On Visual / Sonic Form
Jaime Munárriz Ortiz
Universidad Complutense de Madrid
c/ Greco, 2
Madrid 28040 - SPAIN
34 91 3943653
munarriz@art.ucm.es
ABSTRACT
Dual media composition and live performing needs special tools
and new strategies. We should be able to control and manipulate
form, structure, micro and macro elements on both media
simultaneously. As there’s no existing commercial platform that
can fulfill this requisites, we have to design and build a suitable
tool from scratch. I’ll be analyzing different alternatives on
software and hardware, and describe several prototypes I’ve
developed and tested on stage in the last five years. We’ll see how
this tools work, and focus on the conceptual difficulties, as the
technical aspects can be solved with ease.
Keywords
Form, composition, visual, sonic, PureData.
1. INTRODUCTION
Form constitutes the structure of a visual / sonic piece. Form
can be divided into parts. Parts can be subdivided into smaller
entities, reaching the micro-cosmos of notes and even further, into
grains and small particles. A piece evolves in time due to it's
structure. Form guides change, and helps understanding of the
overall. Working with Form on visual and audio media needs
special tools, and new ways of thinking when composing.
2. ON VISUAL AND SONIC FORM
Antecedents
As an experimental musician and visual artist, I found myself
working on different scenes, with a dual role. As a musician, I was
recording and playing live, often with previously elaborated
projections. The complex physical and mental actions involved in
playing music, even on a modern computer based environment,
prevent the musician from controlling the visual projections. This
activity is usually performed by another person, or just triggered
and left running by itself.
As a visual artist, coming from a fine arts background, my
work has evolved into photography, video and digital image, and I
found myself performing live at art institutions and festivals. Live
visuals, controlled and interacted by the artist, are consolidating
as a new genre. This artistic work has been enriched by my
professional work at theater and stage projections, where I’ve
been able to develop and test new tools and maintain contact with
the industry and it’s expensive products.
The need to unify
This dual work slowly made clear the need to combine both
compositional and performing activities. It was evident that I had
to develop a system that could allow me to create sonic and visual
material simultaneously, with enough freedom to perform live,
triggering events, modifying existing material, remixing and
interacting with both media. Analyzing the existing platforms that
could suite this tasks, I soon realized that none of them offered
enough power to compose freely and simultaneously on both
media, nor they had the capabilities necessary to perform live with
fast synchronization and enough human interaction to make it a
true live act, and not just playback.
Dual composing / dual thinking
At the first tests I soon found out that it is really difficult to
keep yourself focused on both media at the same time. The mind
quickly concentrates on one composition area, forgetting about it's
relationship with the other part. That made clear the need to
elaborate a system with true interconnectivity, a system that
facilitates, and almost obliges to work and think on sound and
visual elements at the same time.
Systems tested
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In order to build this system I've been testing several
platforms, audio tools, programming environments and different
physical controller alternatives. Each system is typically good at
some tasks, but not so good at others. The dual system needs a
platform that works well on both media, and also allows a good
integration of both parts of the material. This balance has proved
difficult to attain. Some of the difficulties found are: poor overall
performance, separate ways of composing and manipulating the
data, too complex configuration for live acting, high price of non
open source software.
The different systems where each used on a global project,
named "Suites". This Suites have been composed, performed and
recorded. Each system gave birth to new ideas that suggested
some changes at the technical level, and even a change of
platforms for the next project. This process has allowed a
complete and real test of the designed systems, with stage and
public confrontation, that makes the experience more valuable.
All systems have developed as valid ways of dealing with the
problem, but the problem's core, the dual composition and
performing, is still far from a perfect solution.
Suite Zero.
PureData on sound, Processing on visuals.
The Pd patches allowed an alternative way of thinking on
form, structure, evolution and micro/macro elements. Sound
seemed a bit low on quality, comparing with the common virtual
instruments and processors. This could be of course reinforced
with some VST plugins triggered by Pd. At the end I kept the
minimalistic and rough sounding of PureData.
Processing showed some serious problems with video
performance. Drawing forms was behaving properly, and I could
attain a good synchronization on triggering visual elements from
the Pd composer patch, but when playing video clips the
framerate was falling to really awful levels. Quicktime for java
was eating all the CPU processing power, and even with small
size and really optimized video clips I couldn't get a nice
performing platform. Both programs were running on the same
machine, but this was not a problem, as the video slowness
appeared even without Pd running.
The synchronization was done by OSC, really fast and totally
customizable.
Suite #01 "Ultramar".
Audio sequencer, Isadora on visuals.
The bad video performance made me switch to a commercial
program, Isadora, developed for dance and stage projection. On a
short time schedule, I could easily develop a whole set of visual
pieces, with several layers of graphic elements and video. I had
some minor problems, but I could finish the suite in time for an
art festival live performance.
One laptop was used for sound, another for visuals, wired by
MIDI interfaces and cables.
The sound was composed and played live on a common
audio sequencer. For live playing the sequencer was sending
MIDI notes to Isadora. This allowed for changing scenes,
swapping videos and other synchro effects. A knob controller was
also used that could alter Isadora parameters, and at the same time
modify sound effects. A keyboard could trigger sounds and
corresponding video clips.
This system was technically too complicated for live playing.
It worked, but I had to think on the signal flow often, and after
some time the overall system seemed cryptic. The dual controller
configuration seemed really promising, but I found I had to think
and plan really carefully the dual actions generated by it
beforehand in order to attain a meaningful playability.
Stage projection: "Brokers"
Jitter on visuals
A commercial theater project got me into Max/Jitter work. I
had to develop a system for live controlling the visuals generated
into a 3 screen LED stage design. Even without previous
experience on Jitter, I had no real difficulties to build this
program, thought from scratch for theater performing. I didn't
swell into the matrix system, the real strength of Jitter, but the
video flow was nice and I could take advantage of my PureData
knowledge in order to build a global structure control system
based on Colls.
As a teacher at the Fine Arts University at Madrid, I try to
push open source alternatives for my students and workshops.
This made me think of porting my Jitter experience to PureData,
in order to transmit this model to my students. GEM is no Jitter, it
is a completely different graphic system. I had to learn it from
scratch. I looked for how to play, mix and layer video, and then I
played with the native elements inside GEM, like circles and
rectangles.
Suite #02 "Mapslids".
Ableton Live on Sound, PureData/Gem on visuals.
Working on my next suite, that I planned to perform at a
mini gig at South America, I developed a complex system that is
close to my ideal dual compositing performing tool. One problem
I had to deal with on previous systems was the need to close and
open different pieces on two separate programs. This made live
performing quite stressing, with too long silence interludes, and
prone to silly errors. So I designed a system that could open and
close the needed patches on the background, controlled from the
main application. For this system I relied on Ableton Live as the
main live application, the obvious choice for live audio
performing. Opening and closing patches form MIDI events was
difficult to achieve, but when finished it worked with awesome
reliability and speed. The visual patches now open and close
smoothly on the background, as if running on a single program.
When playing and composing music and visuals, Live clips
trigger MIDI events, generating sound from virtual synthesizers or
samples, and simultaneously triggering visual events generated on
the PureData patches. In this way every single event used for
performing has a direct relationship with a visual event. Synchro
and dual concept are perfect.
Sound textures, long and evolving, doesn't have such a direct
punctual relationship with video events. For this kind of material I
opted for visual textures, abstract and evolving videos that
showed a formal correspondence with this continuous sounds.
Percussive and short elements have a direct relationship with fast
visual events, like an appearing dot or a shaking line.
When composing with this system one needs to prepare and
adapt each patch in order to generate unique and distinct elements
for each piece. Afterwards, composing begins to conform a unique
experience, where sonic events generate its own visual
counterpoint. You have to tweak the GEM patches, of course, as
you compose, in the same way as you do tweak synth patches
while you play and look for the right sounds. The total machine is
built and ready.
Ableton Live is commercial software, and of course I'll prefer
a free alternative, specially for educational purposes. For quick
prototyping it became invaluable, being able to send MIDI notes
to its own tracks and also to a MidiYoke channel, received by
PureData . A patch inside Pd was converting this notes to internal
Sends, so each patch could react to its own dedicated notes.
However, Live was born as a MAX/MSP patch, so it shouldn't be
difficult to build a sound controlling application on PureData that
suites to this kind of work, allowing live triggering of MIDI and
audio clips, and sending this information also to GEM.
3. FORM COMPOSITION
Actual composing tools facilitate the creation of lineal or
evolving pieces. Structure is built by adding parts á la brick style,
and it is easy to copy and repeat phrases and groups of elements,
then adding some new elements. This way of composing, based
on multi-track recording, facilitates some kind of structural
thinking, but can be an obstacle for overall form design. Of course
you can think on terms of global structure and then build it piece
by piece, but each tool pushes in it's own direction, and these
sequencers just make easier some ways of working and keep us
from elaborating sonic material in different ways.
When confronted with a blank sheet of paper, it's easy to
focus on the global structure. You can think on intros, main
theme, bridge, etc. You can draw schemes that show the
relationship between parts. You can begin with a simple pattern,
like ABA, and then dive inside it's evolving structure. Or you can
think on masses of elements that mutate and transform over time.
This macro level of composition pushes toward part
differentiation, and it is easy to conceive confronting parts that
use different tempi, signatures or scales. This kind of macro
structure adds variety and interest to the music, offering a higher
degree of information to the listener.
Sequencer music tends to be lineal. Tempo or signature
changes can be realized, but we are usually too lazy to think on
them. At the micro level, the same happens: it's too easy to just
copy a part, and we forget that adding variations is quite necessary
to keep listener's interest. Mechanic quantizing of events
constitutes the same problem: it is easy to groove quantize or
humanize musical events, but actual tools just push us toward
rigid grid quantizing.
Mechanical music is fine, but it may lead us to forget another
musical resources that could get us into refreshing territories. Just
try a 7/8 pattern after a 4/4 part, and switch from 128bpm to
96bpm, and then go up to 178bpm with a 13/8, and see what
happens. Complex structures can be interesting and stimulating.
Mind appreciates changes, and complex levels of information.
Modern musicians often feel the need to build their own
music tools. I felt I needed a way to explore form at it's highest
level, and also it's relationship with lower levels, so I embarked on
the designing and construction processes of a composing tool that
could handle form, parts and global structure. PureData was
chosen because of it's openness, direct relation with sound and
MIDI, built in tempo control, real time processing, and enough
data containers to define, alter and use the structural elements of a
composition.
4. SIMULTANEOUS SONIC / VISUAL
COMPOSITION
Dual sonic / visual composition poses a great challenge, even
for the artist with extensive experience on both fields. Sound and
motion visuals share a common element: Time. Time evolution,
changes, repetition, variations, constitute the essence of both
media. We can think this may deal to a common workflow, a
parallel composing experience, but the truth is we are used to
quite different sets of mental an physical tools to work on both
fields. When trying to compose at both levels simultaneously, it is
difficult to keep one's mind on both tasks, and we usually end
focusing on one activity and forgetting about the other.
We need tools that oblige us to deal with both media at the
same time, establishing strong connections between both types of
material.
The good part of inventing our own tools is that they are
unique and they correspond exactly to our own interests.
Developing a Form Exploring System we can define our own
connections between both worlds, and so establish our own
personal audiovisual language.
When confronted to such a complex task as this kind of dual
thinking is, it may help to start from a simple departure point.
Reductionism may help, minimizing the number of factors
involved in the creation process. Choosing a reduced set of visual
and sonic elements can constitute a good strategy, helping to
focus on the essence of the dual composing problem. My choice
was to choose abstract textures (visual-scapes / sonic-scapes ) and
punctual elements (short sounds / discreet visual elements).
Textures may share a common mood and evolution in time.
Punctual elements are the best way to establish a direct
relationship between sound and image, because they can appear
suddenly, and evolve and extinguish in a short and perceptible
way. Our perceptual system can relate both phenomena easily.
Rhythm, or percussive material, appears simultaneously at both
levels as repetitions and patterns on time.
This two layers appear as background and foreground.
Textures constitute the background, punctual elements the
foreground. However, by choosing really minimal punctual
elements, primary visual and sonic material, we build a non too
meaningful foreground. This may lead to an exchange of roles,
moving from back to front, drawing our attention, or escaping
from it. Working on purpose with not too meaningful material, as
can be a melody or a lead vocal, or a human figure, creates an
ambiguity and a sliding of planes and levels of attention that adds
an elusive interest to the pieces composed.
On this two layers we can superimpose effects, as reverb or
blur, but it is necessary to find an equivalence between both
systems. I don't like to talk about synesthesia, as it has become
fashionable lately, because it is a health malfunction and I think it
constitutes quite a different subject. Our interest lies on
equivalencies between sonic and visual effects. For instance, an
echo in sound may be paired with a visual repetition of an element
with some fading as decay. It's not easy to find an equivalence for
each effect we can use, so it is a necessity to start with few and
well chosen resources, a reduced and personal palette.
5. TRIGGERING EVENTS
The connection between the sonic part of the system and the
visual generator can be made using several protocols. MIDI, an
old technology, proves quite useful for this purpose, as all audio
hardware and software and most visual tools use MIDI as a core
technology. We don't really need a great data rate between both
systems, and usually we can just send an "event triggered" signal.
We may use MIDI notes for this actions. Virtual MIDI ports are
fine for working inside the same machine, but external MIDI
interfaces may be used for separating visual and audio machines,
and even for extending the system into several connected units,
adding screens and projectors or even more human performers.
OSC, as an open protocol, is perfect for more demanding
messages. You can establish your own kind of signals, and build
your tools around it's flow. However, not all the tools available
can handle OSC, so it's use may depend of it's availability. When
using a single development environment, as PureData, Processing
or Max/Msp /Jitter, you can establish your own internal signals, as
the useful Send/Receive objects on Pd that can be used to connect
any event generator to any media generator.
MIDI, OSC and internal sends can be converted with ease, so
we can adapt any system to work by any other. PureData shows
up as the perfect tool for this kind of conversion, as it can handle
MIDI, OSC and internal sends with speed and transparency.
Gem visual possibilities
Live visuals need to be fast and effective. Commercial VJ
software, as Resolume or Arkaos, focus on clip triggering, layer
superimposing and fancy effects. This software can of course be
used for dual sonic / visual composition, using MIDI for
triggering clips and control change messages for modifying
effects. This tools are fast and reliable, but we may find the same
problem as we did with audio sequencers: they are intended for
one kind of work, and may not be good for a different approach.
The need to build our own tool rises again. A personal
composing visual tool must not focus on extreme effects, but on
the relation we need to establish with the sonic material. Complex
effects and superimposing may be done offline, giving priority to
real time reaction and tight integration with audio events. The
main tasks that need to be solved are video triggering, video
mixing and adding, graphics with alpha channel, and geometric
form generation. This basic visual elements may constitute a basic
palette, suitable for live performing. Of course the aesthetics of
the graphic material used will come up from the creative universe
of the composer, as his sounds or melodies do on the musical
field.
Envelopes and fades may be good tools for establishing a
correspondence between sonic and visual elements, as they relate
to the timing evolution of dissimilar events.
Random moves, prosecution of elements, clicks and glitches
may add more coherence and integration to both parts of the
composition.
6. CONCLUSION
My work on both music and visual creation has dealt to the
need to create a system for composing and live performing on
both levels simultaneously and coherently. I've built and tested
systems based on several platforms and tools, some free and some
commercial. PureData has shown as one of the best systems for
this purpose. It is Open Source, and can deal nicely with audio,
video, graphics, MIDI, OSC, and has some good objects for
controlling form and it's components and evolution.
Artists these days feel the need to build their own tools, and
PureData is one of the best platforms for this purpose.
8. REFERENCES
[1] Puckette, Miller. The theory and tecnique of electronic
music. World Scientific Publishing, 2007.
[2] Supper, Martin. Música electrónica y música con ordenador.
Historia, estética, métodos, sistemas. Alianza, Madrid, 2004.
[3] VVAA. Bang. Wolke, Hofheim, 2006.
[4] VVAA. XXXXX. xxxxx, 2006.
[5] Winkler, Todd. Composing interactive music: techniques
and ideas using Max. MIT Press, Masachusets, 2001.
[6] Woolman, Matt. Sonic graphics. Seeing sound. Thames &
Hudson, London, 2000.
[7] Xenakis, Iannis. Formalized music: thought and
mathematics in music. Pendragon, New York, 1992.
7. ACKNOWLEDGMENTS
[8] www.createdigitalmusic.com
Thanks to Miller Puckette for freeing and sharing this technology,
and to the PureData community.
[9] www.createdigitalmotion.com