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Element 1 hand in for exhibiting Sound For Screen

The art of storytelling with sound

Hunger by Steve Mcqueen

  • This a great example of how you don’t need lots of dialogue in a film to gain context. In fact, McQueens choice to minimise spoken words creates a hyperrealistic sonic world in which every sound feels weighted with meaning.
  • we watched the first couple of scene and I understand the stylistic choice to make the audio hyperrealistic. Things like the drag of a cigarette can be heard from our perspective to give context, not simply as a noise, but as a piece of storytelling that connects us to the characters inner world.
  • This way of telling a story not through word of mouth but by sonic realism has given me some good insight into the worth of someone making audio for film. This creates a more active relationship between viewer and film, which is something I’m becoming increasingly interested in for my own sound redesign project.
  • The spacious use of dialogue actually allows the watcher to feel inclined to understand the events unfolding on screen. It’s a useful way to keep the audience hooked.
  • The introduction not only communicates what’s goes on with our character, it also communicates what’s going on a social and political scale within the confines of this era of Ireland. Through footsteps, breath, the scrapes of chairs and the metallic clangs of the prison environment, we come to understand the atmosphere of tension and dehumanisation long before er get any explicit context. Sound becomes a vessel for the films political weight

Walter Murch’s words encapsulate this perfectly

You have more freedom with sound than you do with picture. There are, consequently, fewer rules. But the big three things—which are emotion, story, and rhythm—apply to sound just as much as they apply to picture. You are always primarily looking for something that will underline or emphasize or counterpoint the emotion that you want to elicit from the audience. You can do that through sound just as well as through editing, if not more so. Rhythm is obviously important; sound is a temporal medium. And then story. You choose sounds that help people to feel the story of what you’re doing.

How can sound create character?

  • We talked a lot about the use of sound, the sound being a firm part in film and art.
  • Audio and dialogue play a huge part in hoe we view a character, from what they say to how they sound. Dialogue reveals intention, background and emotion. However sound design and Foley reveal texture, physicality and psychological state.
  • Sound design and foley also play a crucial part on how a character is created, if want a character who is a heavy mercenary for example you would add a heavier foot step to shape them in a more aggressive way. Meanwhile, a nervous character might have quicker, lighter movements, the rustle of clothing or the subtle trembles of objects that touch.
  • Motifs can add character by adding a soundtrack you can evolve that character musically. They become part of the character identity. Through reassuring musical phrases or signature sound cues
  • Silence also can be a powerful tool into creating character

A Strange Border – Essay on Music & Sound, by Paul Davies

Davis writes about the transitional space between music and sound design, where ’emotional interpretation’ becomes fluid. Though I didn’t explore the full essay, one idea stuck out to me is the notion that sound exists on a boundary between the litra and the symbolic. It can represent real world physics but I can also slip into abstraction that evokes memory, mood or subconscious meaning. This is also something I can see myself experimenting with in my own film, using sound not only as music to mimic the world onscreen but to hint at the emotional world off screen.

Reflection

Across all these films and concepts from Pinewoods Foley craft to Hunger, Murch and Davis, I’ve realised how deeply sound shapes our experience of cinema. It’s more than an accessory to the image; it’s a language that can transform the emotional and narrative core of a story. What I once thought as a technical layer now feels like an expressive medium in its own right, capable of carrying symbolism and helps also to shape character and audience perception.

As I move into redesigning the sound for my own film project, I’m approaching it not just as a technical exercise, but as a creative opportunity. I’m thinking more intentionally about the choices I make, how prop texture can effect the meaning of a moment, how silence can pull a viewer closer and how motifs narrate the inner life of a character. I feel more attuned to the artistry behind sound and I’m excited to apply these ideas in ways that will hopefully resonate on both a narrative and emotional level.

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Aural cultures hand in

The walkman effect by Shuhei Hosokawa

  • The Walkman effect is an essay concerning the rise of people wearing Walkmans when walking though a space.
  • This essay came out just when Walkmans where on the rise, and it shows some good insight into how listening technologies can shape everyday sound experiences

Key Concepts

The key concepts that I noticed when reading this essay where how portable listening was reshaping public spaces. It shows how the listener creates a bubble of audio, that’s a private soundtrack that overlays into the public world, which in turn changes the simple act of walking into a performative art. I think it’s important to notice how much this had become a norm within the modern world and how our own playlists or music can shape the way we interact with public and private spaces.

From a sound artists perspective

When listening to your own music in a public space, I think you start to notice how sound maps into the space around us. This gives us a spacial layout of sound that can feed and change from where we are and what music we are listening to. Also, it takes note that when we listen to the same song in a different environment it can change the way it is heard and vice versa. I think another big part of this for me is the sonic isolation that accuses from listing in these formats. It could be an idea as a sound artist to redesign sound in a way that can make it important to engage with people environment. Maybe the challenge now is to find is too suggest new ways to privatise the world sonically. For those of us in sound arts, Hosokawa invites us to think about how sound shapes our space and environment.

How listening shape our relationship to the environment?

I find that personal listening reshape our own environments, we live through and filter out our surroundings with the sound we choose to listen to. Depending on what we are listening to it can make the city feel alive, calming or even sad. The downside of this is that it makes us loose touch of the natural acoustic ecology in the world around us and it in turn looses its texture that gives this place its identity.

Is the “Walkman effect” a positive or negative change?

Personally I would say it is both. These is some positive waves of being able to be the author of your own world and to use this creative empowerment and emotional regulation. However the downfall of this is that it isolates listeners and makes them oblivious to the acoustic ecology that goes on around everyone. I think it sits on that fine line, on one hand its great to give you feel free. However as a sound artist it can contradictory as it takes you out of the communal experience of being in a certain place.

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Element 1 hand in for exhibiting Uncategorised

Foley

Inside the Pinewood foley studio

  • The Pinewood foley studio is based in Buckinghamshire just outside of London and has been the central hub for Foley work for major films like Batman Begins and Harry Potter
  • Their aim is that they usually collect loads of props and objects that have interesting noises and strange acoustics. Their studio is filled with props, objects, textures and surfaces. All collected because of the unique noises and acoustics they produce
  • One of the Foley artists said “You spend a lot of time collecting things and listening to them,” which perfectly captures how much patience and curiosity this job requires.
  • It’s interesting to see that they don’t like using banked effects and have loads of the same type of prop so that they don’t have the same noise for a same object so that repeated sounds never feel artificial or identical.
  • I didn’t realise how much depth, care and time is taken to try and perfect foley in films. Watching how they craft films made me realise how Foley really is an art form in itself quiet, precise and incredibly skilled

Jack Foley

  • Jack Foley was an American film maker that innovated the use of sound effects that are synchronised with what’s going on screen
  • He was the pioneer that created many films and made the sound effects in post production, thus it being called Foley artists
  • Foley is defined as am act of syncing the performed sound to the visual moment. It’s performed as much as it is recording.
  • Foley artists will say it’s always about your ears, emphasising that the work relies more on instinct and creative listening than technology alone.
  • Silence draws us closer to the character and can be a very powerful tool
  • Microphone placement I both in studio and on location is essential. A badly placed mic can sometimes ruin intimacy, whereas a carefully angled mic can make a sound feel personal and alive
  • The sensory is very important when talking about cinema, you must think about what the on screen character sees, thinks the way they move their body or how they move their body in a certain way
  • Motifs are also useful, films like We Need To Talk About Kevin use sound effects or noises to represent an event or feeling on screen. Creating sonic signature for certain characters or themes

We Need To Talk About Kevin directed by Lynne Ramsey

  • The film is about a relationship between a mother and her son who is psychotic, it has a lot of dark hidden messages and psychological unease
  • The film uses unsettling noises like a baby crying and noises of giving birth to build tension and to give the whole film a unsettling feeling
  • Some parts of the movie are also really silent, this draws us closer to the characters and also gives the movie time to build tension again
  • All in all, the film is an excellent example of how silence, non-diegetic sounds and repeated sonic motifs can shape emotional experience and reveal psychological layers without needing dialogue

Reflections

Learning about Foley, from the precision of Pinewoods studio to the legacy of Jack Foley himself has completely reshaped the way I think about sound for screen. These sessions have shown me that sound isn’t just something added to film, its tactile, living layer of storytelling. The smallest noise or the angle of a microphone can shift the entire emotional experience of a scene. Watching how artists work with objects, rhythm and instinct made me realise that foley is almost like sculpting sound – Shaping something invisible.

As Im starting to look for my own film to redesign I’m trying to bring this mindset with me. I want to listen more intentionally to hear not just what an object is but what sound can it produce to create something else entirely. My aim now is to look for a suitable film to make some Foley and music for. This week has reminded me that good sound design doesn’t just support film it transforms it, and thats the sort of work I want to create.

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Element 1 hand in for exhibiting

PureData

This week we had a lot of new content especially on this open software called PureData, its a creative community for makers, musicians and engineers. It’s a block type coding site that you can code hardware and software. In this particular lesson we had our first look at Beagleboard. Beagleboard are a stripped down audio computer that you can code and connect inputs and outputs to start creating sounds. By connecting the Beagleboard to pure data, we were able to create a direct feedback loop between hardware and software, essentially building our own tiny sound machine. It was probably the first time I properly saw how synthesis and electronics can merge not only in theory but in physical, tactile way. Pure data might look simple at first but it is essentially a fully customisable music-competition environment – one where every parameter can be shaped, broken hacked and rebuilt.

Practical setting up our beagle to Flash a LED Light

Step One

  • Step one is lining in a wire to the ground bus. This is the main strip of inputs that connects to most hole on the breadboard
  • We also added an input for the headphone jack
  • this first step is crucial to get right as to make sure the first connection is lined to the right output. This first step was essential, if the ground connection is wrong nothing will work.

Step two

  • Step two comes in two main parts
  • the first is to connect another wire to the audio inputs and outputs
  • After that connect the LED light long leg (the positive side) facing to the top of the board to the breadboard
  • This step is crucial as if you put the LED facing the wrong way it can not work

Step three

  • The last of the steps
  • adding a resistor to the breadboard so that we don’t blow our LEDS out
  • After all the correct wires have been lined into

The code used in Pure data

  • With the hardware ready, we were able to use the simple PureData patch below to activate the LED. This was our first introduction to controlling physical hardware through software, which is a strange but exciting feeling- watching something as small as a line of code turn into real light.

The benefits of using PureData for sound design and sound arts

  • Real time sound synthesis and processing. PureData has the possibilities and freedom of practice thats allows real time control over synthesis, sampling and effects which is perfect for interactive or responsive sound environments
  • The creation of modular patches and synths. You are able to curate hardware and software in code and Beagleboards to experiment unconventional sound ideas
  • A big benefit would be the open source material available. This allows us to see what others have created and modify for personal use

Reflection

I think for me this type of work I do struggle with sometimes. Today was a big of a struggle to get my head round why we code a certain way. I have coded in Python before and I always struggle because for I have to understand why we have to type a bit of code in before I am able to do it. Milo had been super helpful towards to my practice, I find his teaching style engaging and he is helpful. It is my goal to be able to do this at home and to really understand why I’m coding a certain thing. I look forward to the upcoming weeks.

Even though I didn’t end up using this exact setup or any beagleboard coding in my final film, the workshop planted an idea in me about synthesis and sound generation. Seeing sound built from scratch – from wires to voltages from data made me rethink how I approach atmosphere and texture in my work. It made me more curious about creating my own sonic language, not just using existing sounds or libraries. That curiosity definitely influenced the way I thought about the sound world of my film, especially thinking about tones, drones and the emotional behaviour of synthesised sound.

Milo’s teaching style has also been genuinely helpful, he makes complex things feel approachable and that encourage matters when you’re out of your comfort zone. While I still find coding difficult however I’m more motivated to keep learning Pure Data at my own pace and to eventually build small patches that could inspire or transform the textures in my own sound design practice.

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Element 1 hand in for exhibiting Sound For Screen

The voice in cinematic language

  • Our jobs as students studying sound for screen are to choose a reason for the choices we make when coming to recording. Every decision should have intention behind it.
  • We think about aesthetics and why we collect sound in a certain way and what effect it has
  • Synchresis – Is the forging between sound and image. What we hear and what we see snapping into a relationship that feels natural, even if its completely artificial.
  • We as audio engineers are able to play with perspective and distance shaping how close or far the audience feels from a sound source.
  • We want to do this and understand the becoming off what we create, the transition from raw sound to meaningful audio.
  • Our goal is create character to our sound, however, we can only do this when we become conscious and deliberate about the choices we make.

John Akomfrah

  • John Akomfrah is a sound designer and artist that has had work put up in the Tate.
  • He says he is really interested in the “conversation” that goes on between noise. Noises can suggest direction or emotion even before the image reveals it.
  • He believes there are sonic ways of knowing the world, like how nightclubs or music scenes allows us to discover people through the music first.
  • He believes music can alter and change the space that you are in, that’s why its such a powerful tool

Review of the arrangement for my sounds collected

Last week we went out and recorded environmental audio whilst making a sonic map of what we heard around us. I collected some audio signals into an arrangement and in todays lecture we watched a short film with my audio layered in top. Surprisingly, it worked really well. I think the lack of strict goal I just wanted to experiment with form, texture and placement. Somehow those “strange” arrangements created a dreamlike dissonance that suited the footage.

This has inspired me to explore dreamscape music and sounds that feel deliberately absent or unsettling, sonic landscapes that feel lost or even half remembered, like a memory that doesn’t fully belong to me. I want to incorporate more of that haunting and or liminal feeling into the film.

The voice in cinema

  • Voice in cinema is the crux of setting up perception for the watcher, In every mix there is a voice and that voice commands attention and has a hierarchy to all other sound
  • The level and the noise of the voice have to be artificially enhanced over the sounds, to isolate the voice from background or ambient sound

The Voice Of Cinema by Michel Chion

This book looks at examples of directors and filmmakers who have used the disembodied voice in their films, the likes of Hitchcock’s Psycho and Kubrick’s A Space Odyssey. How have these directors used the heard but not seen voice to build suspense in these films? Chion explores the hidden and faceless voice and its story telling powers.

Gaze in cinema

Laura Mulvey Essay on the Female Gaze in Cinema

  • Mulvey talks brilliantly about the female and male gaze in cinema, gaze refers to the point of view of the people who made the film
  • The female and male gaze refers to a split between narratives within the story with the man in the story going out and getting things done and progressing the film. Whereas the female in films are made to be looked at and displayed, with their appearance coded for strong visual and erotic purposes

Larry Achiampon

  • Achiampon’s films explore some themes of identity, mental health and race
  • His use of narration in his films bring out the hidden fire within his films. His music is dreamlike and minimal and moving
  • The point of view of his films are from the point of view of himself, his films bring up some raw emotion from digital identity in a modern age to the complexities of class

Reflections

As I move into making a conscious decision into what I want to do for my hand in for this unit, I’m realising how much sound is not just a technical craft but a way of sensing the world around you. Sound become a story that sit underneath the visuals, shopping feelings that audience absorbs before even have time to realise it. This feels lessons Akomfrah’s ideas about sonic knowledge, Mulvey’s exploration of gaze and Chion’s disembodied voices have made me more aware of how sound can speak from the edges of a film, guiding attention and shaping emotion.

When I listen in to the sounds around me Im actively trying to be more attentive. Im listening for textures and the quiet clues that reveal a spaces inner life. Looking at possibly making my own music or sound design for a film, I want to be able to make my own world. A world where sound is the character itself, carrying memories and tension that the visuals alone can’t hold.

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Aural cultures hand in

Introduction to Aural Cultures

We met Mark and did the usal discussion about who we are and what we are interested in. Mark talked about his enjoyment for this work and the type of studies we will be doing. “Its very driven creativley through an audio paper, it has a lot of critical thinking.” Im looking forward to trying to use critical thinking more in these classes. Ive realised that I can often take things at a very base level when it comes to information, and have notyiced that other seem to be able to break things down more. This is definitley soemthing I would like to work on.

What we are working towards

The assignment breif talks about an audio paper and a compressed concept plan and finally some meaningful blog posts that show my research and work towards my final hand in.

Form of the lessons

The first half of thre lesson we will focus on themes and forms of art and theory. The second half will focus on our activities, ideas and planning.

What do sound studies and aural cultures mean?

  • Exsploring through sound
  • Theories and frameworks for patterns you recognise
  • Ethnography (the study of people, cultures and their habits)
  • Phylosophy of sound, how we think and listen to sound
  • Identifing agreements via sounds
  • Exsploring other cultures through sound

Talking about what sound culture is, some see it as a extreme reaction against the allaged domination of the Western eye. To fight back agaisnt the Western forces of culture.

Audio Papers

Audio papers are very indifferent to essays and written work, this is because they can add more depth into what we talk about. We looked a specific example of an audio paper on seismograph, which are carving a path into the audio paper universe. More Than A Back Ground by Francisco Mazza which an ex sound art student is about the sounds that where emitted in the high street of Peckham Rye. It’s good insight into the how the council tend to demolish cultural hotspots to make flats or new builds and how the noise that represents the community is being destroyed.

When listening we break it down into four questions

  • What are the core ideas and questions?
  • Whats the argument being developed?
  • What are the sound selections and sources?
  • Does it have meaningful editing and composition?

The ongoing battle of articulation with these audio papers

How do we get our point across that’s the main issue, the freedom of articulation is a useful tool to add depth. However, it can be the papers downfall because it can become misleading. It’s important not to get ahead of ourselves, to know what’s important with what you say and the editing. Audio papers integrate academic discourse with sonic elements like music, sound effects and media snippets.

My initial idea

In week ones session I had a look into my minds eye and the thought of tuning came to mind. The thought of having ti tune an instrument but also tune into your environment and the equipment we use to do this.

I think that tuning in for me is a personal discovery because of my own fondness of tuning into sonic sound. I always see people walking around London with headphones on and usually to block out the noise, it has accrued to me the importance of tuning in in my generation.

Heres an initial mind-map of random thoughts and questions that spring to mind when I was brainstorming

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Element 1 hand in for exhibiting Sound For Screen

Audio visual language

Lesson overview:

In today’s session we looked at the course content of Sound for Screen unit guide. We had a couple of administration tasks to do then we talked about the type of audio visual language that’s used in the audio for sound industry. We also examined some historical examples of sound for screen and how early pioneers helped shape cinemas relationship with sound and its connection to sound art.

Historical pioneers for cinema

Walter Murch (1943)

Walter Murch (1943) is an American film editor and sound designer. Some of his works include sound design for Apocalypse Now and The Godfather trilogy. Murch believed in what he called the three rules of sound. These include Emotion, Story and Rhythm. we would typically call this a synopsis. Meaning the outline of the plot for a play, film or book. His approach encourages us to ask not just what sound is, but why it’s there and what emotional or narrative role it serves.

Dziga Vertov (1896-1954)

Vertov (1954) became famous because he pioneered sound montage, he created meaning by cutting clips together. He became famous for his movie Man With A Movie Camera (1934), he created a movie depicting a day in the life of a modern soviet city in the nineteen hundreds, his use of quick cuts and stop motion was revolutionary for its time and changed the way films where made. Vertov’s work showed that sound and image could be assembled like building blocks to create new layers of meaning.

Sound Design

What is a sound track?

A sound track incorporates music and pretty much everything else that doesn’t include sound design. It forms the emotional bedrock of the viewing experience.

what is sound design?

Sound design looks more at creating a sound environment for the film or media that could be made from collecting sounds or creating them using synths and so on.

Paul Davis on Sound Design

Paul Davis is a sound designer that worked on You Where Never Really Here which is a thriller and crime film about a troubled mercenary. He believes that a good film director understands that sound design is a powerful storytelling tool. Sound works on a different level and works a different area to the brain which is perhaps more primitive which is why good sound design is so effective for horror movies. It can also be used subtly in other genres, helping shape an emotional tone without the viewer even noticing.

The elements that make up a soundtrack

  • Non/sync and sync sounds- Non sync refers to the sound on screen that is not synchronised to the visual on screen, and sync is sound effects that are synched with the visual on screen
  • Diegetic/Non diegetic sounds- Diegetic is a sound that doesn’t exist in the world or on screen that the characters can hear, Non diegetic is what the actors cant hear like voice overs or musical elements
  • ADR- Audio Dialogue Replacement is the use of all post production audio change to voices
  • Dialogue
  • Atmospheres – Things like traffic noises or sound FX that you go out and capture
  • Foley – Synched sound performed for screen
  • Sound Design – Tracks or Non synced sound

Practical

At the end if the lesson we went out with Zoom field recorders and took some audio samples form the environment around us to try and isolate and map the sounds we hear. This exercise I felt was really useful to separate and contextualise there noises that you usually hear around you to put them into a separate box from what you relate it to. I took out some paper and we draw a audio mind box to visualise what we where hearing and it was a little bit difficult at the start to try and draw and code what I was hearing but I understand there is some use to map and layer what we are hearing.

Watching

Disappearing Sounds

Cities and Memories

Stuart Fowkes

He is trying to save the worlds sounds that are disappearing and looks for the defining sounds of a certain place that we may never hear again. It’s an important piece of work as sound isn’t always factored in when we think about a loss or change. Some sounds are already disappearing or gone completely and I think its good to try and store some distinctive sounds in a ever changing world. This project really shows how fragile and fleeting sonic landscapes can be.

Reflection

Listing to the examples seen in the lecture today I noticed a difference. Instead of treating sound as something that just “happens” around me, I found myself tuning in with intention, almost like I was peeling back sonic layers I hadn’t noticed in the past. The field recording exercise made the world feel both familiar and strange. A simple breeze, footsteps and distant traffic are things I would normally ignore suddenly felt meaningful and cinematic.

I noticed how much of our emotional world is shaped by sound without us realising. The lessons about Murch, Vertov and sound design made me see sound as an invisible thread that ties them together. It can guide thew audience, unsettle them and or comfort them.

What struck me most is the idea that almost every sound has a place and a story if its own. Today made me more aware of how important it is to listen, not just hear. I think moving forward in this course, I want to pay more attention to those quiet details that usually go unnoticed.

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Creative Sound Project E2

Spacial plugins with Gareth

  • Ableton Autopan
  • You are able to control the pan from left to right and play around with this feature, Gareth talked about how he implemented it into his practise and it has lots of artistic value from spacial sound
  • You can slo sync the left and right pan to a tick which can be useful to use the panning as a musical element of a certain. make of work
  • You can also auto pan to any clip which is useful for working with space in art swell

Controlarism

  • This is the idea that using a Midi is an art and you are able to control many aspects of a certain DAW by manipulating the shape and remixing your work
  • It really looks at hands on performance and to change things like volume, pitch, filter and effects to change a sound signal
  • It also goes into custom mapping to use your hardware as a instrument and to give more control
  • Live mixing is important as well because to reshape whilst your going gives is more man made value
  • It changes the passive relationship between man and machine

Dear Reality Micro

  • You can use it any DAW
  • Its great for sound artist working with space because of its bin earl possibilities
  • It basically takes any laptop, headphones or listing device into a portable spacial device
  • You can practice as if you are in a room with multiple speakers
  • Its provides artists with the practice of specialisation

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Creative Sound Project E2

Week 26: Spatial Sound and Immersive Media (Gareth Mitchell)

Stereo

  • We talking about fusing when recording microphones,
  • Fusing is when some frequencies can overlap when mixing in stereo
  • Gareth showed us some nifty tricks to counteract this in Ableton 12, he talked about going the stereo and spreading out the noise you can counteract fasing, spread out the sound to make it balanced

Sound exercise

Gareth wanted to show us the effect of moving sound to different parts of your head and seeing the feeling you get from different positions. Most people have different hearing in their ears so to was interesting to see how people reacted to it.

It was an interesting experience for me because I got different frequencies in different parts of my ear, I realised that different positions provoke different feelings. Sound from behind for some people can provoke a sense of danger.

The advantages of stereo Neil Youngs Down By The River (2009)

Neil Youngs Down By The River (2009) is a great example of the benefit of stereo panning, the intention was to make different levels of panning for different instruments. I believe this was to create a sense of reality, the layer of sound add depth and make you feel like you are listening to the band live

Stereo can be an amazing medium, you can layer sound into a digital space this is called stereo trance

Cinema

  • Many cinemas around the world including IMAX use diffusion to create rich spaced out sound
  • Disney Fantasia was the first to bring a audio set up to where the film was being played to create a rich sound source
  • Pierre Henry used contemporary diffusion in his gigs, to spread the sound source

Home Cinema 5:1

  • This is the calls surround system set up
  • Perfect for home viewing in small rooms
  • Isn’t overly complex

7:1

  • Uses 7 speakers
  • more complex and you get a richer sound
  • Enhanced immersion and sound stage

Spacial Sound History

Hamburger Bahnhof, Berlin 2014. Susan Philipsz

She set up 24 speakers and played a certain scale of music out one speaker at a time, for example all the A chords would come out one speaker. The result was beautiful tones that you could hear and change as you walk around the room. This a great example of specialisation

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Global sonic cultures

Indigenous cosmologies

  • This weeks lecture we explored how indigenous cosmologies value listening in such a way of kinship
  • In many indigenous communities, listing isn’t just about what you hear, but a deeper relationship with the land, community and the spiritual world
  • Listening become a different act when talking about indigenous tribes

Songlines

  • Songlines where a type of song used boy many aboriginal people of Australia
  • They where originally used to navigate land, and pass on knowledge of the food
  • This is a great example of how song and place are woven into one to show that listening can be a form of knowledge moving through the world
  • We also looked at the long history of theft in the form colonisation
  • This makes it very important to approach the study of indigenous songs and oral cultures with care and responsibility
  • In recent times there’s been a growing recognition of Indigenous perspectives across many fields, including art, music, and academia. This renewed interest is helping to expand our collective understanding of what listening can be