Concentration, Familiarity, Simplicity
A good design cycle relies on a mixture of expediency, clarity of execution,
and conscious control over feelings and memories in order to hold the ideal in
mind while crafting the workpiece. It is a task that demands a lot of focus.
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Strategic Production
I have seen many designers and producers get “wowed” by technology and so
overwhelmed with possibility that their creative impulse is “stolen” from them.
Without losing the passion for the art it is necessary to develop a somewhat
urbane, even cavalier detachment from the tools. A racing driver does not mar-
vel at the design of the car during the race. That is not to say he is completely
disinterested; rather that focus on the task makes the tool “transparent.” Many
producers say they do better work in familiar surroundings with a trusty beaten-
up old mixing desk than in the “glamour” and pressure of a
£
5000
/
day studio
with the latest Pro Tools software and a 128-channel SSL desk. Redundant
technological possibilities are a distraction that upset focus. A racing car does
not have a stereo on the dashboard.
Time and Vision
We experience sound in a different way than we experience images. Viewing a
procedural sound canvas is more like looking at a sculpture. It must be seen
from many points of view for one to fully take in the whole. This requires
exploring the behavioural parameter space of the sound by trying several dif-
ferent sets of input data. The best thing for this is probably a MIDI (or better
OSC) fader board and MIDI keyboard to trigger events rapidly. For a painter
the canvas exists at all points in time; time and brushstrokes may change it,
but it always exists in time. You can look at a painting and see its entirety with
a single glance. Sound on the other hand is a function
of
time. You are only
ever listening to a tiny bit of the whole at some instant. Understanding how
this is different from the visual art can really help us work with sound. It takes
one minute to audition a sound that is 60 seconds long, no more, no less; there
aren’t really any shortcuts. Tools exist that can fast-forward sound without
upsetting the pitch; they are great for editing raw material, but because sound
is an experience that relies on timing, this isn’t as much use as it seems. So, a
fundamental “problem” is that because sound is a function of time it must be
heard in real time to be understood. If we engage in a process that requires us
to listen through the whole piece each time we make an adjustment we will use
a lot of time; therefore it’s necessary to plan sounds at a higher level so that
we can zoom in and work on features of them which are
outside time
. It is the
abstraction provided by the model that makes this possible.
References
These are eclectic, but all contain something of great value for the sound
designer.
Bely, A. (1922).
Glossolalia: Poem about Sound
. Translation 2000, Thomas R.
Beyer.
Brooks, F. P. (1975).
The Mythical Man-Month: Essays on Software Engineer-
ing
. Addison-Wesley. (2nd ed., 1995.)
Cameron, J. (1997).
The Artist’s Way
. Pan.
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