, just as modern media technologies in general, have been explicitly contrived in order configuration<br />

evade all perception. We simply do not know what our writing does.' In an accompanying essay [8], Kittler specifically refers to <strong>the</strong> <strong>the</strong>nnovel ‘protected-mode’ functionality on an Intel 80306 computer chip, which<br />

to<br />

60


<strong>the</strong> end user from complete access to <strong>the</strong> contents and powers <strong>of</strong> <strong>the</strong> chip, limiting his or her access to <strong>the</strong> hardware as decreed by <strong>the</strong> manufacturers. His descriptions seem only that much more prescient today, as commercial computer hardware has become more and more inaccessible to a blocked<br />

user, and <strong>the</strong> dominant operating systems have ballooned from simple and intelligible frameworks into giant labyrinths deliberately designed to obscure <strong>the</strong>ir inner workings. And <strong>the</strong>ir inner workings are so convoluted and camouflaged as to yield robust programming nearly impossible. Decades ago, regular<br />

developer may have been able to fully understand <strong>the</strong> workings <strong>of</strong> a major operating system such as Micros<strong>of</strong>t Windows. Today, Micros<strong>of</strong>t Windows one<br />

<strong>of</strong> a purported 50 million lines <strong>of</strong> code, knotted amongst a staggering 50 dependence layers [11]; no one person can truly grasp it. It is, as Kittler’s definition <strong>of</strong> technology perfectly encapsulates, an entity grown beyond any human control and logic. The irony is that <strong>the</strong> more complex and obfuscating a consists<br />

operating system is, <strong>the</strong> more its protectionist creators tout it as 'userfriendly'. While those examples indeed provide evidence <strong>of</strong> industrial obfuscation and self-protection, I do not see all increases in computational abstraction new<br />

those designed by an individual for his or her own usage) to be inherently malicious. Technological advances depend on this very type <strong>of</strong> (especially<br />

complexity; science is based upon <strong>the</strong> fur<strong>the</strong>rance <strong>of</strong> <strong>the</strong> discoveries and designs <strong>of</strong> o<strong>the</strong>rs, not on perpetual creation from scratch. Practically speaking, I would get nothing done if I barred myself from any programming language beyond Assembly. And I do believe in <strong>the</strong> conceptual existence and<br />

increasing<br />

61


62 <strong>of</strong> s<strong>of</strong>tware separate from its enabling hardware, just as I believe in functioning<br />

work <strong>of</strong> art existing beyond its physical instantiation (for example, I value less <strong>the</strong> physicality <strong>of</strong> <strong>the</strong> paper, binding, and font <strong>of</strong> a book than <strong>the</strong> content inscribed into it, and likewise value less <strong>the</strong> instruments that happen to be playing notes, than <strong>the</strong> musical score that directed <strong>the</strong>m). My own training in a<br />

for example, presupposes a method for solving a task (and also an idea <strong>of</strong> efficiency or elegance) that works regardless <strong>of</strong> <strong>the</strong> programming language or computer hardware it runs upon. I wonder how Kittler responds to <strong>the</strong> development <strong>of</strong> ‘virtual machines’, i.e. hardware emulation in s<strong>of</strong>tware that algorithms,<br />

a piece <strong>of</strong> code to work on any type <strong>of</strong> hardware. What troubles me in an artistic sense, however, is how both malicious allows<br />

and innocent abstraction affect <strong>the</strong> critical and popular perception <strong>of</strong> digital art and music. The far<strong>the</strong>r a machine or process operates away from concepts commonly grasped, <strong>the</strong> more this knowledge gap gets filled by mysticism. A computer becomes not a deterministic sequencer <strong>of</strong> arithmetic obfuscation<br />

(which alone should be enough to excite an artist) but something 'magical' and unpredictable, with insight and understanding granted only to a privileged and cloistered few. This mysticism also certainly helps elevate a mere calculator into a desirable consumer fetish object. As I write this, <strong>the</strong> processes<br />

page <strong>of</strong> apple.com trumpets its newest piece <strong>of</strong> hardware as a 'magical and revolutionary product'. front<br />

a computer falsely endowed with mystical and unpredictable properties, critical understanding confuses <strong>the</strong> potential <strong>of</strong> <strong>the</strong> tool with <strong>the</strong> intention (artistic or o<strong>the</strong>rwise) <strong>of</strong> its user: one jumps to <strong>the</strong> conclusion that<br />

With


aes<strong>the</strong>tic properties <strong>of</strong> a work must have been determined by <strong>the</strong> particulars <strong>of</strong> a machine, not by <strong>the</strong> intellectual or creative effort <strong>of</strong> <strong>the</strong> composer or artist. The frustrating problem, <strong>of</strong> course, is that this view is not necessarily inaccurate. The aforementioned technological paths <strong>of</strong> least <strong>the</strong><br />

do lead a novice, uninspired, or lazy artist to exactly that state <strong>of</strong> not manipulating, but <strong>of</strong> being manipulated. Of course every composer will be guided by <strong>the</strong> means in front <strong>of</strong> him or her; my hope is merely that, by creating my own tools, I will have more say in <strong>the</strong> result than ano<strong>the</strong>r human designer. resistance<br />

this commercially-encouraged mystical construct leads to a deliberate misuse <strong>of</strong> <strong>the</strong> term ‘power’. ‘Power’ has a specific meaning as Similarly,<br />

to computers, describing <strong>the</strong> range <strong>of</strong> tasks that a computer can, for lack <strong>of</strong> a better term, ‘do’. Since <strong>the</strong> formulation <strong>of</strong> <strong>the</strong> Turing Machine in 1937 as a descriptor <strong>of</strong> logical processes, <strong>the</strong>re has been no increase in computer power. Speed, on <strong>the</strong> o<strong>the</strong>r hand, has increased exponentially, and brought applied<br />

<strong>the</strong> time required to complete a computational task. Yet new devices or computer chips are popularly portrayed as increasing in power, directly emphasizing that <strong>the</strong> newer and faster your machine, <strong>the</strong> more mystical power it contains. This helps to negate digital work (artistic and o<strong>the</strong>rwise) that is not down<br />

on <strong>the</strong> newest and most expensive technology, as (falsely) more ‘supernaturally’ impotent than its more powerful descendants. Fortunately, <strong>the</strong> made<br />

artistic and techno-political involvement <strong>of</strong> <strong>the</strong> DIY/hacker scene, combined with its increasing incorporation into mainstream art narratives, has helped challenge this assumption in elegant and beautiful ways that not only revalue previous (and more open) technologies, but also restore authorship to<br />

growing<br />

63


individual instead <strong>of</strong> <strong>the</strong> machine. Whatever social or political ramifications digital design may imply, Kittler still seems to support, as I do, <strong>the</strong> appreciation <strong>of</strong> a computational process as an aes<strong>the</strong>tic event: ‘Whoever manages to hear <strong>the</strong> circuit diagram <strong>the</strong><br />

in <strong>the</strong> syn<strong>the</strong>sizer sounds <strong>of</strong> <strong>the</strong> compact disc, or to see <strong>the</strong> circuit diagram in <strong>the</strong> laser storm <strong>of</strong> <strong>the</strong> disco<strong>the</strong>que, finds happiness itself’ [6]. It is precisely this type <strong>of</strong> sublime awareness that I strive to create by compacting distinct media into a unified work. The ambiguity in such a quotation is itself<br />

<strong>the</strong> circuit is to be appreciated as a reflection <strong>of</strong> <strong>the</strong> composer’s mind, or as <strong>the</strong> site <strong>of</strong> <strong>the</strong> art-making itself. I consider my synchronized audio and whe<strong>the</strong>r<br />

works as a simultaneous dual view into that circuit, i.e. <strong>two</strong> windows onto <strong>the</strong> ‘composed’ computational process that is <strong>the</strong> heart <strong>of</strong> <strong>the</strong> work. I take particular delight when this dual view, as in ‘Oscilloscope 3D’, is naturally intelligible or intuitable to non-musicians. Likewise, my simultaneous video<br />

<strong>of</strong> sampled sounds and spectrally-informed instrumental notes are this same dual view extrapolated outside <strong>the</strong> computer; <strong>the</strong> chaotic and infinitely complex circuit <strong>of</strong> nature and natural sound is juxtaposed with its computational reduction into discrete pitches and durations. presentation<br />

ordeal <strong>of</strong> computational composition has ano<strong>the</strong>r inherent ambiguity within computational aes<strong>the</strong>tics which continues to perplex me. The The<br />

<strong>of</strong> reducing an audio sample into an orchestrated series <strong>of</strong> notes inherently causes <strong>the</strong> loss <strong>of</strong> a great deal <strong>of</strong> data. This seems to posit that reality cannot be reducible into a discrete description (i.e. music), a fact that seems to diminish computer artistic power (in <strong>the</strong> lyrical, not technical, usage<br />

process<br />

64


<strong>the</strong> term) while also asserting that art != life. Yet paradoxically, given that computer speeds greatly exceed those <strong>of</strong> a human scale, a computer is far more equipped to make an artistic statement with natural chaotic complexity than, for example, a lone human flailing on a physical instrument. <strong>of</strong><br />

aforementioned hacker/DIY aes<strong>the</strong>tic also subverts <strong>the</strong> traditional view <strong>of</strong> what it means to look or sound ‘dated’. My frequent incorporation <strong>of</strong> outdated’ technologies (simple syn<strong>the</strong>sis, GameBoy syn<strong>the</strong>sis, anaglyph 3D, old Technicolor footage) within a very contemporary s<strong>of</strong>tware system The<br />

that term even fur<strong>the</strong>r. If we are to momentarily define ‘good’ as confuses<br />

risen into a canon’, must a good piece necessarily sound or look less dated than a bad one? Such a question can be separately applied between compositional forms and styles, and <strong>the</strong> instrumental sound result itself; one half can be more or less dated-seeming than <strong>the</strong> o<strong>the</strong>r. I am ‘retrospectively<br />

predominately referring to <strong>the</strong> latter, specifically towards electronic sound. I seem to find an ambiguous usage <strong>of</strong> <strong>the</strong> concept <strong>of</strong> ‘datedness’, as between merely a description that incorporates passed time, versus an insult to claims on <strong>the</strong> timelessness <strong>of</strong> art. It seems an affront to enlightenment or henceforth<br />

views that time and technology may indeed pass, and that <strong>the</strong> development <strong>of</strong> ei<strong>the</strong>r time or technology may affect or splinter a dominant modernist<br />

instead <strong>of</strong> leaving that canon to function within a supposed logical urmovement that, in its unidirectional march towards perfection, could never age. In considering electronic sound sources, a sound may be a definite<br />

canon,<br />

65


<strong>of</strong> an outmoded technology, but to those familiar with <strong>the</strong> technology itself, it is also a reminder specific and idiosyncratic constraints <strong>of</strong> that technology (and <strong>of</strong> <strong>the</strong> skill necessary to make music within those constraints). Is a new version <strong>of</strong> an electronic piece, realized on faster and indication<br />

complex machines, ei<strong>the</strong>r less enjoyable or appreciable than <strong>the</strong> original made on a more constrained (and perhaps by now archaic) technology? I tend to conclude that while <strong>the</strong> newer version may or may not be more aurally pleasing, it is usually less conceptually appreciable. A pop example: Kraftwerk more<br />

<strong>the</strong>ir late 70’s hits (on analog synths) and remade <strong>the</strong>m on mid-90’s digital technology. I prefer <strong>the</strong> originals. Not only for appreciating <strong>the</strong> superior took<br />

needed to realize <strong>the</strong>m, but also for <strong>the</strong> appreciation that <strong>the</strong>y originally built <strong>the</strong>ir own equipment from scratch, ra<strong>the</strong>r than using commercial hardware or computers. The newer versions are fun to listen to, but feel like <strong>the</strong> aural equivalent <strong>of</strong> a splashy Hollywood remake <strong>of</strong> a cherished original, skill<br />

in which <strong>the</strong> emphasis on flash comes at <strong>the</strong> expense <strong>of</strong> thoughtful storytelling. Similarly, so many canonical experimental electronic works, which originally had a specific physicality combined with some technical challenge or limitation, are now easily virtually realized in a Max patch one<br />

that come to mind include Reich’s tape phasing pieces, Lucier’s ‘I am Sitting in a Room’, or Young’s ‘Dream House’). But who would be (examples<br />

in listening to that? The speed <strong>of</strong> technical innovation has left a history <strong>of</strong> pieces that are largely definable as a demonstration and/or artistic appropriation <strong>of</strong> a new technology. I wonder whe<strong>the</strong>r or not, and at what point in time, an<br />

interested<br />

66


piece will not merely be a demonstration <strong>of</strong> its technology, but be judged on a blank canvas <strong>of</strong> aes<strong>the</strong>tic possibility outside <strong>of</strong> its technology. Must all electronic pieces inherently be ‘about’ <strong>the</strong>ir technical systems and boundaries? This seems unfair, given that instrumental music electronic/electroacoustic<br />

generally considered that way. At some point in a traditional instrument’s development, it ceased to be an object <strong>of</strong> novelty defined by its limitations and gained some sort <strong>of</strong> common practice and style on its own, after which it gained something like a Platonic status (even though those limitations remain, isn’t<br />

just fade from consciousness). Yet is that arrival to an ideal freed from particulars only possible after an instrumental technology has stopped <strong>the</strong>y<br />

and calcified into a fixed form? One could argue that this change has begun to happen with electronic music, with digital s<strong>of</strong>tware a common platform on which to model <strong>the</strong> historical hodgepodge <strong>of</strong> analog and digital hardware, and with computer developing<br />

and operating systems coalescing into a handful <strong>of</strong> dominant platforms. Yet <strong>of</strong> course <strong>the</strong>re is always disorder and incompatibility, especially on brand new developments, before eventually becoming subsumed into <strong>the</strong> dominant high-powered workflows. If calcification is required for that Platonic s<strong>of</strong>twares<br />

it seems that electronic music is such a completely different creature from traditional instruments in that not only will it continue to change form, status,<br />

its power and ability to change and customize itself will never yield it stable enough to be widely considered as a Platonic instrument. Yet perhaps <strong>the</strong> degree to which this is true is less about dominant usage, and more about an individual development and narrative. I still feel it true for my own work, but I<br />

but<br />

67


new systems/methods for nearly every project, and so result always feels like exemplar <strong>of</strong> that system which I have just created. Once I make many pieces on a system, perhaps I will feel o<strong>the</strong>rwise, that within a body <strong>of</strong> work, <strong>the</strong> embodiments and limitations, while still present and affecting <strong>the</strong> develop<br />

have begun to fade from self-critical view.<br />

outcome,<br />

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[1] Cook, Perry R. Real Sound Syn<strong>the</strong>sis for Interactive Applications. A.K. Peters, Ltd, 2002 [2] Didkovsky, Nick. JMSL (programming language) References<br />

[3] Ellis, Dan et al. MEAP (group) http://works.music.columbia.edu/MEAP/MusicEngineeringArtProject [4] Gamow, George. One Two Three…Infinity. Viking Press, New York, 1961 http://www.algomusic.com/jmsl/<br />

Iglesia, Daniel. ‘This is not a C#: What My Computer Means’. Organized Sound 13.3 December 2008 [5]<br />

Arts International. 1985 Film, Typewriter’ (preface) In J. Johnson (ed.) Literature, Media, Information Systems: Essays. Amsterdam: GB [7] Kittler, Friedrich. ‘There is no S<strong>of</strong>tware’. In J. Johnson (ed.) Literature, ‘Gramophone, Friedrich. Kittler, [6]<br />

Information Systems: Essays. Amsterdam: GB Arts International. 1985 [8] Kittler, Friedrich. ‘Protected Mode’. In J. Johnson (ed.) Literature, Media, Information Systems: Essays. Amsterdam: GB Arts International. 1985 Media,<br />

Lane, Anthony. ‘Third Way’. The New Yorker 8 March 2010 [10] Layton, Zach. http://www.zachlaytonindustries.com [11] Maraia, Vincent. The Build Master: Micros<strong>of</strong>t’s S<strong>of</strong>tware Configuration Management Best Practices Addison-Wesley Pr<strong>of</strong>essional, 2005 [9]<br />

Ramocki, Marcin (curator). BITMAP: As Good as New , VertixList Gallery http://www.vertexlist.net/BITMAP_catalogue.html<br />

[12]<br />

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Schwarz, Diemo. ‘Corpus-Based Concatenative Musical Sound Syn<strong>the</strong>sis’ http://concatenative.net/ [14] Sweeten, Ray. http://www.raysweeten.com<br />

[13]<br />

70


Cardinality<br />

Aleph<br />

Two<br />

by Daniel Iglesia<br />

for <strong>two</strong> piano and <strong>two</strong> electronic<br />

percussion, with live video<br />

daniel.iglesia@gmail.com - 917 557 0321<br />

71


Percussion notes<br />

The electronic percussion is a Roland SPD-S sample pad (mapping changable upon request), outputing to stereo speakers.<br />

cue markings correspond to sound banks to step through<br />

1 2 3 4 5 6 7 8 9<br />

7 8 9<br />

4 5 6<br />

1 2 3<br />

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All<br />

ã<br />

samples are "one-hit". Dashed lines are for reference, and show <strong>the</strong> approx.<br />

duration <strong>of</strong> longer samples<br />

All dynamic markings mirror <strong>the</strong> dynamics <strong>of</strong> <strong>the</strong> accompanying piano line.<br />

You should attempt to blend as equally as possible with <strong>the</strong> piano∑<br />

œœœŒ ã˙<br />

About<br />

This work is built upon an evolving audio & video system based on oscilloscopes.<br />

Here, each "orb" is created by three oscillators or samplers. The audio output <strong>of</strong><br />

each becomes drawn coordinates in space; <strong>the</strong> first maps to <strong>the</strong> X dimension,<br />

second to Y, and third to Z. This is <strong>the</strong> most literal and low-level possible mapping<br />

<strong>of</strong> sound and visuals. Inspired by work by Ray Sweeten and Zach Layton.<br />

Tech notes<br />

Tech setup is relatively simple. The sample pads contain all <strong>the</strong> audio and go<br />

straight to <strong>the</strong> speakers. Their MIDI output goes to a computer running a Max<br />

patch, which uses <strong>the</strong> MIDI to trigger internal audio that generates <strong>the</strong> video<br />

in real time. The video can be projected single channel or dual channel.<br />

72


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73<br />

Cardinality Aleph Two Iglesia


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Ó ‰j œŒ . œj œ. œœœœ Ó œŒ ∑ ˙ Ó∑<br />

œ<br />

Ó œŒ ‰j bœœ ‰Jœ ∑<br />

96


(√) œœ<br />

œ<br />

208 j b &?ã&?ã<br />

‰. œ b<br />

208˙<br />

3 Œ≈. ≈. j œœœ b. œ nœœœ ˙ bbœ. 208Jœ.<br />

œJœ bœœ n bœ. œ b<br />

3<br />

œ bœœœœœ<br />

b˙<br />

Œ‰j œ œ<br />

bœ3<br />

≈. Jœ bœŒœ<br />

∑ Ó œ ‰. œŒœŒ œ ˙ ≈. j<br />

j œ. œ œœ. œ‰. œ œ Œœœ œ ‰œœ œ<br />

∑ œ. Jœ bœ. œ‰Jœ. œœ œŒÓ œŒœ Œj b Œœ ˙<br />

∑ ∑ JœœÓ Œ≈. 212≈œœœœœœœ<br />

j<br />

208≈.<br />

208Ój œŒÓ &?ã&?ã<br />

208≈.<br />

bœ bŒ<br />

212‰œ<br />

212œ5 b. r<br />

212 ∑<br />

212œŒœŒ<br />

212 ∑<br />

b Jœ.<br />

œ<br />

œ œœ‰j<br />

b œœ<br />

3<br />

F œœ #. œœœ #œœœ n œŒœŒ Œœœ bœ n bœ bœ œj œœÓ Œ‰œ‰Œ F<br />

#œœœœ #œ‰Jœ b. œœ œŒ œŒ œœ<br />

œœ. œ b≈. Jœœ. œ ∑<br />

≈. j œŒ œŒ<br />

5#œŒ<br />

œRœœ<br />

97<br />

∑ œŒœŒ<br />

œ≈. Jœœ. œ œŒÓ œœ.


&?ã&?ã<br />

216 ∑<br />

216œ<br />

#œ.<br />

œ<br />

b3<br />

‰œ<br />

b3<br />

œJœ<br />

216œŒœŒ<br />

216Œœœ<br />

bœœœ<br />

216‰Jœ3<br />

œJœ<br />

b3<br />

ŒJœ3<br />

œJœ<br />

216‰œ‰œ6<br />

.<br />

œœœ3<br />

œj<br />

œ<br />

∑<br />

‰Jœ.<br />

œœ<br />

b3<br />

œj<br />

œ3<br />

œJœ<br />

œŒœŒ<br />

∑<br />

œœœœœœœœœ<br />

‰j<br />

œŒÓ<br />

Fœ≈.<br />

j<br />

œ<br />

b‰j<br />

œ.<br />

œœ<br />

b<br />

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j<br />

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∑<br />

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bœ.<br />

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j<br />

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nÓ<br />

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j<br />

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∑<br />

≈.<br />

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œ<br />

≈.<br />

j<br />

œœÓ<br />

&?ã&?ã<br />

220 ∑<br />

220.<br />

œ<br />

bœœœ5<br />

‰.<br />

j<br />

œœ.<br />

œ<br />

220œŒÓ<br />

220 ∑<br />

220 ∑<br />

220 ∑ F<br />

∑<br />

‰œJœ<br />

b5<br />

‰.<br />

j<br />

œŒ<br />

∑<br />

Œœ<br />

bœœœœœœœ<br />

#<br />

ŒœÓ<br />

ff ≈.<br />

j<br />

œœ.<br />

œ<br />

b≈œ<br />

bœœ.<br />

œ<br />

b<br />

≈.<br />

Jœ<br />

bœ.<br />

œœ 3<br />

œJœ<br />

Ó ≈.<br />

JœŒ<br />

∑<br />

œœ<br />

#œœ<br />

#œœœœ<br />

bœœœ<br />

Ó Œœ<br />

‰.<br />

œ<br />

bŒ5<br />

≈œ<br />

b<br />

œœ<br />

n3<br />

œ<br />

bj<br />

œŒ<br />

∑<br />

œ.<br />

œœ<br />

#‰œ<br />

bœœœœ<br />

Ó ‰JœŒ<br />

98


224‰œ bœœœ<br />

224Jœ bœ. œœ œ.. œ<br />

224‰JœŒÓ &?ã&?ã<br />

bœœ<br />

œœœœ bœœœœœ #œ ∑<br />

224≈.<br />

224Ó ≈. JœŒ<br />

224œ<br />

&?ã&?ã FF<br />

5 œ bœœ b r œœ œœ b j œ bœ bœœœ œ #<br />

227œ b<br />

bœœœœ bœœœ<br />

227Œ œœŒ<br />

227≈r<br />

œ<br />

227. œ 227‰j<br />

j œ<br />

227‰œJœÓ #<br />

b bœœœœœ œ bœ<br />

3b3<br />

œ b œ bœ ‰œœJœ<br />

n‰Jœ bœ. œ Ó<br />

Œœ ∑ Ó<br />

œ #œœ bœœœœœ Ó œŒ œ.<br />

bœ5 n≈. j œ . œr<br />

≈. j œœ ‰œœ b. œœ œ #œ œœœ b. œœ b Ó œ Œ . œœœ<br />

b . œœ œ #œ n Ó<br />

bœ #œœœœœ ‰.RœŒŒ œ œœ<br />

œ b œ b Ó Œ≈. jœ œ #≈r œœœ bœ n ∑ F<br />

œ #. œœ bœœœœ œœœœœœœ Œœ Ó œ<br />

b3 œ<br />

99<br />

? ≈. Jœ bœœœnj<br />

œœ b ∑<br />

JœŒ Œ œ . œœœœœ bœ bœ bœj œ n ≈.<br />

bœ bœœœœ œ n # Œ≈. JœÓ Œœ


230<br />

3<br />

3<br />

230<br />

5<br />

230Œ<br />

F3<br />

bœ bœœœ<br />

230Œ<br />

5 œœ j b‰Œ ?ã&?ã #œœ3<br />

5<br />

bœœœ œ bœœœ‰.Rœ # œ bœ. œ<br />

5 jb‰œ<br />

‰‰JœÓ œ œ œ # œœ<br />

œœŒ b. œ bœœœ b. œ≈œ œ #œœ b. œ b œŒÓ<br />

≈œ bœœŒœœœŒ ≈œ<br />

b. j bœ bœ≈œœ œ nœ œœ b<br />

n r œœ b≈.<br />

JœœÓ . j ‰.JœÓ œ œœ<br />

Jœ . œœ b bœ œ œr<br />

œ œœœ ‰œœ bœ œœœœœœ. bœ Ó œ b œ Ó Œœ<br />

230≈œ œœ bœœœœ œœœ<br />

b œœœ<br />

230≈. ‰JœœœœŒ<br />

bœ b . œœ<br />

233≈œ bœ œ bœ ?ã&?ã<br />

œ bœœ. bœœœ œœ<br />

233‰.<br />

œb<br />

œœœ<br />

RœŒ . œ œ œœ œœ bœœœ bœœœ<br />

^(if possible!) Ó ≈. Jœ œ #œ n#œ b. œœ Œ<br />

Jœ b œœ‰j œ. ≈. bœœ Ó bbœœ œœ<br />

233œœœ<br />

233œ œ. œ<br />

233≈œœ.<br />

n nœ<br />

233Ó ‰JœŒ<br />

nœ<br />

b<br />

œ œœœœœ<br />

Œ ‰JœÓ<br />

œ b.<br />

œ œœ b nœ.<br />

100


235œœ<br />

Œ 235œ<br />

235œ<br />

235Œ œ 235j<br />

bœ<br />

(omit lowest in R.H. if unplayable)<br />

bœœœœ bœ<br />

3 bœ œœ. n ‰œ œ b œ bœ nœ.<br />

235œœ bœœ. ?ã&?ã<br />

œ ‰.Rœ œ œ œ # . œœ nœ œ. œ n bœœ<br />

œ bœ nœ bœ œœ<br />

œ b. œœœ‰Œ Œjœ œ b œ Œ œ Œ œ b bœ bœ nœœ bn nœ œ nœ œœœ bœœœ œ n # œ œ ≈œ bœ bœœ bœ b<br />

Œ ‰Jœ b b nœœœœœ Ó nœœ œ # œ Ó œ.<br />

b nœ<br />

œ. b.<br />

237<br />

3<br />

237≈œ<br />

3 b œbœœj<br />

bœ.<br />

7‰.Rœ œ œœ ?ã&?ã<br />

bœœŒ œœœ≈. œœœ<br />

‰œJœ bœ œ n bœ. œ˙ œÓ . jb.<br />

wœœ<br />

≈. j Ó œœ‰j œ b. œœ<br />

#œœ. œ œ n. œœœ. œ b œj œ bŒÓ b nœ. ∑ œ.œ.œ.œ.≈œ.œ.œ.≈œ.œ.œ.. œ. œœœ. œœ<br />

b œœœ. œ œœœœ≈œœœ≈œœœ. œ œj<br />

b ‰œ b œ œ. b . œœ œœ œœ nœœœ<br />

˙ Jœ #œœ<br />

Œ 237œœ<br />

237œ<br />

237 ∑<br />

237≈.<br />

3<br />

101


?ã&?ã<br />

240œ<br />

b œœ<br />

bœ5<br />

‰.<br />

Jœœ.<br />

œ<br />

n&<br />

240œœ.<br />

œ‰j<br />

œ.<br />

œœ<br />

240 ∑<br />

240œ.œ.œ.œ.≈œ.œ.œ<br />

b.‰œ.œ.œ.œ.œ.<br />

240 ∑<br />

240œœœœ≈œœœ‰œœœœœ<br />

Œ≈œœœœ<br />

œ3<br />

œœœœœ<br />

bœœœ<br />

∑<br />

.<br />

œ.œ.œ.œ.œ.‰œ.œ.œ.œ.œ.<br />

∑<br />

.<br />

œœœœœ‰œœœœœ<br />

œœ.<br />

œœ‰.r<br />

œœœœ<br />

œœœœœ<br />

bœ.<br />

œœœ<br />

∑<br />

≈.<br />

j<br />

œ<br />

b.œ.œ.œ.œ.œ.œ<br />

n.≈œ.œ.<br />

∑<br />

≈.<br />

j<br />

œœœœœœœ≈œœ<br />

&?ã&?ã<br />

243œœœœ<br />

œ<br />

bœœœœœœ<br />

243œ.<br />

œœœ<br />

bœ<br />

b3<br />

œj<br />

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243 ∑<br />

243œ..<br />

œ.≈œ.œ<br />

b.œ.œ. œ..<br />

œ<br />

b.<br />

243 ∑<br />

243œ.<br />

œ≈œœœœ œ.<br />

œ<br />

f≈œœœœœœœœ.œ.<br />

œœ<br />

bœ<br />

bœœ.<br />

œ<br />

Ó Œœœœ<br />

‰œ.œ<br />

b..<br />

œ<br />

n.œ.≈œ<br />

b.œ.œ.œ<br />

n.œ.<br />

∑<br />

‰œœ.<br />

œœ≈œœœœœ<br />

œ.œ.œ.≈œ.œ.‰j<br />

œ.œ.œ.œ.<br />

‰œœ.<br />

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b3<br />

Jœœ<br />

bœœœ<br />

œœœ≈œœ‰j<br />

œœœœ<br />

.<br />

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b..<br />

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n.œ.3<br />

‰œ<br />

b.≈.<br />

j<br />

œ.<br />

∑<br />

.<br />

œœ.<br />

œœ3<br />

‰œ≈.<br />

j<br />

œ<br />

102


246 3<br />

246<br />

246 3<br />

3 ‰œ ŒœœŒ∑ 246‰œ.œ.≈. œ.œ.œ.œ.≈œ b.œ.<br />

246. œœ bœœ bœ nœœœ<br />

246‰œœ≈.<br />

j &?ã&?ã<br />

3 Œœ b œ nŒ ‰œ b j œœœœ≈œœ<br />

249œ<br />

3 œ.œ.œ.œ.œ.œ. b. œœ bœjœ œ #<br />

249œœœ.<br />

&?ã&?ã<br />

b.œ.œ..<br />

249j œ b. œœœœœ. œ œœœœœœ<br />

249≈. ∑<br />

249œœ<br />

œ.<br />

j<br />

249≈.<br />

j œ œœœœ≈.<br />

œ3<br />

b.œ.˙Œj<br />

œ b bŒ œ<br />

3 ‰j œœ. bœœ œj œ œœœŒ œ<br />

‰j ∑<br />

5 j œ.≈œ.œ.œ. ≈. j œ. j œœ b œœ bœ œ j b.œ.≈.<br />

œœ b ≈. j œœ œ≈œœœ œœ≈.<br />

3œ<br />

b.œ.œ.3<br />

5 œœ ∑<br />

j œ.œ.. œ.≈. j œ. œŒœ œjŒœ≈.<br />

j<br />

œœœ. œ bŒ . œ j b.œ.≈.<br />

œ≈. jŒ<br />

œŒj<br />

œœœ3œ.œ.œ.<br />

œ . œ. œ bœ bŒÓ Œ Œj œœœ œœ. œœ≈. œ.<br />

. œœ œ bœœœœœœœœœ ∑ .<br />

œœœœœ‰j œ≈œœ .<br />

bœœœœœœœœœ. œ ∑ œ<br />

œ œœœœœœ≈œœœ.<br />

103


œ 252.<br />

252 ∑<br />

252˙<br />

bœ. œœœœœ. œœ<br />

252Ó ˙ b<br />

252‰.r &?ã&?ã<br />

œ≈œœ. œœ b ‰≈r œœœ œ‰.r<br />

œ‰j œ<br />

252œŒ‰.r<br />

255œœ<br />

3 b Œ‰œ 255‰œ‰œ‰j &?ã&?ã255<br />

bœœœ≈œœœœœœ<br />

œœœœœ. œ œ≈œœ bœœ. ∑<br />

œ<br />

255‰.<br />

255œ<br />

3 3 œj œœ. œœœœ b<br />

3<br />

œ œj<br />

œ3<br />

3 œœ œ≈. œ≈œœ<br />

œœ b. j b œ.<br />

j<br />

œ œ . œœ bœ‰. œ b j<br />

Œœ. œ. œ j œ œ b. œ. œœœœœœœœ Œj b . œœœœœœœœ œ j ≈. ∑ œœ‰œœ≈œœ œ. œ. œœ‰œœ≈œœ œ. ∑ j ≈.<br />

œ b . œ Œj .<br />

œ bœ. œ.<br />

œ≈œœ nœ. œ b œœ. œ‰.r ≈. œœ≈. œ≈.<br />

≈. œœ≈. j œ j œ b<br />

jœŒ<br />

.<br />

b. œœœœ j œœ<br />

Œ≈. j ‰.<br />

œ j œ œ ‰Jœ bŒ Ó ≈. j œ. œœ ≈œ bœœœœœœœœœ ∑ ≈œœœœœ‰œœ‰j œ œ œœ‰j j∑<br />

œ. Œ≈. œj<br />

œ≈. œœ‰j<br />

255œœœ.<br />

104


258 &?ã&?ã<br />

5 bœœ.<br />

258<br />

258 5 ∑ œœœœœ<br />

œ<br />

258<br />

œ.<br />

bœœœœœœœœœ œ. œœœœœ<br />

œ ∑<br />

258≈œœœœœ‰œœ‰j &?ã&?ã<br />

∑<br />

œŒÓ ∑<br />

œ≈.<br />

j<br />

‰.<br />

j<br />

258≈œ<br />

264∑<br />

264∑<br />

264∑<br />

264∑<br />

œŒÓ<br />

∑<br />

3 bœ3 œj œ≈. Jœ. œœ ∑ ‰œ<br />

3 ‰œ3 bœœ3 Œj œÓ<br />

∑<br />

œœœ3 j ≈.<br />

j œ ≈.<br />

∑<br />

œ œj<br />

œ œj<br />

b. œœœ ∑ œœœœ<br />

œÓ œœ bœ. œ. œœœœ Œ‰.r<br />

‰j∑<br />

œ≈.<br />

j<br />

∑<br />

œ.<br />

œ œœ‰j<br />

∑<br />

w<br />

w∑ ∑<br />

slight deaccel...<br />

∑<br />

w<br />

w∑ ∑<br />

∑<br />

w<br />

w∑ ∑<br />

œŒÓ ∑<br />

∑<br />

105


273∑ &?ã&?ã273œŒÓ<br />

273∑<br />

273∑<br />

8<br />

Full Bore<br />

280 &?ã&ã<br />

q»¡º ∑∑<br />

∑<br />

bœœœ>œœœ≈œœœœ. œ<br />

280œœœœœœœœ≈œœœœ. œ<br />

280œ>œ<br />

#œ≈œœ‰.Rœ br œ. œœ # #œŒr œœ # œ œ #<br />

280œ f<br />

ff<br />

280œœ≈œœ. œœ. œœ f<br />

280œ<br />

∑ ∑&<br />

3 ∑ ∑ ∑<br />

3<br />

∑<br />

Jœ>œ œœœœœœœ≈œœ j œœ œ œ>œ bœœœ>œœ≈œœ<br />

œ nœœœœœœœ bœœ bœ n #≈œ œœœ œ<br />

œ #Œ Œ ‰.r œrœ œ # ‰j œ≈œœœœ œœœ ‰j<br />

106


282 ∑<br />

282≈œ>œœ≈œ nœœœ &?ã&ã<br />

bœ≈œœœ f Œ<br />

œœœœ<br />

b<br />

282≈œœœ≈œœ≈œœœ‰œœ œœœœœ b bœœ. œ<br />

≈. j œ n # œ œœ Œ œœ # ≈. Jœ . ≈.<br />

œ Jœ #>≈œœœœ . œ>œ> ≈. j œ≈œœœœœœœœœ ≈. Jœ≈. j œ . œ # œœœ ‰rK œj œ #Œ Ó ? œœ<br />

j œ . œ œ‰j œ ≈œœ≈. œ‰œœ œ. œ œ j œ≈.<br />

282œ<br />

282œœ<br />

284≈œ bœœ b≈œ nœœœ nœ<br />

282‰j<br />

œ #> Ó<br />

284Œ<br />

284<br />

&?ã&?ã œœœœ ∑.<br />

b<br />

œ<br />

284≈œœœœœœ≈œœœœœ bœ≈œ<br />

#œ. œ<br />

284≈œœ<br />

œ . œœ‰j œ<br />

284≈œœœ.<br />

#œœœ bœ bœœœ nœœœ bœœ ∑ ≈œœ<br />

bœ5<br />

œ<br />

j œ b ≈. j œ œ œ #œ . œœ ≈œœœ≈œœœ‰œœ≈œœœ<br />

œœœ bœ b≈. j œ ≈. Ó<br />

≈.<br />

j<br />

œ ≈.<br />

j<br />

œœœœ≈. j œ œ<br />

107


286 ∑<br />

286œ<br />

bœœœœœœœœœ<br />

286œœœ<br />

œœ nœœœ<br />

286œœœœ≈œœœ≈œœœœœœœ bœ5<br />

œœœ œ bœ # bœœœœ #œœ nrK œœœœ bœ nœœœ bœœ≈œ b bœœœ &?ã&?ã nœ bœ b≈. j œ<br />

286‰.<br />

∑<br />

r j j ≈œœœ≈œœœœœœœœœ ‰r œ #≈. j œ œ œœ bœj œj œ œ bœ œŒ œœ nœ bœ b≈œœœ œœ œŒ œœœœ≈œœœ œœ bœœŒ œœ . œœ œœ œ #≈. œ œœœœ≈.<br />

286œœœŒ<br />

288<br />

288<br />

5 ∑<br />

288œ bœœ≈œ œ<br />

288œœœ≈œœœ≈œœœœœœ<br />

&?ã&?ã œ bœ Ó #. œŒ œœœœ≈œœœ<br />

288œœ‰Œ<br />

‰.j<br />

œœœœ≈œœœ<br />

œ 288œ<br />

#≈œœœ≈œœ6œ<br />

≈œrœ<br />

‰œœ≈œœœ≈œœ6 œ ≈œr<br />

œ bœ ∑ œœ<br />

‰.r œœœœ œœœœ≈œœÓ Ó<br />

œœœœ≈œœ‰.Rœ≈œœ<br />

108<br />

œœœœœœœ5 ≈œœœœœœ5b.<br />

œœ ∑œœ<br />

bœ<br />

œœ œœœ.<br />

∑ ≈œœœœœŒ‰œœ ≈œœœœœŒ‰œœ


291œ<br />

291 ∑<br />

291œœœœœœœœ≈œœ<br />

bœœœœœœœ≈œœ &?ã&?ã<br />

291 ∑<br />

291œœœœœœœÓ<br />

294bœ œ bœœ nœ œ #œ œœœ≈œœ<br />

291œœœœœœœÓ<br />

294œœœœœœœœ≈œœ ∑<br />

294<br />

&?ã&?ã ∑œœœœœœœœœ<br />

294œ<br />

‰.r<br />

294Œ<br />

294Œ ‰.Rœœœœœœœœœ<br />

bœœœœœœœœœœ ∑ œ<br />

≈œœœœœœœœ. œŒ œœœœœœœœœœœ<br />

≈œœœœœœœœ. œŒ ∑<br />

bœœ #œ nœ b. œœœœœ b ∑ ≈œj<br />

œ‰j œ‰.r œ≈‰Rœ Ó ‰œœœœœœ ≈.<br />

Ó ‰œœœœœœ ∑<br />

bœœ œ bœ nœ≈œ œ #œ≈. Jœ ∑ ≈œ j œ Œ œœœœœœœœœ ≈œœœœœ≈œœ≈.<br />

Œ œœœœœœœœœ ∑<br />

bœœ #œœ nœ bœœœœ b ∑ œœj<br />

œ‰j œŒ. œœ œœœŒ Œ≈œ bœœ ≈.<br />

œœœŒ Œ≈œœœ ∑<br />

109


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297.<br />

œ.<br />

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bœ.<br />

œ<br />

#.<br />

œ<br />

nœ<br />

bœ.<br />

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#≈œœ<br />

b<br />

297 ∑<br />

297≈.œœ‰.r<br />

œŒ‰.Rœ<br />

297œ<br />

bœœœœ.<br />

œÓ<br />

297 ∑<br />

297œœœœœ.<br />

œÓ<br />

œœ<br />

bœœ<br />

#œœ<br />

nœ<br />

bœœœœ<br />

b<br />

∑<br />

≈.<br />

j<br />

œ‰j<br />

œŒ.<br />

œœ<br />

‰œœœœœœœœœŒ<br />

∑<br />

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.<br />

œ.<br />

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bœ.<br />

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œ<br />

#.<br />

œ<br />

nœ<br />

bœ.<br />

œŒ<br />

∑<br />

≈.œœ‰.r<br />

œÓ<br />

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bœœœœœœœ.<br />

œ<br />

∑<br />

Œ ≈œœœœœœœœ.<br />

œ<br />

&?ã&?ã<br />

300∑<br />

300∑<br />

300∑<br />

300∑<br />

300∑<br />

300∑<br />

ƒ ƒ<br />

ƒ<br />

ƒ<br />

‰.Rœ<br />

bRœ<br />

b‰.œœ‰≈œœ<br />

œ<br />

bœ<br />

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b<br />

b≈œ<br />

bœ<br />

n<br />

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b‰œ<br />

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n<br />

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b<br />

œœœœœœœœœœœœœœœ<br />

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œ‰<br />

œ<br />

#‰œ<br />

œ<br />

#œœ‰œ<br />

œœœ≈œ<br />

œœ<br />

œœœœœœœœœœœœœœœ<br />

‰.Rœ<br />

bRœ<br />

b‰.œœ‰≈œœ<br />

œ<br />

bœ<br />

#œ<br />

b<br />

b≈œ<br />

bœ<br />

n<br />

#œ<br />

b‰œ<br />

bœ<br />

n<br />

#œ<br />

b<br />

œœœœœœœœœœœœœœœ<br />

œ<br />

#œœ≈≈œœœ‰œœj<br />

œ‰<br />

œ<br />

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œ<br />

#œœ‰œ<br />

œœœ≈œ<br />

œœ<br />

œœœœœœœœœœœœœœœ<br />

110


&?ã&?ã<br />

303‰. Rœ<br />

bRœ<br />

b‰. œœ‰≈œœ<br />

303œ<br />

bœ<br />

#œ<br />

b<br />

b≈œ<br />

bœ<br />

n<br />

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b‰œ<br />

bœ<br />

n<br />

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b<br />

303œœœœœœœœœœœœœœœ<br />

303œ<br />

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œ‰<br />

303œ<br />

#‰œ<br />

œ<br />

#œœ‰œ<br />

œœœ≈œ<br />

œœ<br />

303œœœœœœœœœœœœœœœ F FF F<br />

w∑<br />

w∑<br />

w<br />

w∑<br />

w∑<br />

w∑<br />

w∑<br />

&?ã&?ã<br />

307w<br />

307∑<br />

307∑<br />

307w<br />

307∑<br />

307∑<br />

w∑<br />

w∑<br />

w∑<br />

w∑<br />

w∑<br />

w∑<br />

w∑<br />

w∑<br />

w∑<br />

w∑<br />

w∑<br />

w∑<br />

111


&?ã&?ã<br />

314w<br />

314∑<br />

314∑<br />

314w<br />

314∑<br />

314∑<br />

F<br />

F<br />

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w∑<br />

w∑<br />

w∑<br />

w∑<br />

w<br />

w∑<br />

&?ã&?ã<br />

324w<br />

324w<br />

324w<br />

324w<br />

324w<br />

324w<br />

w∑<br />

w∑<br />

w∑<br />

w∑<br />

w∑<br />

w∑<br />

w∑<br />

w∑<br />

w∑<br />

w∑<br />

w∑<br />

w∑<br />

w∑<br />

w∑<br />

w<br />

w∑<br />

w∑<br />

112


334w &?ã&?ã<br />

334∑<br />

334w<br />

334w<br />

&?ã&?ã<br />

342∑<br />

334∑<br />

342∑<br />

342w<br />

342∑<br />

342∑<br />

342w<br />

w∑<br />

w∑<br />

∑<br />

w∑<br />

w∑<br />

∑<br />

w∑ w∑<br />

∑<br />

w∑ w∑<br />

∑<br />

w∑ w∑<br />

∑<br />

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w∑ w∑<br />

∑<br />

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w∑ w∑<br />

∑<br />

∑<br />

113


American<br />

Engineer<br />

by Daniel Iglesia<br />

for flute, clarinet, violin, viola, cello, and<br />

electronic percussion, with live video<br />

daniel.iglesia@gmail.com - 917 557 0321<br />

114


Percussion notes<br />

The electronic percussion is a Roland SPD-S sample pad (mapping changable upon request), outputing to stereo speakers.<br />

cue markings correspond to sound banks to step through<br />

1 2 3 4 5 6 7 8 9<br />

7 8 9<br />

4 5 6<br />

1 2 3<br />

œœœœœ ÷c5œœœœ<br />

Normal<br />

ã<br />

notes are "one-hit". Dashed lines indicate samples that are toggled on and <strong>of</strong>f<br />

All dynamic markings mirror <strong>the</strong> dynamics <strong>of</strong> <strong>the</strong> instruments, and should,<br />

unless o<strong>the</strong>rwise indicated, be blended with <strong>the</strong> ensemble. Œ œ œœœŒ ã˙<br />

About<br />

American Engineer combines an instrumental ensemble,<br />

electronic sound, and live video for 3D glasses into one fused sensory experience.<br />

All audio and video source samples come from a mid-20th-century industrial film.<br />

These ephemeral scraps are woven into a tangible, though ever-shifting, ne<strong>two</strong>rk<br />

<strong>of</strong> correlations between <strong>the</strong> three media. Thus <strong>the</strong> video (triggered live by <strong>the</strong><br />

percussionist) becomes an extension <strong>of</strong> his musical composition, with <strong>the</strong> same<br />

musical properties <strong>of</strong> rhythm, force, spatialization, and counterpoint.<br />

Tech notes<br />

Tech setup is relatively simple. The sample pads contain all <strong>the</strong> audio and go<br />

straight to <strong>the</strong> speakers. Their MIDI output goes to a computer running a Max patch,<br />

which uses <strong>the</strong> MIDI to trigger internal audio that generates <strong>the</strong> video in real time.<br />

The video can be projected single channel or dual channel.<br />

115


Flute<br />

Clarinet in Bb<br />

Violin<br />

Viola<br />

Cello<br />

Percussion<br />

fl<br />

cl.<br />

vl.<br />

vla.<br />

v.c.<br />

prc.<br />

6 6w<br />

&V?ã<br />

6w∑<br />

1 ~20 sec (to sound end) ∑U∑U∑U∑U∑U<br />

&V?ã 6<br />

6<br />

U ∑ cf<br />

f œŒÓ<br />

∑<br />

6w ff f Œ. ˙ #Œ. w˙<br />

˙ w #œœÓ<br />

Œ.<br />

American Engineer<br />

f 2q»•º<br />

˙ Œ.<br />

˙ Œ.<br />

f wœŒÓ ff<br />

˙ wŒ.<br />

˙ #Œ.<br />

f œ. ˙ œ. ˙<br />

wœŒÓ f<br />

˙ Œ.<br />

œ # ˙<br />

˙ #œœÓ wŒ.<br />

ÍÍ ÍÍ f œ Œ˙ # wœr œœr œœr œœr œœœ . œœœœœœf<br />

p f<br />

ff<br />

œ. ˙ œ. ˙<br />

wœŒÓ ff<br />

f ‰Jœ>. ˙ w #Œ. ˙ ‰Jœ>. ˙ w #œœœÓ ff<br />

œÓ.<br />

w∑<br />

Iglesia<br />

∑ œŒÓ<br />

w∑<br />

116


fl<br />

cl.<br />

vl.<br />

vla.<br />

v.c.<br />

prc.<br />

fl<br />

cl.<br />

vl.<br />

vla.<br />

v.c.<br />

prc. P<br />

12 ∑<br />

12w<br />

12.<br />

n<br />

n<br />

p<br />

˙ ˙<br />

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œ . ˙ # #> œœœœœœœœ f ∑ œŒŒœ> œŒŒœ<br />

16Œœœœœœœœœœ œœ #˙>Œ f f 12ÓŒ‰Jœ # œœ ˙ p p<br />

16 ∑#œœœœœœœœœœœœ<br />

&V?ã<br />

PP<br />

16Œ.<br />

#œ<br />

16<br />

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˙ # ˙<br />

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16Œœœ ∑<br />

œœ #˙>Œ œœ # #>˙Œ . ˙> Œ Œœ>˙> œœœ˙ f f f<br />

œœ #˙> œœ #˙> ffff˙<br />

# #> w>.<br />

œ. Œ ˙<br />

œœœŒ<br />

w-œŒÓ<br />

∑<br />

117


fl<br />

cl.<br />

vl.<br />

vla.<br />

v.c.<br />

prc.<br />

fl<br />

cl.<br />

vl.<br />

vla.<br />

v.c.<br />

prc.<br />

(to D)<br />

Ÿ 19Ór #flŒ<br />

19ÓœflŒ Ÿ œœ<br />

19Óœ &V?ã<br />

19ÓœflŒ<br />

œœŒ 19Óœ #˘Œ<br />

Pf #˘Œ Óœ #flŒ r Ór œr œœ œœ œœŒr #flŒ<br />

Óœ˘Œ ÓœflŒÓœ<br />

#flŒ ÓœflŒ Óœ #˘Œ Ór œœŒ Óœ œŒr#˘Œ<br />

œœŒpf<br />

P œœr œœ #˘r œœ≈. Œr œœ #r œœr œœr œœ≈. Jœ #> r<br />

œœr œœr œœr œœŒ f œr f Œr<br />

#˘Œ Ó œ˘Œ œœr œœr œœŒ œœrœ<br />

Ó œr<br />

26˙ ˙ 26˙<br />

26˙<br />

˙ 26˙<br />

q»º(tremelo between <strong>two</strong> pitches, omit lower if not doable) ˙æ ˙ ˙æ Pf<br />

19Ór pf #æ #æPf<br />

#æ<br />

3ƒ<br />

˙ # ˙<br />

#æ<br />

˙ #æ #æ ˙<br />

#æ &V?ã<br />

#æ<br />

˙ #æ<br />

˙ #ıæ<br />

26˙æ<br />

˙ ˙ #æ ˙ #æ ˙ #æ ˙ # #æ ˙æ $ ˙ #æ ˙ ˙ bæ ˙ ˙ #ıæ $ ˙<br />

26œŒœŒ ˙ œŒœŒ bæ<br />

˙ #æ ˙ ˙ bæ ˙æ ˙ ˙æ $ ˙<br />

˙æ $ ı ˙æ ı ˙ ˙ næ $ ˙æ $ ˙<br />

œŒœŒ<br />

(to G) Jœ><br />

(to F#)<br />

P r œr<br />

P ∑<br />

#æ ˙æ ˙ ˙ #æ ˙ ˙ #æ ˙ #æ ˙æ ˙æ $ ˙ ˙æ $ ı ˙ bæ ˙ ˙ næ $ ˙<br />

œŒœŒ<br />

œw ∑œŒÓ P<br />

r<br />

œ˙Ó ˙Ó œr<br />

œŒÓ ∑<br />

˙æ ˙æ˙æ ˙æ ˙æ ˙ $æ ˙ ˙ $ıæ˙ ıæ ˙<br />

œŒœŒ ˙æ˙æ<br />

118


&V?ã<br />

fl<br />

cl.<br />

vl.<br />

vla.<br />

v.c.<br />

prc.<br />

slight deaccel to 60 BPM (half time feel <strong>of</strong> ...)<br />

31œ<br />

#æœæœæœ<br />

#æ<br />

31œ<br />

œ<br />

#æœ<br />

œ<br />

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31œ<br />

#æœæœ<br />

œæœ<br />

#<br />

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31Ͼ<br />

$œ<br />

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ıœ<br />

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bæœ<br />

œ<br />

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31œœœœ<br />

œ<br />

œæœæœ<br />

#æœæ<br />

œ<br />

œ<br />

bæœæœ<br />

œ<br />

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œ<br />

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$œ<br />

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ıœ<br />

ıæœæ<br />

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Ͼ$<br />

ı<br />

Ͼ<br />

$œæœ<br />

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bæœ<br />

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œœœœ<br />

œæœ<br />

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ϾϾ<br />

œæœ<br />

#æœ<br />

œ<br />

bæœæ<br />

œ<br />

œæœ<br />

#<br />

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$œ<br />

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F ∑<br />

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&V?ã<br />

fl<br />

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vla.<br />

v.c.<br />

prc.<br />

36∑<br />

36∑<br />

36∑<br />

36∑<br />

36.<br />

˙<br />

b-Œ<br />

36œŒÓ<br />

˙Jœ-‰Œ<br />

∑<br />

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∑<br />

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∑<br />

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ÓŒœ<br />

∑<br />

.<br />

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b-Œ<br />

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.<br />

œ-‰Ó ∑<br />

Œ˙Jœ-‰<br />

ŒœÓ<br />

119


&V?ã<br />

fl<br />

cl.<br />

vl.<br />

vla.<br />

v.c.<br />

prc.<br />

44ÓŒœ<br />

44∑<br />

44∑<br />

44∑<br />

44.<br />

˙<br />

b-Œ<br />

44œŒŒœ<br />

.<br />

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∑<br />

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∑<br />

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œœÓ<br />

&V?ã<br />

fl<br />

cl.<br />

vl.<br />

vla.<br />

v.c.<br />

prc.<br />

52ÓŒœ<br />

52∑<br />

52∑<br />

52∑<br />

52.<br />

˙<br />

b-Œ<br />

52œŒŒœ<br />

.<br />

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∑<br />

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œœÓ<br />

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∑<br />

œ≥˙≥Œ<br />

∑<br />

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.<br />

œ-‰Ó<br />

∑<br />

˙<br />

#≥Jœ-‰Œ<br />

∑<br />

Œ˙Jœ-‰<br />

œœÓ<br />

120


&V?ã<br />

fl<br />

cl.<br />

vl.<br />

vla.<br />

v.c.<br />

prc.<br />

60ÓŒœ<br />

60∑<br />

60œ≥˙≥-Œ<br />

60∑<br />

60∑<br />

60œœŒœ<br />

simile...<br />

.<br />

œ-‰Ó<br />

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∑<br />

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œœÓ<br />

ÓŒœ<br />

∑<br />

œ˙-Œ<br />

∑<br />

œœŒœ<br />

.<br />

œ-‰Ó<br />

∑<br />

˙<br />

#Jœ-‰Œ<br />

∑<br />

Œ˙Jœ-‰<br />

œœÓ<br />

ÓŒœ<br />

∑<br />

œ˙-Œ<br />

∑<br />

œœŒœ<br />

.<br />

œ-‰Ó∑<br />

˙<br />

#Jœ-‰Œ<br />

∑<br />

Œ˙Jœ-‰<br />

œœÓ<br />

∑<br />

Œœœœ<br />

∑<br />

Œœœœ<br />

F ∑<br />

Œ˙<br />

b-Œ<br />

˙j<br />

œ-‰Œ<br />

∑<br />

Ó˙<br />

b<br />

ŒœœŒ<br />

&V?ã<br />

fl<br />

cl.<br />

vl.<br />

vla.<br />

v.c.<br />

prc.<br />

68 ∑<br />

68 ∑<br />

68Œœœœ<br />

68 ∑<br />

68œ-ŒÓ<br />

68Œœœœ<br />

∑<br />

Œ˙<br />

b-Œ<br />

˙j<br />

œ-‰Œ<br />

∑<br />

Ó˙<br />

b<br />

ŒœœŒ<br />

∑<br />

Œœœœ<br />

∑<br />

œ-ŒÓ<br />

Œœœœ<br />

∑<br />

Œ˙<br />

b-Œ<br />

˙j<br />

œ-‰Œ<br />

∑<br />

Ó˙<br />

b<br />

ŒœœŒ<br />

∑<br />

Œœœœ<br />

∑<br />

œ-ŒÓ<br />

Œœœœ<br />

∑<br />

Œ˙<br />

b-Œ<br />

˙j<br />

œ-‰Œ<br />

∑<br />

Ó˙<br />

b<br />

ŒœœŒ<br />

∑<br />

Œœœœ<br />

∑<br />

œ-ŒÓ<br />

Œœœœ<br />

121


&V?ã<br />

fl<br />

cl.<br />

vl.<br />

vla.<br />

v.c.<br />

prc.<br />

75 ∑<br />

75Œœ<br />

b˙<br />

b<br />

75˙j<br />

œ-‰Œ<br />

75 ∑<br />

75ÓŒœ<br />

b<br />

75Œœœœ<br />

∑<br />

œ-ŒÓ<br />

Œœœœ<br />

∑<br />

˙-Ó<br />

Œœœœ<br />

∑<br />

Œœ<br />

b˙<br />

b<br />

˙j<br />

œ-‰Œ<br />

∑<br />

ÓŒœ<br />

b<br />

Œœœœ<br />

∑<br />

œ-ŒÓ<br />

Œœœœ<br />

∑<br />

˙-Ó<br />

Œœœœ<br />

∑<br />

Œœ<br />

b˙<br />

b<br />

˙j<br />

œ-‰Œ<br />

∑<br />

ÓŒœ<br />

b<br />

Œœœœ<br />

∑<br />

œ-ŒÓ<br />

Œœœœ<br />

∑<br />

˙-Ó<br />

Œœœœ<br />

∑<br />

Œœ<br />

b˙<br />

b<br />

˙j<br />

œ-‰Œ<br />

∑<br />

ÓŒœ<br />

b<br />

Œœœœ<br />

&V?ã<br />

fl<br />

cl.<br />

vl.<br />

vla.<br />

v.c.<br />

prc.<br />

82 ∑<br />

82œ-ŒÓ<br />

82Œœœœ<br />

#<br />

82 ∑<br />

82˙-Ó<br />

82Œœœœ<br />

˙Jœ-‰Œ<br />

Œœ<br />

b˙<br />

b<br />

.<br />

œ-‰Ó<br />

∑<br />

ÓŒœ<br />

b<br />

œœœœ<br />

∑<br />

œ-ŒÓ<br />

Œœœœ<br />

#<br />

∑<br />

˙-Ó<br />

Œœœœ<br />

˙Jœ-‰Œ<br />

Œœ<br />

b˙<br />

b<br />

.<br />

œ-‰Ó<br />

∑<br />

ÓŒœ<br />

b<br />

œœœœ<br />

∑<br />

œ-ŒÓ<br />

Œœœœ<br />

#<br />

∑<br />

˙-Ó<br />

Œœœœ<br />

˙Jœ-‰Œ<br />

Œœ<br />

b˙<br />

b<br />

.<br />

œ-‰Ó<br />

∑<br />

ÓŒœ<br />

b<br />

œœœœ<br />

∑<br />

œ-ŒÓ<br />

Œœœœ<br />

#<br />

∑<br />

˙-Ó<br />

Œœœœ<br />

122


fl<br />

cl.<br />

vl.<br />

vla.<br />

v.c.<br />

prc.<br />

fl<br />

cl.<br />

vl.<br />

vla.<br />

v.c.<br />

prc.<br />

89 ∑<br />

89.<br />

œœ.<br />

89˙Jœ-‰Œ<br />

89Œœ b˙ b œ-‰Ó<br />

89ÓŒœ<br />

&V?ã89œœœœ<br />

b<br />

simile....<br />

94<br />

simile.... ∑<br />

œ-ŒÓ ∑<br />

# ∑ Œœœœ<br />

Œœœœ ˙-Ó<br />

94≈. jœœ‰≈r<br />

œ<br />

94Œ˙ Œ<br />

94‰.Rœ.ŒÓ<br />

94Œ.<br />

&V?ã94≈œœœ.<br />

œœ‰.r œ ˙<br />

Œœ b˙ b ˙Jœ-‰Œ<br />

œ-‰Ó ∑ .<br />

b œœœœ ÓŒœ<br />

œŒ ∑ Œ≈œœœ‰.r<br />

# ˙ Ó Œœ ˙<br />

# ˙ œ≈œœœ. œœœ ˙<br />

3<br />

heavy vibrato<br />

f 5q»¡¢º Œj œ.‰j œ.Ó œ-ŒÓ Œ˙ Œ Œœ.œ.œ.≈. Jœ. œ-. ˙f<br />

ff f(still<br />

3œœœ<br />

Œj<br />

downbows)<br />

j œ œœ‰.r œÓ œœ≈.<br />

Œ˙ Œ ∑<br />

Œ‰.RœŒœœ<br />

˙ œœ. œœ œŒœœ Œ.<br />

œ.‰j œ.‰.r œ.≈. j œ. ∑ œ..<br />

# ˙ ≈. Jœ.œ.œ.œ.‰Jœ.‰≈Rœ. ˙<br />

# ˙ œ. œ œœœ œœœœœ≈œœ ˙<br />

œ≈. j œ≈œœœœ ∑ ‰.r<br />

# ˙ Œ≈. Jœ≈. Jœ‰Jœ ˙<br />

# ˙ . œœ≈. jœ œœœ œœœœœ ˙<br />

123


fl<br />

cl.<br />

vl.<br />

vla.<br />

v.c.<br />

prc.<br />

fl<br />

cl.<br />

vl.<br />

vla.<br />

v.c.<br />

prc.<br />

98œ‰j œœœ ∑<br />

98œ.<br />

Œ<br />

98‰Jœ‰.Rœ‰.RœŒ<br />

98Œ˙ &V?ã98œœœœœ.<br />

œœœ<br />

98Œ. ˙<br />

102 (G.P.) ∑<br />

102 ∑<br />

102<br />

102<br />

102 ∑ &V?ã102<br />

∑<br />

œœŒ≈. œ ‰.r jœœœœ‰œœ‰.r<br />

œŒ ∑ ˙ # ∑ ˙<br />

. œœœœ≈. j ∑ Œ ˙ Œ ‰œœ‰.Rœ≈. JœŒ Œ . ˙ œœœ œœ œœœœ œ≈œœŒ ˙œ<br />

# ˙<br />

(still simile)<br />

3<br />

3<br />

(still<br />

r œœ ‰r œj œÓ<br />

simile) œ.Œr œ. œ.r œœ.Œ #.‰r œj œ.‰.r œr œ.œ aœœœ‰ bj<br />

œœr œœ ≈r œ. Jœ bœr<br />

œr<br />

3<br />

œ Œr œ #j œ Œr<br />

œJœœœ œ. ∑<br />

œœ<br />

j œ œ≈.<br />

œ. j œŒ ∑ ‰j<br />

Jœ3<br />

œœ≈. ˙ Œ≈œœ≈. Jœœ ˙ #<br />

˙ # ˙<br />

(end heavy vibrato) œœ<br />

3 œ bj Œr œ. œr œœÓ œœœœœœœ. œ<br />

b. j œ.‰r œj œ.r œ. œ.r œœ.≈r œ. j œ. r œ #œ #. ‰≈œœr œ.Ó œ ≈r<br />

œ b. Jœ‰r œJœ‰r œJœ‰≈r œRœ ∑ ≈r<br />

œœœœ œœœœœœœ œ.<br />

124


&V?ã<br />

fl<br />

cl.<br />

vl.<br />

vla.<br />

v.c.<br />

prc.<br />

simile (stacatto)...<br />

simile (stacatto)...<br />

105‰.r<br />

œr<br />

œŒÓ<br />

105 3<br />

‰œŒ.<br />

œœ‰.r<br />

œ<br />

105Œœ<br />

#.<br />

œœŒ<br />

105.<br />

œœœÓ<br />

105 ∑<br />

105œœœ<br />

œœ.<br />

œ<br />

œœ<br />

œ‰.r<br />

œ<br />

∑<br />

œ≈œœœ.<br />

œœœ<br />

Œ≈.<br />

j<br />

œ<br />

#Œœ<br />

∑<br />

œ≈œ<br />

œœœ.<br />

œœœ<br />

œ<br />

∑<br />

œœ‰.r<br />

œœŒ<br />

Ó Œ‰j<br />

œ<br />

#<br />

Œ‰.RœŒœ<br />

∑<br />

œœ‰.r<br />

œœœœ<br />

œ≈.<br />

j<br />

œ‰œœœ<br />

‰.r<br />

œŒ ≈.<br />

j<br />

œŒ<br />

‰œ<br />

#œ‰.r<br />

œr<br />

œœ‰j<br />

œ<br />

œ≈.<br />

Jœ≈.<br />

Jœ‰Jœ<br />

∑<br />

œœœ≈œ<br />

œœœœœœœœ<br />

&V?ã<br />

fl<br />

cl.<br />

vl.<br />

vla.<br />

v.c.<br />

prc.<br />

109≈.<br />

j<br />

œ‰j<br />

œœœ<br />

109œŒœœ<br />

109‰.<br />

œ<br />

# ≈.<br />

j<br />

œ3<br />

‰œ<br />

109‰Jœ‰.Rœ‰.RœŒ<br />

109 ∑<br />

109œœœœœœœœ3<br />

j<br />

œœ<br />

‰.r<br />

œœ‰œœŒ<br />

ŒŒ≈.<br />

j<br />

œ≈r<br />

œ‰<br />

Œœ<br />

#≈.<br />

j<br />

œ≈œœ<br />

∑<br />

‰.r<br />

œœ<br />

œ≈œ<br />

œœœ≈œ<br />

œœ<br />

œœœ‰œr<br />

œ<br />

bœ‰.r<br />

œ3<br />

‰œ<br />

‰.r<br />

œŒ ‰.r<br />

œŒ<br />

‰œ<br />

#œŒ ≈.<br />

j<br />

œ‰j<br />

œ<br />

Ó Œ ‰.œ<br />

bœRœ<br />

∑<br />

œœœ<br />

œœ<br />

œ‰œœ≈œœ3<br />

‰œœœ<br />

125


fl<br />

cl.<br />

vl.<br />

vla.<br />

v.c.<br />

prc.<br />

fl<br />

cl.<br />

vl.<br />

vla.<br />

v.c.<br />

prc.<br />

112‰j œŒ ≈. j œŒ œ‰.r œÓ #≈. j œ≈. j œŒ œœœr œœœœœ bœ &V?ã<br />

112œ<br />

112‰j<br />

112 ∑<br />

112Œr<br />

#œœ<br />

112œ<br />

116 ∑ &V?ã<br />

116 ∑<br />

116Œœ‰JœŒ<br />

116‰œœœœœœŒ<br />

j œ œ≈œœœœ≈.<br />

3<br />

3 ‰.œ<br />

œ3<br />

#œ<br />

œœœœœœœ<br />

j œ.<br />

œ ‰œ‰.r<br />

œ ‰œ‰.r<br />

œœ3 ‰œ‰j œ Œ‰.r œ‰j œŒœ‰j<br />

œœœœœ Œœr œ b. œÓ ‰j<br />

#‰j œœœ<br />

œœœœœ3<br />

œ<br />

œœ #r œ b. œÓ Œr<br />

œ.<br />

œr<br />

œœb.<br />

∑ œ‰.Rœ‰JœŒ œ‰Jœ‰.RœŒ ∑ . œœŒ ≈.<br />

œœœœœœ<br />

Jœ‰Jœ ∑<br />

116<br />

œ œœ œœœœ œœœœ<br />

116‰œœ‰j œœŒ œœœœœ. ∑ œ œœœ œœ œœ≈œœ œ<br />

œŒ ∑ Ó r œ ‰r œœ. ‰œ.‰.r œ.Œ ‰j œ.‰.r œj œ‰Œ<br />

#ŒŒ3 œ #‰j œ‰.r œŒ‰œ.‰.r<br />

œÓ ‰œ ‰œ #œ‰j œ œ œ‰.r Œœ‰j<br />

≈.<br />

∑ œ.<br />

Jœ≈œœ‰.RœŒ<br />

œœœ‰œ œœ‰≈r œ œœ<br />

end simile, notes start getting longer<br />

3 #œ.<br />

end simile, notes start getting longer<br />

3<br />

Œ3<br />

œ3<br />

œ3 œœœœœœ<br />

∑ œœ‰JœŒ<br />

‰œ<br />

3<br />

œœ3 œœ‰.r j œœ ‰œ ∑<br />

3<br />

126


fl<br />

cl.<br />

vl.<br />

vla.<br />

v.c.<br />

prc.<br />

fl<br />

cl.<br />

vl.<br />

vla.<br />

v.c.<br />

prc.<br />

ritard...<br />

œ‰Œ3<br />

120ŒŒŒ3 œj<br />

120‰.r<br />

120œj Œr œj œ œ‰j<br />

120<br />

œ‰.rœ‰<br />

∑ &V?ã<br />

# œ Œj<br />

∑<br />

j 120≈.<br />

to<br />

120≈œœ‰j<br />

€√6q»¡º<br />

to<br />

124w><br />

124œŒÓ FP &ã<br />

to<br />

œ3 œ‰.r<br />

œ Œjœ<br />

∑<br />

w∑<br />

FtoP(with<br />

124w<br />

strings)<br />

œ #. j œœœœœ Œ≈r<br />

œj œ‰rœœœœ.<br />

œœ. œœœœ œ≈œœ≈œœœ j ≈. œ #Œœœ #≈. j œŒ‰j œ ∑ ≈œ œœ≈œ œœ‰œœœ œœ œœœ œœ j œ≈. œœ∑<br />

.<br />

œ b. r<br />

œ ‰.r<br />

124w><br />

bottom three pads are monophonic group (turn previous<br />

∑<br />

one<br />

∑<br />

<strong>of</strong>f) w∑ w∑<br />

∑<br />

w∑<br />

œœ. œœœœ œ. œœ. œœœœ .<br />

& ∑ & ∑<br />

œj œ‰ ≈œœ≈œœ‰j<br />

∑<br />

w∑<br />

127


&ã<br />

fl<br />

cl.<br />

vl.<br />

vla.<br />

v.c.<br />

prc.<br />

(€)<br />

(√)<br />

130 ∑<br />

130 ∑<br />

130w<br />

130w<br />

130w<br />

130 ∑<br />

∑<br />

w∑<br />

fSoli<br />

f<br />

wâ∑<br />

wœŒÓ<br />

∑<br />

w∑<br />

fwâ∑<br />

wœŒÓ<br />

simile....<br />

f<br />

ÓŒ≈.<br />

Jœ<br />

∑<br />

wÓŒ≈.<br />

j<br />

œ<br />

&ã<br />

fl<br />

cl.<br />

vl.<br />

vla.<br />

v.c.<br />

prc.<br />

(€)<br />

(√)<br />

136œœ<br />

bœ.<br />

œ<br />

bJœ<br />

b<br />

136 ∑<br />

136w<br />

136w<br />

136w<br />

136‰j<br />

œŒ.<br />

œj<br />

œ<br />

r<br />

œ<br />

b.<br />

œœ<br />

Nœ˙<br />

∑<br />

w .<br />

œœŒÓ<br />

.<br />

Jœ≈Œœœ.<br />

œ<br />

b<br />

∑<br />

wÓ œ≈.<br />

j<br />

œ<br />

.<br />

œœ<br />

bœœœ<br />

br<br />

œ<br />

bœœœ<br />

n<br />

∑<br />

w‰.r<br />

œŒ≈œœ‰j<br />

œ<br />

128


fl<br />

cl.<br />

vl.<br />

vla.<br />

v.c.<br />

prc.<br />

fl<br />

cl.<br />

vl.<br />

vla.<br />

v.c.<br />

prc.<br />

140 ∑<br />

140.<br />

140w<br />

(€) ˙ Jœ‰<br />

(√)<br />

140œŒÓ &ã<br />

140w<br />

( )<br />

146<br />

146w<br />

146w∑<br />

(€) 146w #<br />

(√)<br />

146œŒÓ &ã<br />

146w<br />

∑<br />

w∑ w<br />

b∑<br />

wœŒÓ<br />

w∑<br />

wœŒÓ<br />

edge <strong>of</strong> overblowing/multiphonic w<br />

( ) #∑ w<br />

wœŒÓ<br />

œ bæ . ˙ ∑ œ<br />

wœœœœœœœœŒÓ<br />

b∑<br />

wœŒÓ<br />

∑<br />

w∑<br />

w∑<br />

wœŒÓJœ<br />

ÓŒ≈.<br />

∑<br />

Jœ wÓŒ≈.<br />

129


&ã<br />

fl<br />

cl.<br />

vl.<br />

vla.<br />

v.c.<br />

prc.<br />

(€)<br />

(√)<br />

151œœ<br />

bœ.<br />

œ<br />

bJœ<br />

b<br />

151 ∑<br />

151w<br />

151w<br />

151w<br />

151‰j<br />

œŒ.<br />

œj<br />

œ<br />

r<br />

œ<br />

b.<br />

œœ<br />

Nœ˙<br />

∑<br />

w.<br />

œœŒÓ<br />

.<br />

Jœ≈Œœœ.<br />

œ<br />

b<br />

∑<br />

wÓ œ≈.<br />

j<br />

œ<br />

.<br />

œœ<br />

bœœœ<br />

br<br />

œ<br />

bœœœ<br />

n<br />

∑<br />

w<br />

ı w<br />

bı.<br />

œœŒ≈œœ‰Jœ<br />

&ã<br />

fl<br />

cl.<br />

vl.<br />

vla.<br />

v.c.<br />

prc.<br />

155.<br />

˙ Jœ‰<br />

155 ∑<br />

155w<br />

155w<br />

155w<br />

155 ∑<br />

∑<br />

w∑<br />

w∑<br />

wœŒÓ<br />

( )<br />

w<br />

#∑<br />

wœŒÓ<br />

w<br />

b∑<br />

wœŒÓ<br />

∑<br />

wœ<br />

œŒÓ<br />

130


fl<br />

cl.<br />

vl.<br />

vla.<br />

v.c.<br />

prc.<br />

fl<br />

cl.<br />

vl.<br />

vla.<br />

v.c.<br />

prc.<br />

161 ∑<br />

161w<br />

161w<br />

161w 161œŒÓ &ã ˙ b<br />

166˙ ˙ b<br />

166˙<br />

161w<br />

(√) 166œ. ˙ (€)<br />

˙<br />

166œ. ˙<br />

166œ.<br />

166ŒœœŒ &ã<br />

( )f w # Ó ˙ . œJœ˙ . œJœ˙ €√ œJœ˙ œ‰j œœŒ .<br />

b˙ b ˙ w<br />

wœŒœŒ<br />

‰. œ ˙ ‰. œ ˙<br />

˙ ˙ ˙ ˙<br />

˙ b Ó œœŒ ˙<br />

œ bæ . ˙ œ œ bæ œ˙ œ<br />

wœœœœœœœœŒœŒ<br />

˙ Ó œŒœœ ∑<br />

ı œŒœœ bı œŒœœ<br />

ŒŒœœ<br />

∑<br />

∑ w<br />

˙Jœ. œ Ó˙<br />

wÓœœŒ<br />

131


fl<br />

cl.<br />

vl.<br />

vla.<br />

v.c.<br />

prc.<br />

fl<br />

cl.<br />

vl.<br />

vla.<br />

v.c.<br />

prc.<br />

170<br />

170˙ ˙ ∑<br />

˙<br />

170˙ ˙<br />

170˙<br />

€√<br />

170œ. œ bœœœœœ bœœœœœ. œœ #œœœ bœœ. œ<br />

œ Œ &ã<br />

œ. œ bœœœœœ bœœœœœ. œœ #œœœ bœœ. œ ˙ ˙ ∑<br />

˙ ˙ œ Œ œ Œ<br />

170œ ˙ Œ Œ 172Ó<br />

172œ. œ bœœœœœ bœœœœœ. œœ #œœœ<br />

172˙ ˙ œœœœœ bœœœœ bœœ #œœœ bœœ. œœœœœœ Œ œ œœœœœ bœœœœœ bœ ˙ ˙ √€ (√) (€)<br />

œœœœœ b bœœ. œ<br />

172˙ ˙<br />

172˙ ˙ bœ<br />

œ &ã<br />

172œ Œ<br />

˙ ˙ ˙ ˙<br />

œ œ œ œ<br />

132


fl<br />

cl.<br />

vl.<br />

vla.<br />

v.c.<br />

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€ 176œœ bœ Œ<br />

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134


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136


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138


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139


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140


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141


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142


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∑ b.œ.œ.œ.œ.œ.œœœœ.œ.œ.œ<br />

143


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144


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236œœœœ˙<br />

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145


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&V?ã f<br />

f<br />

248 ∑ w∑<br />

248w $<br />

Ó<br />

253œŒ<br />

N 248w b 248w<br />

ı 248w<br />

253. j œ #j œœJœ œ<br />

ıœœœ $˙ &V?ã253<br />

. ˙∑<br />

$œ N<br />

253œœ<br />

253w<br />

253œ<br />

fstrong attacks all short notes œœ #œ. œœœ#<br />

. .<br />

f .. ˙ N˙ Jœ<br />

$ w˙˙ w∑<br />

∑<br />

wœŒÓ<br />

œ œj<br />

w˙˙ ˙ b œœœ. œ . œœœ #œœœœ bœ w # ˙ $ œ $œ r œ w<br />

. œœœ $œ˙ œœ . w∑<br />

w ∑<br />

œœœœœœ˙ ∑<br />

˙˙ b œŒÓ<br />

b . œœœ #œœ ˙ b ˙ b ˙<br />

$ ˙ # . œ nœ $œœ ˙˙∑<br />

146


&V?ã<br />

fl<br />

cl.<br />

vl.<br />

vla.<br />

v.c.<br />

prc.<br />

257œ>.<br />

œœœ.<br />

œ<br />

bœœ<br />

257.<br />

œ<br />

bœ˙ œœ<br />

b<br />

257.<br />

œœ<br />

bœ.<br />

œœ<br />

#œœ<br />

257œ.<br />

œ<br />

ıœœ<br />

$j<br />

œ.<br />

œ<br />

$<br />

257j<br />

œ<br />

#.<br />

œ<br />

$ .<br />

œ<br />

n j<br />

œ<br />

n<br />

257 ∑<br />

œ.<br />

˙<br />

b<br />

œ.<br />

˙<br />

œ.<br />

˙<br />

#<br />

œ.<br />

˙<br />

$<br />

œ.<br />

˙<br />

ŒœÓ<br />

w∑<br />

∑<br />

œŒÓ<br />

w<br />

b w<br />

$ wœ<br />

œœœŒ<br />

&V?ã<br />

fl<br />

cl.<br />

vl.<br />

vla.<br />

v.c.<br />

prc.<br />

262w<br />

262w<br />

262w<br />

262w<br />

262w<br />

262 ∑<br />

∑<br />

˙Ó<br />

.<br />

˙ œœœ<br />

b<br />

.<br />

˙ œ<br />

b<br />

bœœ<br />

n<br />

.<br />

˙ œ<br />

b<br />

bœ<br />

nœ<br />

#<br />

∑<br />

w<br />

$wœŒÓ<br />

˙œ>œœœ<br />

˙œ<br />

bœœœ.<br />

œ<br />

˙r<br />

œœ<br />

#œœ<br />

bœ<br />

˙œœ<br />

ıœ<br />

$œœœ<br />

$<br />

˙œ<br />

#œœ<br />

$œ<br />

∑<br />

œœ<br />

bœœœœ˙<br />

.<br />

œ œ<br />

bœ˙<br />

.<br />

œœœœœ˙<br />

œ<br />

$œ<br />

$œœ ˙<br />

œ.<br />

œœœœ˙<br />

∑<br />

147


fl<br />

cl.<br />

vl.<br />

vla.<br />

v.c.<br />

prc.<br />

fl<br />

cl.<br />

vl.<br />

vla.<br />

v.c.<br />

prc.<br />

267<br />

267<br />

267<br />

267<br />

∑<br />

267<br />

∑ &V?ã267<br />

w˙ ∑ œœœ bœœ bw>ww<br />

˙ ˙ ˙ $ ˙ wÓ<br />

ı ∑ w ∑ ∑<br />

271œœœ bœœœ˙ P œŒ ∑ f<br />

ı 271w<br />

271 ∑<br />

&V?ã<br />

f<br />

271w<br />

271˙ œ #œœœœœ<br />

P<br />

∑<br />

f<br />

f<br />

wœbœ˙<br />

œ œ . ˙ bœœœ œœ ıœ $œ $œ ıœ ˙<br />

wœ Œœ Œ<br />

148


fl<br />

cl.<br />

vl.<br />

vla.<br />

v.c.<br />

prc.<br />

fl<br />

cl.<br />

vl.<br />

vla.<br />

v.c.<br />

prc.<br />

&V?ã<br />

~~~~~~~~~~~~~~~~~~~~~~~~ f ,œœœ<br />

273˙ œ bœ.<br />

b ‰œ #œœœ P<br />

$œ nœ n. œ . œ Jœ b ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ f<br />

‰j œ f P~~~~~~~~~~~~~~~~~~~~~~~~~~~ œ PP<br />

f #œ ŒŒ f ˙ ˙ P Œœ bœœœ bœ˙ ˙ ı ıœ$œ$œ ‰œœ ˙<br />

w˙<br />

273. ˙ 273w ı 273œ<br />

273w<br />

273œ<br />

˙ 275˙<br />

275œ ı 275œ<br />

275w<br />

275œ Œ<br />

Œ ‰j œ $œŒ<br />

˙ ı ı<br />

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~ P &V?ã<br />

Pf 275œ bœ˙ ‰œb<br />

‰œœœ P œ œ ‰œœœ bœœ f f b bœœœ ‰œ #œœœœ<br />

b f ~~~~~~~~~~~~~~~~~~~~~ P ˙ œ ‰œ bœœœ b<br />

f f P œ œ œ #œœœœ Œ ‰œœ ıœ $œ $œ œ ‰œ #œ$œ nœ n. œ Jœ b ‰j œj œ‰ Ó œ œœ œ n. nœ œŒ #œ $œ f ‰j P~~~~~~~~~~~~~<br />

149


fl<br />

cl.<br />

vl.<br />

vla.<br />

v.c.<br />

prc.<br />

fl<br />

cl.<br />

vl.<br />

vla.<br />

v.c.<br />

prc.<br />

277œ œœœ bœœ œ œœœœŒ œ bœœœ #‰ œœœœŒ #œœœœœ œœœœŒ ıœ $œ $œ ı œ œœœœœœœœŒ &V?ã $œ nœ nœ œ b ≈œ #œ $œœœ nœ nŒ f#œ<br />

‰ 277œ ≈œ<br />

277œœ<br />

277‰œ<br />

277œœ Ó<br />

Œ 277œ<br />

280∑<br />

&V?ã<br />

280œŒÓ<br />

ÓŒœ ∑<br />

(G.P.)<br />

∑<br />

‰. œ œ b> Ó<br />

‰œ b> ‰œ˘‰œ #˘‰. œ œ> Ó<br />

œ ı$fl‰œ $>˙ ‰jœ œ>. ˙ ˙ ‰œ œŒ ‰œ‰œ‰j<br />

(erratic occasional trills to B) w w ∑ www<br />

w<br />

(erratic occasional trills to E) w<br />

www w<br />

w∑<br />

n<br />

n<br />

trill to lower less and less <strong>of</strong>ten...<br />

trill to lower less and less <strong>of</strong>ten...<br />

trill to lower less and less<br />

w<br />

<strong>of</strong>ten... wœŒÓ ww<br />

œŒÓ ˙ ˙∑ ˙˙ ˙<br />

˙ ˙˙ ∑ ˙˙<br />

150


fl<br />

cl.<br />

vl.<br />

vla.<br />

v.c.<br />

prc.<br />

fl<br />

cl.<br />

vl.<br />

vla.<br />

v.c.<br />

prc.<br />

287<br />

287 ∑<br />

to<br />

287w<br />

sul tasto.... ∑<br />

to sul<br />

287wtasto....<br />

to sul tasto....<br />

&V?ã<br />

293<br />

293 ∑<br />

287œ<br />

287w<br />

293w &V?ã<br />

...here<br />

...here<br />

293w<br />

293w...here<br />

293 ∑<br />

...here<br />

...here<br />

∑<br />

...here w∑<br />

to normal bow...<br />

∑<br />

w∑<br />

to normal bow...<br />

...here wœŒÓ<br />

to normal<br />

∑<br />

bow...<br />

∑<br />

...here<br />

to wœŒÓ<br />

to normal bow...<br />

to normal bow...<br />

to normal<br />

∑<br />

bow... wœŒÓ<br />

∑<br />

w∑<br />

sul tasto.... wœŒÓ<br />

∑<br />

...here<br />

...here<br />

...here<br />

to sul tasto....<br />

to sul tasto....<br />

to sul<br />

∑<br />

tasto.... wœŒÓ<br />

œŒÓ ∑<br />

151


fl<br />

cl.<br />

vl.<br />

vla.<br />

v.c.<br />

prc.<br />

fl<br />

cl.<br />

vl.<br />

vla.<br />

v.c.<br />

prc.<br />

tenuto...fl+clar soli whole section b‰.Rœ‰.Rœ3 Fall<br />

tenuto...fl+clar soli whole 298‰.r<br />

section<br />

Fall Jœ ‰Jœ≈.<br />

9q»¡¢º<br />

298‰.r<br />

298<br />

298œRœŒœ b . œœ œRœ<br />

298<br />

ŒJœ<br />

&V?ã<br />

∑<br />

∑<br />

298‰j F<br />

302œœ‰Jœ b≈. Jœ≈. Jœ b œŒÓ<br />

302b≈. Œj œŒ<br />

302<br />

œ. œœ &V?ã302<br />

∑<br />

∑<br />

302r<br />

Jœ3<br />

b ŒœŒ‰Jœ bœœ<br />

∑<br />

Jœ b≈. Jœœ‰.Rœ b ‰.œ b.œÓ ≈.<br />

∑<br />

œœ b . œœŒ≈. Jœ b ≈r œ. Jœ bœ‰Jœ≈. Jœ r<br />

∑<br />

Jœ b≈. Jœ≈. Jœ Œ≈. Jœ≈. Jœœ b ‰Jœ≈.<br />

∑<br />

œœ bœœ ‰œœœ≈. Jœ b≈. Jœ œ.<br />

∑<br />

Jœœœ bœœŒ . œ bœ‰.Rœ‰œr œœŒ ≈.<br />

∑<br />

152


fl<br />

cl.<br />

vl.<br />

vla.<br />

v.c.<br />

prc.<br />

fl<br />

cl.<br />

vl.<br />

vla.<br />

v.c.<br />

prc.<br />

306‰œ<br />

306<br />

306bJœ≈. Jœœ. œ bJœ≈.<br />

306<br />

Jœœœ<br />

&V?ã<br />

∑<br />

∑<br />

306‰œ<br />

œŒÓ<br />

310 œ bŒŒ<br />

310Œ≈. j œ b≈. j œŒ œ≈.<br />

310<br />

310<br />

j<br />

∑<br />

310 ∑<br />

306‰j<br />

310≈. j<br />

&V?ã<br />

œ œ.<br />

# bœœœ<br />

œŒœ˘œ<br />

∑<br />

bJœ≈. Jœœœ ‰œ #Jœ≈. Jœœ. œ ‰œ<br />

‰j œŒÓ ∑<br />

œœ. œœ bŒ‰.Rœ Œ‰.Rœ #. œœœœ. .<br />

∑<br />

#3 œœœœ #≈œœŒ œœ œœflŒ œ œ.<br />

Œœ Ó ∑<br />

b‰œŒ‰j œfl Œ‰j œœœœœœ œœ<br />

∑<br />

Óœœœ≈œœ Óœ‰Jœ<br />

ÓœŒ ∑<br />

153


fl<br />

cl.<br />

vl.<br />

vla.<br />

v.c.<br />

prc.<br />

fl<br />

cl.<br />

vl.<br />

vla.<br />

v.c.<br />

prc.<br />

314 3œœ>ŸœŸ>.<br />

œœ œ ‰œ‰Jœ<br />

314<br />

314 œœ>ŸœŸ >‰œœ<br />

314 ∑<br />

314Œ≈. &V?ã<br />

j<br />

∑<br />

317‰œœ3<br />

317‰.Rœœr<br />

œ3<br />

317<br />

317<br />

317 ∑<br />

317 ∑<br />

œŒ<br />

314Ó Jœœ≈r œœœ œj œ. œœœœ &V?ã<br />

≈œœ3 r œœ œ. œœ>ŸœŸœœ<br />

Jœœœ>ŸœŸ>œœœ<br />

>3 j<br />

œŸ>œ‰.Rœ œ‰Jœ>Ÿ.<br />

Œj œ‰Jœ>ŸœŸ >œ‰r œj œ<br />

œ>ŸœŸ>3<br />

∑ Œ‰j œÓ ∑<br />

b‰.Rœ‰.Rœ3 Ó ‰.r œRœ ŒJœ œŒ<br />

œRœŒœ b . œœ œœœœ b≈œœŒ œ>ŸœŸ ‰.r œ>ŸœŸ œ>ŸœŸ>œÓ<br />

>œÓ<br />

œŒÓ ∑<br />

‰j œŒÓ ∑<br />

3<br />

œœflŒ >œ<br />

œœ Ó ∑<br />

154


fl<br />

cl.<br />

vl.<br />

vla.<br />

v.c.<br />

prc.<br />

fl<br />

cl.<br />

vl.<br />

vla.<br />

v.c.<br />

prc.<br />

321œ<br />

321 œ œ<br />

321<br />

œ<br />

321 ∑ &V?ã<br />

∑<br />

Œ œ ∑<br />

˙<br />

œœœ>ŸœŸ>3<br />

321˙<br />

321œ Œ<br />

œ>ŸœŸ ˙<br />

323œŒœœ<br />

323<br />

323<br />

323<br />

323œŒ˙ &V?ã<br />

∑<br />

323Ó œŒ<br />

b >œœœœœ<br />

œŒœœ ∑<br />

œ ˙ Œ ˙ œ Œ<br />

Œ œ Œ œ ∑<br />

œ ˙ ˙ œ˙<br />

œŒœŒ ∑<br />

œ>ŸœŸ>3 bJœœJœ œ>ŸœŸ >œ œœ œœœœ<br />

& ∑ & ∑<br />

œœ œœ<br />

155


fl<br />

cl.<br />

vl.<br />

vla.<br />

v.c.<br />

prc.<br />

fl<br />

cl.<br />

vl.<br />

vla.<br />

v.c.<br />

prc.<br />

327œ>ŸœŸ>3<br />

√n<br />

327w<br />

n b<br />

(normal bow)<br />

327w<br />

n<br />

327œœ œœ #<br />

œœœœ bJœœJœ<br />

327œ>ŸœŸ >œ œœ<br />

&ã<br />

331œ>ŸœŸ>3<br />

(√) œœœœ bJœœJœ<br />

331œ>ŸœŸ >œ œœ<br />

&ã<br />

331w<br />

331œœ œœ<br />

331w<br />

œ>ŸœŸ>3 bJœœJœ œ>ŸœŸ >œ œœ œœœœ<br />

œ>ŸœŸ>3 bJœœJœ œ>ŸœŸ >œ œœ œœœœ<br />

œœ œ>ŸœŸ>3<br />

œœ wœœ wœœ<br />

œ>ŸœŸ >œ œœ œœœœ bJœœJœ<br />

wœœ œœF œ>ŸœŸ>3 œ>ŸœŸ >œ œœ bJœœJœ œœœœ<br />

wœœ œœ<br />

œ>ŸœŸ>3 bJœœJœ œ>ŸœŸ >œ œœ œœœœ<br />

œ>ŸœŸ>3<br />

wœœbJœœJœ œœ<br />

>œ œœ œ>ŸœŸœœœœ<br />

wœœ œœ<br />

156


&ã<br />

fl<br />

cl.<br />

vl.<br />

vla.<br />

v.c.<br />

prc.<br />

(√) P<br />

335œŒŒ‰Jœ<br />

b<br />

335œŒÓ<br />

335ÓŒœ<br />

b<br />

335ÓŒœ<br />

335ÓŒœ<br />

#<br />

335ÓŒœ<br />

œ<br />

œœ<br />

b≈.<br />

Jœœœœ.<br />

œ<br />

b<br />

Œœœœ≈œœŒ<br />

w ∑<br />

œ<br />

bœ>ŸœŸ<br />

>œ<br />

# .<br />

œœ<br />

≈.<br />

j<br />

œœ>ŸœŸ<br />

>‰œœœ<br />

wŒœÓ<br />

f .<br />

œœœ>ŸœŸ<br />

>‰.Rœ<br />

#œœ<br />

œ.<br />

œœ>ŸœŸ<br />

>3<br />

j<br />

œœ3<br />

Œj<br />

œ<br />

wŒœÓ<br />

&ã<br />

fl<br />

cl.<br />

vl.<br />

vla.<br />

v.c.<br />

prc.<br />

(√)<br />

339‰Jœ>ŸœŸ>3<br />

œœœ.<br />

œ<br />

#œœ.<br />

339‰œ>ŸœŸ<br />

>œœœœœ.<br />

339..<br />

..<br />

˙ ‰<br />

339..<br />

˙ ‰<br />

339..<br />

˙ ‰<br />

339‰œ‰œÓ<br />

Í<br />

ÓŒœ<br />

ÓŒœ<br />

ÓŒœ<br />

b<br />

ÓŒœ<br />

ÓŒœ<br />

#<br />

ÓŒœ<br />

Í<br />

œŒœœ<br />

œŒ˙<br />

œŒ˙<br />

œŒ˙<br />

œŒ˙<br />

ÓœŒ<br />

ŒŒÓ<br />

∑<br />

Í<br />

Í<br />

œœŒœ<br />

˙Œœ<br />

˙Œœ<br />

˙Œœ<br />

˙Œœ<br />

œÓœ<br />

œŒÓ<br />

œŒÓ<br />

œŒÓ<br />

œŒÓ<br />

œŒÓ<br />

∑<br />

157


fl<br />

cl.<br />

vl.<br />

vla.<br />

v.c.<br />

prc.<br />

fl<br />

cl.<br />

vl.<br />

vla.<br />

v.c.<br />

prc.<br />

345œœœ>ŸœŸ>3<br />

(√) œœœœ bœœ<br />

345œœ>ŸœŸ >œ œ<br />

F &ã<br />

retract œ<br />

345œœœ<br />

345w<br />

345w<br />

(all quarter notes downbow again) F<br />

œœœ>ŸœŸ>3 bœœ œœ>ŸœŸ >œ œ œœœœ<br />

œ wœœœ<br />

+ means sul pont with some scraping<br />

349Jœ‰ŒÓ F ˙Ó Œœ b+˙ b œŒÓ ∑ ˙Ó Œœ b+˙ b œŒÓ (√)<br />

10q»¡¡ª<br />

349Jœ‰œœ+œ #<br />

349Jœ‰ŒÓV<br />

349Jœ‰ŒÓ?<br />

349Œœœœ &ãp<br />

F+ Œœœ+œ<br />

ÓŒœ b ˙Ó #<br />

∑ Œœœœ œœœœ FF<br />

ÓŒœ bœ ˙Ó<br />

œ œœœœ<br />

œœœ>ŸœŸ>3 bœœ œœ>ŸœŸ >œ œ œœœœ<br />

# Œœœœ+œ<br />

Œœœœ ∑<br />

œœœ>ŸœŸ>3 bœœ œœ>ŸœŸ >œ œ œœœœ<br />

slight accell...<br />

œ<br />

means pinched, distorted, almost squeaking<br />

wœœœ wœœœ œ<br />

b+˙ b ∑ Œœ ˙Ó ∑<br />

˙Ó œŒÓ<br />

b œœœœ ÓŒœ<br />

#œ Œœœœ+œ+œ<br />

Œœ œœœœœœ ∑<br />

158


fl<br />

cl.<br />

vl.<br />

vla.<br />

v.c.<br />

prc.<br />

fl<br />

cl.<br />

vl.<br />

vla.<br />

v.c.<br />

prc.<br />

356Jœ. œÓ b+œ+Jœ b. œ<br />

356œŒÓ<br />

356Jœ. œÓ &V?ã356œœœœœœœœ<br />

bœ<br />

356Œœ<br />

Œœ<br />

356Ó<br />

Œœœœ+œ+œ #œ ∑<br />

Œœœœœœœ ∑<br />

360Ó œ>œœœœœœœ bœœœŒ ‰œ b>+œ+œ>œœœ<br />

360‰œ>œœ>+œ+œ>œœœœœœœ‰ &V?ã ‰œ>œ<br />

360‰œœœœœœœ bœœœœœ‰Œ<br />

360œ œ>œœœœœœœ<br />

360œ<br />

360Ó<br />

œÓ Œœ b+œ+Jœ b. œ œŒÓ Jœ.<br />

œÓ Ó Œœ bœ Jœ.<br />

œœœœœœœœ<br />

...to here Ó œ>œœœœœœœ q»¡£∞<br />

‰œ b>+œ+œ b>œœœ ‰j œ>œ>+œ+œ>œœœœœœœ‰ Ó œ>œœœœœœœ Ó Œ ‰œ b>œ Ó<br />

œœœœœœœ ‰œ<br />

œ #>œœœœœœœ œ bœœœŒ ‰œ b>+œ+œ>œœœ Ó<br />

Ó œ>œœœœœœœ ‰œ>œœ>+œ+œ>œœœœœœœ‰<br />

bœœœœœ‰Œ ‰œ>œ ‰œœœœœœœ œ<br />

159


fl<br />

cl.<br />

vl.<br />

vla.<br />

v.c.<br />

prc.<br />

fl<br />

cl.<br />

vl.<br />

vla.<br />

v.c.<br />

prc.<br />

362Ó œ>œœœœœœœ bœœœŒ ‰œ b>+œ+œ>œœœ<br />

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160


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161


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162


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164


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on sound end (everything <strong>of</strong>f) ÓU œ œ<br />

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173

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