Fall Semester, 2005
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Chris
Graffeo;
from The Art of Designing Sound |
CHALLENGE:
The Use of Metaphor in Sound. Create a sound design representative
of another work of visual art.
STATEMENT: For
my second design, I intend to create an echopractic
interpretation of Jackson
Pollock's classic drip painting One (Number 31,
1950). The painting hangs in the Museum of
Modern Art in New York City, and my piece will
be incorporated into a larger environment project
designed to create a digital experience of that
room in which the painting is hung and that offers
both an homage to the artist and gallery, as well
as invokes certain questions about the nature of
gallery space and digitization.
The sound design itself fill be rooted in Clement
Greenberg's criticism of the work (and related
Pollock drip paintings) as an "all-over painting," emphasizing
the formal elements of the work and calling particular
attention to the depth, space, rhythm, and use
of color that characterize Pollock's innovative
and unique physical and expressive techniques.
Automation and sound processing will figure most
prominently in the design: the sounds will be selected
for their duration and richness of tone or overtone
structures, but will be processed beyond recognition
as sampled or realistically synthesized sounds.
The sounds, meant to invoke individual colors or
paints that feature prominently on the canvas,
will be deeply layered (I estimate no fewer than
15-20 tracks in motion) and automation of pan and
volume will. Volumes will fade in and out of audible
range to simulate visual arrival at areas of the
canvas that breathe more openly, where as accelerated
rhythms, higher amplitudes, and quick pans will
offer an interpretation of more densely paint-laden
regions. Like one's gaze, one's sonic orientation
will be dragged quickly but fluidly back and forth
across the sonic field by several simultaneous,
often opposed, threads. Sound selection and EQ
will be used to separate each tone as far from
the others sonically as possible, so that the listener
will at times be able to follow the tracks discretely,
where as at other moments they will be used to
represent the amalgamation of the tracks in a singular
sonic gumbo of swirling paint. used to represent
the amalgamation of the tracks in a singular sonic
gumbo of swirling paint.
SOURCE
MATERIAL: Listed
above and various sound effect compact discs.
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Andrew Hofstra;
from The Art of Sound Design |
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CHALLENGE:
The Use of Metaphor in Sound. Create a sound design representative
of another work of visual art.
STATEMENT: For
my Image and Sound project I will be using Salvador Dali's
painting titled "The Elephants." A
surrealist piece of course, will require surrealist sound.
I am going to attempt to emulate the horizon color change from
yellow to deep red with a synth on my computer (if you will
allow)-- I already have it in my head. The sound will start
off low and watery and build in intensity and sharpness. I
also want to use a number of eerie ambiences and white noise
to capture some of the haunting and chaotic elements of the
work. The sound of lumbering brass instruments (tuba heavy)
also come to mind when I look at this piece, so I would like
to find a way to incorporate that as well. Those are the initial
ideas that popped into my mind when looking at The Elephants.
SOURCE
MATERIAL: Listed
above and various sound effect compact discs.
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Andrew Colangelo;
from the Art of Sound Design |
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CHALLENGE:
The Use of Metaphor in Sound. Create a sound design representative
of another work of visual art.
STATEMENT: When
I look at this image, I see the evolution and eventual destruction
of human life on earth. I see the diseases that strike high-density
populations as natural selection, destroying the communities that
have grown out of control. In this image, the S.A.R.S. mask that
represents the medical protection against disease has evolved into
a war helmet, representing humans destroying themselves. The explosions
on the soft-blue sky background represent the shattering of the
relatively peaceful human race by massive amounts of war.
The start of the track is a heartbeat, the potential for human
life. Static follows, the random noise that is the molecules mixing
in the universe to create an environment where humans can live.
The symphony warming up is the early evolution of humans, finding
the right tone and place in the environment. The sounds of a Hong
Kong city street represent the communities formed between humans,
and start of the industrial world. The highway noises represent
the world beginning to move too quickly, develop too much for its
capacity. The siren is the onset of disease and natural selection,
which has come as a result of overpopulation. The downward spiral
of the human race continues with armies and war vehicles set into
motion, and subsequent fighting. The final leg of the human race
as we know it is obliterated by an atomic bomb, ending all human
life. But a slight heartbeat lives on...
Sound Component Ideas: Underlying static/random softer noises,
representative of human life at a relatively static state, could
also be a steady beat. Then more sounds are added, representing
the increase in the complexity of human life and crowded density.
Next really crowded noises, lots of things on top of each other.
At the climax there will be sirens representing the disease that
has forces humans to wear the mask in the picture. Then there will
be a decrease in the noise, but gunfire, which will represent the
spiked part of the mask in the picture. Finally the gunfire will
die off and the sound will return to the basic static noise or
beating we heard in the beginning
SOURCE
MATERIAL: Listed
above and various sound effect compact discs.
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Annie
Steingold;
from The Art of Designing Sound |
| CHALLENGE:
An Audio Environment: Students will recreate the sound of
a realistic environment.
STATEMENT: A
musical wouldn’t be what it is without… the
music. Whether the music is boppy and splashy, or dark,
intense, and powerful, the music and sounds in the show
allow it to be referred to as a “musical” in
the first place. But, what does it sound like in the theater
before the show begins?
Many times, people are so preoccupied with what the show
will sound like once it has started, that they are not paying
attention to the various sounds around them before the show
has actually begun, sounds that contribute to making the
musical effective (for example, the musicians warming up).
I plan on recreating the sound environment of a large theater
full of people who are attending a musical, anxiously waiting
for the show to begin.
First, I will begin with the theater. I will attempt to recreate
the sound of a large crowd of people murmuring and whispering
to each other before the show. I will create the sound as
if I am sitting in a seat in the middle of the theater before
the show has begun (so I will hear the sounds of murmuring
and talking all around me). The people will not be loud individually,
but what will make it seem loud is the amount of people in
the theater (about 500). This murmuring will continue throughout
the whole thing…until toward the end.
Occasionally, you will hear the sound of a page turning-
a page in the playbill. There will be rusting of the playbill
as well. This will occur about every 10-15 seconds. About
5-8 seconds after the sound environment begins, you will
hear the orchestra start to warm up. First, there will be
violins tuning up (because to me, violins are the most common
sound that I can think of when I think of an orchestra warming
up). That will continue for a while, and then I will put
other instrument sounds over that (for example, a flute going
up and down the scale, or an oboe-player starting to warm
up). These various sounds (the instruments, the murmuring,
the page rustling), will continue for a whole minute. I think
the various types of instruments plays a key role in this
environment. Then, a voice, which sounds like it is amplified
and has a slight echo, will turn on, louder than the murmuring.
This is after the instruments have stopped tuning/warming
up. It will be an announcement that says, “Ladies and
gentlemen, please silence all cell phones. Remember, there
is no flash photography. And remember, enjoy the show.” It
will be something like that. As it begins, you will hear
people going, “Shh” (comments like that), and
the murmuring will quiet down until it is silent (except
for the announcer). After he says, “enjoy the show”,
the orchestra will strike one large chord- a big, booming
noise- and that will mark the end of the sound environment.
I plan on getting these sounds by finding a murmuring noise
and then duplicating it throughout. I might add the sound
of someone clearing their throat (which I could do on my
own with a microphone), etc., to vary up the sound of people
talking. For the instruments, I will find sounds online.
Also, the page rustling sound should be easy to do (I can
record that as well). For the voice, I can record a male
voice and then add an echo to it in order to make him sound
louder than everything and everyone else (to make it sound
like his voice is projecting throughout the theater). I will
also hopefully find the sound of an entire orchestra online.
SOURCE
MATERIAL: Listed
above and various sound effect compact discs.
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Ben Warner;
from The Art of Sound Design |
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CHALLENGE: An Audio Environment: Students
will recreate the sound of a realistic environment.
STATEMENT: I’m
going to Hell. Ted was a child molester who was never caught.
Then his appendix burst and he died on the operating table.
That is where my sonic narrative begins. The first sound we
hear is a classic ER flat-line. This slowly fades out. My idea
is that the environment (Hell) exists in the consciousness(es)
of the condemned. Though it is his own personal hell, he has
no voice. We are sonically privy to his descent. So, after
the ‘beeeeep’ fades, Ted finds himself at the top
of a cool, dank, enclosed staircase leading down. The sounds
here will be a single drip falling into a puddle and Ted’s
footsteps on metal stairs. As he goes down, the drip gets louder.
He opens a door. There is a surging suction, then a pop, as
Ted is sucked into Hell. Immediately, a match is struck, a
small fire starts. Fire sounds will be a constant from here
on in the environment, slowly growing in intensity: match…small
blaze…campfire…forest fire…raging, towering
inferno. Also at this point, I want to introduce a distant,
repetitive scream, initially undetectable, slowly, constantly
rising. Also, I want to add a distant, initially undetectable,
gigantic throbbing bass drum, which builds throughout. As the
fire sounds grow, we hear the clinking of chains and mild moaning.
Then, suddenly, a phone sound: that ascending ‘beep,
beep, beep’ which comes when your call has failed. This
repeats several times, and then stops. The flames are more
apparent now and a wild, "echoy" scream sounds close
by. More chains clinking, the fire builds, bass drum now low
in the background. A saw whizzes on, one of those little circular
bone-saws. A voice begs for mercy: ‘No, no, no, please,
no.” (Note: none of these voices or screams come from
Ted, he’s just my viewpoint) The saw cuts into flesh,
bone. Wild, garbled, wet screams. The saw stops. The phone ‘beep,
beep, beeps’ again. The fire, bass drum and initial scream
are now quite loud. Electricity crackles, flesh sizzles, a
chain saw buzzes on, limbs are severed, something internal
bursts, at least four screaming voices. From the second coming
of the ‘beep, beep, beep’ I want about 25-30 seconds
of heinous, hellish noise, rising to a crescendo of screams,
then suddenly, silence, except for the fire, which dies down
a bit. Nine seconds of relative peace, then: ‘beep, beep,
beep’ and screams, flames, drum and saws resume their
crescendo volume for five more seconds, then silence.
Required sounds:1)Flatline 2)Drip into puddle 3)Footsteps on
metal stairs 4)door opens 5)suck…pop 6)match light 7)fire
(various fire sounds will be good, to create a range of intensity)
8)1st scream (repetitive) 9)Bass drum repeating 10)chain clinks
11)moans 12)that rising ‘beep, beep, beep’ 13)2nd
scream 14)bone saw 15)mercy begging 16)saw in flesh/bone 17)3rd
scream 18)electric crackling 19) burning flesh 20) chain saw
21)limbs falling 22)organ popping 23)4th scream 24)5th scream?
SOURCE
MATERIAL: Listed
above and various sound effect compact discs.
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Chris Graffeo;
from the Art of Sound Design |
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CHALLENGE:
An Audio Environment: Students will recreate the sound
of a realistic environment.
STATEMENT: I
approached my realistic environment intending to recreate the ambience
of an art gallery, positioning the listener as a single individual
moving throughout the gallery and listening to the physical
sounds and voices of other people moving around him/her in the
space. As I began working, I found this project limited by the
number voices available and the relative dullness of two minutes
of moving
footsteps and decided to turn the focus of the project towards
the listener's interior space. The crucial decision that led to
many of the decisions I made while choosing, editing, processing,
and ordering sounds was to place the listener inside a mind collapsing--perhaps
the mind of an artist himself--under the pressure of the gallery
environment. Without giving a fully explicit narrative of the individual
sounds, the listener hears himself walk into the gallery from a
side staircase, move to the center of the room and sit down, beginning
to read a newspaper. As the sounds of other speakers in the gallery,
children moving throughout, and city ambience outside mount, the
listener begins to lose their mind, and a number of sonic signifiers
are employed to suggest this mental unhinging as sounds in the
gallery trigger hallucinations of both alien sounds originating
within the listener's synthesized mind (grunting pigs, frying bacon,
a roaring lion) and spinning off of the gallery sounds (an amplified
and dramatically-panned clock ticking, radio-like processing of
the other voices, a jet fly-by). The hallucinations dull briefly
as the listener lights a cigarette, but his or her end is left
ambiguous as purposeful footsteps are heard approaching, followed
shortly by a gunshot (whose origins, target, and real/surreal existence
are left intentionally unspecified) which causes the listener to
faint, closing the environment.
SOURCE
MATERIAL: Listed
above and various sound effect compact discs.
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Spring Semester,
2005
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Sara
Ward; from Mentored Study in Sound Design |
CHALLENGE:
The Use of Metaphor in Sound. Create a sound
design representative of another work of visual art. STATEMENT: In
the image “Untitled” painted by Roberto Sebastian
Echaurren Matta, it relates to sound in the elements
that are used to create this piece.
Strange shapes inhabit this fantastical, amorphous landscape. Visions from a
dark imagination dart spontaneously across the picture surface
and beyond, like electrical currents. I want to recreate
that with sound with elements of sharp lazar beam like sounds
or lines (in a 2-D term) moving or panning across a canvas.
They seem to resist any polar attractions to direct them
into a semblance of compositional unity or rhythm. When I
first came across this image the artist did a fantastic job
by taking me into another world unlike any one I have ever
seen or dreamt. I felt as if I was in some kind of under–water
world. But, then after studying the piece longer I began
to realize that that was not necessarily a fish at the bottom
center of the image, but it could be any thing, just a ball
of color. An unnatural blue-ish color suffuses the scene
with an aura of mystery and other-worldliness, while the
pictorial forms seem to be the result of a bizarre symbiosis
of organic limbs and mechanical components extending into
an infinite space. The ideas of electronic noises and mechanical
sounds appeal to me in recreating this with sounds. And muttle
it with an underwater feel of deeper tones and gurgling noises.
Matta first strained as an Architect, but turned to painting
in 1937. His style is in full contact with that of the Surrealists
movement and uses a technique of free brush strokes with
out control or rational. This I too feel could be translated
and communicated through sound. The idea of spontaneous brush
strokes hitting the canvas could be conveyed with just that.
I would like to record that sound and then play with it with
reverb and other mixing tools in Digital Performer. There
must be a sense of freedom conveyed to the listener when
this piece is finished.
SOURCE MATERIAL:
Sound
effects from Sound-Ideas, Valentino Sound Effect Library,
and others.
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Jinny Parron;
from The Art of Sound Design |
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CHALLENGE:
The Use of Metaphor in Sound. Create a sound design representative
of another work of visual art.
STATEMENT: I
find the digital collage by Karin Kuhlmann that can be found
at http://www.karinkuhlmann.de/DigitalWorlds/abstract9/witches
kitchen/witcheskitchen.html fascinating. I like her collages
of lighter color because they don't represent any one thing
and they have a milder, less violent mood to them. In this
collage I see a pipe organ playing a light, airy tune. This
tune is something that flows rather than lingers. It could
be possible that dancing is happening to this tune. I also
see jugs full of water and I can imagine possibly dripping
in the distance from some faucet that was used to fill them.
I see a chemistry set of bottles with a flame beneath some,
gently boiling their contents. And I see a volcano in a mountain
range full of volcanoes with an active, sputtering core. The
space isn't full of sound, just like the collage isn't full
of color, but has emptiness about it. This emptiness isn't
a dark void or a small room with a sharp echo, though, but
rather a summer landscape where things roll away into infinity.
SOURCE MATERIAL: Various
sound effect compact discs.
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Jonah Lampkin;
from the Art of Sound Design |
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CHALLENGE:
Simple Editing. Students will edit music an/or audio by
rearranging the parts of a piece.
STATEMENT: The
picture of Alexis seated next to the bus window was taken en
route to Auschwitz in Poland. She is very contemplative and
distracted. The heavily saturated grayscale creates the bed
for a rich emotional reaction.
This picture speaks in the form of a crested wave. We hear
the background sounds: a humming (well maintained) bus, water
pelting against the window gently, some "anticipational" music
piping tinny through the headphones, a dull roar of background conversation.
Thoughts begin to take over, and we hear a transformation
into her mind’s eye. The ambiance fades away as vivid colours, forms, and
volumes take hold. We hear gears cranking, bodies falling, hearts entwining in
ecstasy and breaking in despair. A very abstract and experimental collage of
sound and imagery takes hold, suppressing the past, and subtly hinting at the
future. The woven mesh of sensory stimulation eventually falls apart, leaving
only reality (and the ever faithful drone of
the bus ride) behind.
SOURCE MATERIAL: Various
sound effect compact discs.
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These
materials are examples only.
They are not for intended for commercial use.
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