DESKTOP
ABSURDITIES
Revelatory absurdism and finesse in new music software.
by Tom
Rodwell, 1999.
Authors note: this piece is a little bit inconsistent, but there
you go.
An anecdote
Composer Conlon Nancarrow fought the fascists in Spain, but being refused
a passport upon return to the USA he was forced to move permanently to
Mexico City. He began to write densely polyrhythmic music that could only
be performed by his collection of player pianos. For most of his life
he remained unknown and unheard, living with his Japanese archaeologist
wife, spending most nights tapping away at the hole-punching machine that
created the instructions on the player piano rolls. Over time
his efforts produced a few music contacts in Europe and the USA, (among
them Ligeti), and a massive left forearm. Very slowly, recordings of his
works began to trickle out, and he passed away in 1997 having achieved
a modicum of fame in avant-garde music circles. It was in
one such circle that he came into contact with German instrument builder
Trimpin, who constructs, amongst other things, software-controlled mechanical
percussion ensembles. Trimpin eventually performed Nancarrows work
on tuned wooden shoes. This is a complex and serious level of absurdism.
The confluence of artistic procedures and technological experimentation
has historically produced much intriguing culture. The intrigue currently
continues in the field of music software. This is no glib cyber-industry
promotion, for I would like to suggest that the most interesting results
are produced by freeware and shareware programs, which exploit digital
resolution as a kind of dadaism.
Absurdist culture (not only dadaism, it should be noted) was informed
by the most avant-garde practices, and by the political implications
that culture implied (and implies). The riots caused by modern classical
music (Stravinskys Rite of Spring etc
) focused attention on
experimental music techniques as simple anarchism. The basics
of avant-garde music (odd-time signatures, non-tonality, complex structures
and textures) continue to function as disruptions to passive listening,
and absurdists continue to champion the anti-bourgeois nature of these
basics. This remains true, indeed it could be said that much
new music freeware functions in the same way, as disruptions of passive
computing, and indeed the dull conventions of normal computer
music environments. How?
Dada, and absurdism in general, pays attention to minutiae, (the dadaists
were obsessed with print typefaces, photographs and syllables, while Albert
Camus recommended a focus on the immediate, on worldly concerns). The
binary nature of digital is highly appropriate for absurdist investigation,
in that it affords microscopic representations and editing of audio information.
Digital initiates an absurdist ultrafocus.
Dadaist footballer Tristan Tzara said in 1924 "perhaps you will understand
me better when I tell you that Dada is a virgin microbe that penetrates
with the insistence of air into all the spaces that reason has not been
able to fill with words or conventions". This is like the music that
freeware programs generate and which fill up the gaps in the
desktop-music environment.
Professional music programs are, however, certainly impressive. One professional
program boasts a MIDI resolution of 960 units per standard quarter note,
(i.e. allowing for the accurate representation and editing of anything
up to 3840th notes). Sound-file editing programs too have a legendary
abilities: extreme precision and complexity is far easier than in analogue
media. But these professional programs are fatuous by default,
being necessarily trend-orientated, and produced with commercial viability
in mind. The user is required to work in order to get past the preset
effects or the bland strictures of the autoload screen. Not
that this work aesthetic is bad, but rather that the immediate
conservatism is simply too easy, and too concealing of the implications
of digital ultrafocus.
Shareware and freeware programs, however, are instantly commercially useless.
Their intelligent yet disruptive nature marks a strong antagonism, roughing
up the bogus professionalism with which computer musicians like to coddle
themselves. Independent writers focus on gaps in the market, and more
often than not, these are the bizarre musical desires of bizarre musicans.
Niche focus has created an anarchic culture of obscurity
in software.
Freeware, shareware and experimental programs are often the hobbies of
the writers. They are playful and musically intelligent. But they can
be unstable, confusing, and obtuse. This instability is suitable, however.
Tzara again: "we are often told that we are incoherent, but into
the word people try to put an insult that is rather hard for me to fathom.
Everything is incoherent. The gentleman who decides to take a bath but
goes to the movies instead. The one who wants to be quiet but says things
that havent even entered his head. Another who has a precise idea
on some subject but succeeds only in expressing the opposite in words
which for him are a poor translation. There is no logic. Only relative
necessities discovered a posteriori, valid not in any exact sense but
only as explanations".
Absurdist confusion and illogic parodies normal sensibilities and methods,
(rather like the Dadaist anti-advertising agency). The software writers
themselves are eclectic and informed, and often work outside of the normal
software industry, (one I spoke to engineers synthetic DNA).
NYCs Nick Didkovsky described the industry, and the position of
small writers: "Two of the crushing influences on commercial creative
software are 1) deadlines and 2) the fact that someone pays real money
for it. Deadlines: If I have a program that needs to go out next month,
I will spend the time bullet-proofing what's there, and removing out stuff
that only-sort-of-works, rather than adding cool new ideas. Money: I am
much more apt to put risky algorithms in software I am giving away for
free. Then I won't be (rightfully) hassled by someone who uses it, crashes,
and then wants to know what they spent their money on. These are very
different activities: hacking for one's own creative growth, and programming
commercial applications. Of course there's some creative overlap, but
market rules change things." Quasi Fractal Composer author Paul Whalley:
"Freeware writers have the distinct advantage that they can develop
their works without compromising their ideals. Such creative and intellectual
independence is of paramount importance in the arts. If there is an "ethos"
among them, I hope that it is only to maintain the purity of the art."
Philip Jones, author of Gbloink!, noted that "its always good that
if you have a great idea, you aren't obliged to justify it to some manager
with the imagination of a brick before you can start work on it."
From a technical viewpoint too, independence is important, even ethical.
Didkovsky described the importance of "building your own tools instead
of settling for the prejudices and implied aesthestics of off-the-shelf
music software." But this independence can be compromising and limiting
as Swedish writer Rasmus Ekman noted: "the private shareware writers
may be somewhat helpful in spreading some of the tools to a wider audience,
but we usually don't do much to develop the technologies themselves. Perhaps
this will change, but then it will also depend on what you regard as progress."
Indeed, is there progress in this field? (And would it matter if there
was?) Can small-time hobbyists and intellectuals really affect change
in the home-computer arts sector, given the power of the pro
big names? Perhaps a discussion of specific programs is in order. I talked
to three writers about their programs: Rasmus Ekman from Sweden, Paul
Whalley from the USA, and finally Philip Jones from England.
Programs
The complicated processors in home computers are too often used for a
kind of ineffective replication of analogue musical technologies, (guitar
effects, drum machines, analogue synthesisers). Rasmus Ekman, a software
writer who himself has a long history of working with unusual analogue
synthesisers, pointed out the digital replication problem.
"MetaSynth might be an example of an original tool from an independent
developer
but then some people might not regard it as significantly
new: just the good old massive additive synthesis, we had that in
'76 etc." MetaSynth itself is distributed by IRCAM, famous
home of Pierre Boulez, who once said in an interview "We have a very
important direction which is to make more accessible the interface: man-machine.
This involves a higher level of language language which is more
symbolic and less numerical. For instance, if you see a curve it means
more to your imagination than figures. Also real time work
is important, so that you can modify the field of sound during a performance
"
Ekman
may have had Boulezs words in mind when he wrote Granulab and Coagula.
The former is a granular synthesiser and sound-file processor, and it
is as a processor that it is perhaps at its most intriguing. A file for
instance 10 seconds of someone singing is continuously looped, whereupon
the user can, in real time, force the file to randomly play back from
any point, for any length of time, at any pitch / speed, and at any stereo-placement
point. The new version allows for the playback of up to eight files simultaneously,
(assuming ones processor can take the strain).
Ekman himself has a dry sense of humour when discussing his programs,
which as software synthesisers should theoretically be rather
fashionable. "There are several facilities for tonal / beat-orientated
work which could be said to be missing
(which) would
have been obvious and necessary for anyone with pop music in focus
Both my programs lend themselves quite freely to pop music applications,
but Ive mainly had
modernist music in mind when designing them."
The results of Granulab are unrelentingly avant-garde, since the "important
aim
Ive inherited from
modernism is to open up unexpected connections
in sounds." This focus on new relations, unusual connections, based
on granular (grain) synthesis makes the program forcefully experimental.
It is hard to hear the results in any other context.
Coagula is itself derived from the tools used in Metasynth, and is a colour
note organ that generates a sound-file of synthesiser sounds based
entirely on graphic images provided and manipulated by the user. One can
draw-in circles, squares, lines, etc
, or import a complete
digitised image, and then filter or boil the image, editing
it in various obscure but attractive ways. The program can then be instructed
to generate a sound file from the information of the image. The results
are extremely odd, both in a strictly musical manner, but also in their
suggestiveness: the coagulation of image and sound almost
exclusively points out "unexpected connections".
Ekman points out that "figurative pictures will usually not connect
with the output sound in any interesting way _ but do whatever you like."
Because interesting musical results do not come from standard visual-arts
techniques (like representation) the program enforces a purposeful abstraction.
Ekmans wry humour arises again: "The attraction of the program,
if any, lies partly in the tools used to edit the image. The point of
the tools is of course to facilitate image editing which will be sonically
meaningful. Thus, there are some features less common in other image editing
programs (or never seen before). Lots of stuff that would be really useful
is also missing." This use of niche tools for the programs
surreal connexions is deeply radical, and perhaps it is the moment of
this coagulation that is most revealing. Ekmans programs
transform the professional entities of wav. sound files or
bmp. picture files into absurdist insinuations. Quasi Fractal Composer
is written by Paul Whalley, who also sees himself as functioning within
the avant-garde tradition. The program generates a MIDI file based on
mathematical decisions, influenced by user determined "seeds"
(or structures), and employing stochastic procedures to manipulate / randomise
the ensuing results. Whalley describes the procedure thus: "(The)
structure is a string of from 3 to 16 digits. This string is the basis
of the self-similar structure that directly, or indirectly, controls or
influences most parts of the composition." There is also a mapping
function: "This control seeds the program's random number generator
(when the Compose button is pressed), thereby determining the values of
all randomly set parameters inside the program." Thus the user provides
the (serial) raw materials, and the program initiates the
manipulations and variations of the resultant structure and its parameters.
QFC also allows for various other user manipulations of the "self-similar
structure", producing interesting results that combine informed structural
abstraction with an improvisational subtlety. The method initiated by
QFC is interesting: "the conceptual angle that marks
my work is the hybridisation of musical methodologies. I believe that
no single approach (e.g. fractals, serialism, algorithms, stochastics)
can suffice in the computer-generation of non-trivial compositions. The
key is in developing a rational interplay of diverse musical tools."
This interplay is often musically astonishing, with complex polyrhythms
recalling Nancarrow, structures recalling Xenakis, and serial harmonies
all easily, indeed immediately produced. Whalleys musical influences
have clearly bled into his software writing: "Schoenberg's twelve-tone
system and the approaches of the later serialists have had an intense
influence on my compositional methodology. Stravinsky's use of linear
counterpoint and Zappa's peculiar adherence to musical form have also
worked their way into my musical psyche." Interestingly enough, Whalley
is not actually a musician himself. QFC is his composition.
Though heavily informed by serious methodologies, QFCs format is
necessarily open to absurdist experimentation. When entering in the initial
numeric sequence(s), the user is able to type in illogical non-patterns,
telephone numbers, lottery numbers, the date. The musical results are
however consistently intriguing as investigations of compositional processes,
rather than the non sequiturs generated by strictly algorithmic programs.
The music produced by QFC can be saved and edited by other (MIDI) programs,
allowing for a retrospective analysis of the musical results, including
those generated from the barcode numbers from a packet of crisps.
Paul Whalleys program differs from the dry academic fractal-music
programs in that while it employs and is aware of strict compositional
procedures, its format allows for a playful and translucent experimentation.
It is uncanny in its ability to generate useful (non-trivial) material
from both intellectual and absurd procedures. Whalley described his attitude
to academic computer-music: "Most of the
experiments that Ive
heard have left me cold
none were particularly satisfying. Most have
only fuelled my arrogant belief that I could do better". This view
is relatively common among freeware writers, who often have as much antagonism
towards academic environments as they do to their commercial equivalents.
Both dictate a climate of seriousness and professional
respectability. This climate is being slyly (albeit slowly) altered
by freeware. The theme of useful software, creating useful and interesting
music is an abiding concern among writers. Philip Jones is the author
of Gbloink!, who has also pondered serious compositional procedures:
"I've been thinking about applying genetic algorithms (artificial
evolution) to music. However
I am stuck on the interface side of
things. I can imagine lots of ways which are tokenistic, yeah let's
use genetic algorithms to compose music but I need to find a way
that would really get an interesting result while allowing users to properly
interact." Gbloink! is at once fascinating and useless, a potent
dadaism, that learns from, extends, then derides both academic and commercial
music software procedures and functions.
Jones
drew on his graphic and computer-game design experience in creating Gbloink!.
It functions in a similar manner to a game, the user attempting to manipulate
the path of several drifting balls flying around the pitch area,
(pitch not only as a playing area, but frequency). The height at which
the ball strikes the wall determines the pitch of the triggered MIDI note.
The user can, with one click of the mouse, enter randomly-sized blocks
into the path of the ball(s). Again a MIDI note is emitted at the level
in which the ball and object make contact. One can also change the MIDI
instrument assigned to specific balls, and the speed at which they move,
while another function allows for changes in scale. The random nature
of the program is exacerbated by the fact that none of the ball-controls
are labelled, resulting in much nervous tinkering on the part of the user.
The balls also chip-away at the blocks they hit, eventually clearing a
path into unknown regions.
Jones deliberately configures Gbloink! on the fine line between intelligent
experimentalism, and absurdist play:
"Gbloink! is not a serious composition tool.
- It's a very silly composition tool...
Gbloink! is not a game.
- It's a toy. Games have objectives, notions of winning and losing. Gbloink!
has none of that.
Gbloink! is not educational.
- Don't trust us on major, minor, diminished and eastern scales. We just
guessed 'em up. And don't think we claim Gbloink! has the power to demonstrate
anti-chaos or self-organization just because so many seemingly chaotic
worlds quickly fall into cyclic structure. Nor does it tell you anything
about the n-body problem or the dynamics of real-world objects. :-)"
Meanwhile the intro screen proudly declares: "Once Upon a Time there
was a pinball machine that wanted to be Ravel, Satie, Eno, Birtwistle,
and MIT Media Labs Hyper-Instruments project. All at the same time
"
The music too, treads a fine line. Other real-time random music programs
(as differentiated from random music generators like QFC) are often ambient,
gentile, constrained. Gbloink!, however is immediately musically perverse.
The game-like interface initiates paranoia in the user, who is forced
to constantly determine, and repair the block-environment of the balls.
Too-high or too low, and the MIDI sounds are muddy and musical. Too-small
gaps create annoyingly blurred repetitions. The user is forced to update,
to work, (moving ever closer to Repetitive Strain Injury with every mouse
click). The user-patrolled environment, while often focused and responsive,
can also be annoying. It forces an awareness of the user intentions: is
this too tonal? Is this too fast? Is this too clustered? These attentions
are consistently disrupted and modified as the balls break through the
block-walls.
While the musical results are patently game-like and absurd, there is
also a striking sense that the music generated is employable. This author
has, in fact, recorded large amounts of free improvisation involving other
musicians and the program. There was an even more intense user-paranoia
during these interactions, for not only did I have to improvise myself,
and control the blocks and spaces on screen, but also prevent the generated
music from becoming too repetitive or tonal. The interface forces improvisation,
and has the same attention to "continual refinement and adjustment"
as live music-performance.
This attention to use is crucial: "the interactive experience,
i.e. tightness of the feedback loop between the program (generating) and
the user (testing) was the main concern." Jones sees his program
(and others) as useful for their influence on ideas and procedures, like
the way that chance events are co-opted into the methods of composition,
improvisation, DJing, recording. "It seems more sensible to try to
understand this music ecologically than through an analysis
of its grammar."
The flexibility and humour of Gbloink! is representative of Jones
playful approach: I'm increasingly attracted to a more low key, quirky,
mood rather than a dramatic or grotesque one. Gbloink! also has a lot
of influence from the aesthetic of children's toys and games; something
of the Nintendo cute look; and I was blown away by the Teletubbies when
I first saw them. No programme I'd seen before had this aesthetic; this
mixture of intense unworldly colour with rural tranquility. Being within
a childish aesthetic mood does allow some freedom. You feel less constrained
to have to explain yourself; or make everything consistent."
Gbloink!s music functions at once like a babys mobile and
a free-improvising percussion ensemble. Nursery-rhyme style repetitions
evolve into crunching clusters, then twinkling serial spirals, then nursery-rhyme
style repetitions...
And inconclusion...
The music produced by music-software programs, (and explicitly so by freeware
/ shareware programs) divulges much about employment of culture. The interface-screens
can be tinkered with in a child-like, inquisitive manner, while the music
that results is necessarily radical and flippant. The procedures and results
of freeware programs thus bear great similarities to experiments in serious
(and especially live) music. Indeed, those musics are simultaneously useful
and useless. If I may be rather flippant myself here, I would like to
suggest that this uselessness is its prime use, for by being crucially
and consistently radical, these programs and their results reveal the
inadequacies of software and music that is supposedly useful.
Freeware programs make valuable specific contributions to the actualities
of music, but they also parody the Important Programs and thus Serious
Music. Freeware is a protest against the crass dryness of that which is
useful, or professional, or even artistic,
for it degrades those sterile environments and introduces the user to
absurdist alternatives. Like Chindogu, the Japanese art of unuseless inventions,
freeware is a dadaist reclamation of cultural procedures from the bogus
job-kultur. The boring paranoia inherent in computing (Isnt
that article due soon? Am I running out of memory? Is my shoulder freezing
up?) is relieved by the music that freeware creates. I like it.
This material is to be considered copyright 01999 by Tom Rodwell. No commercial
republication is allowed without specific written consent from the author
and copyright holder.
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