Sponsoring Committee: Dr. Ronald Sadoff, Chair Dr. Tae Hong Park Dr. Martin Scherzinger THE HYPERORCHESTRA: A STUDY OF A VIRTUAL MUSICAL ENSEMBLE IN FILM MUSIC THAT TRANSCENDS REALITY Sergi Casanelles Program in Composition / Scoring for Film and Multimedia Department of Music and Performing Arts Professions Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in the Steinhardt School of Culture, Education, and Human Development New York University 2015 ProQuest Number: 3729807 All rights reserved INFORMATION TO ALL USERS The quality of this reproduction is dependent upon the quality of the copy submitted. In the unlikely event that the author did not send a complete manuscript and there are missing pages, these will be noted. Also, if material had to be removed, a note will indicate the deletion. ProQuest 3729807 Published by ProQuest LLC (2015). Copyright of the Dissertation is held by the Author. All rights reserved. This work is protected against unauthorized copying under Title 17, United States Code Microform Edition © ProQuest LLC. ProQuest LLC. 789 East Eisenhower Parkway P.O. Box 1346 Ann Arbor, MI 48106 - 1346 Copyright © 2015 Sergi Casanelles ACKNOWLEDGEMENTS I would like to thank Dr. Sadoff for his mentorship during my doctoral studies, as well as my committee members Dr. Park and Dr. Scherzinger. I would also like to express my gratitude to Dr. Gilbert for assisting me in the first stages of my research and to Dr. MacFarlane for his thoughts on McLuhan’s theories. I would like to thank Dr. Kulezic-Wilson and Dr. Greene for their comments in a forthcoming book chapter on Hyperorchestration. Their suggestions served me for improving for this present study. iii TABLE OF CONTENTS ACKNOWLEDGEMENTS iii TABLE OF CONTENTS iv LIST OF FIGURES ix CHAPTER I INTRODUCTION 1 II MUSIC ANALYSIS FROM MOVIE SOUNDTRACKS 12 Introduction Movies as Multimodal Experiences… …and a Multimodal Approach to Music Analysis The Lord of the Rings: Creating Middle-earth with a Global Musical Ensemble The Social Network: Sound Quality as Emotional Signifiers Inception (2010): Challenging Reality and the Impossible Orchestra The Expanded Orchestra An Impossible Crescendo Expanding the Sound Palette with Synthesizers Man of Steel (2013): Expanding the Hyperinstruments Gravity (2013): Scoring the Soundlessness of Outer Space Interstellar (2014): The Church Organ and the Integrated Score 12 15 16 25 25 35 41 45 46 48 50 57 63 continued iv III IV V PHILOSOPHICAL APPROACHES TO HYPERREALITY 74 On The Matrix Baudrillard and the Hyperreal The Three Orders of Simulacra The Hyperreal McLuhan’s Theory of the Media The Spoken and the Written Word Media and Simulacra A Process of Virtualization The Hyperreal Society 74 78 80 85 86 90 93 94 102 CINEMA ONTOLOGIES AND HYPERREALITY 104 Introduction Narratives and Virtual Reality Imagination and Virtual Reality Digital Cinema and the Ontology of Cinema Digital Cinema and Indexicality Authorship and CGI: Gollum’s Case The Case of Animation Prince’s Perceptual Realism Cinema and Hyperreality 104 106 111 115 116 123 129 131 135 FILM DIEGESIS, REALISM AND THE PERCEIVED REALITY 141 Introduction The Myth of the Perfect Illusion Theories of the Film World Defining the Diegesis and a Semantic World for a Movie A Clockwork Orange Cinematic Realities in Etienne Souriau’s Model Realism, Verisimilitude and the Diegetic World Building the Diegesis The Diegesis and the Hyperreal The Filmic World Aesthetic Realism v 141 142 147 154 155 158 167 171 178 181 185 continued VI VII MUSIC, HYPERREALITY AND THE HYPERORCHESTRA 189 Introduction Recorded Music and Musical Notation Musical Notation The Piano Concerto Recording The Studio Recording and the Acousmatic Sound Synthesized Music and the Musical Instrument Sampled Instruments CGI Actors and Sample Libraries Sample Libraries and Hyperreality The Hyperorchestra Ontological Approaches for the Hyperorchestra The Hyperorchestra and the Live Concert 189 192 196 203 234 MIDI, SAMPLE LIBRARIES and MOCKUPS 239 Introduction Musical Instruments Digital Interface (MIDI) The effect of MIDI Beyond the Mock-Up: Overview of the Evolution of Sample Libraries Technical Generalities of Sample Libraries Dynamic Layering and Crossfading Round Robin Legato Transitions and Crossfading Multiple Performance Techniques Sound Perspectives Connotation and Cultural Codes Replicating the Orchestra Analyzing EastWest’s Hollywood Orchestra Orchestral Ensembles and Coded Orchestral Libraries Sample Libraries and World Instruments Epic Percussion Libraries 239 241 247 206 213 217 221 226 227 228 252 255 257 260 261 263 264 265 268 271 279 284 290 continued vi VIII IX X Sample Libraries as a Blueprint for Screen Music Scoring Practices Hybrid Libraries Additional Considerations on Sample Libraries 293 294 295 AESTHETIC COMPOSITIONAL FRAMEWORKS 297 Introduction Sound and Music in the Hyperreal The Recording Framework The Contemporary Framework for Audiovisual Music Creation Hyperinstruments A Framework for the Hyperorchestra 297 304 307 HYPERORCHESTRATION 329 Introduction Traditional Orchestration: an Overview The Spectral Movement Music Software Tools Defining Hyperorchestration Mixing as a Hyperorchestration Tool Mahler’s First Symphony Defining Mixing Defining a Sound Perspective Sound Processing Tools Virtual Space Design Sound Processing and Aural Fidelity Creation of Hyperinstruments Hyperinstrumental Orchestration Augmenting and Expanding the Orchestral Sections Incorporating New Instruments Hyperorchestral Combination 329 330 333 339 342 344 345 349 353 359 372 378 380 383 CONCLUSIONS 395 The Hyperorchestra and Hyperreality Interaction with the Moviemaking Process Sound Sculpting: Integrating with the Rest of the Soundtrack 395 399 vii 309 313 320 383 389 391 402 continued Composition as Sound Design Evolution and Expansion Possibilities 403 404 BIBLIOGRAPHY 407 APPENDIX A 424 viii LIST OF FIGURES 1 2 3 4 5 6 7 8 9 The research process for the hyperorchestra. The process starts at the top left and ends at the bottom right. 5 Philosophical framework for the defining of an ontology for the hyperorchestra. The figure shows three main areas that will be addressed in different chapters: postmodern philosophy and semiotics, ontology for digital cinema and film diegesis, and ontology for music and recorded music. 7 This is a graphical representation to show how music is a subset of sound, which is also a subset of mechanical waves. 22 Tuning of the strings of the Hardanger fiddle. The first measure shows the tuning of the strings that are actually played, whereas the second measure refers to the sympathetic strings, which are not played. 29 Rohan’s Theme (transcription, reduced score). This is the main theme of the second movie, The Two Towers, and appears multiple times throughout the movie. 30 Transcription/sketch of the opening track of The Social Network (2010) 38 Transcription of Inception’s (2010) main chord structure. This sequence of chords constitutes the root for most of the movie’s soundtrack. 44 Progressive crescendo written utilizing a traditional musical score notation. 47 Progressive crescendo written utilizing Logic’s piano roll. The top frame is used to write the note, whereas ix 10 11 12 13 14 15 16 17 18 19 20 the bottom frame is used to write continuous data. In the example of this figure, a 0 value in this lower area means the lowest possible dynamic and the highest value (127) means the highest possible value. The top numbers are the measure and submeasure. 47 Photo taken during the drum sessions (Zimmer, 2013, p. 13) 52 Transcription of the melodic line for the main theme of The Man of Steel (2013) 54 Transcription for William's main theme melody line for Superman (1978). The figure shows only the beginning of the theme. 55 Graphic representation of direct and reversed sound waveforms. 59 Graphic representation of different amplitudes in sine waves 60 Screenshots for the title credit and establishing shot for Gravity (2013). 61 Score sketch that shows the intervallic content of the organ part in the track S.T.A.Y. from Interstellar’s (2012) soundtrack. 68 Abstract example of a directed graph. It does not refer to any narrative specifically. 109 This graphical model describes performance based on David Fincher's approach to performance and acting as described by Prince (2012, p. 102). 126 This graphic summarizes the different roles that contribute to generating a performance in audiovisual media. The graphic is divided between physical and virtual processes. 127 Graphic representation of the framework for the generation of the diegesis and the filmic world. 185 x 21 The graphic shows three different crescendo representations. 199 Representation of a crescendo utilizing traditional musical notation 200 23 Schematic for an octave of a musical keyboard. 216 24 General classification for synthesized and sampled instruments. Pure synthesizers refer to instruments that create the sounds purely from sound synthesis. Hybrid synthesizers are, as described above, synthesizers that also employ one or more samples (that are transformed) in order to produce the sounds. Sample libraries are designed by creating computer programs that utilize a set of samples to generate virtual instruments. The last typology, the recording, refers to any other typology of music recording. 218 Graphical schematic to represent MIDI communication. 244 26 MIDI communication and human interaction. 250 27 Screenshot of Logic Pro X piano roll window. 251 28 Conceptual graphical representation of the structure of a virtual instrument inside a sampler. It receives MIDI inputs that are used to decide which sound samples to trigger, and in which amount, as output sound. In this example, CC1 is used to decide the mix of vibrato samples, whereas CC11 is used to decide the mix of dynamics. The combination of these two values will serve to decide the amount of signal that each of the samples will contribute to the final result. In addition, there is another set of samples triggered at special occasions. For instance, when a Note Off message is received, the sampler will trigger a note release sound. When the sampler detects two notes at the same time (assuming that the virtual instrument is a monophonic legato instrument), it will trigger a legato transition between 22 25 xi both notes, followed by the corresponding mix of samples for the last note that was played. 256 Hypothetical example of dynamic crossfading. The figure shows how the mix of each of the samples dynamically varies depending on the CC value. The percentage refers to the amount of the signal from that layer that will g to the final mix. For instance, a CC value of 1 will output almost no sound, all of it coming from the piano (p) sample. This is because the output should represent the quietest sound possible in the instrument. At values around 60, the sound should become close to an mp dynamic. This is why most of the sound comes from the mp dynamic layer. These values will vary for each CC number, dynamically mixing all the dynamic layers accordingly. 258 Graphical representation of Hollywood Orchestra’s input parameters for a string ensemble sustained sound (Rogers, Phoenix, Bergersen & Murphy, 2009). 272 Musical score representation of the string position possibilities for the violin ensemble in EastWest’s Hollywood Orchestra. (Rogers, Phoenix, Bergersen & Murphy, 2009, p. 23). The score shows which notes are played on which string depending on the finger position that the composer has selected. 274 32 Tunings for EastWest’s Ra (EastWest Sounds, 2008) 287 33 Visual representation of the main principles of the Attack, Decay, Sustain and Release (ADSR) model 300 Graphical representation of the sound wave of a timpani hit, with the ADSR labels superimposed. 301 Music in the hyperreal. This graphic shows how sound sources from the physical world are transported to the virtual area for processing. Once this happens, music becomes hyperrealistic. 304 Graphic visualization of the processes involved in a traditional movie scoring composition process. 307 29 30 31 34 35 36 xii 37 Graphical visualization of a framework for contemporary music scoring. As it is a nonlinear process, there is no specific linear set of steps. Instead, the DAW becomes the core of the process. 310 Graphical representation of the hyperinstrumental design framework. It progresses from top to bottom. 316 Graphical representation of a conceptual framework for the hyperorchestra. Its main purpose is to show that the hyperorchestra is the result of an attitude that focuses on the sounding result in addition to a process of generation of meaning. 322 40 Score sketch for Mahler's First Symphony (m. 17-25) 346 41 Amplitude distribution within the frequency spectrum. All three graphics represent a situation in which the sound output utilizes the maximum amplitude available. 352 42 Hyperinstrument model revisited. 354 43 Visual representation of the piano mixes in The Social Network (2010). The composers utilized three different microphone positions at different distances from the source. 355 Mixing perspectives with different panning. Although the source is just one piano, the sounding result generates the impression that the piano is in multiple locations at the same time, thus becoming multidimensional. 356 Waveform visualization of the effects of compression on a timpani hit. 366 46 Sketch of the effects of a compressor. 367 47 Stereo and basic surround speaker configurations. 373 48 Representation of multidimensional spaces. Even though there is only one piano recorded, the result becomes multidimensional due to the mixing 38 39 44 45 xiii process, as the piano seems to emanate from different spaces. 374 49 Two-dimensional virtual configuration 375 50 Simple velocity mapping 426 51 Alternate velocity mapping 427 xiv CHAPTER I INTRODUCTION This dissertation will define a new approach to the creation of contemporary music for audiovisual media, which I call the “hyperorchestra,” a term derived from the concept of hyperreality as defined by Jean Baudrillard (1994) and Umberto Eco (1990), among others. Thus, the term hyperorchestra is the portmanteau of hyperreal and orchestra, which implies a musical ensemble that inhabits hyperreality. My process for creating the term was twofold. First, it involved research on the concept of film diegesis, or the imaginary world in which the movie takes place. This is a pivotal concept in screen music scholarship that has produced many problematic approaches. Providing a definition for the diegesis is complex because it interacts with the concept of reality. In addition, numerous narratives of contemporary movies (e.g. The Matrix (1999), Inception (2009), etc.) have challenged the commonly accepted definition of what reality is. These narratives were connected in time with the development of computer tools and digital processes that were introduced in the course of creating a movie. 1 The second approach originates from the study of one of these digital tools: the contemporary sample libraries for music creation. These software products, created by companies such as EastWest Sounds, Native Instruments and Vienna Symphonic Library contain a collection of digital recording samples (the sample library) that are mapped into a set of virtual instruments employing a piece of software called a sampler and using a set of programming scripts that generate each virtual instrument. Although all of these elements are constituent parts of these products, nowadays they are simply referred to as sample libraries. In addition, the composer does not interact directly with the samples, which are frequently compressed and encrypted, but with the set of virtual instruments that these libraries offer. Some of these instruments are able to create music that sounds realistic even though it is produced virtually. Moreover, they can create music that, while it sounds realistic, an ensemble of performers could not replicate it in a concert hall. Consequently, the music that is created using these tools could be associated with the definition of hyperreality, or "models of a real without origin in reality" (Baudrillard, 1994, p. 3). Similarly, the film diegesis might also be associated with hyperreality when assessing the perceived realism of the different scenes in a movie. 2 On these grounds, this study is a philosophical investigation that aims to provide a comprehensive definition of the hyperorchestra and of the music produced by employing hyperorchestral models. This requires providing a definition of, and ontology1 for, the hyperorchestra, which implies analyzing what constitutes the basis of hyperorchestral music beyond the utilization of sample libraries. In addition, I have included two related concepts: the hyperinstrument and hyperorchestration, both derive from the hyperorchestra. The first aims to describe the different virtual instruments that constitute a hyperorchestra. The second aims to provide a set of principles for hyperorchestral writing, in a parallel manner to what orchestration means for the traditional orchestra. As a culturally grounded phenomenon, a theory for the hyperorchestra needs to draw from ontological and aesthetic concepts. In terms of ontology, I intend to elucidate the ontological implications of the hyperorchestra and how they differ from traditional means of music making. Furthermore, I will describe how the new ensemble integrates into a wider framework for the hyperreal. I will pay special attention to the relationship between the hyperreal and contemporary cinema, as well as to how it has altered the definition of realism. Thus, I will address the following problems: 1 By ontology, one refers to the philosophical investigation related to the essence of being. 3 - How does the hyperorchestra relate to the ontological changes produced in contemporary movies, especially, caused by social and technological changes? - How does the utilization of hyperorchestra help to transform the concept that listeners have of what is realistic and what is not? - What are the ontological implications of the hyperorchestra? Should hyperorchestral music be considered ontologically different from music created by physical means? In answering these questions, I will describe how the hyperorchestra becomes an integral part of contemporary society and narrative cinema, which is, nowadays, its most prominent cultural manifestation. Inquiring into the transformation of the concept of realism is crucial when the concept of reality dissolves. In discussing realism in cinema, along with how the world of the movie is created, I will outline a model for interpreting how society engages with the cinematic experience and its music. With the results of these findings, I will be able to provide an ontological definition for the hyperorchestra, grounded in how music becomes a part of the hyperreal. The ontological inquiry will reveal how the models for the hyperorchestra are culturally rooted. In other words, the hyperorchestra is 4 not simply a set of objective modes and techniques of music making, as it also involves an aesthetic intent. Thus, it is not possible to define the hyperorchestra just by describing its ontology: it is imperative to provide an aesthetic investigation, which should be grounded in contemporary screen music practices. This inquiry will address the following problems: - What are the aesthetic consequences of writing music for the hyperorchestra? How does composing for the hyperorchestra affect the overall aesthetic of screen music? - What are the specific aesthetic elements that hyperorchestral music has incorporated thus far? The research process is outlined in the following figure: Figure 1. The research process for the hyperorchestra. The process starts at the top left and ends at the bottom right. 5 The figure above highlights how the origin of the definition of the hyperorchestra comes from the observation of contemporary screen music practices and its new tools. As a result, the study is divided into three main sections. It will begin by analyzing a selection of contemporary movies that will serve as source material for the discussion. These movies are relevant to emphasize different aspects of the hyperorchestra. In order to analyze them properly, I will also present an analytical framework to approach musical analysis beyond pure score analysis. The resulting analytical framework will emphasize the importance of focusing on the sounding aspect of the music in tandem with its cultural implications. This will add to the more traditional approach of analyzing music in terms of its harmony, melodic lines, instrumentation and form. For instance, the microphone placement (and consequently the sound result) of the recorded piano line in the main theme from the Social Network (2010) becomes at least as important as the melody itself in terms of providing content for the scenes in which it is present. Chapters III-VI utilize philosophical research in order to discern the ontology of the hyperreal, with an emphasis on cinema and music. The objective is to provide a theoretical framework to properly define the hyperorchestra and its utilization in contemporary screen music. The 6 following figure summarizes the different elements that will constitute the theoretical background used to define the hyperorchestra: Figure 2. Philosophical framework for the defining of an ontology for the hyperorchestra. The figure shows three main areas that will be addressed in different chapters: postmodern philosophy and semiotics, ontology for digital cinema and film diegesis, and ontology for music and recorded music. Chapter III is focused on describing an approach to the hyperreal that draws mainly from Baudrillard’s and McLuhan’s philosophies. Although Baudrillard discusses art in some of his works, his definition of hyperreality aims to describe a global model of society. Consequently, I will interpret Baudrillard’s definition of hyperreality in terms of a theory for 7 the media that will serve to discuss how cinema and screen music relate with an artistic approach to hyperreality. As McLuhan’s focus was on defining an encompassing theory for the media, and his work influenced Baudrillard’s philosophy, a discussion of some of his theories is appropriate. As a result, I will propose a model for defining how the media and the arts might interact with the concept of hyperreality. Baudrillard defined the hyperreal as a means to criticize a model of society, whereas I intend to define the principles of hyperreality as an opportunity to expand the artistic possibilities of music creation. Therefore, this model will extend and, to some degree, modify Baudrillard’s approach to hyperreality. After defining the basis of what I refer to as hyperreality, Chapters IV and V will focus on cinema. In Chapter IV, I will discuss the ontology of cinema and how it engages with a hyperreal framework. For the present study, I will focus on narrative movies that follow a widely known narrative structure, which I will refer to as “cinema”. As my discussion concentrates on contemporary cinema, I will generally try to avoid the term “film”, as it implies the utilization of a physical film reel, which is barely used nowadays. The chapter will focus on two main concepts. First, I will describe a theory for the narrative that brings cinema closer to hyperreality. Second, I will argue against an ontology for cinema that 8 associates an indexical property to the medium, utilizing Stephen Price’s (2012) concept of “perceptual realism”. In analyzing some of the most relevant theoretical grounds of understanding the cinematic experience, I intend to connect cinema to the concept of hyperreality that I described in Chapter III. As an artistic product of the 20th century, I will argue that cinema has strong connections with an artistic approach to hyperreality. In other words, cinema is an especially well-suited art to contribute to the generation of hyperreality. In addition, a discussion involving the role of art in generating hyperreality will serve as the foundation for a discussion of how music interacts with the hyperreal. Chapter V will describe how the world in which the movie happens (the diegesis) is generated, how it connects with the concept of realism, and how this process might be linked to the hyperreal. This is an important discussion because, as I will argue, the diegesis is an imagined world that might be connected with hyperreality. In addition, inquiring about what the diegesis is, exactly, has become a key element of screen music scholarship. From the perspective of screen music analysis, describing the diegesis is essential in order to comprehend the role of music for the screen, especially considering that it is an element that is not normally heard in the world of the movie. Considering that the 9 characters cannot hear most of the movie’s music, it becomes important to describe the role and place of music for the screen. Therefore, I will describe in detail the role of music in creating the diegesis, which will also serve to describe the conceptual framework where the hyperorchestra acts in the movie. Chapter VI will focus on music in the hyperreal, which will serve to define an ontology for the hyperorchestra. The chapter will build on the concepts from the previous chapters in order to provide a framework for understanding how music integrates into the hyperreal and how the hyperorchestra engages with contemporary audiovisual practices. Therefore, the chapter will complete the analysis of the relationship between artistic expression and hyperreality from the point of view of music and the technological innovations of the past decades. A key element of the chapter will be the exploration of the ontological consequences of recording music, along with its implications in terms of the creative process. The utilization of sound recording allows for the creation of music that transcends the traditional live experience of an ensemble playing music together. The last three chapters will define the aesthetic basis of the hyperorchestra. First, in Chapter VII, I will describe how MIDI and sample libraries have become tools for music composition that have transcended 10 the traditional musical model grounded by the notated score. Due to the rapid evolution of technology, sample libraries have become a very recent, but integral, tool for defining the hyperorchestra. In addition, their novelty justifies a detailed examination of their principles. Finally, Chapters VIII and IX will propose an aesthetic framework for understanding the implications of the hyperorchestra in musical aesthetics and in the processes surrounding composition for audiovisual media. The final section draws on the examples and findings from the analytical section in order to shape an aesthetic framework that is commensurate with contemporary practices. 11 CHAPTER II MUSIC ANALYSIS FROM MOVIE SOUNDTRACKS Introduction In this chapter, I will analyze a selection of music from contemporary Hollywood movies. I intend to analyze a wide but contained scope of diverse approaches to recent screen music writing, in terms of the resources employed in order to generate meaning, in conjunction with the music’s aesthetic functionality. The examples will highlight a series of aesthetic approaches and creational techniques that will serve as source material to describe the principles that define the hyperorchestra. All the examples are from popular movies. As an artistic form, all music has an associated aesthetic status within a given culture at a given time, as a product of consensus among the people. In other words, the status of a piece of music in a given society depends on the opinion of the people of this society. This is an important definition, as it highlights that the appreciation of a piece of art does not only depend on its intrinsic qualities, but also on its interaction with the values of the culture that experiences it. The aesthetic status is a result of the sensory stimuli caused by the music in tandem with a set of 12 cultural values. The music that I will analyze in this chapter shares their creators’ aesthetic intent that pushes the boundaries of what was considered screen music (in terms of style) when the movies were made. Each of the examples discussed in this chapter will illustrate a different mode of aesthetic expansion, thus representing the varied possibilities of musical evolution offered by the hyperorchestra. The movie and music selections presented here are meant to highlight specific aspects that will serve as examples for shaping a hyperorchestral framework. Thus, the collection does not intend to become a representative sample of the most relevant movie scores of recent years, as this would be a completely subjective endeavor, but aims to present a variety of movie scores that have challenged and expanded the established aesthetics and processes of screen music in different ways. In the music for The Lord of the Rings trilogy (2001-2003), the movie orchestra extends to encompass instruments and cultural traditions from around the world, creating one of the most complete multicultural ensembles ever presented. Although the music mainly comes from purely acoustic recordings of ensembles, the cultural implications and the wide range of the instrumental resources present in the score go beyond the traditional model of the Western orchestra. The 13 result is a blend of diverse musical traditions that are usually culturally segregated. The second analysis will continue to focus on acoustic instruments, even though the music for The Social Network (2010) is mainly electronic. In the analysis of this movie’s music, I will focus on the different versions of the main theme’s piano melody. The versions of the theme are processed differently in order to alter its meaning and the score is a remarkable example to illustrate how slight alterations of the sound of one instrument can also alter the narrative meaning of the music. The music for Inception (2010) might be considered archetypical as a definition of the basic premise of the hyperorchestra. Its impossibly massive brass ensemble is one of the clearest examples of how to generate a verisimilar brass sound that could not be produced by physical means alone. Similarly, the music for The Man of Steel (2013) serves as an excellent example of the concept and the possibilities of a hyperinstrument. The careful music and sound design in Gravity (2013) make the movie incredibly thought provoking for a screen music analysis. In this case, I will mainly concentrate on the nature and implications of utilizing a reversed sound which is an extremely effective technique widely used in contemporary musical practice and is also a key element of the score of the movie. Finally, I will discuss Christopher Nolan’s decision to use the pipe organ in Interstellar (2014), which is an 14 extraordinary example of the depth of music’s role in the transmission of profound ideology and in the creation of the movie’s ontology beyond the audiovisual world. The analyzed examples will serve as the source material for defining an aesthetic of the hyperorchestra and the hyperinstruments that I will develop in the final chapters. Before this, I will preface the analyses by describing the analytical approach and the main analytical tools that I will employ. Movies as Multimodal Experiences… Although the movie’s mode of delivery is audiovisual, as a cultural object, a movie is a multimodal cultural experience. In Chapter V, I will offer a model for the movie world that contains its multiple levels of meaning. Thus, the audiovisual material becomes just a part of the information employed to generate the complete meaning of a movie as a cultural object. In a similar manner, music is part of the audiovisual content, although its full meaning resides in a broader level of signification. By including a referential, or semantic, level of analysis which is based on how the music codifies meaning for a given scene, Sadoff (2012) stresses the importance of a multifaceted analysis of screen music 15 in An Eclectic Methodology for Analyzing Film Music. As a consequence, the musical content of a movie might be described as the sum of 1) the music that appears in the audiovisual material; 2) its referential meaning; 3) the assumed musical background to comprehend the referential meaning; and 4) any assumed meaning in the narrative. For example, Kubrick assumes in A Clockwork Orange (1971) that the audience will posses certain knowledge of Beethoven’s music beyond what is stated in the movie’s narrative. Therefore, music that appears in a movie might serve diverse functions on several levels of signification beyond its relationship with the rest of the elements of the audiovisual track. Conceiving the movie as a multimodal cultural manifestation is key in order to unfold the intricate set of functions that music might serve. …and a Multimodal Approach to Music Analysis In tandem with a comprehensive approach to movies as encompassing cultural entities, I will analyze the music from the selected scenes utilizing a diverse set of perspectives. As I will argue in Chapter VI, the musical content that the musical score can portray is significantly limited. Therefore, a musical analysis based solely on the score’s content cannot properly describe all the musical elements present in the musical piece. Sometimes, the graphical content of the musical score is not even 16 significant for the analysis of a given piece of music. For example, the score for a musical passage that harmonically contains only a single chord will probably be unnecessary for its analysis. Instead, there might be other musical elements that are much more useful to describe the musical properties of the music that cannot be represented in the score. As a consequence, it is essential to separate the structural functions in music from the musical device that has been traditionally attached to them. Tonal harmony, for instance, has customarily provided structure to the musical discourse by generating moments of tension and release. However, it is possible to structure a musical discourse by other means without the need for this type of harmonic change. More importantly, this flexibility allows musical devices, such as harmony, to be employed to fulfill other functions. It is especially important to note how the expanded sound possibilities, product of the studio, and the digital manipulation of the sound offer new ways to generate the abovementioned structural functions of music. In a similar manner to how tonal harmony had a role in structuring the musical discourse, the rhythmic discourse has traditionally been note-centered. Thus, in order to generate a rhythmic texture, different notes were required. However, by using digital manipulation of the sound, it is possible to achieve rhythmic 17 motion by other means, such as dynamic panning or adding a timed tremolo sound processing effect. Beyond Sound A multimodal musical analysis relies on two main perspectives: the overall sonic analysis and the analysis of the music as a cultural manifestation beyond its sound qualities. This second perspective is especially important when discussing music for the screen, because understanding the cultural qualities of a piece of music are generally significant when it comes to discerning how the piece interacts with the rest of the elements of the movie. For example, the levels of referential analysis described in Sadoff's (2012) Eclectic Methodology, the music and filmic codes, and the textual analysis are useful frameworks for approaching this analytical perspective. As a cultural construct, the referential associations with a piece of music are culturally specific. This means that the interpretation will vary concomitantly to the evolution of a culture. A film from the 1930s will most surely be interpreted differently today than how it was understood when it premiered. Moreover, the interpretation is also dependent to the particular cultural framework of each spectator. For instance, Kubrick utilized a piece from Rossini's La Gazza Ladra in A Clockwork Orange 18 (1971). If a spectator first views A Clockwork Orange and then watches another audiovisual media that has a scene that utilizes the same music, their perception of the second scene will inevitably be influenced by Kubrick's film. Similarly, if the spectator is, for some reason, emotionally attached to a concert performance of La Gazza Ladra, any utilization of the piece in a movie will connect with the memories of that concert event.2 In considering these processes, the perception of the music in a movie might greatly differ between audience members. In concordance, any musical analysis that acknowledges the cultural references of a piece of music will consequently incorporate a degree of subjectivity. In order to become as informative as possible, an analysis of the referential content of a piece of music requires a proper acknowledgment of how its content emanates from a given cultural framework. In the case of analyzing a movie that utilizes La Gazza Ladra after Kubrick’s usage, Kubrick's utilization of the piece must be described. In addition, it is necessary to assess the cultural relevance of Kubrick's scene in order to evaluate its cultural impact. For instance, Kubrick's films greatly influence filmmakers and, at the same time, his films are popular and relevant cultural items. 2 This is the well-known phenomenon of "Darling, they are playing our tune" (Juslin & Vastfjall, 2008, p. 567). 19 I will utilize a semiotic framework in order to discuss this perspective of the musical analysis, which will revolve around the musical code. Although the majority of the music codifications are mostly connotative (the meaning is culturally processed), denotation (the literal meaning of the sign) also plays an important role in the creation of meaning for the movies. For instance, a flute melody might denote the sound of birds (which may ultimately connote nature). Similarly, a set of percussion hits might denote gunshots. Further, there may actually be gunshot sounds in the music as in the opening credits of The Good, the Bad and the Ugly (1966). These sounds would, likewise, directly denote a gunshot. In the expanded sonic world of the hyperorchestra, denotation acquires a special significance. Composers utilize an array of sounds that carry an attached denotational level of signification that might be employed in the generation of meaning. Music is also denotative when helping to provide structure to a movie. The musical theme functions as a recognizable musical instance, besides its possible connotations, that serves to mark different moments during the movie. If the theme is associated with a particular narrative element (e.g. leitmotiv), its presence will sonically denote the presence of the associated narrative item. Musical codes that are connotative interact with the movie at different levels of meaning. This is important to recognize in order to analyze their 20 functions at levels beyond the audiovisual; contributing to build the diegesis, aiding the transmission of a philosophical idea, or presenting a particular authorial aesthetic world. The proper interpretation of connoted meaning associated with a piece of music will rely on the audience’s knowledge and access to the cultural items to which the music is referring. From this viewpoint, each spectator will generate a different approach to the connoted meaning, which will depend on his or her previous experiences and decoding capabilities for the audiovisual information. Assuming that each spectator will interpret the connoted information differently does not necessarily imply the inexistence of common grounds for the interpretation of artworks or narratives. One of the advantages of a society sharing a cultural background is precisely its ability to share tools for the decoding of these messages. Verisimilitude Analysis This rather specific perspective of music analysis lies in between a sonic and a beyond sound mode of musical analysis. From a hyperorchestral point of view, inquiring about the degree of verisimilitude is informative and will help to complement the analytical findings. Assessing the degree of verisimilitude of a piece of music involves critically listening to the sound and comparing it to the cultural model for 21 music realism. A highly unreal sound might generate specific connoted meaning when it interacts with an adequate narrative. On the other hand, a highly verisimilar sound will tend to become more transparent when analyzed from this angle. This is because listening to unknown sounds, or sounds that are not present in the physical reality, generally become more noticeable and, therefore, increasingly significant in terms of their narrative role. Sonic Analysis As I mentioned before, the analysis of the aural properties of the music needs to include a broad set of perspectives beyond traditional music analytical tools. Before describing the different approaches to a sonic analysis of music, it is worth inquiring into how to properly define music. It seems clear that music is a subset of sound, which is at the same time a subset of mechanical waves (see Figure 3). Figure 3. This is a graphical representation to show how music is a subset of sound, which is also a subset of mechanical waves. 22 More interestingly, sound is, by definition, the mechanical waves that the human ear can capture and the human brain can process. Thus, the distinction between which mechanical waves are considered sound and which are not is a combination of the physiological limitations of the human ear and the brain’s ability to process sound inputs. Consequently, the differences between what is and what is not sound will depend solely on what each person is able to hear. As a subset of sound, music is defined arbitrarily. There is not a specific physical or physiological property that defines music as a cohesive subset. Instead, the sounds that are considered music are defined arbitrarily according to cultural background. Thus, the borders that separate music from sound are flexible, variable and blurred. They evolve over time and vary depending on the cultural background of each listener. Moreover, the borders might further mutate depending on the musical style. As I argued before, in screen music, there is a tendency to merge the concept of music and sound, overturning the cultural constraints that impede music from entirely embracing the full range of “sonic” possibilities available for music making. In calling this set of perspectives “sonic”, I am emphasizing an analytical standpoint that incorporates sound as a main source material for the process of musical analysis. From this viewpoint, the analysis 23 becomes partially phenomenological as it focuses purely on the sound experienced, instead of attempting to discern how the sound is created by the combination of diverse preexisting musical structures. Nevertheless, utilizing this approach does not disregard the traditional theoretical approaches for analyzing classical music, which, when appropriate, become similarly useful in order to fully portray the whole picture of a particular piece. In other words, a composer might generate meaning in a piece of music through the utilization of leitmotivs or specific harmonic progressions. In addition, this same music could suggest additional meaning due to its pure sonic qualities beyond traditional musical structural frameworks. A sonic analysis allows for the highlighting, when necessary, of aspects that go beyond traditional musical characteristics of pitch, harmony, melody, and instrumentation. For example, a flute might be presented with different amounts of reverb, or performed with diverse amounts of air sound. In both cases, they are musical features that might become paramount in describing the musical characteristics of the piece and its associated meaning. 24 The Lord of the Rings: Creating Middle-earth with a Global Musical Ensemble The music for The Lord of the Rings trilogy (2001-2003) employed a wide set of instruments from around the world, which expanded the Western orchestra into a global musical ensemble. Although the music generates almost entirely from recording sessions, the mix of diverse cultural traditions transcends what could have been achieved by using Western musical models one, which is why the music for The Lord of the Rings is a good example for one of the elements of hyperorchestral writing. I will focus the analysis on an interpretation of how music, created by an extended and culturally eclectic sound palette, using a diverse set of instruments from around the world, served to shape the audience’s perception of the different cultures of Tolkien’s Middle-earth. Director Peter Jackson describes how he envisioned the musical approach for the movies: “More so to just scoring the film, I wanted the music to reflect Tolkien, I wanted the music to also bring the world of Middle-earth to life” (Jackson, 2001b, 00:39). By emphasizing that he aimed for more than just screen music writing, Jackson implies that he was expecting the music to act on multiple levels of signification beyond the narrative. This is not unexpected if considering that one of the greatest challenges of the movie trilogy was to audiovisually recreate Middle-earth, which while it was extremely well-detailed by Tolkien in the 25 books, the imaginary world had never before been fully constructed with that amount of detail at the audiovisual level. One of the complexities of creating the diegesis for Middle-earth is the apparent lack of connection with our world. In Tolkien’s imaginary land, there are several different cultures of humans, which are apparently unrelated to any recognizable human culture, in addition to diverse fictional races extracted from mythological tales, such as Hobbits, Elves and Dwarfs, which have prominent roles in the story. Each of these different cultures has an extensive and thorough background story. Even considering the extended length of The Lord of the Rings movie trilogy,3 there is an unavoidable process of condensation and transformation of the contents of the book, in order to adapt it for an audiovisual mode of delivery. On one hand, sometimes there is not enough space to provide the entire background that is included in the books. On the other hand, a written description naturally has a greater level of ambiguity and vagueness,4 whereas an audiovisual depiction of the same situation will need to be much more explicit. By using diverse strategies and approaches, the representation in the movies of the cultures of Middle3 The extended versions of the movies last for a total of almost twelve hours. 4 The writer expects the reader to use the imagination to build the world and recreate the story in his mind. 26 earth drew on diverse realities from the physical world, both in the present and from the past. For instance, Rohan’s culture, which is a human civilization, was inspired by European Nordic culture. Similarly, the Elves of Lothlorien had an Eastern African and Indian essence (Jackson, 2002). The Hobbits and their land, the Shire, are reminiscent of Great Britain. The insular lifestyle of the Hobbits, who live isolated from the rest of Middle-earth, relates to the fact that Britain is actually an island.5 It is in this context that the role and function of the music ought to be analyzed. As Peter Jackson describes when explaining the role of composer Howard Shore in the movies: So he is doing two jobs at the same time: one is underscoring the film, as providing an emotional link, bridge between the movie and the audience, bringing the audience in; but is doing in such a way which also is telling you a lot about the cultures of this world. (sic) (Jackson, 2001b, 02:26) By referring to “underscoring”, Jackson is describing what is regularly attributed to nondiegetic music, which is music that functions narratively in order to support the audiovisuals. In addition, Shore’s design of the music assisted in providing a context for the cultures. For 5 Although it is not the topic of this discussion, some of these references might be also implied, more or less specifically, in the books. However, in the movies there was a need to decide and establish these influences in order to properly recreate the cultures, which left much less room for ambiguity. 27 example, one of the main instruments for Rohan is the Hardanger fiddle,6 which Shore discovered while studying Nordic music as an inspiration; “it was part of the research for The Two Towers, looking towards northern European sounds and thinking about the Viking, Nordic culture” (Adams, 2005, p. 40). Doug Adams (2005) describes the instrument in The Music of the Lord of the Rings Films: The Two towers – The Annotated Score: Often referred to as the national instrument of Norway, the Hardanger Fiddle was thought to have been invented in the mid 1600s. The tone is bracing and emphatic, but moderate at the same time. In Norwegian culture the instrument was used to relate history and lore, and it functions much the same in the music of Rohan. […] When the Rohan culture is introduced, it is proud but sorrowful—a once great civilization beset by a failing king and unending assaults. (Adams, 2005, p. 40) The Hardanger fiddle provides a particular sound for Rohan by drawing associations with the Nordic culture that served as a reference. One of the main characteristics of this type of fiddle is that it has sympathetic strings, which provide an open and somewhat colder sound to the instrument, due to the unfingered, and, thus, vibrato-less sound that emanates from the resonance of the strings that are not being bowed. In order to fully achieve the type of sound that makes the instrument singular, the composer needs to take into account the characteristics of the instrument, while at the same time the performer of 6 It is a Norwegian bowed stringed instrument similar to the violin that has a set of sympathetic strings that are not bowed. 28 the Hardanger fiddle needs to employ specific performance practices that are anchored in the cultural tradition of the instrument in Norway. In terms of the musical content, in order to take advantage of the particular sound of the instrument, the music written for the Hardanger fiddle should maximize the resonant power of the sympathetic strings, which are shown in Figure 4. Figure 4. Tuning of the strings of the Hardanger fiddle. The first measure shows the tuning of the strings that are actually played, whereas the second measure refers to the sympathetic strings, which are not played. The following musical transcription (Figure 5) of the beginning of Rohan’s theme illustrates how the melody, and consequently the harmony, is written by taking the instrument into consideration, as all the important notes of the melody are part of the sympathetic strings: 29 Figure 5. Rohan’s Theme (transcription, reduced score). This is the main theme of the second movie, The Two Towers, and appears multiple times throughout the movie. The Hardanger fiddle is one of several examples in the score that utilizes instruments outside of the symphonic orchestra in order to feed some of the cultural connotations of the instrument into the score. In addition, this approach to music scoring and orchestration might generate sounding associations between the different cultures of Middleearth. The music for the Shire, which employs several Celtic instruments, also has a (Irish) fiddle as one of the main instruments, which creates a musical connection with Rohan. Generating a cultural association through music was purposefully executed when creating the music for Gollum. In addition to the fiddle and other Irish instruments, the music for the Shire frequently incorporates a dulcimer for the harmonic accompaniment. Physically speaking, the dulcimer is a diatonic instrument made of a series of strings tied to a wooden piece, which are hit with metallic hammers. In terms of sound, it is not far removed from the sound of a harpsichord. Shore uses a cimbalom in the music for Gollum, because 30 the cimbalom is an instrument developed from the dulcimer, with the added possibility of playing the full chromatic scale and with an extended instrumental range.7 As Gollum was once a Hobbit, an instrument that precedes the dulcimer seemed appropriate. Moreover, the music written for the cimbalom, associated with Gollum, is highly chromatic, reinforcing the concept of how the instrument “evolved” from the dulcimer (Jackson, 2002). Technical evolution and its conflict with nature and traditional living habits is a key theme for the trilogy. As Buhler states, “the Lord of the Rings can be understood as a parable of modernization, whose icon is the machine” (Buhler, 2006, p. 233). Buhler also quotes Tolkien’s letter in which the author discussed the allegorical content of the story. Tolkien refers to the allegory of the machine as being closely related to magic: By the last [the Machine (or Magic)] I intend all use of external plans or devices (or apparatus) instead of developments of the inherent inner powers or talents – or even the use of these talents with the corrupted motive of the dominating: bulldozing the real world, or coercing other wills. The Machine is our more obvious form though more closely related to Magic than is usually recognized. (Carpenter, 1981, pp. 145-146) From this point of view, the cimbalom is an almost mechanized dulcimer, or a dulcimer that has gone through a process of development 7 The cimbalom is a Hungarian instrument, which has also been used, quite prominently, in the Hungarian-inspired score for the movie Sherlock Holmes (2010). 31 that provoked an inevitable process of corruption from its original diatonic mode, which parallels Gollum’s degradation through the magic of the ring. In fact, the good cultures of the Middle-earth are clearly preindustrial, with no specific reference to any machinery that helps their production. Instead, Isengard, which is part of the evil, represents, for Shore, the industrial age (Jackson, 2001). As Buhler states: Appropriately, the music is repetitive and impressively menacing, grinding continuously like a giant, infernal machine, engine of modern industry run amok. And it is hard not to extend the allegory to the Orcs and Uruk-hai, who become by analogy the unwashed proletariat reproduced only to feed the ravenous machine that would consume the world. (Buhler, 2006, p. 245) The accelerated building of an army in Isengard symbolizes the power and dangers of the machine. Saruman and his workers bulldozed Middle-earth in order to quickly create a militia of Uruk-hais, who are an improved version of the Orcs. They employ the division of labor in order to grow new soldiers and make swords and armor. The music is predominantly in a 5/4 meter, which is enforced by an accented uneven percussive ostinato.8 Therefore, the strong accents of this ostinato are used to connote militarism at the same time that the unevenness of the 5/4 meter expresses the dangers of the industrial age. 8 The accent is on the first and fourth beats of the five-beat pattern. 32 Even more relevant are the instruments that constitute the ostinato, especially the taiko drums and the distressed piano (grand piano hit with metal chains). The taiko drums are a popular instrument from Japan. However, the utilization of these drums in the music for Isengard is unrelated to any intention of connecting Japanese culture with the culture of Isengard and the Orcs. Moreover, the utilization of the taiko drums as a war-like drum is similar to how the popular Japanese music ensemble Kodo employs these instruments. The utilization of the taiko drum in the music for Isengard marks another approach to the usage of non-orchestral instruments, severed from their geographical connotations. Instead, it is the particular performance mode of the drums, when they used as an instrument of war,9 that connects the taiko to the warriors of Isengard.10 Hence, the taiko in the music for Isengard is stripped of its cultural connotations and is subsequently employed by utilizing the denoted meaning of one of its cultural functionalities. Thus, the taiko does not even refer to any type of Japanese war scenario; it merely denotes war as a universal concept. The “distressed” piano represents yet another approach. In the score, a distressed piano is a grand piano that is hit on the soundboard 9 Taiko drums were used for several functions beyond war. Since the release of The Lord of the Rings, the taiko drum has been a regular instrument used for epic battle scenes in other movies. 10 33 using metallic chains; a performance technique commonly known in contemporary Western classical music as an extended instrumental technique. Generating new sounds with standard instruments from the Western musical canon is achieved by applying new performance techniques to the instruments in order to produce new sounds. Another way of physically expanding the sound is by using everyday tools and objects, such as the anvil, which was similarly used to create the rhythmic pattern of the music for Isengard. In both cases, the output produced by these instrumental sounds tie to Isengard’s culture more denotationally than connotationally. The sound of an anvil hit by a hammer or the metallic soundboard of a grand piano hit by metallic chains have a direct, almost physical link, to the activities of the Orcs and Uruk-hais of Isengard.11 This mode of instrument pairing with a culture is paralleled by the use of a series of wood instruments, such as the marimba, for the music of the Ents of Fangorn, thus denoting their wooden nature. The music for The Lord of the Rings movies presents one of the broadest sets of sounds achievable by using physical means alone. This extensive sound palette, along with its intricate multicultural connotations, is employed in order to signify a very diverse range of cultures that populate the fictional Middle-earth. In addition to sound 11 They forged swords and other weapons by using anvils and similar tools. 34 variety, the instruments provide meaning that helps to create the diegetic world for each culture by suggesting cultural connotations with existing cultures from our world, or through the functional aspects of the instruments, which act as a denotation of what they represent. The different cultures of Middle-earth are constructed through the amalgamation of different bits of information from existing human cultures in addition to newly invented material. From this perspective, Middle-earth is a hyperreal product of a globalized earth, almost a literal global village that combines elements of the pre-modern cultures of our existing world. The music written for the movie trilogy is hyperorchestral, as it continuously blends different cultural traditions in order to generate different levels of signification. The Social Network: Sound Quality as Emotional Signifiers The music for The Social Network (2010), composed by Trent Reznor and Atticus Ross, is mainly electronic. However, I will focus on one of the few acoustic sounds present on the score: the piano part that plays the main theme. I will focus on this because it is an outstanding example of how specific sound qualities can have a great influence on the emotional content of a musical element. During the movie, the musical idea appears in three different sonic variations that differ mainly in their 35 instruments’ sound qualities. The harmonies, the notes and the tempo are broadly the same in all three versions. The twelve notes of the melody are performed by a solo piano. Director David Fincher described his impressions of the piano part in the context of the musical track: “It was kind of astounding, because it seemed to talk about this loneliness, the piano was this lonely, so childlike, and yet it had this seething anger vitriol that was sort of bubbling under it” (Fincher, 2011, 10:52). In fact, Fincher explains that he did chose the piece from among a set of tracks of musical ideas sent to him by composers as starting material, before even watching the movie. It was the director who selected the track that ultimately acted as the opening and main theme of the movie. Reznor (Fincher, 2011) elaborates on the musical qualities of the track, in reference to how it changed the overall mood of the movie: What I liked about that piece was it felt, the melody felt grand to me, it felt bold and melancholy-tragic-important in some sense. But, to be honest with you, I wasn’t sure how dark or isolated David [Fincher] wanted this movie to come across. Because seeing a real rough cut with other music in there, tempted in, it really made the whole film different, it felt much more casual, (…) a college movie about kids making stuff and screwing each other over. But with that other thing in there, with our thing, it suddenly felt like something is going on beneath the surface here. It gets the attention in a vulnerability that I think it changed the whole tone of the movie. (11:08) 36 The music includes a synth drone that creates a pedal note that acts as one of the pivotal elements of the piece. It has a tremolo-like sound, which was created by recording and transforming the sound produced by an electric guitar. The tone of the note is mixed with the sound of the metallic string. It is presented differently in the left and right channels: in the left channel, the sound is direct and clear, whereas in the right channel, the sound has been equalized in order to appear as though it was captured from a distance. Further, an additional sense of motion is created by unevenly changing the volume of the left and right parts of the sound, which generates a particular movement in the panning that cannot be directly associated with the object moving around the stereo field. The result provides a constant non-static background that is unsettling. During the piece, other sounds are added, thus complementing the drone both below and above the original pitch. On the top of that sound, there is the piano melody, which floats freely over the soundscape that the drone generates (Figure 6). The melody revolves around six of the seven tones of the D major scale, excluding the seventh, whereas the drone is pitched to middle D. The tempo is just an approximation, as the music does not have a precise meter. 37 Figure 6. Transcription/sketch of the opening track of The Social Network (2010) These two elements together, the synth drone and the piano, are what portray the anger and loneliness mentioned by Fincher. The director explains that after listening to this track, he envisioned a triptych of the evolution of Mark Zuckerberg’s character (portrayed by Jesse Eisenberg), which would include modified versions of the same track (Fincher, 2011). In the opening scene, the piece of music starts just after Zuckerberg’s girlfriend breaks up with him for being arrogant and derogatory. The music appears again at minute 49 when, during one of the depositions, Zuckerberg informs the lawyer that he does not have his full attention. The theme appears for a third and final time at 1h 43 minutes when Facebook cofounder, Eduardo Saverin (Andrew Garfield), explains in another deposition that his shares of the company were diluted to just 0.03%, which symbolizes Zuckerberg’s betrayal. These three moments can be interpreted to connect the three main themes of the movie: Zuckerberg’s ex-girlfriend, his best and now ex-friend (Saverin), and his first, and also former, partners (the Winklevoss twins). 38 The movie creates a fictional Zuckerberg that resembles a modern version of Citizen Kane (1941). He is portrayed at the beginning of the movie as an immature, insecure, intellectually brilliant, and potentially obnoxious person. The movie shows how immaturity and insecurity might trigger immoral behavior, which is exaggerated to facilitate the fast-paced evolution of his project. In some ways, it seems that Zuckerberg’s character was not able to evolve and mature as a person at the same rate that his product, Facebook, was advancing in its development. It is in this context that the musical track successfully intertwines with the different levels of the movie’s meaning. Fincher acknowledges how the two main elements of the music, the synthesized part and the piano melody, are great vessels to express the bitterness of the character, as well as the immaturity of someone who is still partially a child. The music aids in establishing two possible explanations for the actions of Zuckerberg’s character: his immaturity and an inherent bitterness toward the rest of the world. Each time that the theme reappears, the piano, which represents his innocence, is recorded from a greater distance, progressively dissipating. In addition, the variations in the music for this triptych help to reveal a process of personal detachment. Zuckerberg’s character disconnects from who he was at the beginning due to the power and 39 influence of his new position in society. It forms a parallel with the encompassing concept of the movie surrounding the impact of Facebook on the social lives of its users. In the final scene, Zuckerberg is shown adding his ex-girlfriend as a friend on Facebook and refreshing the screen, waiting for her acceptance. From this perspective, the Facebook profile page might act as a veiled portrayal of reality, similar to the “veiled” piano created by the microphone placement on the musical track. From the music side, it is remarkable the effect that a different sound of the piano can have on the meaning that emanates from the piece of music, simply as a result of microphone placement. The different sound denotes distance from the source, which connotes detachment, as already stated. In parallel, the piano is an instrument that generally connotes childhood or intimacy. Both meanings interact in the piece, which demonstrates the importance of diverse aspects of the sound on the creation of meaning. This concept of creation of meaning could also be applied to the synthesizer track; its portrayal of the unsettledness is partly denotational, for its sound characteristics, and is partly connotational, for its references (at least for Fincher) to the dissonant music in The Shining (1980). In addition, its electronic nature helps to signify youth culture, which correspondingly helps to generate the 40 diegesis from the beginning of the movie. Although the score has many relevant elements, I have intentionally only focused on how the different versions of the same track connected with the main conceptual arcs of the movie, and how the evolution was portrayed in music by just altering the microphone mixing. Inception (2010): Challenging Reality and the Impossible Orchestra The movie Inception (2010), directed by Christopher Nolan, suggests that dreams may be, in certain ways, equivalent to hyperreality. This is because dreams are not a representation of the physical world although they feel perceptually realistic when we are experiencing them. The music, composed by Hans Zimmer, is an archetypical example of an expanded orchestral sound beyond what would be possible to achieve just by physical means, thus making it hyperorchestral. In this analysis, I will focus on how the hyperorchestral sound of an expanded screen music orchestra is created and how employing hyperorchestral procedures provide meaning for the narrative and the philosophic content of the movie. The plot revolves around a group of dream specialists who artificially create and share a dream with a person in order to steal information from them. In order to accomplish that, they craft an artificial 41 world that could be described as the diegesis of the shared dream. In his search for a new “architect”, or the expert who builds these worlds, Cobb (portrayed by Leonardo di Caprio), the main character, remarks that what he is offering is “the chance to build cathedrals, entire cities, things that never existed, things that couldn’t exist in the real world”. In fact, in the dream, the architect can create a reproduction of the physical world (even though Cobb advises against that), an invented reality that would be feasible in the physical world, or something that goes beyond what could be possible in our physical reality. With this premise, Inception challenges our definition of reality. Moreover, the movie goes beyond questioning whether we might be living in a dream by asking if that question even matters. Assuming that what we experience in a dream is equivalent to what we can experience in the physical world, the differences between dreams and reality become blurred. From this point of view, Inception’s concept is akin to the main themes in The Matrix (1999). 12 In both cases, the created world (the computer simulation in The Matrix and the dream world in Inception) is so close to a physical reality that the two become nearly undistinguishable. The targets of the dream stealing team have to be tricked into believing 12 In The Matrix trilogy, there is also an architect, who is the program (and a character) responsible for creating the simulated world where humanity is enslaved. 42 that they are experiencing a real event, in a similar manner as the inhabitants of the Matrix. Although both movies engage with the concept of hyperreality, Inception presents the topic from a different (and perhaps more ambiguous) perspective, compared to how this is treated in The Matrix. In Inception, there are no evil machines that enslaved humanity and created a hyperreality for the enslaved humans to live in virtually, which therefore need to be destroyed. Instead, there is a team of humans who are responsible for creating dreams and the dream world. Hyperreality in Inception is not portrayed as one of the dangers of our era as presented in The Matrix but rather, as a personal, albeit dangerous choice available to humanity. In this general context, the score for Inception maintains coherence with the narrative and the ideology of the movie. The orchestral part of the ensemble is comprised primarily of brass and strings. In addition, there is a formidable percussion complement (synthetic and recorded), electric guitar and various synthesizers. In the scene when Cobb trains the new architect (00:29:05), Ariadne (portrayed by Ellen Page) learns how to design a world and how to transform it in ways that transcend what can be achieved in reality. The scene presents one of the most astonishing images of the movie, whereby Ariadne decides to fold the world she created. In doing so, the people who inhabit 43 the world, which are projections of Cobb’s subconscious, become aggressive toward her because Cobb’s subconscious perceives that the changes being made to his dream are being carried out by someone else. At some point, Ariadne recreates a Parisian bridge, which infuriates Cobb. He tells her that she should never recreate something that exists in reality or she would be unable to discern what is real from what is not. Then, after Ariadne asks him if this was what happened to him, a woman (Cobb’s projection of his deceased wife) kills her and she wakes up. The music13 for the scene begins when Ariadne starts to manipulate the world in a manner that would not be physically possible; in Ariadne’s words: “My question is, what happens when you start messing with the physics of the world?” The harmonic and melodic structure of the music at this moment contains only a repeated progression of four chords14 (Figure 7). Figure 7. Transcription of Inception’s (2010) main chord structure. This sequence of chords constitutes the root for most of the movie’s soundtrack. 13 The music for the scene corresponds to the music in the track “Radical Notion” from Inception’s original soundtrack album (Zimmer, 2010). 14 In fact, this four-chord progression constitutes one of the main musical elements throughout the whole score. 44 Instead of being the musical core of the cue, the harmonic and melodic progression becomes the ground (harmonically diverse and fluctuating) upon which the music is constructed. Orchestration, dynamics and rhythm become the core musical elements. The music at the beginning is created as a distended dynamic expansion built on the first and third chords and, conversely, as a contraction on the second and fourth. The main elements in this dynamic expansion are brass and string sounds. The Expanded Orchestra The brass section sounds verisimilar even though this kind of sound could not be produced in reality. The amount of brass necessary would be immense; furthermore, it is not clear which type of hall would make it possible to render such a clear attack of a massive ensemble with such minimal reverberation and the effects of delay. When adding the string section to the musical mix, imagining a physical performance for the whole ensemble becomes even more problematic. The strings are playing in a reasonably soft dynamic, judging by its tonal color. It is not possible to even estimate the number of string instruments that would be required to balance that amount of brass, especially when the strings are playing at a soft dynamic level. 45 As a result, the music sounds verisimilar in terms of an orchestral sound, as the sounds per se have their origins in a live recording of orchestral instruments. However, the music also sounds, at the same time, like a maximized version of reality, similar to the way that computeredited photographs seem to idealize the human body or nature. An Impossible Crescendo In addition, the dynamic crescendo is carefully measured in order to enhance one’s emotional reaction to the scene. It begins as a slow crescendo although it becomes quite pronounced and ends abruptly. This produces the sensation for the audience that the music is louder than what could be produced by physical means in the real world. As I will discuss in Chapter VI, the musical notation is vague when attempting to precisely notate the amount of crescendo (or decrescendo) in a passage. Figure 8 depicts an attempt to notate the degree of crescendo in the chords of the music track in Radical Notion as precisely as possible using standard musical score notation. Figure 9 shows a view generated by the sequencer’s MIDI editor, which reveals a much closer approach to the actual dynamic level of the instrument part. Carefully calculated crescendos are a fundamental tool to generate expressivity within an audiovisual sequence. The possibility of 46 manipulating, with precision, the increase in the dynamics at any moment becomes a tool for synchronizing the music with the content of the scene. Figure 8 shows the best way that a score can practically represent the detail of a crescendo, whereas Figure 9 portrays the possibilities of utilizing the piano roll to precisely shape a crescendo. Figure 8. Progressive crescendo written utilizing a traditional musical score notation. Figure 9. Progressive crescendo written utilizing Logic’s piano roll. The top frame is used to write the note, whereas the bottom frame is used to write continuous data. In the example of this figure, a 0 value in this lower area means the lowest possible dynamic and the highest value (127) 47 means the highest possible value. The top numbers are the measure and submeasure. Expanding the Sound Palette with Synthesizers The remainder of the ensemble for this scene consists mainly of a set of synthesizers that can be divided into three instrumental approaches. First, there is a set of synths that emulate brass-like sounds. Second, there are lower ranged thunder-like sounds that are an integral part of the entire soundtrack. Last, there are airy synth sounds that are normally appended as a tail near the close of the decrescendos. They fully integrate into the soundscape without being recognized as extraneous elements. The brass-like synthesizers may be perceived as an extension of the dominant brass sound of the expanding chords. Similarly, the airy sounds integrate into the whole soundscape, thus functioning as a sonic reaction to the decrescendos. The lower-range synthesizers become especially apparent when Cobb’s projections begin to be hostile to Ariadne, once they perceive that their world is being changed. By using all the musical tools described above, the composers are able to integrate and contribute to the scene by generating music sonorities that are not led by a melodic or a functional harmonic structure. This is significant, as varied soundscapes tend to be less 48 intrusive than a melody or a complex harmonic progression. In the scene, Ariadne is not only learning how to be the architect of a dream world but to discover the possibilities it offers when compared to the physical world. Cobb knows that after her first design of a dream world, the physical world will no longer be enough to satisfy her. Thus, discovering that she can fold the world becomes a crucial moment for her. However, based on previous scenes, the audience is already accustomed to spectacular manipulations of the dream world. Therefore, it becomes challenging to express the emotional shock that Ariadne is feeling during that moment to the audience. This is why the music in the scene needs to convey the intensity of her process of discovering the possibilities of the hyperreal. Composer Hans Zimmer and his team at his music production company, Remote Control Productions, musically emphasize the intensity of the situation by using the musical tools previously analyzed15: crescendos that seem unreal and airy sounds that reinforce the otherworldly sensation. The brass-like synthesized sounds become more evident as the characters walk through the manipulated dream world, and in some measure the music is able to mimic the manipulation. The very 15 In Hurwitz (2011), there is a description of the collaborative approach to music creation that is used by Remote Control Productions. 49 low register synthesized sounds are employed when Cobb’s projections start to detect Ariadne’s manipulations. Using a very low range of frequencies, which are difficult to produce using physical instruments, is a potent signifier of Cobb’s subconscious that fuels these projections and hostility. Finally, the utilization of impossible ensembles reveals a process of score recording that is nonlinear. The recording sessions in traditional orchestral screen music were normally linear; they were the culmination of the process and all the elements of the cues were recorded at once. In this environment, it is clear that this is no longer possible. Man of Steel (2013): Expanding the Hyperinstruments One of the most prominent features in the music for Man of Steel (2013), also composed by Hans Zimmer, is the utilization of sophisticated hyperinstruments. I define a hyperinstrument as the virtual formulation of an instrument that, even though it seems realistic, its sound is not regularly produced by physical means alone. The piano in The Social Network should be considered a hyperinstrument, as its sound color adapts to the necessities of the narrative. This definition will be greatly expanded upon and discussed in Chapter VI. In Man of Steel, one of the most relevant hyperinstruments employed in the movie is the drum 50 ensemble, which is a conceptual evolution of the massive brass ensemble from Inception that I will also describe. In The Man of Steel (2013), the music team recorded a rhythmic track by bringing together twelve of the top drummers in LA who played together in a recording session in the same room (WaterTowerMusic, 2013a). More importantly, the drummers came from different musical traditions and styles. During the session, the drummers were asked to begin each take of the recording in unison by following a rhythmic pattern given by the composer. After establishing the pattern, they were asked to introduce rhythmic variations in accordance with their own personal drumming style, thus allowing the initial material to freely evolve. The genesis of the hyperinstrumental conception of a multicultural drum ensemble arises from the difference between the solo string and the string ensemble. The initial intention was to apply the concept of a sectional sound to the drums, which is an instrument that is typically associated with a soloistic mode of performance practice. As Zimmer (WaterTowerMusic, 2013a) points out: I’ve used drums before in scores, but if you have one drummer it sounds a bit cheesy. It is a little bit if you have one solo violin, it’s always sort of right in your face, but if you have a string session it sounds beautiful. I thought, what if we could get the twelve greatest drummers and melt them into one giant machine of energy. And we did that! (1:04). 51 However, there is one element that substantially differentiates this example from a string section. Whereas the string ensemble aims to create a homogenous sound, this drum orchestra16 incorporates the individual cultural traditions of its performers. In addition, the drums were recorded using individual close microphones for each drum set, in addition to the general microphones placed in the center of the stage (Figure 10). Figure 10. Photo taken during the drum sessions (Zimmer, 2013, p. 13) 16 This is how it is referred to in the soundtrack album’s liner notes (Zimmer, 2013). 52 As a consequence, in addition to the individualities of each drummer’s performance style, the sound of the drum orchestra is also the result of mixing the individual microphones with the general microphones placed in the middle, instead of simply capturing, as is typically done with a string section, the sound emanating from the combination of the instruments using a set of general microphones. Hence, the resulting sound of Zimmer’s ensemble differs from the sound that a drum ensemble would produce, and be perceived, in an acoustic environment. Moreover, the signature sound for action drums originates in the processed sounds created by the close drum recordings. The sound produced by this drum orchestra is noteworthy. It preserves the intensity and definition of a solo drum sound but incorporates slim sound variations that generate the sectional sound. The sound result might be qualified as “tribal” precisely because of these variations, which assume that multiple performers were playing the same sequence at the same time. Further, the increased power of the sound becomes associated with having multiple performers instead of being a product of sound processing. The score aimed to have an earthly feeling, connected to the notion of humankind, instead of focusing on portraying a superhero. As Zimmer (Rolling Stone, 2013) states: 53 My inspiration for the music came from trying to celebrate all that is good and kind in the people of America's heartland, without cleverness or cynicism. Just from the heart. I wanted the epic sound of the fields and farms stretching past the horizon, of the wind humming in the telephone wires. The music is less about the icon that Superman is, and more about the outsider with extraordinary powers and his struggle to become a part of humanity. (Par. 2) Therefore, a drum sound produced by an ensemble of performers better depicts the roots of humanity and the planet Earth when compared to a single processed sound. The accumulation of the slight differences that generate an ensemble sound relate to the creation of humanity as a whole. In contrast, the destruction of the planet Krypton at the beginning of the movie is scored mainly by using a solo violin, in order to connect the scene with the individuality of Superman’s mother’s death. The simple melodic structure of the main theme of the movie serves as a channel to signify “America’s heartland” (Figure 11). Figure 11. Transcription of the melodic line for the main theme of The Man of Steel (2013) 54 The melody is constituted of a set of wide intervals (4th, 5th, 6th and 7th) in a similar manner to the music used in the opening for the original Superman (1978) movie, composed by John Williams (Figure 12). Figure 12. Transcription for William's main theme melody line for Superman (1978). The figure shows only the beginning of the theme. In both cases, the wide open intervals reference the ideal of smalltown American life represented in Aaron Copland’s music, which have become one of the standard codifications in the music that aims to symbolize American values. The score for The Man of Steel has other noteworthy elements that help to define how a messianic mythical hero views America. In a similar approach to the drum orchestra, an ensemble of steel guitars was recorded. In addition, the score includes music produced by the very particular instruments designed by Chas Smith. Smith creates his instruments using only “junk, surplus, and stuff left over from jobs” (WaterTowerMusic, 2013b), which, in practice, means that they regularly become large metallic-sounding sculptures. Similar to the ensembles, the sound sculptures generate a sound that has a sense of 55 physicality attached, despite the fact that the range of sounds are far removed from any ordinary orchestral sound. Moreover, once the sounds that emanate from these sound sculptures are recorded or sampled, they are properly processed in order to generate regular pitches, generating a new hyperinstrument that preserves the Western scale system, yet remains connected to its source materials. At the same time, it generates a rich spectral soundscape. In fact, this process also applies to the ensembles described above, which were recorded and then sampled in order to create material to construct the score. Therefore, the process of recording these instruments highlights a practice of music creation that has abandoned the sense of a performative linearity. The sessions generated a set of recordings that would act as samples, or music snippets, for the creation of the musical pieces of the soundtrack. Thus, they become custom-made sample libraries and loops that are designed to specifically serve a particular movie. The analysis of music for this movie highlights an approach to composition based on the creation of sounds that have an attached meaning that interact with the meaning that is suggested in the movie. In addition, it demonstrates a nonlinear process of scoring that reveals the 56 principles of a completely new aesthetic for music creation, which will be detailed in Chapters VIII and IX. Gravity (2013): Scoring the Soundlessness of Outer Space One of the most remarkable elements in Gravity (2013) is its treatment of sound, as the movie attempts to reproduce the impossibility of sound propagation in outer space. This is clearly stated in the opening text of the movie: At 600 km above planet Earth the temperature fluctuates between +258 and -148 degrees Fahrenheit There is nothing to carry sound No air pressure No oxygen Life in space is impossible. (Cuarón, 2013) This does not mean that sound is not possible in space when using human technology. Inside the space shuttle and inside the spacesuits there is obviously air and, thus, the possibility of sound propagation. Moreover, electromagnetic waves such as radio frequencies differ from mechanical waves, such as sound, in that they do carry in a vacuum. Therefore, it is possible to transmit sound (although not physically) between different air-filled spaces if using radio transmission. 57 Any impact received by these spaces will produce sound inside them, as the impact will generate mechanical waves in the air of those spaces. Making a movie that attempts to portray the absence of sound transmission in the outer space is challenging in terms of sound design and sound perspective. It also involves establishing a set of moviemaking decisions. The first decision involves determining the relationship between the visual perspective and the sound perspective, which will usually be different. If the camera were positioned in outer space, there would be no sound from this perspective. However, the sound in the movie normally mirrors the sound perceived by the characters, allowing for some artistic license. In this aural set-up, the music for Gravity needs to fit aesthetically by properly interacting with the other elements of the soundtrack. The score has many relevant elements and scoring techniques, from among which I will focus on two: the extensive utilization of reversed sounds and the absence of percussion instruments. Reversing a sound is a common studio processing technique that consists of reading the recording backwards. Figure 13 shows an original sound (a timpani loud hit) and its reversed version. The effect works best on sounds that have a strong attack and initial decay with a longer release. 58 Figure 13. Graphic representation of direct and reversed sound waveforms. When reversed, the sound has a slow paced crescendo at the beginning that culminates with a very strong increase in the dynamic that is suddenly cut (if the attack is short). The result is highly dramatic, employing material that was recorded acoustically and yet becomes a sound that cannot be reproduced in a physical reality. Reversed sounds that generate from a sound with a fast and strong attack are dramatic, as they produce an almost impossible crescendo and a very sudden release. Generating a crescendo that increases the amplitude of the sound as quickly as what a reversed sound can produce is challenging. This is due to the natural properties of the musical instruments and, more generally, to the properties of any material that is able to produce sounds. In both cases, the physical material would need to change its vibratory state, which takes some time. Figure 14 shows the difference in vibration for two sounds with equal frequency but with different amplitude. 59 Figure 14. Graphic representation of different amplitudes in sine waves As shown in the figure above, in order for an instrument to sound louder, it needs to vibrate at a higher amplitude. The vibrating materials, such as strings, or the air in the case of wind instruments, need time to adapt. Thus, creating a fast crescendo is difficult for most instruments. Moreover, suddenly cutting the sound just after reaching the loudest point is not possible. This would involve physically stopping the instrument from continuing to vibrate and cutting any reverberation in the room. The reversed sound is generally very effective when synchronized with a fade to black editing technique, especially when used after revealing something that is visually striking. In Gravity, the editing effect that I just described also appears reversed in the opening titles. First, the movie shows the text quoted above on a black background. Then, the music generates an extremely wide crescendo that ends with an ensemble reversed sound. Finally, there is an image of the planet Earth 60 from outer space shown in total silence, which serves as an establishing shot for the movie (Figure 15). Figure 15. Screenshots for the title credit and establishing shot for Gravity (2013). In addition to the dramatic effect created by a swelling crescendo after the text that states that “Life in space is impossible” (Cuarón, 2013), the total silence that follows, in conjunction with a shot of Earth reminds us that, in space, the physical laws of our planet do not apply. Therefore, the impossible sudden cut of the reversed sound, without any reverberation, emphasizes the necessary detachment from the everyday 61 rules of life in humanity’s natural environment. The impossible nature of the reversed sound helps to generate the diegesis of outer space that wholly differs from the physical rules of the ground. The sound qualities of the reversed sound also physically connect with the space debris travelling around Earth at twenty thousand miles per hour, which is also faster than anything in the physical reality, including bullets. The succession of reversed sounds in the score also provides an aural context to represent the high-speed debris, which, due to its extreme velocity, is difficult to accurately represent visually. The reversed sound is also a tool that helps the composer, Stephen Price, overcome the absence of percussion, as requested by director Alfonso Cuarón: “You can’t use percussion. It’s a cliché; we can’t do that” (Rosenbloom, 2013). The clear attack and extremely rapid decay of the reversed sound serves as a creative replacement for percussion. In addition, there are other techniques that Price (Rosenbloom, 2013) employs to replace some of the effects of percussion: The sound will move all around you – sort of attack you almost. You feel as overwhelmed as she is, hopefully. With that are these feelings of heartbeats and breaths, and a lot of the immediate human side of things comes from these pulsations rather than rhythms in the score. It sometimes works as a heartbeat, other times it complements the sound design heartbeats that were there. Sometimes the pulses that are there are accompanying breaths. And always, we were very careful to get the tempo so that it felt appropriate to the state that she was in. (You mentioned the rule) 62 The concept of creating pulsations to replace the musical effect of percussion integrates well with the sonic nature of reversed sounds, which works in conjunction with the heartbeat-type sound design. The absence of both percussion and any actual sound caused by the objects hitting each other also detaches the diegesis of outer space from terrestrial life. As Ryan (Sandra Bullock) states when she loses a screw from the Hubble telescope, “In my basement lab things usually fall to the floor”; and when things fall to the floor, they produce a percussive sound. In using these two devices, the score integrates with the diegetic ideas of the director, assisting to create a very particular soundscape. As a sound, the reversed sound should be conceived as a hyperinstrument. Interestingly, it utilizes all of its material from physical recordings but inverts it temporally, which is something (reversing the time) that humans cannot yet accomplish without the help of technology. Interstellar (2014): The Church Organ and the Integrated Score Christopher Nolan’s Interstellar (2014) is a groundbreaking movie in many different regards. I will focus on two different features that I will discuss jointly because they are interrelated. In addition, I will describe how these two elements aid in the creation of the complex cultural entity that is Interstellar. The first aspect relates to an integrated approach to 63 the music conception as an intrinsic part of the movie as whole. The second delineates the utilization of the church organ and how employing the instrument intertwines with the movie’s philosophical ideas and its narrative. Nolan (Zimmer, 2014a) describes his initial concept about how music would integrate within the movie as follows: To me the music has to be a fundamental ingredient, not a condiment to be sprinkled on the finished meal. To this end, I called Hans [Zimmer] before I’d even started work on INTERSTELLAR and proposed a radical new approach to our collaboration. (…) He [Zimmer] understood that what I wanted to do was turn his usual process inside out, giving his musical and emotional instincts free reign, so that the seed from which the score would eventually grow would be fused with the narrative at its earliest stage. (p. 3) Thus, the music for Interstellar is not aimed at complementing an audiovisual track or a narrative. Instead, the music not only becomes part of the meaning of the movie from its inception, but also generates emotional meaning. Interstellar is a superb example of a movie conceived as a multimodal medium, transcending the purely classical Hollywood narrative-driven movie paradigm. The utilization of a church organ as the featured instrument for the score is closely associated with this particular approach to movie making. In fact, it was Nolan’s (Lowder, 2014) idea to use an organ in the score: I really wanted them to use the church organ, and I will submit the case strongly for some feeling of religiosity to it, even though the 64 film is not religious. But, the organ, the architectural cathedrals and all of that, they represent mankind’s attempt to portray the mystical or the metaphysical, what’s beyond us, beyond the realm of the everyday. (1:57) How Zimmer (2014a) defines his approach to the utilization of the organ is significant, at least in the liner notes of the soundtrack album, as it suggests a related but significantly different perspective: Church organs have evolved over hundreds of years and stand as an example of our restless scientific ingenuity to come up with technological solutions. By the 17th century, the pipe organ was the most complex man-made device: a distinction it kept until the invention of the telephone exchange. A vast, crazy, dizzyingly complex maze of pipes, levers and keyboards surrounding the organist - sitting like an astronaut in his chair - with switches and pedals at his feet. The enormous power of air within its bellows pushing through thousands of huge pipes creates a sound sometimes so low and powerful it’s like a fist punching into your solar plexus and, at other times, the sound is something so beautiful and fragile that it feels like a children’s choir. These were the first digital keyboards with the mind of a synthesizer. And, of course, this was the perfect metaphorical instrument for writing the music for INTERSTELLAR. (p. 4) In joining Nolan and Zimmer’s thoughts, they imply that organs were simultaneously the best device created by mankind to represent the mystical and the most complex piece of technology. The duality between metaphysics and the inherent necessity for humanity to incessantly develop new technologies are the two main concepts that govern Interstellar’s ideology. Thus, Nolan and Zimmer’s viewpoints are complementary when applied to the generation of the movie. Still, the 65 organ ties Interstellar to another element (a movie), which inevitably serves as a background and reference for the movie: Kubrick’s 2001: A Space Odyssey (1968). Interstellar might be understood as either a commentary on, or a conceptual revisit of, the concepts developed in 2001. The sound of the church organ could become a signifier for the connection between both movies. Let us focus on 2001’s ending: Bowman (portrayed by Keir Dullea) has transmuted into a baby, floating in outer space, observing Earth. Meanwhile, Richard Strauss’ opening to Also Sprach Zarathustra is playing, which concludes with a grandiloquent C major chord played with a pipe organ. The movie ends with this chord resonating over a black screen. In fact, Strauss’ decision to employ an extremely coded Christian instrument (the organ) in a piece of music inspired by an iconic antiChristian novel (Nietzsche’s Also Sprach Zarathustra) is surprising. The reason that the pipe organ successfully integrates with Strauss’ piece is, as Nolan pointed out, because in terms of coding, the organ is the musical continuation of a Gothic cathedral. Hence, they both produced the impression of God by creating an aural and visual space that was elevated beyond human scale. Thus, the organ highlights the fact that it generates its sacred meaning by transcending what is natural for humanity. This implies that what humans call sacred, spiritual or religious 66 is, by definition, something that transcends humanity. The organ and the Gothic cathedral are the best representations of this transcendence in a framework based on limited human perception. In other words, the pipe organ was the best musical representation of transcendence in Western culture through the use of physical means alone. In Strauss’ piece, the organ works because of the transcendent nature of Zarathustra, who believes in the death of God and who breaks the established principles of Western morality. Considering the range of possible meanings that Western societies might associate with the organ, it is worth asking if the instrument acts as a religious-inducing device, or if it is just a signifier for a rationalistic definition of transcendence in Interstellar. Although Nolan stated that Interstellar is not a religious movie, I believe that the answer that Nolan and his team propose is that, from a purely humanistic point of view, it really does not matter. Moreover, the organ becomes increasingly relevant in shaping the scene where Cooper (portrayed by Matthew McConaughey) is located in the neo-Gothic three-dimensional representation of a five-dimensional space. This 3D projection of a 5D space acts as a sort of augmented cathedral (I would call it a hyper-cathedral, as it is built by using a set of signifiers from a cathedral in a hyperrealistic model), and it is appropriate that the music contains an augmented organ (a hyper-organ, or an 67 example of a hyperinstrument based on the organ).17 The organ is augmented by synthesizers that interact with the sound it produces. In that particular moment in the movie, the organ is mainly playing a minimalistic pattern based on the following intervals, which is not that much different in conception from the thematic material used in Man of Steel, as previously described (Figure 16). Figure 16. Score sketch that shows the intervallic content of the organ part in the track S.T.A.Y. from Interstellar’s (2012) soundtrack. In tandem with this material in the physical organ sounds, undulating synthesizers18 sustain notes of a minor chord that corresponds to the suggested harmony in the pattern shown in the previous figure. Therefore, the synth sounds share a similar set of bass frequencies as the ones that emanate from the organ’s recording, thus creating the impression that the physical organ is fluctuating in a much larger space, as the synth sounds virtually resonate for a longer period of time. In fact, the synthesizers are using a timbre that is sonically close to the sound of 17 This moment corresponds with the track S.T.A.Y. from the soundtrack album (Zimmer, 2014b). 18 Synthesizers that are employing a tremolo processing effect in their amplitude. 68 the organ in that precise moment. From this perspective, it can be argued that adding the sound of these synthesizers produces the effect of a multidimensional reverb that would transcend the acoustics of a threedimensional space, as the resulting sound is the combination of two different spaces. As aforementioned, Nolan’s (metaphysically) and Zimmer’s (technologically) diverse approaches to the ontology of the pipe organ delineate the two main conflicting themes of the movie. Interstellar contrasts the principles of human essence with the metaphysical problems that derive from the accelerated pace of technological evolution in contemporary society. 2001’s premise was that the essence of humanity was tied to the ability to kill another human for survival. In other words, humans became human when they began to use violence against one another. This is demonstrated at the beginning, in the “Dawn of Man” sequence, in which the primates that touched the monolith evolve and learn how to use tools to kill the rival members of their species. In contraposition, Interstellar’s premise of the ontology of humankind is much more humanistic: in Nolan’s movie, human essence is linked to the ability to love other humans. Moreover, Interstellar reinforces the idea that love cannot be explained as a mechanism for the survival of the species. Humans are 69 humans when they love other specific humans, not when they love humanity as a whole. Hence, there is a discrepancy between human essence and the need to secure the survival of the species. As a consequence, humans use technological progress as a means to secure human endurance, as is stated in the movie by McConaughey’s character, Cooper: COOPER We’ll find something. Some new technology… We always have. Therefore, love is what defines humanity but technological progress is what allows humanity to endure. In fact, violence might be one of the results of the conflict between these two facets. Moreover, the tension between the essence of human beings and their need for survival generates, at the present time, fears that conform to the main themes of Interstellar. For instance, a hypothetical technologically advanced human might evolve to reach the stage that it is able to interact in a multidimensional space where time is just another dimension. However, this collides with some of the principles of love, as there is a temporality associated with having children or loving someone. To love is to accept the precise consequences and the actions of the loved ones. It is in the act of accepting their actions that humanity, irrationally, is able to love. In 70 a multidimensional space, where time and possibility are additional dimensions, this is no longer possible because there are no decisions: there are only sets of possibilities. Interstellar approaches these fears from a positive humanistic perspective. As has been mentioned, Interstellar references the movie 2001, as a product of a shared cultural background. 2001 is part of Interstellar because the movie is a postmodern cultural entity that necessarily goes beyond the story. The audiovisual material that constitutes the movie becomes a vessel to transmit a complex piece of culture with numerous connections that transcend the strict narrative of the movie. This new form of movie making allows for innovative means of storytelling that go beyond the story. For example, the plot of Interstellar jumps from the initial set-up at the farm to space. The movie does not show the process of Cooper getting ready for the space trip. This narrative strategy produces a certain degree of discomfort in the audience, that might have expected a much smoother transition. From the point of view of the storytelling, this is problematic. However, this discomfort is precisely the emotion that the movie needed to transmit to better portray how the main character had to confront the situation of leaving his children in order to allow them the chance to survive. Showing the process of preparation would have reduced the audience’s 71 discomfort, which would have defeated the purpose. Therefore, Interstellar does not only go beyond classical narrative cinema but also beyond the idea of what cinema is. It is not just a movie anymore; it is an experience that encompasses several aspects of human culture. It assumes that the spectators have access to the vast resources that the internet offers, which will help to reveal part of the complexities of the plot, while at the same time engaging in a fluid dialogue with several other cultural entities. From this perspective, Interstellar is akin to Gravity, which similarly revolves around the idea of an audiovisual experience that depicts human anxiety in the environment of outer space. In this approach to movie making, music acquires a status that is aligned with the rest of the elements of the movie. Nolan (Zimmer, 2014a) explained the initial process of the creation of the soundtrack, which started before the script was even completed: I asked him to give me one day of his time. I’d give him an envelope with one page - a page explaining the fable at the heart of my next project. The page would contain no information as to genre or specifics of plot, merely lay out the heart of the movie-tobe. Hans would open the envelope, read it, start writing and at the end of the day he’d play me whatever he’d accomplished. That would be the basis of our score. I listened to Day One countless times as I worked on the script, and as we shot. It served as my emotional anchor, just as it serves as the emotional anchor for the entire complex and thrilling score that Hans went on to create almost two years later. (p. 3) 72 According to Nolan, the letter contained some lines of dialogue and some ideas that were at the heart of the movie. For Zimmer, the letter focused on the relationship between a father and his son (Lowder, 2014). Nevertheless, this piece of music served Nolan well in the process of creating the script, which then became inexorably linked to the musical content of the piece. This approach helps to conceive of a movie as a means to discuss an ontology for humanity, becoming a sophisticated piece of philosophical thought that employs diverse mediums in order to generate meaning. For Nolan, music helped to create the concept of love that would have otherwise been difficult to portray in its depth had he used only dialogue or visual cues. 73 CHAPTER III PHILOSOPHICAL APPROACHES TO HYPERREALITY In order to properly describe the hyperorchestra and the hyperorchestral processes involved in contemporary screen music creation, I will begin by discussing its philosophical grounds. This chapter intends to provide a definition for hyperreality based on Baudrillard’s (1994) and McLuhan’s (1964/1994) philosophies. However, I do not intend to provide a comprehensive discussion of the theories of both authors. Instead, I will draw on their thoughts in order to develop a model for hyperreality that becomes applicable to cinema and its music. I will start with yet another movie example, as its narrative attempted to portray Baudrillard’s concepts of hyperreality. On The Matrix The Matrix (1999) has become a cultural icon for postmodern movies that engage with the concept of hyperreality. The movie is set in a dystopian future Earth, where humans exist while connected to a computer-simulated reality in which they are enslaved by an aristocracy of self-intelligent machines that exploit them as a form of biological 74 energy source. At the beginning of the movie, Jean Baudrillard’s book Simulacra and Simulation (1994) appears on-screen, acting as a secret container in which Neo, the protagonist, hides disks containing illegal computer data and software. This is just one of the numerous allusions to Baudrillard’s ideas that appear, both implicitly and explicitly, in the movie. By far, the most salient of these references is the existence of a simulacrum, or a computer-simulated reality, which humankind, unaware of their enslaved status, virtually inhabits. Baudrillard believed that the movie did not properly represent his ideas (Genosco & Bryx, 2004). As will be discussed later in this thesis, the central point of Baudrillard’s thought is the absence of the real in contemporary Western societies, which have become symbolic systems with no difference between the real (the referent) and its representation (Baudrillard, 1994; Chan, 2008). For Baudrillard, The Matrix failed to portray the lack of differentiation between the real and its simulation. Instead, the movie presented an opposition between a dystopian real (but real, nonetheless) and a hyperreal (the simulated virtual world called the Matrix). From this standpoint, Baudrillard believed that the dichotomy between the worlds portrayed in The Matrix was closer to Plato’s allegory of the cave than his concept of the disappearance of the real (Genosco & Bryx, 2004). This would still hold true even when considering that the real 75 in The Matrix is the sunless ruins of a lost human civilization, which Morpheus qualifies by paraphrasing Baudrillard, as the desert of the real. However, the desert of the real is portrayed literally in the world of The Matrix (by showing the deserted ruins of cities), whereas the concept is allegorical in Baudrillard’s work. For Baudrillard, the desert of the real meant the absence of a real, or the inability of Western civilization to distinguish reality. Hence, Baudrillard was not imagining a real where Western civilization was a literal desert of ruins, as it is portrayed in the movie. Yet, one may speculate that the real and the simulated in the movie are metaphorical instead of literal. The movie is not depicting an imaginary world that inaccurately resembles Baudrillard’s ideology, but it is employing an audiovisual narrative (and its created world) in order to discuss a philosophical idea. The real in the movie is not its depiction of the real, but it is part of a metaphor that aims to describe Baudrillard’s idea of hyperreality. Similarly, the Matrix (as a virtual-simulated world) is not the representation of the hyperreal, but a metaphor for Baudrillard’s model. The purely audiovisual representation and its philosophical meaning gains, within this perspective, different layers of signification embedded into the same artwork. Hence, conceiving the world in The Matrix as a metaphor to express Baudrillard’s thought seems to be the 76 most coherent approach. Moreover, understanding the world depicted in The Matrix as a metaphor better justifies the utilization of questionable physical and biological axioms. For example, humans are not a productive system to generate energy, as they require more energy to survive than they are able to actually produce. Moreover, actively using the human brain requires a greater amount of energy when compared to an inactive brain, which negates the positive effect of having conscious humans connected to the Matrix. Consequently, analyzing the movie according to its apparent and literal meaning is problematic as the movie is referentially false. Nevertheless, if a movie is a fictional narrative, it is afforded a greater degree of freedom in terms of its narrative presentation. With this example, I intended to highlight the degree of sophistication that audiovisual narratives have achieved and the associated difficulty in analyzing them. I have chosen The Matrix for its level of audiovisual and narrative complexity, and for its engagement with the concept of hyperreality. Both features will become key in order to discuss, in the following chapters, how the concept of hyperreality serves to describe contemporary movies and their music. Before reaching that point, I will analyze some central concepts of Baudrillard’s philosophy of the hyperreal, in conjunction with 77 Marshall McLuhan’s theory of the media (McLuhan, 1964/1994). McLuhan’s theories influenced Baudrillard and they are useful when trying to engage with the concept of hyperreality in cinema. In Chapter IV, I will concentrate on the relationship between the notion of hyperreality and the ontologies of cinema. Chapter V will specifically focus on how the world of the movie is generated and its relationship with the concept of realism. I will provide an explanation of how to interpret the different levels of meaning of a movie, as I hinted in this introductory discussion on The Matrix. Furthermore, I will offer a framework for analyzing the movie while respecting its varied meanings and artistic value. Chapter VI will focus on sound and music for the screen and its relationship to hyperreality. In addition, I will define what I mean by hyperorchestra in terms of ontology, by employing the concepts developed in the first three chapters. Baudrillard and the Hyperreal Baudrillard’s concept of hyperreality is frequently employed in contemporary culture beyond The Matrix. Several movies have portrayed, in diverse manners, some of the axioms of Baudrillard’s ideology. For instance, in his critical interview on The Matrix, Baudrillard (Genosco & Bryx, 2004) mentions the following movies, which interact, in his opinion, 78 with the concept of hyperreal: The Truman Show (1998), Minority Report (2002) and Mulholland Drive (2001) (Genosco & Bryx, 2004). In addition, Inception (2009) and The Thirteenth Floor (1999) are equally good examples. In the field of philosophy and critical thought, Umberto Eco incorporates the concept of hyperreality into his essay Travels in Hyperreality (Eco, 1986). However, Eco approaches hyperreality from a perspective that may seem closer to how it is portrayed in some of these movies as opposed to how Baudrillard describes it. Hence, an inquiry into Baudrillard’s philosophy of the hyperreal and the stages of simulacra becomes necessary before further discussion of its implications can take place. This will serve to clarify Baudrillard’s position on the concept. It is worthwhile to begin by analyzing Baudrillard’s (1994) assessment of Disneyland: Disneyland is presented as imaginary in order to make us believe that the rest is real, whereas all of Los Angeles and the America that surrounds it are no longer real, but belong to the hyperreal order and to the [third] order of simulation. (p. 12) For Baudrillard (1994), even though Disneyland “is a perfect model of all the entangled orders of simulacra” (p. 12), the park acts as a mechanism that masks the loss of reality in the contemporary world. In other words, by admiring its aesthetic hyperreality, society is able to acknowledge it as a perfect fake and forget that their reality is the true 79 fake. On the other hand, Eco’s (1990) description of the hyperreality of Disneyland differs from Baudrillard’s approach: Disneyland is more hyperrealistic than the wax museum, precisely because the latter still tries to make us believe that what we are seeing reproduces reality absolutely, whereas Disneyland makes it clear that within its magic enclosure it is fantasy that is absolutely reproduced. […] Disneyland can permit itself to present its reconstructions as masterpieces of falsification. (p. 43) Once the “total fake” is admitted, in order to be enjoyed it must seem totally real. […] When there is a fake – hippopotamus, dinosaur, sea serpent – it is not so much because it wouldn’t be possible to have the real equivalent but because the public is meant to admire the perfection of the fake and its obedience to the program. […] Disneyland tells us that technology can give us more reality than nature can. (pp. 43-44) Eco’s account of Disneyland’s features highlights a distinctive point of view. For Eco, Disneyland is actually hyperrealistic and society enjoys it because it is able to produce a flawless (yet artificial) nature. However, from Eco’s viewpoint, this does not negate the existence of reality outside of Disneyland. The Three Orders of Simulacra In order to better discern what hyperreality is in terms of Baudrillard, in this section I will examine his principal propositions regarding the orders of simulacra and the hyperreal. I will attempt to provide a distinct general picture of his ideology, which may have been 80 blurred by other interpretations, such as Eco’s description of Disneyland’s hyperrealism. In Simulacra and Simulation (1994), Baudrillard describes three different orders of simulacra that correlate with different stages of modern human evolution (Baudrillard, 1993, p. 50; Baudrillard, 1994, p. 121). Etymologically speaking, a simulacrum19 is an image or a representation of an object. Baudrillard’s writing on the stages of the simulacra is purposefully enigmatic and it has some ambiguity. Nevertheless, Baudrillard defines the first order of simulacra as the stage of human evolution when representations are based on imitation or counterfeit (Baudrillard, 1994, p. 121). In this order, images are naturalist and they attempt to become a reproduction of the world. Still, images are not directly linked to the world but they act as an arbitrary referential sign of it (Pawlett, 2007, pp. 74-75). Baudrillard utilizes Saussure’s (1998) semiotic concepts, which includes his definition of a sign. For Saussure, the sign is comprised of two elements: the signifier (the form the sign takes) and the signified (the concept that the sign represents). For example, the word “bird” acts as a signifier of the concept of a “bird”, although it is not directly connected to any specific element taken from reality. In fact, the word bird is useful as it points out an abstract idea that can be applied not only to a particular 19 Simulacrum is the singular form of simulacra. 81 bird but also to an abstract version of it. The equivalent of a sign in the physical world is called a referent. From this viewpoint, the link between the referent and the sign is arbitrary. For instance, calling both an ostrich and a nightingale birds is a convention, and thus is arbitrary. The case of the former planet Pluto may help to further clarify this arbitrariness. Pluto recently lost its status as a planet without any apparent change in its physicality. This is because reality is socially constructed as the result of imagining a model based on observations. Consequently, the association that links the concept of what a planet is to its referent is arbitrary, as it can change without the referent actually changing at all. Subsequently, there is a binary opposition between the notion of the ‘world’ (or reality) and the ‘signs’ that humans construct to interact with it (Pawlett, 2007, p. 75). Images are no different from other signs, even though they aim to reproduce reality naturalistically. This is why Baudrillard (1994) defines the first order of simulacra as the “imaginary of the Utopia” (p. 121). According to Baudrillard (1993), the first order appears with the Renaissance (p. 50), when the “bourgeois class dismantled the fixed ranks and restricted exchanges of the feudal order through the introduction of democratic parliamentary and legal institutions” (Pawlett, 2007, p. 74). By breaking fixed ranks and norms, 82 the set of signs is no longer sacredly connected to a referent. In other words, society learned that there was no divine order. Thus, the signified part of a sign may vary depending on a change in fashion or social mores. In terms of art, Baudrillard emphasizes the development of stucco during the Renaissance, a material that facilitated the imitation of nature on walls. In addition, he mentions the importance of theatrical illusion. In both cases, their naturalistic approach aims to provide an imitation or counterfeit of nature (Baudrillard, 1993, pp. 50-52). The beginning of the second order of simulacra corresponds with the Industrial Revolution and is governed by the idea of production. In the first order, the difference between the real and the simulacrum is still presupposed (Baudrillard, 1993, p. 50) but this changes with the second order: The second-order simulacrum simplifies the problem by the absorption of appearances, or by the liquidation of the real, whichever you prefer. In any case it erects a reality without images, without echo, without mirrors, without appearances: such indeed is labour, such is the machine, such is the entire industrial system of production in that it is radically opposed to the principle of theatrical illusion. No more semblance or dissemblance, no more God or Man, only an immanent logic of the principle of operativity. ( Baudrillard, 1993, p. 54) This was made possible by the mass production associated with the industrial era. An object might be reproduced on an industrial scale, 83 losing its attempt to be a counterfeit of its referent, as “serial production gives way to generation through models” (Baudrillard, 1993, p. 56). The third order of simulacra corresponds to the current codegoverned society, where simulation is the dominant schema (Baudrillard, 1993, p. 50). It might be associated with a postmodern society, even though Baudrillard did not use this term specifically. In this order, signs become modeled signifiers, as signifiers are detached from what they signify. Thus, the meaning of a signifier is not determined by what it signifies but by its relations with other signifiers. Computer-generated objects are the clearest example. The planet Pandora in Avatar (2009) not only lacks a referent (as Pandora does not exist), but it also only acquires its meaning by establishing relations with other concepts. Pandora is a model of a utopian natural and preindustrial world that becomes meaningful when contrasted to a dystopian version of Earth, an environmentalist ideology, and a corpus of futuristic dystopian narratives that precede the movie. Therefore, Pandora acquires its meaning through its relationship with other models of a world. Computer-generated images of Pandora and its inhabitants serve as pristine examples of what Baudrillard defines as the third order of simulacra. However, the third order should not be considered a digital phenomenon alone. In fact, the miniatures employed for making the first 84 Star Wars (1977) movie were neither computer-generated nor did they have a referent. Disneyland serves as another example. As stated, Baudrillard argued that contemporary society as a whole was part of the third order of simulacra, which becomes the hyperreal. The Hyperreal In the third order of simulacra, the simulation becomes “the generation by models of real without origin or reality: a hyperreal” (Baudrillard, 1994, p. 1). The planet Pandora in Avatar (2009) is hyperrealistic because it is created by a set of different models of real but it does not have a real origin. Pandora cannot be, in contemporary society, an equivalent to what Eden was for ancient Western society. This is why defining Pandora as an idyllic place or as a modern rendition of Eden is controversial. Pandora becomes ideal if the model for the ideal is raw nature, but it does not if the model is based on cultural and technological progress. For example, a person who loves cultural activities would find life on Pandora disappointing. The inhabitants of Pandora live in concert with nature. Their principal social activity is to pray to a sort of shared consciousness. There are no signs of any musical activity or any other artistic or leisure pursuits. Thus, the meaning of 85 Pandora becomes unstable, as it is dependent on the relationships based on a symbolic system: Without the stable equivalence of sign–referent and signifier– signified, meaning becomes highly unstable, and binary distinctions implode, reverse or become radically uncertain in their meaning(s). (Pawlett, 2007, p. 77) As a simulation, Pandora does not only precede any possible experience of the real but it highlights how meaning is volatile. That would have not been the case with Eden in a pre-modern society, which was a symbol of a lost paradise and God’s power. In this kind of society, the idea of paradise was as universal as the idea of God. McLuhan’s Theory of the Media Before continuing to scrutinize the notions and consequences of the hyperreal, a discussion of McLuhan’s (1964/1994) theory of the media, along with his famous statement “the medium is the message” (p. 7), will assist to elucidate the concept of the hyperreal in contemporary society. Baudrillard examines various concepts of McLuhan’s thought in several passages of his work, which indicates how McLuhan greatly influenced his contemporary social model. McLuhan develops his theory of the media in his book Understanding Media (McLuhan, 1964/1994). The beginning of the first chapter, aptly titled “The Medium is the 86 Message”, offers an explanation of his partially cryptic yet well-known statement: In a culture like ours, long accustomed to splitting and dividing all things as a means of control, it is sometimes a bit of a shock to be reminded that, in operational and practical fact, the medium is the message. This is merely to say that the personal and social consequences of any medium - that is, of any extension of ourselves - result from the new scale that is introduced into our affairs by each extension of ourselves, or by any new technology. (McLuhan, 1964/1994, p. 7) Further, he provides different examples to illustrate what he aimed to describe. The railway example is especially eloquent: The railway did not introduce movement or transportation or wheel or road into human society, but it accelerated and enlarged the scale of previous human functions, creating totally new kinds of cities and new kinds of work and leisure. This happened whether the railway functioned in a tropical or a northern environment and is quite independent of the freight or content of the railway medium. (McLuhan, 1964/1994, p. 8) For McLuhan, the medium becomes any extension of ourselves. For example, the hammer extends our arms and the wheel may extend our legs (Federman, 2004). In addition, the message of a medium is “the change of scale or pace or pattern that it introduces into human affairs” (McLuhan, 1964/1994, p. 8). This is why the message of the railway lies in how it transformed society by generating, for example, new models of cities. McLuhan’s thoughts on what the medium and the message are 87 become ontologically relevant for understanding both terms, as they acquire a broader meaning than what it is usually assumed. No less striking than McLuhan (1964/1994) famous quotation is the introduction of the book (especially when considering that the text was written in 1964): After three thousand years of explosion, by means of fragmentary and mechanical technologies, the Western world is imploding. During the mechanical ages we had extended our bodies in space. Today, after more than a century of electric technology, we have extended our central nervous system itself in a global embrace, abolishing both space and time as far as our planet is concerned. Rapidly, we approach the final phase of the extensions of man the technological simulation of consciousness, when the creative process of knowing will be collectively and corporately extended to the whole of human society, much as we have already extended our senses and our nerves by the various media. (p. 3) If the medium is an extension of our bodies, the evolution of Western society may be described as a process of expansion (or explosion) by different mediums. McLuhan argues that the world has been imploding since the electric era because of instantaneous communication: “As electrically contracted, the globe is no more than a village” (McLuhan, 1964/1994, p. 5). Assessing why McLuhan describes this process as an implosion instead of a continuation of the expansion of our bodies is important to our understanding of how this view relates to the concept of hyperreality. Electricity allows for the achievement of a speed that is closer to the 88 speed of light, which is the maximum speed that is physically possible. What comes after electricity will necessarily go beyond the physical because the limits of the physical have already been reached. In that sense, McLuhan labeled the process as an implosion, as it allowed for the merging of social and political functions. Similarly, it virtually eliminated the physical distance between people by bringing humanity together in a global village. However, McLuhan’s process of implosion may also be analyzed as a route of expansion that goes beyond the physical and the real, thus driving further into the hyperreal. McLuhan termed the process as an implosion because he focused on humankind and the extension of their bodies. If railways extended the distance that a human could travel, by employing airplanes this distance was extended further. With space travel, humanity became able to travel beyond Earth. However, the concept of the global village does not continue the expansion with the same rationale. Instead, post-electrical development is focused on connecting the consciousnesses of human beings. As this is not strictly an extension of the body, and, for McLuhan, consciousness precedes any technology, he thus defined the process as implosion. Therefore, the process of implosion entails a disconnection from the real, as the power of transformation of the new media is not focused on the physical world. It is in this sense how McLuhan’s concept of 89 implosion intersects with the concept of the hyperreal. McLuhan’s theory of the media is closely related to a discussion of the evolution of language in Western culture. By defining McLuhan’s different visions of language, connections with Baudrillard’s orders of simulacra can be made. This will lead to a further discussion of the relationship between both theories, and it will allow to further defining the concept of the hyperreal. The Spoken and the Written Word “Language does for intelligence what the wheel does for the feet and the body. It enables them to move from thing to thing with greater ease and speed and ever less involvement” (McLuhan, 1964/1994, p. 89). Furthermore, McLuhan (1964/1994) emphasizes that Western society is rooted in the written word based on a phonetic alphabet (p. 89). The use of such an alphabet is relevant because “the phonetically written word sacrifices worlds of meaning and perception that were secured by forms like the hieroglyph and the Chinese ideogram” (McLuhan, 1964/1994, p. 91). As a consequence, by using a phonetic alphabet, the visual and the auditory experiences separate thus giving Western individuals “an eye for an ear” (McLuhan, 1964/1994, p. 84). It is as a result of this separation that phonetic language is the key to civilized society. However, the power 90 to civilize humanity comes at a cost. By separating “both signs and sound from their semantic and dramatic meanings” (McLuhan, 1964/1994, p. 87), there is a detachment “from the feelings or emotional involvement that a nonliterate man or society would experience” (McLuhan, 1964/1994, p. 79). Then, language becomes a technology that enables a process of abstraction from reality. In using a phonetic written language, the process of abstraction is even greater than using the spoken word. By using a phonetic written language, all the emotions and nuances that are natural in the oral language need to be incorporated in a rational, step-by-step, description. It is because of the social and psychological effects of detachment produced by the utilization of the phonetic alphabet that contemporary society has attempted to recover its contact with imagination and emotion, in order to regain “wholeness” (McLuhan, 1964/1994, p. 89). In addition, McLuhan (1964/1994) believed that “consciousness is not a verbal process” (p. 89). Thus, he believed that the process of expanding consciousness would bypass spoken and written language: The computer, in short, promises by technology a Pentecostal condition of universal understanding and unity. The next logical step would seem to be, not to translate, but to by-pass languages in favor of a general cosmic consciousness, which might be very like the collective unconscious dreamt of by Bergson. (McLuhan, 1964/1994, p. 89) 91 Though, prior to this transformation occurring, he observed that electric technology would threaten the ideology that emanated from the phonetic alphabet, because by “extending our central nervous system, electric technology seems to favor the inclusive and participational spoken word over the specialist written word” (McLuhan, 1964/1994, p. 89). He could not predict that, with the hypertext, written language would evolve and maintain its status at the same time that instant written communication (email or instant messages) would become an extremely useful tool for offline interactive communication. Still, both media transformed the written language enough to corroborate, in a broad sense, his statement. His belief that consciousness is separated from language is, however, more controversial. Moreover, McLuhan’s concepts do not seem to substantiate this belief. If language is one of the first technologies of humanity, it is because it is essential for humans to become humans. The importance that McLuhan gives to language and to the phonetic alphabet challenges, in my understanding, his model of consciousness. Therefore, McLuhan’s account of the consciousness may be interpreted metaphorically instead of literally. 92 Media and Simulacra As aforementioned, it is relevant to discuss the links between language and humankind in order to examine Baudrillard’s orders of simulacra in relation to McLuhan’s thesis. By underlining the detachment that phonetic language has on perception and emotion, McLuhan presents a similar argument to Saussure’s in his semiotic theory, regarding the arbitrariness of the link between the sign and its referent, as earlier described. Phonetic language is responsible for creating Western civilized society by detaching the civilized human from reality. McLuhan (1969) would qualify the perspective image, which constituted the basis for the first order simulacra, as “specialist artifacts for enhancing human perception” (p. 32). Even though the statement was referring to art in Western civilization in general, this might be easily applied to the perspective image as well. However, there is a significant difference between the perspective image and other media like the wheel or the railway. The perspective image, or the drawing technique that allows a person to create a three-dimensional representation utilizing a twodimensional surface, expands human senses virtually, thus providing a detachment from its referent: the three-dimensional space is represented by only two dimensions. From this viewpoint, the image behaves similarly to phonetic language. The similarity between image and language in 93 terms of their detachment from the environment stresses another connection: if language is essential to define Western civilization and image is similar to language, then producing simulacra may be essential to define Western civilization. A Process of Virtualization After scrutinizing how language shaped Western society and how this process may be similar to artistic manifestations such as painting, I argue that the history of Western society should be understood as a process of virtualization. By doing so, I am generalizing the term virtualization, which is normally associated with computer science, to apply to any process that involves generating a simulation of reality. McLuhan’s approach to the media as an extension of the human body and mind should be understood as a process of virtualizing human existence. If Western civilization developed due to its utilization of a phonetic language, this means that it was born when humans were able to detach from reality and construct their knowledge by virtualizing it. In his book The Singularity is Near, Ray Kurzweil (2005) goes even further in exploring the connections of virtualization: The word “virtual” is somewhat unfortunate. It implies “not real,” but the reality will be that a virtual body is just as real as a physical body in all the ways that matter. Consider that the telephone is 94 auditory virtual reality. No one feels that his voice in this virtualreality environment is not a “real” voice. With my physical body today, I don’t directly experience someone’s touch on my arm. My brain receives processed signals initiated by nerve endings in my arm, which wind their way through the spinal cord, through the brain stem, and up to the insula regions. If my brain – or an AI’s brain – receives comparable signals of someone’s virtual touch on a virtual arm, there’s no discernible difference. (p. 203) Kurzweil states that there is no direct connection between reality and human senses as the process is already mediated by physiology. Thus, the human body becomes the first medium, in McLuhan’s terms, for humankind. In these terms, the hyperreal is no longer a product of the contemporary society. Instead, the ability to produce hyperreality may be considered as a latent feature of the early stages of humanity. For example, any dysfunction or limitation of the nervous system may result in experiencing something without origin in reality. A person that comes out from a dark place into bright daylight will most probably need some time for their eyes to adjust to the new environment. During that time, the information captured (perceived) by their eyes would provide incorrect (or different from expected) information on the new environment. Similarly, our inability to perceive ultra-violet light might result in a skin burn that had no origin in the perceived reality. Even though these examples may not constitute actual hyperreality, they highlight the fact that hyperreality was an embryonic feature with its origins in humanity’s beginnings. Further, this is congruent with the notion of virtualization. Any process of 95 virtualization (as it implies a detachment from reality) tends to generate hyperreality. This is because if human beings, who are intelligent and creative, perceive reality through mediation, it is probable that their intelligence and creativity will attempt to modify the perceived reality. Nevertheless, Baudrillard and McLuhan identify the industrial and technological revolutions as two key moments of transformation. As has been described, the Industrial Revolution is essential for Baudrillard’s definition of the second order of simulacra. For McLuhan (1964/1994), the printed book generated the modern world and the Industrial Revolution as it “involves a principle of extension by homogenization that is the key to understanding Western power” (pp. 170-178). The homogenization produced by the printed word generated a further level of detachment: in a society with print, the human became more abstract. From this standpoint, modern science (that developed during the print era) might be described as a form of abstraction of the written language. In other words, modern science requires homogenization in order to develop, and the printed word allowed homogenizing and structuring the language to occur. McLuhan’s discussion of the separation of oral, written and printed languages as distinct media highlights the substantial differences among them, even though they might seem to be forms of the same medium. This becomes clearer when extending McLuhan’s approach to linguistic 96 evolution a step further when considering formal languages and the hypertext. Computer languages are the most common form of formal languages, which are languages defined by a finite number of symbols and a finite and specific set of syntactic rules to combine them. Their main feature is that they do not require human intelligence to be processed. Content is generated by a closed set of grammatical rules. Thus, they are the ultimate version of presenting knowledge through a set of instructions. If the written language, as stated by McLuhan (1964/1994), requires the construction of a coherent sequence to express “what is quick and implicit in the spoken word” (p. 79), formal languages require a closed grammar to produce the language with total abstraction. If written language requires a large amount of text to describe a simple event of the spoken word, formal languages require an extremely large set of rules to process even the simplest form of written language. Computer languages became the next step in the homogenization (and simplification) of the language to the degree that they no longer require human intellect in order to be executed. If the printed book enabled mass education for the whole of Western society, formal languages allowed the “education” of machines. 97 Hypertext and the widely used Hypertext Markup Language (HTML) are not formal languages, as they are a set of markups that serve to format natural language texts. They are just an extension of printed language. Even though HTML formalizes how to generate a title, for example, this was already formalized with print. I will not attempt to discuss the implementation details of HTML here, as I intend to focus on the essential changes of the hypertext with regard to the previous discussion. Broadly speaking, hypertext has provided a syntactical layer between texts.20 If print allowed for the mass distribution of existing texts, the hypertext allowed for the creation of relationships between them, which were necessary in order to be able to continue to produce knowledge. Although the librarian’s function may be precisely that (to connect texts and organize them), it is clearly limited in its scope. Modern libraries were created as a rudimentary syntactic system that paralleled the segmentation and isolation of knowledge in the modern world. Books are ordered in a hierarchical structure according to topics and subtopics to facilitate their access. With hypertext, the linearity of this hierarchical classification is abandoned. As described before, the written word required defining a simple event based on the oral communication linearly and causally. With hypertext, this process transforms. Any texts can be 20 It will also become semantic, as I will argue below. 98 interconnected by complex networks of meaning. This becomes especially clear when analyzing a tag system. A simple tag system attaches different concepts to a text or to a part of it. This current discussion may be tagged as “philosophy”, “postmodern”, “postmodern philosophy”, “hyperreality”, “Baudrillard”, “dissertation” etc. A tag system does not require any order or relation between the tags. Tags may have different levels of meaning and they may also be redundant.21 This does not preclude a tag system from being more or less effective than the way that language allows for syntactically correct sentences to have no semantic sense. However, even in a tag system as chaotic as the example given above, tags may be useful when attempting to find related texts by simply calculating their number of shared tags. The use of tags highlights not only that there are connections of meaning between texts but also that those connections have their own meaning. An evolved version of the tag system, which will clarify the previous statement, is found in social networks.22 The revolution that social networks introduced to the system of personal blogs and web pages is centered on creating meaningful connections by making the process of tagging transparent to their users. Even though it appears that the act of tagging someone as your friend is one of the key 21 22 Such as “postmodern philosophy” in the list supplied above. Facebook (www.facebook.com) is the most popular example. 99 factors of a social network (when someone adds a friend it appears that the person is tagging the target as ‘friend’), the actual friendship is determined by the degree of interconnection in the system. Each time that someone creates a connection with another person by “liking” their status, the weight of the friendship tag increases. This also happens when two people appear in the same photo or are in the same location. This brief example of some of the functionalities of a social network carries two important consequences. First, hypertext allows a language to include audiovisual material as well as written language. Second, the connection itself has meaning. It is from this point of view that the concept of implosion in McLuhan’s theory needs to be understood. He believed that implosion would revert humanity to a stage of development that is closer to the tribal era: pre-civilization, but in a global village. From that angle, humans would regain what was lost during the process of abstraction of the modern world. By creating meaning for the connections between different texts, hypertext incorporates the nuances of the spoken word. The consequences that this approach has had in transforming the principles of Western civilization are enormous, as McLuhan stated. An example of this transformation, in terms of knowledge, might arise by analyzing the accepted scholarly opinion of Wikipedia (www.wikipedia.com). Wikipedia 100 is widely rejected as a scholarly source because it is not peer-reviewed in the traditional sense. In addition, its content may change at any time as a result of an update being made by any user. In other words, Wikipedia does not have an identifiable authority and cannot be printed. Wikipedia’s authority does not emanate out of traditional Western authority systems from the meaning produced by the connections of its contributors. The authority of the review does not come from the authority of the peers but from the power of the link. A change is accepted according to a combination of the number of users that support the change and the authoritative value of those users in terms of how their previous proposed changes have been accepted. Thus, I would speculate that when Wikipedia becomes accepted as a scholarly source, it will mark the apogee in the process of deconstruction of the Western model of civilization that McLuhan defined. The previous definition of the hypertext clearly fits into Baudrillard’s (1994) definition of hyperreality: “the generation by models of real without origin or reality: a hyperreal” (p. 1). Friendship, in a social network as described above, is defined by models of real but not by an actual “real” friendship. For Baudrillard, the third stage of simulacra does not imply a partial return to a previous stage. The term implosion is used in Baudrillard to symbolize the destruction of not only the referents but 101 also the signifiers. McLuhan’s focus on the phonetic language instead of the image becomes key to understanding this difference and to link his theory of the media to the process of virtualization. From this viewpoint, hyperreality serves to reveal that the basis of Western knowledge and science are not as robust as it seems. Baudrillard stated that the obvious hyperrealism of Disneyland served to mask the absence of reality in the rest of society. I would argue that it is precisely by being aware of a hyperreality that humans realize that their structures of knowledge are not as grounded in real referents as they think. Continuing with the example of Wikipedia, the internet encyclopedia is not an example of the implosion of the concepts of truth/falsehood or reality. Instead, Wikipedia indicates that those concepts have never been stable. Moreover, Wikipedia is a good example to demonstrate the manifestation of a social attitude: humans in contemporary society are not only aware of the problem of the arbitrariness of knowledge but they are also actively deciding on a model in order to be able to create meaning in this situation. The Hyperreal Society In this thesis, I have provided a broad definition of hypertext, as it seemed a good approximation of McLuhan’s idea of bypassing language. Hypertext does not only incorporate different audiovisual materials but it 102 creates meaning by connecting different pieces of text, thus bypassing the necessary linearity of the written language. Meaning becomes unstable as it is not fixed. It returns to the individual the power of creating a personalized meaning, but at the same time, it provides a set of tools to create important connections between individualized meanings that can lead to a sense of common understanding. In terms of McLuhan, the media served as a mechanism to augment the human body and senses at the cost of abstraction. With hyperreality, the process of augmentation is achieved by returning to our emotions and by accepting that natural human space is not found in its relationship with the real, which is impossible to grasp, but in the building of the hyperreal. 103 CHAPTER IV CINEMA ONTOLOGIES AND HYPERREALITY Introduction There is no film anymore. Digital cinema has transformed the physicality of the seventh art in such a significant manner that many scholars have questioned whether it is still the same artistic medium. David Bordwell describes this process in his book Pandora’s Digital Box (2012): The film is no longer a “film.” A movie now usually comes to a theatre not on reels but on a matte-finish hard drive the size of a big paperback. The drive houses a digital version of the movie, along with alternative soundtracks in various languages and all manner of copy-guarding encryption. Instead of lacing a print through rollers and sprockets, the operator inserts the drive into a server that “ingests” the “content.” (By now a movie has become content, an undifferentiated item to be fed into a database.) The server accesses the files only after a key, a long string of numbers and letters unique to that server-projector combination, authorizes the transfer. (pp. 7-8) Beyond the purely technical aspects and their implications, the disappearance of a well-defined physical link between the image and its representation has brought to light relevant discussions regarding film 104 ontology. As I will argue, digital cinema is not a different artistic medium23 from classical filmed cinema, and neither has it significantly altered cinema as a medium in terms of ontology. Instead, the advent of digital cinema has highlighted the weakness and instability of some assumptions on the indexical properties of the photograph. By analyzing the technological changes of digital cinema, I will discuss the most prominent elements related to cinema’s ontology, in order to provide a philosophical ground for discussing the interaction between cinema and hyperreality. Prior to commencing this ontological discussion, it is necessary to limit the categories of moving images that will be analyzed. There are numerous audiovisual manifestations, as well as abundant approaches to cinema. In terms of this discussion, however, the term cinema will be restricted to pertain to narrative cinema that broadly follows the classical Hollywood model of storytelling as defined by David Bordwell (Bordwell, 2006). In discussing the characteristics of this widespread modality of storytelling, I will create a connection between the concept of virtual reality discussed in the previous chapter and narrative cinema. 23 In this context, medium refers to an artistic modality, regardless of its physical mode of delivery. Therefore, cinema is a medium regardless of whether the movie is projected in a cinema, watched on a TV screen or even on a cell phone. Similarly, literature is a unique medium regardless of whether the book is printed or if it is in an electronic version. 105 The second part of this chapter will focus on the relationship between cinema and hyperreality. In this section, I will incorporate Stephen Prince’s model of perceptual realism (Prince, 1996; 2010; 2012) into the discussion, as it greatly serves as a tool for inquiring about the connections between hyperreality and cinema. Narratives and Virtual Reality Cinema has become a widespread mode of audiovisual narrative storytelling. However, not all audiovisual manifestations should be considered cinema, even if they employ the same set of technologies. For example, a documentary will use, most probably, similar technologies to a movie and it will include some type of story or narrative. However, labeling it as cinema would complicate the definition of the word for the purposes of this argument. For example, documentaries need to be perceived as faithful to what they are depicting, thus acting as a record that proves that a series of events actually occurred. However, this is not the case for a movie. This present discussion will focus only on narrative cinema that broadly follows the classical Hollywood form. Even though this may seem specific, most movies would fall into this category, regardless of where they were produced. David Bordwell (1985) discusses the main 106 characteristics of the classical Hollywood form in Narration in the Fiction Film. In this text, Bordwell (1985) references the Russian terms fabula and syuzhet to refer to what he later defines as story and plot, respectively. The story constitutes all the events of the narrative, including the ones that do not appear in the movie. By contrast, the plot is all the information that the movie contains, including the elements that would not be considered an event in the story. In terms of the story, the plot typically contains parts of the story only, which are not necessarily shown in chronological order (Bordwell & Thompson, 2012, pp. 80-82). Of all modes, the classical one conforms the most closely to the “canonic story” which story-comprehension researchers posit as normal for our culture. In fabula terms, the reliance upon character-centered causality and the definition of the action as the attempt to achieve a goal are both salient features of the canonic format. At the level of the syuzhet, the classical film respects the canonic pattern of establishing an initial state of affairs which gets violated and which must then be set right. (Bordwell, 1985, p. 157) Thus, narrative cinema is a character-centered “chain of events linked by cause and effect and occurring in time and space” (Bordwell & Thompson, 2012, p. 79). In another book, Bordwell (2006) argues that postclassical era movies (produced after 1960) still follow, with some innovations, the classical form: American films have changed enormously. They have become sexier, more profane, and more violent; fart jokes and kung fu are everywhere. The industry has metamorphosed into a corporate 107 behemoth, while new technologies have transformed production and exhibition. And, to come to my central concern, over the same decades some novel strategies of plot and style have risen to prominence. Behind these strategies, however, stand principles that are firmly rooted in the history of studio moviemaking. (p. 1) For the purpose of this thesis, Bordwell’s remarks regarding contemporary moviemaking practices serve to define a common ground for cinema that would fit with the scope described above.24 As an example, nonlinear movie narratives usually follow the general principles of classical Hollywood moviemaking. For instance, in Pulp Fiction (1994) the narrative is split into four stories that produce a complete solid narrative at the end. As a result, once the audience finishes watching the movie, it is revealed to them a full-length story that merges all the four stories cohesively. Hence, Pulp Fiction’s plot structure is neither conventional nor linear. However, each story has its main characters with their objectives and intentions, and a chain of causal events constructs the narrative. Moreover, the full narrative discovered at the end similarly follows these parameters, linking all the characters and situations together in a complex directed graph of causal events (Figure 17). I use the term “directed graph” instead of “chain”, as it may be more appropriate for defining Pulp Fiction’s whole narrative, because it implies 24 Similarly, this set of movies represents the majority of films that have been produced and released commercially. 108 directionality. Nevertheless, this does not significantly affect the overall definition of a Hollywood film narrative. Figure 17. Abstract example of a directed graph. It does not refer to any narrative specifically. From this perspective, narrative movies produce two important outcomes. First, they generate an imaginary world in which the story unfolds. Second, they generate an imaginary psychological world for each of their main characters. These results constitute what is usually described as the movie diegesis. Although this may be initially perceived as a clear and simple concept, accurately analyzing the diegesis of a movie (and how the diegesis is generated) becomes a complex task, especially when referring to music. An in-depth definition of the diegesis will be addressed in the following chapter. Now, I will focus on how this 109 set of movie worlds interacts with the concepts of virtualization and virtual reality examined in the previous chapter. Storytelling (in all of its forms) relies on creating an imaginary world and a set of imaginary characters for a story to unfold. This still holds true when the story recalls a “real life” event. Even in this situation, the story needs to create a replica of this “real” world situation and its characters. The beginning of Fargo (1996) illustrates how “real life” storytelling does not differ from a fictional one. At the beginning of the movie, it is stated that the story is “true”: THIS IS A TRUE STORY The events depicted in this film took place in Minnesota in 1987. At the request of the survivors, the names have been changed. Out of respect for the dead, the rest has been told exactly as it occurred. (Fargo, 00:00:19) The Coen brothers, who directed the movie, later stated that the movie was fictional, even though it was inspired by a set of real life events. They argued that by making the audience believe that they were telling a true story, they were allowed some sort of freedom in terms of the narrative that they would not have had otherwise (Heitmueller, 2005). 110 Fargo highlights that fictional and nonfictional stories do not differ in terms of the creation of their imaginary worlds. They may differ, as the Coens suggest, in terms of their associations and the audience’s identification with them, but not in the necessity to create an imaginary world for the story and an imaginary psychological world for each of the characters. Therefore, imagination becomes a key element to understanding the close relationship between humanity and storytelling. Imagination and Virtual Reality In his book, Sweet Anticipation, David Huron (2006) describes what he terms the imagination response (p. 8). It is the first step in his well-known theory on human behavior that is based on imagination, tension, prediction, reaction and appraisal (ITPRA) and is described in the text.25 He believes that the “imagination response is one of the principal mechanisms in behavioral motivation” as “Imagining an outcome allows us to feel some vicarious pleasure (or displeasure)—as though that outcome has already happened” (p. 8). Hence, “we don’t simply think about future possibilities; we feel future possibilities” (p. 8). As an example, Huron (2006) states: “It is important to pause and smell the 25 For Huron, these are the ordered steps for a human’s response to a stimulus. 111 roses—to relish the pleasures of the moment. But it is also crucial to take the imaginative step of planting and nurturing those roses” (p. 9). For Huron, imagination is essential for human survival and evolution. Thus, humans constantly imagine possible outcomes for different situations they believe they may encounter. Moreover, Huron (2006) states that the process of imagination involves thinking and feeling at the same time (p. 9). Furthermore, Huron argues that it is not possible for healthy humans to only think about what we imagine without actually feeling. Therefore, by imagining a situation, humans experience the emotional outcome before the situation happens, which may aid them in shaping their actions (by planting roses, for example). In looking at storytelling from this perspective, it becomes a system that allows for the sharing of possible outcomes of different events. This is why stories are normally rich in terms of mythical content, which facilitates their application as a reference for a broad set of specific situations. In accepting Huron’s findings, perceiving a story not only involves a process of imagination but also a process of feeling the results of each situation as if they had happened to the audience. Stories are not only a form of entertainment but also a vessel to funnel the imagination response in order to share it with other humans. In doing so, humans are expanding their brains, as there is the possibility for them to receive an 112 imaginary situation, which originated in another human’s brain, and feel it as if it were their own. In terms of McLuhan’s views, storytelling becomes a robust first step towards a process of sharing a consciousness. It is from this angle that the capacity to create psychological worlds for the characters of a story becomes fundamental. Individuals engage with stories by connecting with their specific situations due to their characters. Their psychological world and the values that justify their actions are key to establishing their behavioral patterns for benefit of the receivers of the story. In addition, by having a clear picture of the relationship between their actions and the characters’ psychology, individuals are able to better discern the connections between their own psychology and the psychology of the characters portrayed in the story. This is one of the reasons that explains how a character-centric mode of storytelling has become dominant. In this mode of storytelling, the psychology of the characters is key to unfolding the events of the narrative. Therefore, creating a consistent psychological profile for the characters that are responsible for the main actions of the narrative supports the establishment of a shared consciousness, as the events of a narrative designed in such a manner better connect with the lived events of its audience. 113 In addition to creating strong and complete psychological profiles for its characters, a story that relates to shared mythical content is able to include a wide set of situations. Consequently, the story may act as a template. Each individual would unpack the content of some stories to imagine specific situations, while modifying and complementing them freely. As an added layer of complexity, an individual might have a set of stories that would be applicable to a certain situation. Those stories might also be contradictory or propose opposite resolutions. The individuals will need to choose how to act26 and, by doing so, they will establish their own behavioral principles. Describing storytelling by employing Huron’s theory of imagination from a cognitive psychology perspective reveals that any process of imagination produces a virtual reality. Huron’s findings suggest that the process of imagination is so powerful that it produces the same emotional outcome as if it were experienced physically. By stating that imagination makes us feel as if the event actually happened, Huron is implying that the process of imagination generates alternate virtual realities. In each of these virtual realities, the emotional pay-off is equivalent to everyday physical experiences. 26 By choosing a particular story as a model, merging different stories together or imagining a complete new situation with different outcomes. 114 Narrative cinema, as a form of storytelling, does not deviate from this proposed framework. In comparison to a written tale, cinema is capable of operating within a whole set of audiovisual materials in addition to language. As I will describe in the following chapter, music may also help to reinforce a narrative concept, thus reshaping the imaginary world (or the virtual reality) that the narrative portrays. However, even though utilizing cinema affords the creator with a richer set of tools for narrating the story, it does not significantly differ from other modes of storytelling in terms of its capacity to create a powerful virtual reality, as this is achieved through the imagination. Digital Cinema and the Ontology of Cinema Digital cinema is not a different artistic medium from analog cinema, nor does it significantly modify the definition of analog cinema in terms of medium. Instead, digital cinema has assisted in elucidating ontological27 questions on the properties of film and photography. In this section, I will discuss the two most salient problems, which are the 27 In this discussion, the ontology of cinema will examine the properties of cinema as a medium. For example, defining photography as a different medium from a painting should be considered an ontological question. In order to be able to properly demonstrate such a statement, a medium specific quality (some property not applicable to photography) needs to be found in order to justify the separation of both media in terms of ontology. 115 concept of indexicality and authorship. In addition, I will inquire into how these problems apply to animated movies, which will serve to further clarify the present discussion. Digital Cinema and Indexicality One of the key elements of Peirce’s semiotics (Atkin, 2013) is the division of signs into three non-exclusive categories: icons, indexes and symbols. A sign is an icon when it resembles its object; it is an index when there is a factual connection with the object; finally, it is a symbol when the relationship is arbitrary.28 Following this rationale, a painting and a photograph should both be an icon of what they portray. However, it was believed that only the photograph was an index of the reality that it captured. This was believed to be true since the painter did not necessarily need any reality in order to create a painting. Conversely, this was not possible with a photograph, which requires a reality to capture. Following this line of thought, the camera would become a device capable of objectively capturing the reality in front of its lens, which acts as a record of its existence: the chemical process that converts the light emanating from the objects in front of the camera into a negative 28 The categories are not exclusive: a sign may be classified according to one, two or all of the categories at the same time. 116 becomes the physical proof of its indexicality. An equivalent logic may be applied to film. With the invention of the digital camera, the indexicality of the new device has been questioned. There is no film to capture the light from the objects. Instead, a set of digital light sensors mediates and generates a collection of binary code for the digital version of the picture. From this perspective, the digital image is simply a collection of single colored dots (the pixels) that produce the impression of what photography once was. Due to the digital mediators and its pixelation (fragmentation of its surface into discrete single colored dots), digital photography would lose its indexical property. Even before the first commercial digital camera was produced, Friedrich Kittler underlined the weaknesses of attributing an indexical property to the photographs or films produced by any type of camera. In discussing why film is not indexically linked to reality, Kittler (1999) states: “Instead of recording physical waves, generally speaking it only stores their chemical effects on its negatives” (p. 119). By emphasizing the chemical process, Kittler (1999) also reveals a further consequence: if the chemical print were accepted as indexical, then digital photographs should likewise be accepted as an indexical medium. This is because the photographic negative has a finite number of molecules. Hence, this 117 implies that the negative also has a finite resolution, which should be considered, in terms of indexicality, to be similar to the limitations of pixelation. At most, the difference between analog and digital photography is a problem of resolution (there may be more molecules in a negative than pixels in a digital photograph), which does not justify a separation in terms of ontology based on their indexical properties. Thus, if the analog photograph were a medium capable of indexing reality, then the digital photograph acquires the same indexical power as well. So far, the purpose of the discussion has been to refute any ontological differences between digital and analog photography based on their indexical property. However, this does not mean that I accept that photography is indexical per se, as I believe that the primary assumption (the objectivity of the camera in terms of being able to capture reality) is flawed, as I will argue below. Stephen Prince (2012) challenges the assumed indexicality of photography by observing that the camera does not capture an amount of light that is comparable to the human eye. In this statement, Prince challenges the camera’s indexicality capacity from the restricted point of view of the perception of the human eye. He intentionally modifies the definition of an index to apply only to the human-perceived reality instead of reality itself, which is impossible to grasp. This restriction of the scope 118 of the indexical property was naïvely implied in the prior approach. For example, a regular camera is not intended to capture the infrared waves that are present in reality, as the human eye does not perceive them. Nevertheless, Prince (2012) acknowledges that the camera fails to become an index, even when only considering a human-centered perception of reality. Therefore, the camera itself acts as a filter of anything it captures: Despite the important place that live-action-camera reality holds in the theory and aesthetic practice of realistic filmmaking, the camera is a poor instrument compared with the human eye. It is a lossy instrument that fails to capture the full range of luminosity in a scene or environment. The human eye can respond to a dynamic range of 100,000:1 luminance levels; a camera, depending on the speed of the lens, the latitude of the film, and the size of its digital sensor, captures far fewer. Theories of cinema that take the camera as an indexical agent accurately capturing what is before it have neglected to consider the significance of this characteristic— a single analog or digital image created in camera is a low-level facsimile of the lighting environment from which it derives. (Prince, 2012, pp. 192-193) Prince’s statement implies that a photograph may be unable to capture, for example, the visual content of dark areas. Subsequently, the photograph would fail to index those areas. For instance, if a photograph were only able to capture the head of a person talking at night but not the body (due to the lighting) this would not be an index to prove that talking heads without bodies exist. Similarly, in the absence of light, the camera fails to index 119 any reality. Even when considering an ideal situation in terms of lighting, Prince argues that a digital technology such as HDR (High Definition Range) is much better in terms of capturing the full radiance of the environment. In order to register the full light spectrum, the same environment is recorded with different light sensibilities. After the recording process, the data from this set of light sensors is interpolated, creating a computer model. Prince’s criticism evidences the problems that arise as a result of defining photography or cinema as an index of reality. In the previous chapter, I argued that any process of perception (including mechanical perception involving a camera) becomes mediated by the artifact employed for its capture. The human eye, the chemical components of the negative, and the optical transducer of a digital camera act as mediators between reality and what they capture. As a consequence, the indexical property needs to be further diluted to acknowledge the interference of mediators in the link between reality and photography. Digital cinema (and photography) has also allowed the incorporation of Computer Graphic Imagery (CGI) and computer image processing into moving images. In terms of ontology, the utilization of 120 these techniques may become a dividing point in terms of medium specificity, even if digital cinema does not differ from traditional film in terms of its capacity to become an index of reality. By adding objects that are generated by a computer or by modifying the existing picture using computer software (eliminating the facial imperfections in a photograph, for example) digital cinema may differ significantly from analog film production. Following this rationale, analog and digital cinema would become ontologically diverse media due to the inability of analog cinema to incorporate objects that were not produced physically. In other words, even though the analog camera might not be able to become a strong index of reality due to the problems discussed above, at least it portrays what actually originates in the physical world. However, it is precisely because of its inability to index the reality captured by the camera that a computer modification of the image should not be considered a medium specific property. For example, make-up may carry out the same function as digital retouching, especially when assuming that part of the realistic effect of make-up is possible due to the limitations of the camera. In other words, make-up that seems natural or verisimilar in a movie might look much more artificial when observed directly on set. Similarly, when a character is portrayed as being injured, this does not require actually injuring the actor: make-up techniques are able to produce a verisimilar 121 recreation of the injury. In addition, a full size view of the planet Pandora from Avatar should not be considered different from the planet Tatooine in Star Wars (1977), as discussed in the previous chapter. Even though Pandora was digitally created, and Tatooine was generated using a miniature, both fictional planets are portrayed in their respective movies despite the fact that they do not exist in the physical world. Star Wars is a convenient example for this discussion as it allows for a comparison of the original trilogy with the subsequent prequel. There are numerous elements in the second trilogy that were digitally generated but were created using physical special effects in the first. Nevertheless, those elements are perceived as equivalents in terms of the narrative29 in both trilogies, which reinforces the argument in favor of considering CGI manipulation as a typology of visual effects instead of a new category of audiovisual medium. Further, in accepting CGI and visual effects as part of the movie making process, the indexical property of a product that utilizes those techniques weakens even more to become almost non-existent. Thus, the truth of a moving image (or a photograph) cannot rely on its indexicality. Instead, it becomes a matter of its iconic value and its symbolic attribution. Its iconic property (how the picture resembles the 29 For instance, a spaceship created utilizing a miniature model will represent the same spaceship if it were created using CGI. 122 object that it attempts to reproduce) is connected to its degree of fidelity, resolution and clarity. A high-resolution image of a dark area will only serve as an icon for the darkness of the moment, but it will not serve as an icon for the objects that it could not capture. Hence, the iconic property alone is not sufficient to ensure the truthfulness of a moving image. As the indexical property is not usable, the possibility of delivering verisimilar experiences (as moving images do) may only be attributed to a symbolic process. This is only possible because the camera has become the symbol in Western society of a device capable of documenting the environment. This means that a movie is perceived as verisimilar due to the conjunction of its iconic power (how well it resembles the reality it is meant to represent) and the symbolic assumption that filmed events portray reality. However, these properties may not be enough to produce a verisimilar output. It is for this reason that the author’s trust of the image may become the strongest symbolic value in terms of delivering verisimilitude. Authorship and CGI: Gollum’s Case In Liveness: Performance in a Mediatized Culture, Philip Auslander (2008) discusses the implications of a CGI character like Gollum in The Lord of the Rings (2001-2003) trilogy in terms of the performance’s 123 authorship. In addition to its genesis through computer processing, Gollum’s performance was also generated using an actor (Andy Serkis), who was recorded using motion and facial sensors. This virtual performance challenges the definition of what acting and performance really are, especially when considering its multiple ramifications: Once created, a digital clone can undertake an infinite variety of performances the actual performer never executed; such performances can also be extrapolated from other forms of information, such as motion capture data. Whether generated in a special-effects studio or a live, interactive dance performance, motion capture data can be stored and used to produce future performances that were, in some sense, executed by the performer but without that performer’s direct participation. (Auslander, 2008, p. 170) Auslander focuses his discussion on the legal implications in terms of the copyright of the performance. Nevertheless, his thoughts on the Gollum problem similarly challenge the ontology of performance and its authorship. Hence, it becomes difficult to precisely define what performance is, at the same time that it becomes equally difficult to assign authorship to a given performance. Stephen Prince (2012) provides a compelling answer based on an idea coined by film director David Fincher, who advocates differentiating the process of acting and performance: On stage, performance and acting often are interchangeable. In cinema, acting is a subset of performance. For our purposes, then, 124 acting is the ostensive behavior that occurs on set to portray characters and story action. Performance is understood as the subsequent manipulation of that behavior by filmmakers or by actors and filmmakers. This distinction will enable us to recognize the ways that cinema employs technology to mediate the actor’s contribution, via such things as editing, music scoring, lighting, makeup, and compositing. (p. 102) The separation between acting and performance is radical. Acting becomes just a part of the performance, contained in a finite set of physical actions, meanwhile a performance is achieved in a much broader sense. For example, when music helps to shape a character (the Indiana Jones theme, for example), this music becomes part of the performance of the character. This definition allows for the inclusion of CGI as part of the performance as well. In addition, the model is flexible enough to incorporate other frequently neglected elements, such as the stunts, into the whole performance process (Figure 18). In the graphical representation that appears in the following figure, CGI contains more processes in addition to virtual characters. Digital retouching may act as virtual make-up in a similar manner to how color correction or artificial lighting relate to physical lighting or the selection of a lens filter. Moreover, the model reveals that performance in audiovisual media is a process that involves physical and virtual actions. 125 Figure 18. This graphical model describes performance based on David Fincher's approach to performance and acting as described by Prince (2012, p. 102). From a conceptual point of view, even when editing was done by physically cutting film stock, film editing and music scoring have always been part of the virtual process of film performance, as they are part of the postproduction stage. In this situation, the editor is not cutting film for the sake of cutting it, but for the sake of what it represented. Thus, the action of cutting film stock is conceptually physical but the action of editing film shots has always involved a virtual framework. Defining the process of editing as virtual does not preclude acknowledging the links between editing and the set of physical processes in production (the distribution and selection of takes, the instructions from the director and 126 his or her team, etc). Similarly, CGI usually incorporates data from the physical world into its digital processes. Equally, music may incorporate recordings. Figure 19 attempts to represent this approach by modifying the previous model: Figure 19. This graphic summarizes the different roles that contribute to generating a performance in audiovisual media. The graphic is divided between physical and virtual processes. This deeper division of the performance process underlines further connections regarding acting. For example, the instructions given by the director and his/her team to the actors will have an effect on the acting result. This is not exclusive to movies, as it could be generalized to other arts. For example, music performance could be divided between the 127 physical act of playing the instrument and all the aesthetic decisions that involve selecting a set of different playing actions. Influences from other performers or performances, or the instruments being utilized become an integral part of the performance. Following this line of thought, most performances are the product of multiple authors, which is regularly collectively referred to as ‘influences’. In lieu of this model, the concept of authorship dissolves. In terms of ontology of the performance, this approach removes any possible distinction between a physical character, like Aragorn, and a digitally manipulated character, like Gollum in The Lord of the Rings. They are not ontologically different, as they only differ in the degree of performance attributable to the actor. Thus, Viggo Mortensen had a greater influence on the overall performance of Aragorn than Serkis did in the performance of Gollum. However, in both cases, their acting was only a part of the overall performance process. The implications of this model are significant due to the strong reliance on the concepts of authorship and authenticity in modern Western culture. The previous discussion reveals that both concepts are not as stable as people in Western civilization might have assumed. Thus, authorship and authenticity hold a degree of arbitrariness, which ultimately means that they are symbolic. For 128 example, assigning Viggo Mortensen as the sole author of the performance of Aragorn30 might be the shared convention of our society. The Case of Animation Animated movies have traditionally been considered a separate medium from “live action” movies. The distinction becomes extremely problematic in contemporary cinema when considering the previous discussion of CGI and performance. The argument for why the main character from Wall-E (2008) is animated, but Gollum is not, is complicated. The previous statements serve as a means to challenge this assumption in terms of ontology. First, if photography and film are not indexes of reality, they are not ontologically different from animation. Second, the redefinition of the concept of performance dissolves the differences between a “live character” and an “animated” one. Moreover, Disney’s usage of anthropomorphism in his animated animals might be understood as a pre-digital process of pseudo-motion capture. Disney’s animators certainly did not have the technology to capture motion digitally, but they achieved remarkable results by emulating human body movements. Thus, it became a process of motion capture that was achieved by using human perception alone. Similarly, even the images 30 Excluding the stunt doubles used in action scenes, the make-up artists and costume designers, etc. 129 generated in classical animation are influenced by the observation and capture of diverse pieces of information from the physical world. In considering this, the possible distinction between what is live and what is animated becomes even thinner in terms of ontology. By this statement, I do not intend to defend the idea that there are no differences between animated and live action movies. However, the difference is not a matter of ontology but a matter of aesthetics. Similarly, the discussion on the differences between film and digital cinema belongs to the field of aesthetics instead of ontology. This is relevant, as aesthetics are part of a shared symbolic system of society, which implies a degree of arbitrariness. Imagining the different audience reactions between a 21st- century audience watching King Kong (1933) and its original audience should elucidate the previous statement. Even though the movie is exactly the same, current audiences will find the creature more unrealistic than the original audiences.31 This change in the perception of King Kong may only be attributed to an evolution in the audience’s aesthetics, especially when considering that the movie is exactly the same and that human perceptual abilities (in terms of what 31 The New York Times review from the premiere confirms that assumption. For example: “Imagine a 50-foot beast with a girl in one paw climbing up the outside of the Empire State Building, and after putting the girl on a ledge, clutching at airplanes, the pilots of which are pouring bullets from machine guns into the monster's body” (Hall, 1933). 130 human senses can perceive) have not significantly changed. Thus, the appreciation of the unrealism in King Kong is purely aesthetic and thus, a product of the shared symbolic system of society. Prince’s Perceptual Realism Preliminary to a discussion on hyperreality and cinema, I will describe a term coined by Stephen Prince for analyzing digital movies: perceptual realism (Prince, 1996; Prince, 2010; Prince, 2012). The term is relevant as it will further elucidate the discussion between ontology and aesthetics. Perceptual realism refers to objects in a movie that, even though referentially false, they are perceived as realistic when depicted within the world of the movie (Prince, 2012, p. 32). Prince (2012) argues that due to their perceptually realistic condition, "they are able to compel belief in the fictional world of the film in ways that traditional special effects could not accomplish" (p. 33) and, therefore, "the more comprehensive a scene in evoking perceptual realism, the likelier it is to compel the spectator’s belief" (p. 33). Prince utilizes the dinosaurs of Jurassic Park as an example of an object that is perceptually realistic. Gollum, or the Na’vi characters from Avatar (2009), are other examples that have already been discussed. However, the dinosaurs of Jurassic Park are exemplary as the movie’s 131 diegesis is situated in present (as of 1993) times. The dinosaurs become an abnormal element of a depicted world that looks like it did in 1993. In addition, the movie combined physical models of dinosaurs with digitally generated ones. Hence, the dinosaurs will help to exemplify a model for perceptual realism that goes beyond CGI. Furthermore, the dinosaurs in the movie are a strong example of perceptual realism, as they do not currently coexist with humans and no human has ever interacted with a dinosaur (Prince, 2012, p. 32). In a related manner, Prince describes the scene in Forrest Gump (1994) in which Tom Hanks interacts with President Kennedy as perceptually realistic. In this case, the recording of President Kennedy is real and it may still exist in the memories of the audience members. Tom Hanks is similarly real and is a well-known actor. However, audiences also know32 that President Kennedy and Tom Hanks never interacted. Moreover, the scene could never have been filmed because of the age difference between them. One of the main implications of Prince’s definition relies on evidencing that perception has a key role in generating a model of the real. The implications in terms of the construction of the world of the movie will be explored in the following chapter. For now, Prince’s concept 32 At least the audiences that went to see the movie in 1994. 132 signals how the limitations of the senses are relevant in terms of perceiving a piece of art. In addition, Prince’s conceptual approach associates the limitations of human perception in the movies with the limits of the senses in perceiving the world. The aesthetics of digital 3D exemplify this position. Prince argues that 2D (planar) cinema is “3D to the extent that it replicates the monocular depth cues that observers employ when viewing spatial layouts in the world at distances of six feet or more” (p. 205). Thus, even though humans use both eyes to create a three-dimensional view of the world, this capability tends to be restricted only to the immediate space. This is the reason that planar movies or paintings that use perspective techniques have spatial depth. Thus, it is not the painting or the photograph that tricks the human eye into believing that there is a third dimension to a planar area. Instead, it is the human perception that “elects” to not perceive stereophonically after a certain distance, thereby making a planar representation of a landscape and the landscape equivalent in terms of perception. The manner of how human senses shape the perception of reality does not only apply to three-dimensional perception in cinema. Human perception experiences movement by seeing 24 or more similar images per second. With less than 24 images per second, movement may also be perceived but the illusion may 133 become apparent. Similarly, with more than 24 images per second, a human may perceive a smoother sense of movement. The exact number of frames per second required for a person to perceive realistic movement depends on the limits of human senses and a certain degree of aesthetics, as humans are accustomed to adjust their perceptual expectations to the environment. Similarly, a CGI object will be perceived as realistic depending on the degree of definition. The threshold will also be determined by a combination of perceptual capabilities and aesthetics. King Kong's previous example illustrates this point, as it reveals how the perception of verisimilitude varies depending on the aesthetic values of a society. In addition, Prince's (2012) definition of perceptual realism (p. 32) provides the foundation for discussing the processes involved in perceiving something as realistic even though it is referentially false. The dinosaurs from Jurassic Park are a good example: they were generated by employing different models of real, which were extracted from archeological findings and from inferring animal behavior. Similarly, even though sound does not travel in outer space, it actually seems more realistic when it does, as is the case in most movies. Space travel is not a widespread 134 human experience. Thus, the sound propagation quality is inferred from other physical media like air or water. I would speculate that even for audiences that are aware of this physical property of sound, a chase scene in space is perceived as more realistic with the sound effects of explosions, lasers and collisions than it is without. Thus, perceptual realism is the product of aesthetics and the limitations of human senses. Perceiving a dinosaur from Jurassic Park as realistic involves an aesthetic decision of acceptance because dinosaurs do not exist in contemporary reality. In addition, the previous discussion highlights the inability of human senses to distinguish between a CGI object and an image captured by a camera, once CGI reaches a certain degree of resolution. Moreover, distinguishing a camera from something that has either been created digitally or has been manipulated becomes symbolic, as the indexical properties have been diluted. It is from this perspective that Prince’s definition may be especially interconnected with the discussions concerning hyperreality. Cinema and Hyperreality Prince's definition of the perceptual realism in the dinosaurs 135 of Jurassic Park is close to Baudrillard's definition of hyperreality: "models of a real without origin in reality" (Baudrillard, 1994, p. 3). Nevertheless, Prince's scope is mainly aesthetic, as he attempts to describe a new aesthetic process that surfaced alongside digital technologies. However, the implications of his definition of perceptual realism may extend further when considering the problems of indexicality and perception. In terms of cinema as an index of reality, Prince contends that digital cinema may be even more indexical than its analog precedent. When describing HDR imaging (HDRi), he asserts that the technology acts as an example of a higher degree of indexicality when applying a digital process. However, by stating that indexicality may have different degrees, Prince transforms its meaning: it is no longer a binary property that would signal if the medium acts as an index of the reality it portrays. In fact, deciding the degree of indexicality of a given image requires an aesthetic evaluation. For example, the increase of lightness captured using HDRi should translate into a similar increase in the degree of indexicality. In addition, one must assess to which degree lightness contributes to the overall indexicality of the image. Based on this model, evaluating the indexicality of a given picture 136 requires two elements. First, there needs to be an object against which it can be compared. If the object that it will be compared against is the human eye, then a precise definition of what “human eye” means is necessary, as vision varies according to the individual’. Second, a decision must be made in order to assign the contribution that each pictorial feature (lightness, color, etc.) has to the final degree of indexicality. By following Prince’s approach of evaluation, indexicality has become an aesthetic property, as its values are generated by using a symbolic system. This implies that a process of assessment based on cultural codifications mediates the link between the moving image and reality. In addition, an object generated using computer software may become indistinguishable from an object captured by the camera. This especially holds true if considering that CGI could incorporate captured elements in order to generate its digital objects, which further complicates its relationship with reality and indexicality. For example, different sensors may be used to capture the precise amount of lighting in an environment using HDRi technology. With a proper set of sensors, it is possible to get a precise 3D radiance map of a space. With this information, it is then possible to create computer- 137 generated lighting that, as Prince argues, would become indexical of the radiance of the room33 (Prince, 2012, pp. 192-198). This model of lighting can be used to digitally illuminate any space, including an invented digital model. Hence, even with a culturally mediated approach to indexicality, problems arise due to the inability to distinguish, by using human senses alone, between what was captured and what was artificially generated. The implications of redefining what an index is in terms of the relationship between cinema and hyperreality are concentrated in three areas. First, McLuhan’s position that Western civilization was given “an eye for an ear” (McLuhan, 1964/1994, p. 84), as it became visually biased with the phonetic language still holds. This is why an analysis of the indexicality of the moving image tends to ignore the rest of the senses: reality is what is seen, but not what is tasted, smelled or heard. However, it is also true that in terms of sound, audiovisual media has reshaped the perceptual model.34 For example, if the soundtrack of an audiovisual sequence is not coherent with the visual track, this may affect how the image is perceived, as I will discuss in the following chapters. 33 This is similar in terms of this discussion on the motion capture sensors and the utilization of photographed textures to “paint” computergenerated objects. 34 As McLuhan argued. 138 Second, the modified definition of indexicality reveals how a comparison with other symbols is needed in order to decide the indexical value of a moving image. As a consequence, the assumed direct connection between the real and the image is lost as the link is established by applying a set of rules based on cultural assumptions. Third, CGI generates objects that have no apparent origin in reality, even though they may integrate some information captured from the world. In the previous chapter, I argued that the miniatures used in the original Star Wars trilogy were equivalent to CGI. In terms of indexicality, filming those miniatures is as indexical of reality as is using artificial lighting modeled after an HDRi capture. This assumption implies that digital cinema has not transformed cinema in terms of its indexicality. Instead, digital cinema has indicated that the ontological supposition of indexicality was never there. Therefore, a study of the relationship between cinema and reality becomes a perceptual inquiry. Therefore, an analysis of how audiences perceive a moving image, and their ability (or inability) to discern whether its origin was in their perceived reality, is required. Digital cinema has been permitted to further hide the illusion, as it 139 is able to work on a definition level that transcends the limits of human senses. As a consequence, discerning how the world depicted in the movie connects with the perceived world of the spectator becomes a process that goes beyond perception. Further expanding on this concept requires scrutinizing how the world of the movie is created, which is the focus of the next chapter. 140 CHAPTER V FILM DIEGESIS, REALISM AND THE PERCEIVED REALITY Introduction The diegesis is the imaginary world in the viewer’s mind where the actions of the movie (or any other narrative) happen. The term imaginary is essential to this definition, since movie spectators do not actually see the diegesis of a given movie through their eyes while watching it. Hence, the audiovisual content of the movie is not the diegesis, as the diegesis cannot be depicted. Therefore, from a purely perceptual point of view, there is no diegesis. Remarkably, screen music scholarship has been significantly involved in the discussion on film diegesis (Cecchi, 2010; Gorbman, 1987; Neumeyer, 2009; Smith, 2009; Stilwell, 2007; Winters, 2010; Yacavone, 2012). This is because the characters apparently cannot hear most of film’s score. Music is not the only cinematographic device that the characters are unable to interact with: for example, characters are equally oblivious to movie editing techniques. Yet, edits and cuts are not commonly mentioned when discussing film diegesis. Conversely, film editing is paramount in theoretical approaches to film realism, although 141 music is barely acknowledged in these other sets of discussions. This is noteworthy, since an analysis of the relationship between film and realism is indispensible in order to examine the diegesis in depth. By highlighting the apparent disassociation between diegetic and realism studies in film, I am not questioning the importance of diegetic theories in screen music scholarship. Describing the function of the musical underscore implies comprehending, first, how and from where music interacts with the filmic world. However, the predominance of screen music scholarship in the definition of film diegesis has generated a misconception, by assuming that music has a singular role in film that cannot be paralleled with other filmic techniques. In this chapter, I will discuss contemporary theories of film diegesis along with Souriau’s (1951, p. 231-40) original formulation, in relationship to realism and the perceived reality. In doing so, I will link the concept of film diegesis with hyperreality and virtuality. As a result, I will build a new framework to describe and analyze the role of film diegesis and its role in experiencing a movie. The Myth of the Perfect Illusion Film critic André Bazin (Braudy & Cohen, 2009) states that film pioneers, “in their imaginations, […] saw the cinema as a total and 142 complete representation of reality; they saw in a trice the reconstruction of a perfect illusion of the outside world in wound, color and relief” (p. 165). Therefore, he argues that cinema was born out of a myth that he defines as “the myth of total cinema” (p. 166). Bazin’s statements might resonate with the scrutiny of the indexical property associated with film from the previous chapter. However, Bazin’s theoretical approach focuses on the degree of perfection of the representation instead of the value of the representation as an index of reality. Thus, Bazin’s discussion is mainly aesthetic instead of ontological. The virtual world in The Matrix (1999) serves as an imaginary implementation of what an almost perfect illusion would look like. It requires a representation of a world that feeds information to the senses of the enslaved humans with a level of definition indistinguishable from the inputs of the physical world. In fact, the Matrix is not exactly a perfect illusion because it has some glitches (mistakes in its code) that cause awareness of the illusion. Cinema is clearly far from that illusory level. If cinema were a means to generate perfect illusions, this would function against its role as a narrative and artistic medium. For instance, time management is fundamental in cinema. By employing time ellipsis, the film narrative skips non-relevant moments. Likewise, reordering the 143 events of the narrative non-linearly35 is commonly utilized for narrative or artistic purposes. The movie Pulp Fiction (1994) would change significantly if it were not narrated in four separate stories that, at the end of the film, generate an encompassing narrative. Similarly, Memento’s (2000) narration employs a fragmented and reversed time structure in order to better describe the perceptual disability of the main character, which becomes a key feature of the story. The example of Memento is relevant, as it exemplifies the limitations of a model of realism based only on a pure audiovisual input, which is implied in Bazin’s myth.36 This suggests that reality, for humanity, goes beyond pure audiovisual (or even multi-sensorial) data, as reality necessarily includes other aspects beyond purely perceptual data (e.g. human psychological states.) In Memento, the main character, Leonard, suffers from a type of amnesia that prevents him from storing new memories. Being unable to store new information, his life is rooted in the information of his short-term memory, which lasts for only a few minutes. Creating a movie within this premise is challenging, especially when the character’s amnesia has a central role in the plot. Most of the story is told backwards in short fragments of time that would be equivalent to the 35 From a temporal perspective. If cinema, which is an audiovisual medium, aims to become a perfect representation of reality, then reality becomes an audiovisual experience. 36 144 duration of Leonard’s short-term memory. In doing that, each fragment is cohesive in terms of Leonard’s awareness. Thus, he is able to recall all the information portrayed in each of these sequences. If the scene had lasted longer, at some point in the scene, Leonard would not remember his actions at the beginning of the same scene. By employing this strategy of narration, director Christopher Nolan forces the spectators to experience each scene in a similar manner to how Leonard would have experienced it. Further, the order of these scenes is reversed regarding the timeline: the first scene in the movie is the last, chronologically speaking.37 By using these narratological techniques, the audience experience each scene without any prior context.38 More importantly, a conventional narration (linear in terms of time) would fail to properly narrate the story in its full range. First, a linear narration would not adequately narrate the inability of the character to store memories, as it is challenging to audiovisually represent the moment when the character stops remembering information. Second, the story would lose its suspense, which is generated precisely by using 37 The movie also includes black-and-white scene inserts that are presented chronologically, although the events happen prior to the main story. In a classical narrative, these scenes would be considered flashbacks. 38 Nevertheless, it is important to specify that an audience member with no amnesia would store the information provided by the movie and ultimately reveal the whole story. 145 Leonard’s own disability. At the end of the movie,39 audiences discover how Leonard decided to write a lie meant to manipulate his further actions. He knew that he would forget about his forgery and he would accept what he wrote as a fact. Memento shows that an audiovisual sequence does not capture reality in its entirety, regardless of the level of sophistication. In fact, this is also true for everyday human interactions. For instance, a short interaction with a person who suffers this type of amnesia would not automatically provide the information to conclude that the person is suffering from this condition, unless it is explicitly stated. It would require a longer interaction and some questioning in order to be fully aware of the disability. However, movies rely on telling stories in which the psychology of the characters is clear. Hence, it is because of its willingness to provide a broader portrayal of the “reality” (compared to what would be possible to discern by inspecting a situation with just human senses) that narrative cinema cannot become a perfect illusion. Instead, narrative cinema develops into a more powerful tool for transmitting meaning than any perfect illusion would be ever able to achieve. In addition, cinema has an added artistic value beyond its purely narrative capability. Quentin Tarantino’s decision to divide the plot of Pulp Fiction into four different 39 Therefore, the first action (chronologically speaking). 146 stories is not only challenging in terms of screenwriting but it is also a decision that adds artistic value to the movie. It is on these aspects that a discussion on film diegesis should be rooted. In other words, defining how the diegesis is created requires taking into consideration the fact that pure sensory depiction does not fully represent “reality”, and that cinema is an art form beyond its audiovisual representational capabilities. Before defining a model based on these two viewpoints, I will first explore selected relevant approaches extracted from recent scholarship, which mainly focus on the theoretical models defined by Daniel Yacavone and Benjamin Winters. In addition, I will revisit Souriau’s model of the “filmic world”, who coined the term diegesis in its application for film. Theories of the Film World There are numerous sources (Cecchi, 2010; Neumeyer, 2009; Smith, 2009; Stilwell, 2007; Winters, 2010) that provide a historical review of the theoretical evolution of the term diegesis in film. In this section, I will summarize some of its most relevant topics, especially in reference to Daniel Yacavone’s article Spaces, Gaps and Levels: From the Diegetic to the Aesthetic in Film Theory (2012), in which the author discusses most of the concepts presented in previous research. In this article, Yacavone 147 proposes a model of film diegesis based on an aesthetic framework that includes a multilayered approach to movie comprehension. Although Souriau (1951, p. 231-40) initially adapted its application in film, Gérard Genette established the term in its modern meaning in Narrative Discourse: an Essay in Method (Genette, 1980) by freely utilizing and simplifying Souriau’s concept. In screen music, Claudia Gorbman implemented Genette’s definition in her influential book Unheard Melodies: Narrative Film Music (1987). Gorbman’s essay became pivotal for most of the subsequent research in film diegesis, as it emanated from the nascent field of screen music scholarship. For Gorbman and Genette, defining the diegetic world was a means to establish a dichotomy between the diegesis and the extra diegesis. The narrator, and most of the music, would be part of the extra diegetic layer, in charge of providing narratological meaning for the narrative. Thus, music would have a narrative function by being part of the narration. In this reductive dichotomous view of film experience, the diegesis became linked to the audiovisual material of the film. If each filmic element is directly classified as either diegetic or not, the visual material (along with the sound that would be considered indexical to the visuals) becomes diegetic, meanwhile the narrator, or the background music, will not be considered part of the world of the movie. Associating the diegesis with the visual 148 content of the film is problematic and restrictive, as I will argue below. Nevertheless, this association became widespread in most of the scholarship related to the diegesis published after Genette and Gorbman. Stilwell’s Fantastical Gap (Stilwell, 2007) relaxed the dichotomy40 by adding a space between both areas. The Fantastical Gap evidenced that music could cross between both spaces (diegesis and non-diegesis) and reside in an area of ambiguity: the gap. Even though this is an improvement over a dichotomous model, the gap is only meant for music, which ultimately prolongs the association between the diegesis and the visuals: Stilwell does not pursue the many larger implications of the presence of this sort of meaningful gap between the diegetic and nondiegetic as one that the film and by extension the viewer may figuratively occupy. Nor does she acknowledge that there are many such gaps in films, ones which do not always involve music or sound, or, indeed, narrative, and are of potential equal significance in the experience of a film. (Yacavone, 2012, p. 33) In addition, Stilwell’s approach perpetuates the assumption that there is only one level of meaning in film, against which objects need to be classified.41 As described in Memento’s plot discussion, the movie’s singular narration technique empowers its audience to experience the world within Leonard’s cognitive limitations. This technique alone 40 41 Diegetic vs. non-diegetic. Being diegetic or not (or forming part of the gap). 149 generates a new level of meaning, in addition to the level portrayed by the main narrative that describes the events of the story. Yacavone argues that “such gaps can exist only because, as previously noted, there are many more levels of meaning and experience at play in a film work than is often acknowledged” (p. 33). Hence, a multi-leveled approach is necessary in order to better approach a definition of the diegesis. Yacavone qualifies Winters’ approach in The Non-diegetic Fallacy: Film, Music and Narrative Space (2010) as antirealist. By realism, both authors accept a Bazinian approach that defines realism as a set of filmic techniques that intend to mimic the “real world”. Therefore, as “real life” is not underscored, music is regularly placed outside of the diegesis unless it comes directly from the characters’ actions. However, there is music that is routinely qualified as nondiegetic (Winters mentions the Indiana Jones theme as one of the clearest examples) that seems to belong to the world of the movie at the same level as its characters (in the case of Indiana Jones, its theme is as important as the character’s attire). In consequence, Winters argues against qualifying cinema as a realistic experience. Yacavone (2012) elaborates Winters’ position by stating: From the viewer’s perspective, this music is part of the same presented reality – the same audio-visual, perceptual-imaginative, spatial-temporal cinematic experience – as its characters, for instance. Yet it is not, for these reasons (or any others), part of the same narrated, represented, or fictional reality. (p. 23) 150 In order to provide a better foundation for this new theoretical framework for the diegesis, Yacavone and Winters argue that Christian Metz’s approach to the term, as it appeared in his seminal book Film Language (1974),42 is more appropriate. Metz includes his theoretical model in a discussion on film denotation because “the concept of diegesis is as important for the film semiologist as the idea of art” (p. 97). Diegesis, for Metz (1974), designates the film represented instance […]- that is to say, the sum of the film’s denotation: the narration itself, but also the fictional space and time dimensions implied in and by the narrative, as consequently the characters, the landscapes, the events, and other narrative elements, in so far as they are considered in their denoted aspect. (p. 98) Denotation is a semiotic term that refers to the obvious or literal meaning of a sign. In contrast, connotation involves a meaning that is culturally processed. However, denotation is often associated with a widely shared cultural convention, making its difference to connotation vague. Yacavone simplifies the definition of denotation as “one thing standing in for another, via the assignment of a relevant and conventional label, a name, to some perceptual form” (Yacavone, 2012 p. 28). In cinema, the denoted reality “always includes that which a film takes, or, more appropriately, borrows from the ‘real world’, and implicitly, that 42 Similarly to Souriau, Metz’s viewpoints have been ignored by most cinema and screen music scholars in favor of Genette’s principles. 151 within it from which the film deviates or that it rejects” (p. 29). Thus, a viewer “actualizes this inescapably referential level of a film on the basis of the prior knowledge and experience that he or she brings to it, including that of what is and is not fictional” (p. 29). The audiovisual content of a movie becomes an incomplete rendition of the fictional world it creates, which audiences fill with the information taken from their perceived everyday reality. By acknowledging the incompleteness in terms of the world creation by the information provided by the movie material alone, the theoretical framework opens the door to include other elements inside the movie that do not apparently generate its world (commonly defined as extra-diegetic), as contributors to the creation of the world of the movie. In addition, Yacavone (2012) stresses the importance of the aesthetic level in cinema. This is because filmic elements may have a function beyond being denotational, narratological or narrative. For example, the decision to not use music or sound in a scene signals an aesthetic decision instead of just a technical or a narrative choice. By cutting the sound, the movie loses part of its apparent realism, but this does not affect the level of realism of the diegesis. Yacavone’s (2012) account of diegesis is innovative, as he merges the key elements of the diegetic model in a cohesive framework that 152 places the diegesis in a multilayered interpretation of the filmic experience. However, the resulting model still holds a vision of the cinematic experience anchored to a model that conceives of the audiovisual content of the movie as an illusion. This is why realist accounts of the filmic experience are problematic for the author, who ultimately chooses an approach that distances cinema from realism. I argue that Yacavone’s problem is not in the concept of realism itself but in the definition of reality. In fact, his definition of realism (as well as Winters’) supports McLuhan’s critical description of Western society as being visually biased. However, approaching the diegesis within a visual bias is problematic when intending to provide a comprehensive vision of the worlds of the movie. For example, it is not possible to consider a piece of music that transmits the character’s feelings (especially when those feelings are not explicit in the audiovisual content) as a part of the diegesis while maintaining a realistic approach. Conversely, if the music is qualified as non-diegetic, the diegetic elements would become realistic at the cost of neglecting the role of the music in shaping the diegesis. Hence, a world where music shapes the feelings of people cannot be considered realistic. This is why Winters distances himself from a realistic 153 position. For instance, in approaching the diegesis of Star Wars, Winters (2010) argues: To imagine the film-world of Star Wars … as one saturated with the ‘sound’ of music (whether or not the characters hear it as ‘sound’) seems perfectly acceptable to me as a filmgoer. It even seems possible that Luke’s engagement with the force allows him to ‘hear’ and manipulate the film’s music. (p. 233) However, a model of moviemaking that distances itself from realism is problematic when attempting to interpret the audience’s engagement with the narrative, or when attributing mythical content to stories portrayed in movies. For example, it is challenging to describe a horror scene without associating it with a realistic perception. Without considering realism, an analysis would fail to explain why audiences are scared or feel anguished. This is why I will propose a framework that preserves the idea of realism. In doing so, the model will naturally engage with the concept of hyperreality described in the previous chapters. Defining the Diegesis and a Semantic World for a Movie I began this chapter by stating that from a pure audiovisual point of view, there is no diegesis. In the previous chapter, I argued that cinema cannot be considered an index of reality. In addition, in this chapter I have discussed how becoming a perfect illusion would defeat the 154 purpose of narrative cinema. Moreover, cinema is something significantly more powerful in terms of meaning than a perfect illusion could ever aspire to become. In order to approach what is the diegesis exactly and how it is generated, Winters argued in favor of distancing cinema from being a realist medium. As I have already stated, this approach fails to describe how audience engagement is achieved within a non-realistic medium. I will argue that the problem is not located in the concept of realism but in the concept of reality itself, along with how reality is perceived and represented. In lieu of that, cinema should be considered a realistic medium, even when the audiovisual material that comprises the movie may not be realistic. In order to fuel the discussion in a wide range of situations, I will begin by describing two relevant scenes in Kubrick’s A Clockwork Orange (1971). The movie is one of the most exemplary cases of a complex interaction between the audiovisual material and the diegetic world, and it will later serve as an example for the definition of the diegetic framework. A Clockwork Orange Stanley Kubrick’s A Clockwork Orange presents a variety of different musical situations that challenge most of the current approaches 155 to film diegesis. I will focus on two types of scenes that portray two important features in terms of the diegesis. Fight Scenes In the book on which the movie is based, the Nadsat43 language assists to alleviate the violence at the beginning of the narrative by confounding the comprehension of what is written. However, employing Nadsat with a similar purpose was not possible in the movie because the audiovisual material would overcome the utilization of the language. In addition, the shorter length of the movie44 negates the possibility for the audiences to slowly learn it, as is the case for the book. Kubrick provided a cinematic equivalent: montage sequences with classical music that softened the extreme violence for some of the initial fighting scenes. In one particular scene, the cinematic result is a choreographic fight accompanied by Rossini’s waltz-like music. The scene begins when Alex and his friends arrive at an old theater that is in ruins, where they find a rival mob raping a girl. Music from Rossini’s La Gazza Ladra is heard 43 Nadsat is an invented argot by Burgess in his book A Clockwork Orange. The teenagers in the novel and the movie speak it. The words of the argot are derived from Russian, which are adapted to an English pronunciation (for example, droog means friend). In addition, there are some words and idioms that come from childhood expressions and from Cockney rhyming slang (for example, Appy Polly loggy for apology). 44 In comparison to the time it would take to read the whole book. 156 throughout the scene. However, the music does not come from the theater and it is mixed louder than what it would be if it were coming from the stage. The fight between the members of both bands is choreographed to follow Rossini’s music. As a result, the scene portrays an artistic representation of a fight that eludes an apparent direct connection with realism, as the characters dance to the pace of a piece of music, which they cannot realistically hear. The Orchestral and Electronic Versions of Beethoven’s 9th Symphony The simultaneous and interchangeable usage of two distinct versions of Beethoven’s 9th Symphony (an orchestral performance and Wendy Carlos’ electronic version employing the Moog synthesizer) proves to be even more challenging when attempting to define its place in the world of the movie. As they are used indiscriminately, there is an object from the filmic world that is presented in the aural track in two significantly distinct forms. In addition, the difference between both versions is so significant that it is certainly noticed by the spectators. This especially holds true when considering that the original piece of music is widely known in Western society. 157 Cinematic Realities in Etienne Souriau’s Model Winters’ (2010) critique of film realism is grounded in the assumption that the audiovisual material that the cinema presents to the audience is a depiction of the world of the movie. Therefore, as the movie world significantly differs from the real world (the movie world has underscore music, for example), it cannot be considered realistic. Gorbman (1987) attempted to resolve the issue by adding a level of narration that was extraneous to the narrative. However, this added level neglects the diegetic role of underscore music, which is the reason for Winters’ argument in favor of recognizing cinema as a nonrealistic medium. Winters (2010) correctly points out that Étienne Souriau, who originally coined the term for its use in film theory, placed the diegesis as just one of the seven levels of reality in film.45 Souriau’s model is generally not discussed in the aforementioned scholarship related to film diegesis, although he is usually credited as the creator of the term. Claudia Gorbman included a brief quote extracted from his definition of the term, which is usually cited in other texts. This is surprising, as Souriau’s definition of the diegesis cannot be separated from the rest of his model of filmic levels. Hence, it is worth revisiting Souriau’s approach in order to 45 To be precise, Souriau qualifies them as kinds of reality; levels involved in the structure of the filmic universe (Souriau, 1951, p. 234). 158 better understand how the original conception of diegesis integrated into his complete model for the filmic universe. Souriau (1951) described his model in the article La structure de I'univers filmique et Ie vocabulaire de la filmologie (pp. 231-51). He later incorporated the model into the preface for L’universe filmique (Souriau, 1953, pp. 5-10). Before describing these levels, Souriau differentiates two main spaces, which he considers to be significantly different. This differentiation, which has been ignored in the literature, is fundamental in order to grasp Souriau’s theory for the filmic world. The following paragraphs are a translation of his description of these two levels46: On one hand, there is the screen, which frames all the visual material in a rectangular fixed plane with constant dimensions and position. Everything that is given to me to see, everything that my eyes perceive is within this frame. This is a basic fact. However, I also perceive a completely different space, which is infinitely wider and it is three-dimensional. I obtain it by processing the illusion, by employing cognitive, perceptual, reconstructive and 46 The following lines greatly transform Souriau’s assumed point of view on the diegesis taken from Gorbman’s brief quote. Gorbman’s citation came from a brief definition that he provided at the end of the text. It was intended as a partial summary of his viewpoints, assuming that the rest of the context was already read. 159 imaginational operations. […] In short, the film causes a whole topography to emerge: the space where the story takes place. These two spaces are clearly distinct. In order to avoid confusion, I will give them two names without providing any particular justification. They should be considered just as convenient labels. The first will be the “screenic” space. The other, if you accept it, will be qualified as the “diegetic” (from the Greek διήγησις, diegesis: narration, storytelling). Therefore, two spaces: First, the screenic space, that includes the games between light and darkness, the shapes, the phenomena that are visible onscreen; second, the diegetic space, this space is only constructed by the mind of the spectator (and assumed or built by the creator of the screenplay): a space in which are supposed to happen all the events that are presented, inhabited by the characters, from which I comprehend the scene represented before me. (Souriau, 1951, p. 233) Souriau presents a dichotomy that differs from the model described by Gorbman. For Souriau, the diegesis is an imagined space that contrasts with the “reality” perceived, which is projected onscreen. A realist approach emanates from Souriau’s thesis when he assumes that the diegetic reality is an imagined world, a product of our cognitive operations, where the characters live. His framework connects with the imagination theory for storytelling discussed in the previous chapter. It 160 also implies that movies have multiple levels of signification when he differentiates between the projected reality and the diegesis. It is from this viewpoint that Souriau’s levels for the filmic universe emanate. Put succinctly, Souriau (1951) proposes the following levels: 1. Afilmic reality: the reality that exists independently from filmic reality. 2. Profilmic reality: the objective reality photographed by the camera. 3. Filmographic reality: the film as a physical object, structured by techniques such as editing. 4. Filmophanic reality: the film as projected on a screen and its sound 5. The diegetic space: an imaginary world created by the spectator in which the story is supposed to happen and the characters are supposed to inhabit. 6. Spectatorial facts: the spectator’s subjective perception and comprehension of a film, influenced by their psychology and personality. 7. The creatorial level: anything that relates to the filmmaker’s intentions as a creator. This includes extra-filmic choices, 161 such as casting an actor or using a song in order to promote it. (pp. 233-51) The profilmic, filmographic and filmophanic levels associate with the overall screenic space defined above, although there are some nuances that might be relevant for specific analytical situations. In addition, Souriau’s definitions need to be updated to align with current practices. In using CGI, color correction, or motion capture, the camera is no longer pivotal in the process of capturing audiovisual information. Therefore, the profilmic reality should be reformulated as the set of captured raw material from which the film is generated. The difference between the filmographic and the filmophanic realities is slight and almost irrelevant in a discussion on realism and diegesis. It has, and it had, relevance in terms of archival analysis, because the filmographic level concentrates on the physical medium that stores the film.47 Metz provides an example of the distinction between the two levels: “For example, 24 filmographic images correspond to one second of filmophanic time” (Metz, 1984, p. 8). The filmographic level would distinguish between a film at 24 frames per second (fps) with another at 48. For example, Peter 47 In the digital era, this would be equivalent to the properties of the format employed to virtually store the movie (resolution, type of compression, frame rate, sample rate etc.). 162 Jackson’s The Hobbit (2012) was recorded at 48 frames per second (fps). This case features one of the rare situations where discussing the filmographic level might become relevant in relationship to the perception of realism. Thus, these three realities constitute the screenic level defined above, although they may be recalled separately if necessary. In addition to these three realities and the diegetic space, Souriau outlines three additional levels that are of great relevance for their interaction with the diegesis. Souriau (1951) acknowledges the importance of the afilmic level, which he defines as the real and ordinary world that exists independently outside the film (p. 234). He believes that it is a strongly relevant level of reality to consider when analyzing a filmic universe. He demonstrates this importance by defining realism as a sincere expression of an afilmic universe. Similarly, Souriau states that the documentary cannot be defined if it is not as an image of a reality that is part of the afilmic universe (p. 234). Applying Souriau’s definition of the afilmic reality, this level becomes relevant as it serves as a model for the assimilation of the screenic reality and the construction of the diegetic space. The reconstructive process that aims for the creation of the mental representation for the diegesis draws on the information extracted from 163 the afilmic reality.48 In addition, the afilmic level canalizes the intertextual relationships between different narratives or, more generally, between a movie and any piece of human knowledge.49 In acknowledging the everyday world that film audiences inhabit, Souriau stresses the importance that the information from this world has on comprehending the film and constructing the diegetic space. The creational level naturally interacts with the afilmic reality, which is, practically, the experiential reality. It may include the philosophical, theoretical or artistic intentions of the filmmakers. Employing elements from Baudrillard’s ideas of the hyperreal in The Matrix is an example of this level and how it draws from the afilmic reality. Baudrillard’s ideas are significant in building the movie’s narrative, although they are mostly not explicitly present either in the screenic reality or in the diegesis. Similarly, the bullet-time effect is a creational device that is implemented in the screenic reality only. Finally, the spectatorial facts highlight that the film requires the interpretation of its spectators, and that this process of interpretation is not neutral: it is the product of the spectators’ afilmic background and experiences. As Souriau emphasizes, it belongs to the spectatorial level 48 For example, there is no need to watch a person sleeping in a movie to imply that the person regularly sleeps. 49 Such as recognizing the actor that plays a character, or the interaction between Baudrillard’s philosophical views and The Matrix. 164 everything that involves the subjective psychology of the viewer (p. 238). These experiences interact with the screenic reality and the creatorial level in order to generate the diegesis. Furthermore, Souriau remarks that the spectatorial facts extend beyond the duration of the filmophanic time (the duration of the movie), as a particular movie might have an effect on the spectator’s viewpoints. In terms of the diegetic space, the spectatorial facts reveal that it is not a unique or objective model. Instead, the creation of the diegesis depends on the subjectivity of each spectator. The diegetic space contrasts with the screenic levels (they refer purely to the audiovisual content of the movie), which are objective. Hence, a key concept in Souriau’s model is the differentiation between the film as an objective object and the subjective parts of the filmic experience, which start with the creation of the diegesis. However, most of the scholarship related to the diegesis assumes that the relationship between the images projected on the screen are the diegesis (Barham, 2014; Buhler, 2013; Cecchi, 2010; Gorbman, 1987; Kassabian, 2013; Neumeyer, 2009; Smith, 2009; Stilwell, 2007; Winters, 2010; Winters, 2012; Yacavone, 2012). This vision is concomitant with the visual bias of Western society described by McLuhan. Winters’ reference to Souriau’s levels is an attempt to distantiate the diegesis from Gorbman’s narratological approach. However, he 165 states that, based on Souriau’s levels, “diegesis indicates the existence of a unique filmic universe, peculiar to each movie” (Winters, 2010, p. 226). In other words, he asserts that there is a unique connection between the film and its diegesis, which it is not Souriau’s vision, as the diegesis is imagined by the spectator.50 Furthermore, this viewpoint implicitly defends a diegetic world tied to the screenic material. It is within this conceptual framework that, referring to Souriau’s levels and his conception of the filmic universe, Winters (2010) states: More importantly still, nothing in this description justifies the automatic exclusion of music from the diegesis, since the presence of music in the space of the filmic universe might be considered an aspect specific to a particular film, whether realist or fantastic in its aesthetic. (p. 226) However, this is not exactly Souriau’s point of view. In discussing the music that accompanies film, Souriau (Metz, 1984) argues that it “is only related to the filmic universe in a global, atmospheric or syncretically manner (…). The topical anchor is not inherent. We are rather dealing with a moral relationship, a sympathetic relationship, with a more or less expressive function” (p. 7). In Souriau’s vision, music is part of the screenic (or filmophanic to be precise) space similar to where the editing decisions are made (cuts, framing, etc.). For Souriau, there is no nondiegetic space because the diegesis does not interact at the same level 50 Therefore, there are as many diegeses as spectators for a given movie. 166 as the filmic elements. Thus, a piece of music would only populate the diegesis imagined by a particular spectator if the spectator chooses. This does not imply that a piece of music that does not exist in the imagined diegesis does not contribute to the creation of the imagined world, in a similar manner that a close-up might contribute to fill in some of the details of the diegesis without implying that the world is populated by close-ups.51 Therefore, stating that the theme from Indiana Jones is as diegetic as his whip can only be explained by defending, as Winters does, an antirealist view of the cinematic perspective. However, denying the realistic experience of the movies becomes extremely problematic, as I mentioned before, and as I will continue to argue in the following section. Realism, Verisimilitude and the Diegetic World I defend an interpretation of the movie experience that considers realism as an integral part of the medium. Without it, the movie would not be able to rely on the audience’s experiences in order to fill in the gaps that the plot does not set out explicitly. It is important that spectators can assume that the main laws of physics will apply to the characters and the events of the movie, so there is no need for the movie to establish that, in 51 In this case, it is challenging to even attempt to describe what a world populated by close-ups would look like. 167 its world, gravity acts exactly as it does in the physical world, for instance. Consequently, the movie’s content will only need to establish the laws of gravity if they differ from the laws in the physical world. Similarly, audiences assume that most of the characters will adhere to commonly accepted human behaviors and have a certain physiology. This also applies to most aliens in movies, like Star Wars (1977), who are expected to have mostly humanoid features. In other words, by assuming that movies are generally realistic, they are allowed to use elements from the afilmic reality level that complement the information provided by the filmic level. This perspective is coherent with Souriau’s levels and the importance of the spectator’s subjectivity in constructing the film world. However, Winters is correct in arguing that underscore music might help to create the diegesis and the characters. Music can even serve to establish a general mood for the scene as if it were “wallpaper” (Winters, 2012). As stated before, being part of the creation of the diegesis does not necessarily imply being part of the diegesis itself. For instance, a film sequence consisting of different shots will similarly assist in creating the diegesis, although the concept of a film edit or cut will not be part of the diegesis. Yet, Winters does not consider that film editing challenges the conception of the diegesis in a similar manner to music. 168 I propose a definition of the diegetic world that detaches the diegesis from the screenic level, in accordance with Souriau’s model. Part of the audiovisual material of the movie (the screenic content) will serve to assist the creation of the diegesis. However, the entirety of the screenic content will not necessarily be utilized for the diegesis, nor will it be directly represented in the diegetic world. Similarly, the diegesis will not be exclusively built based on the audiovisual input, as the spectators will complement the inputs from the movie with their knowledge and experiences of their perceived world. In accepting these premises, cinema necessarily becomes a realistic medium, as it generates a diegetic world based on the perceived reality of the spectator. However, this does not imply that the screenic content is realistic, per se, or that the diegesis is a replica of the perceived world. In fact, Prince’s perceptual realism stresses a model of realism that is referentially false. Thus, the dinosaurs of Jurassic Park are perceptually realistic even though they are referentially false for the world in which the spectators live. For screen music, I would argue against considering underscore music in a similar manner. This is because, given the context, the dinosaurs in Jurassic Park are verisimilar meanwhile underscore music is not. The dinosaurs have enough links with models of reality to be 169 considered plausible in the fictional world of the movie.52 This would even hold true with a character as detached from a humanoid as Jabba the Hutt in Star Wars. Jabba becomes verisimilar with regard to the fiction portrayed. Conversely, underscore music, film editing, voiceover narration, or printed titles are entirely different in terms of verisimilitude. This is because they belong to another level of signification. If accepting these premises, narrative cinema becomes a realistic medium by generating a diegetic world that is verisimilar, regardless of whether the objects of the world are referentially false or not. This definition adjusts the conception of realism into a more manageable model, as it focuses on the spectator’s perception and expectations of the world and the fiction. In addition, it further distances the diegetic world from the audiovisual material of the movie. Moreover, this approach does not attempt to interact with reality, which is an abstract idea, but with how reality is perceived by each individual. Realism engages with a subjective appreciation of each spectator instead of an objective and abstract concept that is not possible to define. 52 Part of the movie’s narrative is dedicated to explaining and justifying how the imaginary scientists of Jurassic Park where able to create dinosaurs. 170 Building the Diegesis I began the chapter by stressing the importance of the term imaginary when discussing the diegesis. In Chapter IV, I described Huron’s model for human imagination and its importance, as it allowed experiencing the outcome of a situation without the need to have physically felt it. Imagination helps to reveal the importance of narrative storytelling in human culture. Narratives are used as a means to imagine the outcomes of a variety of situations. From this viewpoint, conceiving the diegesis as an imaginary world does seem natural. In order to define the process of building the diegesis, it is important to take into consideration a multilayered model in accordance with Yacavone’s and Souriau’s propositions. Generating a diegetic world based on the spectator’s afilmic reality does not exclude the process of appreciating non-realistic aspects of the movie. Examining the creation of the diegesis of an opera or a movie musical should clarify this statement. If their diegetic world were built as verisimilar, it would naturally exclude the fact that the characters sing to each other instead of talking. Singing is an essential part of those artistic manifestations, which is appreciated on another level of signification (Souriau’s creational level, for example). I believe that this is not different from being cognizant of philosophical 171 concepts suggested in a movie that generally would not be part of the diegetic world. Since imagination is crucial for human survival, the creation of the diegesis may become a quasi-automatic process once the cultural codes associated with moviemaking are absorbed. In fact, the process of diegesis creation should not differ greatly from the process of perceiving unknown areas. People are not required to spot the restrooms in a restaurant in order to assume that the restaurant has them.53 Moreover, it is most probable that they are able to find them without even asking the personnel, by imagining a mental representation of their probable location, based on the inputs from the environment and the previous knowledge gained from having been in other restaurants. Comparably, creating the diegetic world of a movie involves incorporating information from the audiovisual material. This is achieved by, first, properly decoding this material by using a diverse set of codes; second, merging the audiovisual material with previous experiences from the afilmic reality of the viewer; and third, if necessary, filling the gaps using a process of hypothesizing. The last process highlights how the diegesis is not only an imaginary entity but also a world that evolves according to the new information gained during the unfolding of the 53 Having restrooms in a restaurant is not only a law but also a cultural convention. 172 movie’s events. From this perspective, information provided at the screenic level will constantly be employed as a means to reveal or reshape aspects of the diegetic world. This is how the screenic material dynamically connects with the diegesis: feeding in new information created while unfolding the narrative. The beginning of The Matrix serves as a good example, as it slowly unveils the rules of the virtual world in which humanity is enslaved. It also illustrates how the creation of the diegesis greatly infers from previous experiences of each audience member. The first scene shows Trinity (played by Carrie-Ann Moss) escaping from the police and the agents. At the beginning, it is reasonable to expect that the diegetic world of the movie is similar to the perceived reality.54 Later on, Trinity is seen performing actions that defy the laws of gravity of our planet. The spectators will necessarily reshape their rendering of the diegetic world in order to accommodate these otherwise extraordinary abilities. At this moment, it is probable that the spectators assume that Trinity, and the agents, have some kind of superpower. Assuming that they have superpowers implies previous knowledge of some iconic elements of modern popular culture.55 This assumption is made solely by using information from the afilmic reality and it does not involve, once the 54 55 At least, to the perceived reality of 1999. Superhero movies or comics primarily. 173 audience has witnessed Trinity’s impossible acrobatic movements, the screenic material. However, there are no clues to imply that she is a superhero in the sense that Superman or Spiderman are. At the end of the opening scene, Trinity mysteriously disappears inside a telephone booth after she answers the phone. From the viewer’s perspective, the only information they have about her disappearance comes from the agents who acknowledge her escape. At his moment, the reason for her vanishing from the telephone booth remains uncertain56 and may generate a different set of hypotheses57 for the plot and for the diegetic world. In addition, the image track has a higher degree of green than expected, which may or not may not be noticed by the audience.58 It also incorporates a new camera shooting style, the now well-known bulletcamera effect, which suspends Trinity in the air when she starts fighting. However, I believe that the bullet-camera effect does not reshape the diegesis by assuming that Trinity is able to stop time when she jumps, as 56 The moment when, and how, she disappears is not shown in the movie. The concept of hypothesis-making for a movie narrative is thoroughly discussed in Bordwell’s book chapter The Viewer’s Activity (Bordwell, 1985, pp. 29-47). In this text, Bordwell surveys the principles of cognitive science in its application to the processing of narrative movies. 58 In the case that spectators notice the green filter of the image, they might imagine a greener diegesis or they might perceive it as a creatorial device. 57 174 the shooting technique is perceived as an artistic cinematographic device. The beginning of The Matrix illustrates how the diegetic world is produced by initially assuming that it is as close as possible to the perceived world. The audiovisual (screenic) inputs that differ from this perception are introduced in the diegesis as alterations on the assumed model. It is not until Trinity performs the physically impossible acrobatic attack, that she ceases to be imagined as an ordinary human being. When, later on, it is revealed that the world witnessed at the beginning of the movie is just a computer simulation that allows for the transcending of the laws of physics, Trinity will become, again, a regular human being. In sum, the screenic material populates a preexisting set of templates for the diegetic world, which exist as models of the spectator’s perceived reality. This example highlights how spectators assume that the laws of gravity should apply to the diegetic world without requiring an explicit confirmation. Instead, the movie’s content will only need to be explicit on the alterations to the assumed rules, as in the case of The Matrix.59 Furthermore, the case of opera or movie musicals reveals that there are certain genre-specific rules that commonly apply. If the spectator is aware of those rules, the diegetic world will be built by taking 59 In addition, revealing the transformation of the rules serves as a tool to generate suspense. 175 them into consideration. In Questions of Genre, Stephen Neale (1990) defined generic verisimilitude as the process where an action becomes verisimilar due to the genre of the encompassing movie. For Neale, singing in musicals is generically verisimilar. For the process of diegetic building, acknowledging the existence of a generic verisimilitude implies awareness of the generic conventions that govern a particular genre. To further exemplify the process of constructing the diegesis, I will provide three additional situations that feature particularly relevant situations. It is common to use a printed title to state the location of a particular scene. It is also clear that employing printed titles is not meant to imply a diegetic world containing flying letters. Instead, printed titles have an equivalent function as an establishing shot or a musical idea that signifies location.60 The information provided by the printed titles will serve to assist the construction of the diegetic world. An establishing shot of New York City (NYC) containing a shot of the Statue of Liberty and another of the Empire State Building serves as a signifier of NYC only if the spectators associate those images with NYC. If this is the case, they will use their previous knowledge of NYC in order to quickly populate the diegetic world. Similarly, an accordion tune will only assist in locating the 60 Such as using accordion music for Paris, or a duduk for a MiddleEastern country. 176 diegesis in Paris if, first, the spectator is aware that an accordion codifies Paris and, second, if the spectator has previous knowledge of the city. The Indiana Jones main theme complements the information about the character for the diegetic world in a similar manner. In addition, it has its own artistic and stylistic value. Similarly, a fragment of underscore music that evokes an ominous mood will reinforce a mysterious or dangerous situation by providing the emotional content that the scene would lack otherwise. In that particular situation, it is the emotional content of the music that forms the diegesis instead of the music as an entity. According to Huron (2007, pp. 8-9), the objective of imagining is to produce emotional outputs that are equivalent to experiencing the situation. If so, the music in this scene would be responsible for completing the emotional content, allowing the audient to fully imagine the situation. Lastly, let us examine the sound of a closing door. In a movie, this sound is generally louder than expected when its encompassing action (closing the door) has narrative importance. Conversely, the same sound will be barely noticeable when the action is irrelevant in terms of narrative building. However, it does not seem reasonable to infer that this phenomenon implies a diegetic world where doors adapt their closing sound to the importance of the action that made them close. In this case, 177 the varying volume of the sound of a closing door does not interact with the diegetic level. Instead, it acts as a narration device to unfold the narrative. The Diegesis and the Hyperreal By linking the creation of the diegesis with Huron’s imagination process, the diegetic world arises as a form of simulation. Further, as a fictional world, the diegesis emanates from the utilization of models of perceived reality. Thus, when analyzing how the diegetic world is constructed, it is revealed that any diegetic space is hyperrealistic. From a narrational theoretical framework, cinema should not significantly differ from other means of storytelling in how its diegetic world is generated. For example, the diegetic world of a novel would be generated by utilizing the written text in a similar manner as the movie uses its screenic content. However, McLuhan (1964/1994) pointed out the difficulties that written language has in replicating oral communications, along with the amount of effort necessary when attempting to portray what would otherwise be simple nuances in oral expression. In addition, the creation of the diegesis relies entirely on the reader’s previous experiences and their capacity to imagine. Generating a diegetic model for Avatar’s Pandora in a novel would depend entirely on the audiovisual experiences of the 178 readers, alongside with their imaginations. As a consequence, a novel does not allow sharing models of a real that will surprise the spectator. The diegetic model for a planet like Pandora based on a pure literary source will only draw from the reader’s imagination and experiences. Instead, cinema is able to mimic perceptual inputs, in terms of vision and sound. Literature lacks this mimicking capability, which deepens the relationship between cinema and hyperreality. In the case of Pandora, the movie Avatar is capable of describing an imaginary planet by using models of the real with which the spectator might not be familiar. Moreover, cinema is capable of employing these audiovisual inputs without becoming a pure illusion. Underscore music is a relevant example, as it is created by utilizing a product of Western culture (a symphonic orchestra) without expecting to generate an illusion of its presence (there is a symphonic orchestra in front of us). The dinosaurs of Jurassic Park, or an actor portraying a character, should be similarly understood. For example, Harrison Ford is the source for creating the character of Indiana Jones, without implying that an illusion of Ford’s presence will emanate in the diegesis. The generation of the movie’s diegesis will be focused on the character (Indiana Jones) and his world, and it will not likely include the actor and his world. Following Souriau’s (1951) model, identifying who the actor is could be part of either the 179 creatorial or the spectatorial level in relationship with the afilmic reality. Similarly, it is not expected (although not totally unlikely) that Harrison Ford is confused with Indiana Jones in his everyday life. The dinosaurs of Jurassic Park differ from Indiana Jones because they are created without a specific referent from the perceived reality. Although models from the perceived reality are used, the final product is, as Prince described, perceptually realistic. However, there is evidence of the dinosaurs’ existence, which situates them as part of Earth’s past history. The manner of how humanity may depict those dinosaurs is influenced not only by the renditions generated by archeological findings but also from their representation in movies like Jurassic Park. Thus, the realistic model of a dinosaur may be mapped after its depiction in cinema. In the case of gunshot sounds, the relation between perceived reality and cinema becomes even more noteworthy. Thankfully, a significant number of Western audiences have not been directly exposed to war. Consequently, they do not have direct experience of how different gunshots and missiles sound. Even in the case that they have heard live gunshots, it is still highly probable that the source of the majority of the gunshots that they have heard was cinema, television or videogames. Therefore, it is reasonable to believe that the experiential model of a gunshot sound is generated, for most people, by how it is depicted in the 180 movies and other media. It is from this viewpoint that movies can influence the perception of events in the everyday lives of their spectators, which is an instrument to fuel hyperreality. The Filmic World To conclude this discussion, I will define the filmic world once the diegesis and its relationship with the real and the hyperreal have been established. The filmic world encompasses most of Souriau’s creational and spectatorial levels. It also acknowledges Yacavone’s position on a multilevel model for analyzing cinema. Revisiting the first example from A Clockwork Orange described above, there were two different renditions of Beethoven’s 9th Symphony that related to the same diegetic object. This duplication indicates that, during the process of generating the diegesis, both versions are merged to signify Beethoven’s piece. This is relevant in terms of the plot, as Alex, the main character, perceives them as the same object. However, the difference between both versions is noticeable. Hence, it is worth inquiring into the function that diverse versions that signify the same diegetic object have, when the duplication is unnecessary for creating the diegesis. As previously stated, the diegetic world becomes the realistic layer of meaning in a movie. In addition, there are other layers of meaning that 181 can be grouped into an overall filmic world. Therefore, movies have their own aesthetic and style, which constitute a substantial part of their cultural meaning. Employing Wendy Carlos’ synthesized version in A Clockwork Orange is an aesthetic decision that aids in the production of the overall world of the movie, beyond the diegesis. For example, the futuristic and eerie environment of A Clockwork Orange is partially depicted through the usage of the moog synthesizer instead of a classical Western orchestra. Thus, utilizing the moog synthesizer serves to shape the diegesis at the same time that it contributes to the overall aesthetic of the film. Similarly, Pulp Fiction’s broken narrative is an aesthetic decision that modifies the filmic world. The diegetic world would remain the same if the movie were narrated linearly as a single story. However, the filmic world would transform. Even though the story would not change, the overall audiovisual narrative would be significantly altered if the plot were rearranged. An important part of the value and originality of Pulp Fiction’s narrative lies on creating four connected stories, along with the process of slowly revealing the whole narrative and the relationships between the characters. The movie is constantly changing the audience’s expectations of the characters by showing them from different angles. This situation exemplifies one of the main points in Kassabian’s (2013) 182 The End of the Diegesis as we Know It?, who states that “we are entering a period in which diegesis is receding into the background in favor of sensory experience as the primary organizing principle of audiovisual forms” (p. 102). This recession of the narrative seems clear in a movie like Gravity (2013), where the story is just a vessel to present an audiovisual experience. In the case of Pulp Fiction, the importance of the experiential part lies in the utilization of four different stories as a narration technique. However, the narrative is still complex. Instead of a recession of the narrative, I believe that there is an addition of other resources that enrich the process of storytelling in its most general meaning. Another resource that enhances the storytelling process is the utilization of philosophical or theoretical subtext. In the case of The Matrix, there are diverse allusions to Baudrillard, Plato, Christianity, Buddhism and Western literary works, among others. However, the fictional scientific theory underlying the possibility of creating dinosaurs using fossilized DNA in Jurassic Park should be considered as part of the diegetic world. This theory is not part of the subtext, as it becomes an axiom for the diegesis and for the story. In relationship to the philosophical standpoints proposed in the movie, the filmic world of Jurassic Park includes a quasi-theological position in favor of limiting the progress of scientific research that involves the artificial generation of life. 183 The story in The Matrix is significantly complex. The philosophical references and the aesthetic decisions of using color filtering, martial arts and the bullet-camera effect add to the overall filmic experience in creating a similarly complex filmic world. The Matrix is an eloquent example of a postmodern artistic product that draws from multiple sources to create a complex artistic piece. Figure 20 aims to illustrate the process of generation of both entities (the diegesis and the filmic world) described above. As a conceptual element, a movie is constituted by its screenic content (its audiovisual material) and all the references from the afilmic reality (philosophy, actors, locations, etc.). All the data is perceived and decoded by the particular spectator. The spectators have their own model for the perceived reality and they generate the diegesis using it along with the inputs from the screenic content. They use their knowledge of the world and its culture as a means to create the filmic world, which also incorporates screenic content. 184 Figure 20. Graphic representation of the framework for the generation of the diegesis and the filmic world. Aesthetic Realism By utilizing the framework discussed above, the concept of what a realistic movie means becomes clearer. When the filmic world is rich and dense in content, the authorial intention gains importance. Conversely, when the elements of the filmic world are thin, the author becomes more transparent. In addition, transparency relies on cultural conventions of moviemaking, which become part of a shared aesthetic for films. This is the reason that music that is apparently outside of the diegetic world and 185 then, suddenly, appears to emanate from the diegesis (or vice versa) has drawn so much theoretical attention. These moments are a noticeable aesthetic device similar to the example from A Clockwork Orange. Contrariwise, editing cuts that respect the 180-degree rule or subtle volume changes in the musical track in order to adapt the music to the rest of the soundtrack are not generally perceived as significant gaps. The diegetic world might be close to the perceived reality or it might be a completely invented world. Star Wars is an imagined world whereas the diegesis of Pulp Fiction seems closer to Western society of the 90s. The diegetic world of Ben-Hur (1959) will be evaluated in terms of its shared expectations on how life was during the era of the Roman Empire. On the level of the narrative, the story might seem closer to everyday experiences or it might be more imaginative. For example, the TV show The Wire (2002-2008) described the drug world in Baltimore as a fictional story that resembled a real-life experience. In Requiem for a Dream (2000), Darren Aronofsky also portrays a drug world by developing a story that is clearly fictional and which also uses a rich filmic world. Aesthetic realism is an aesthetic position that is regularly qualified, simply, as realism. In terms of the concepts defined above, a movie will become aesthetically realistic when it has a diegetic world almost equivalent to the perceived reality, the filmic world is as transparent as 186 possible (the movie follows the conventions of the cinematic medium), and the narrative is perceived as similar to an everyday life experience. An aesthetically realistic movie does not necessarily better engage with the individual reality and psychology of the spectators. For example, the world of The Wire will probably be unrelated to the world of most of its spectators. For them, The Wire’s narrative has a primarily documentary value instead of a purely fictional one. Conversely, the drug-world in Requiem for a Dream is utilized as a means to generate myth, by pointing to a wider concept of obsession and addiction. In the movie, heroin addiction is equated to TV addiction or to the abuse of weight-loss pills. By displaying a plethora of addictive acts, the movie scrutinizes where the limits are between a healthy habit and an addiction. In these terms, Requiem for a Dream is closer to the everyday life of its audiences, as the opposition between habit and addiction is common in contemporary Western society. The introductory statement of Fargo should be analyzed from this viewpoint. By stating that the plot was a “true story”, the directors aimed to engage the spectators in a manner similar to if they were watching a documentary. Instead of generating mythology, the narrative served as a counterfeit documentary to show how absurdly human beings sometimes act. In these terms, an aesthetically realistic film that is acknowledged as 187 such has the power to significantly reshape the perceptions of the reality of its spectators. By watching The Wire, audiences will create a model of reality of the drug world and corruption in Baltimore that they may believe as veridical, regardless of its actual status. Similarly, biased news reports could have the same effect. Hence, as an audiovisual technique, aesthetic realism might also be a means to fuel hyperreality into the everyday lives of the audience members. With the analysis of aesthetic realism, the relationship between the concepts of reality, the hyperreal, the diegesis and the overall filmic world become more explicit. This is possible by approaching the diegesis from a postmodern perspective, which suggests that movies have different layers of meaning that interact heterogeneously with each spectator, dependent on their own knowledge and experiences. This chapter has also served to introduce some musically related discussions, which is the focus of the sixth chapter. 188 CHAPTER VI MUSIC, HYPERREALITY AND THE HYPERORCHESTRA Introduction Philip Auslander (2008) states in Liveness: Performance in a Mediatized Culture that there is no ontological difference between a live cultural event and its mechanical reproduction in the form of live broadcasts for the radio or television (pp. 52-63). This is because both events exist “only in the present moment” (p. 50) and, thus, they are ephemeral. In addition, he argues that Greek masks in classical Greek theater may have acted as amplification devices, which would have mediatized the performance in a similar manner as electric amplification does. Even if this was not true (since the masks did not amplify the voices of the actors) the stage and the auditorium routinely act as a medium to amplify and modify the sound produced onstage. In lieu of that, Auslander (2012) suggests that a live recording should be ontologically similar to a live experience or a live broadcast, as they differ only in the characteristics of the mediation. The possibility of repeating a live recording is not inherent in the medium. Instead, it is the result of a cultural practice. In other words, Auslander (2012) suggests that if a 189 viewer records a live television show, remains in isolation from other inputs, watches it once just a couple of hours later, and then deletes the show, in terms of its liveness, it is the equivalent of having watched the show live. Hence, the ability to store a live-recorded event is not a necessary property to define live broadcasting. It is not in the recording technology, per se, but in the techniques employed to record it, that a recording of a musical piece becomes significantly different from a live rendition. In a musical record, different pieces of musical information are recorded, selected, and mixed together, in order to create a product that becomes a virtual live experience. In this chapter, I will explore how music interacts with hyperreality. I will begin by describing three different modes of virtualization: recorded music, synthesized and sampled music. At the end of the chapter, I will define the hyperorchestra in terms of ontology in its relationship to the different modes of virtualization. I will primarily describe the hyperorchestra in its utilization in music for visual media, as this is the medium in which the hyperorchestra is currently hegemonic. However, I will also explore the foundations for the hyperorchestra by looking at a wider range of musical experiences, which will include music for the live concert stage. 190 Musicologist Nicholas Cook (2013a, 2013b) defends, as an essential axiom for his approach to the musical phenomenon, an analytical methodology that incorporates performance as the fundamental process for musical expression. This position relegates the written musical score to a secondary status. Like others working in musical performance and multimedia, I have attacked traditional musicological approaches for treating a part of culture as if it were the whole. To analyze music as performance is to critique a musicology of writing that treats performance as essentially a supplement to a written text; to study performance as a form of multimedia is to see it as a phenomenon that involves the body and all its senses, not a depersonalized sound source. By implication, we in this field contrast our work to a truncated, narrow-minded musicology that reflects the autonomy-based aesthetic ideologies of the past, rather than the performative reality of music as a vital and unprecedentedly popular cultural practice in today’s multimedia-oriented world. (Cook, 2013b, p. 53) Traditional musicological approaches, following the nineteenthcentury aesthetics of absolute instrumental music, force a distinction between the “musical” and the “extra-musical,” where the “musical” is essentially defined in terms of notation: everything that Michelangeli does before he plays the first note, then, falls into the category of the “extra-musical,” from which it is but a small step (and one that musicologists and traditional aestheticians readily make) to dismiss it as self-indulgence or showmanship. (Cook, 2013a, pp. 72-73) In both quotations, Cook defends the importance of incorporating not only the resulting sound but also the audiovisual performance. Following Cook’s proposals, I will argue against considering the score alone as a valid source to describe the musical experience due to its 191 representational limitations. In addition, even when considering only sound recordings, I will support Cook’s position of an audiovisual approach to performance. Although there is no explicit visual content in an audio recording, listeners may generate a mental representation of the stage where the music was supposedly performed. In building the hyperorchestra, the mental representation of the imagined physical space is essential to preserve a sense of realism. Recorded Music and Musical Notation Any process of capturing sound, for the purposes of either recording or broadcasting it, involves the utilization of a medium to capture it: the microphone. More importantly, the process entails the selection of the set of microphones used to record, their placement, and their degree of contribution61 to the final sound. This fact does not necessarily challenge Auslander’s statement on the ontology of live performances. A live recording might only utilize two microphones,62 one for each stereo channel, located in the middle of the hall. In this situation, the microphones would not necessarily be particularly mixed together, nor they would be differently placed. As a consequence, in a purely 61 The amount of signal from each microphone that will be sent to the final mix. 62 It could even just utilize a single microphone, which will produce a monophonic result. 192 stereo recording, the process of mediation involves only the physical means of how the microphone has captured the sound and transformed it to an electric (and then digital) signal. Hence, employing multiple microphones in diverse locations and mixing them to generate the resulting sound is not a necessity of the medium (audio recording), but is an aesthetic possibility. Moreover, the perceived sound that a live audience hears in a live concert will differ depending on the acoustics of the hall and the spectator’s specific seating location.63 I believe that the process of capturing sound implies an aesthetical intent and a set of technical decisions that must be made to fulfill it. For example, in recording an orchestral piece, the sound engineer might decide to recreate the sound from the conductor’s position. In order to achieve this objective, the engineer might decide to either place two microphones near the conductor’s position, or to recreate the position by using multiple microphones.64 The first possibility, to employ only microphones placed near the conductor’s location, does not imply a higher degree of fidelity to what the conductor would be hearing. Microphones are not equivalent to human ears, as they capture sound 63 Even imagining an impossible exact performance of a musical piece, the sound will vary depending on the concert hall where it was performed. Similarly, the sound will be different in the orchestra seats or in the top floors of the hall. 64 Which might also include a set of microphones from the conductor’s perspective. 193 differently. As a consequence, there might be some specific aural qualities of the sound that a microphone would capture more closely to human hearing if it were placed in a different location.65 There are different types of microphones that capture sound differently in terms of their sensitivity to specific frequency ranges, the capturing area (cardioid, directional),66 or the physical process of how the microphone converts sound to electricity (condenser, ribbon). Thus, a combination of diverse microphones in different locations may produce, once properly mixed, a closer representation of what conductors would hear from their location onstage. In terms of ontology, the properties of the microphone highlight their inability to become, just like the camera, an index of reality. This holds true even if considering that microphones capture sound continuously, which differs from a cinema camera that is only able to record a reduced number of frames per second. It is true that a digital recording is able to only capture a discrete amount of information per second (96kHz, which means 96000 samples per second, for example). However, the captured information is utilized to generate a continuous signal when speakers reproduce it. Thus, ears do not need to create an illusion of sound, as the eye does for moving images, because the 65 Or as a result of the combination of multiple microphone types and placements. 66 For a further description of microphone typologies, see Owsinski (2013, pp. 3-51). 194 sounds that the ears receive is already fully formed.67 Nevertheless, the impossibility of creating a microphone that is equivalent to a human ear challenges its indexicality in the same manner as what happens with the camera due to the impossibility of capturing the same range of light as the eye. The process of recording sound not only involves choosing a sound perspective, but also deciding how to achieve the desired sound in terms of the microphone combination. Moreover, picking a sound perspective does not necessarily imply that it is actually replicating a specific location in the concert hall. Instead, the recording may aim to reproduce an ideal listening perspective that does not exactly correspond to any concrete spot in the hall. Furthermore, the recording may attempt to better capture the composer’s intentions of the sound of a piece, which might distance it from emulating the resulting sound from a live performance in a concert hall. Thus, any process of sound capturing involves an aesthetic process, which generates the desired shape of the recorded sound. This aesthetic process creates new prospects for creatively shaping the resulting sound. More importantly, it alters the central point of music performance from the score to the sound result. 67 In other words, the eyes will receive a discrete number of still images per second that the brain will interpret as movement. In the case of sound, the ears already receive a sound wave that is created through its interaction with the speakers. 195 Musical Notation In terms of McLuhan’s (1964/1994) approach to media, a musical score is similar to phonetic writing. The score is an abstract notation system that aims to translate an aural phenomenon that occurs in time into a visual static representation. In addition, the symphonic orchestra (and other ensembles) acts as a standardized ensemble that facilitates notation. Standardized ensembles are helpful, as the score fails to graphically show the sound differences of a set of instruments depending on their position in the space, for example. If the string section of the orchestra were placed at the back of the concert hall, the woodwinds in the middle of the parterre and the brass onstage, the resulting sound would greatly differ from a traditional placement of the orchestra. However, a traditional musical score notation does not include the tools to graphically reproduce those differences. The score serves only as a partial visual representation of sound when very specific restrictions are applied. Even in this strictly controlled environment, the score requires a high degree of interpretation to act as a form of representation of the sound depicted on its pages. Applying another set of constraints, implementing harmonic, melodic and rhythmic rules further facilitates the process of interpretation. By definition, the score is only able to depict a 196 limited amount of pitches68 and rhythms that are based on a meter. In addition, harmonic principles facilitate a theoretical understanding of the sounds and its progressions that, in turn, facilitates imagining them. Even when considering all these restrictions, the score fails to provide a visual differentiation of timbral aspects, in order to acknowledge that a trombone sounds different from a bassoon, for example. The timbre differences of the instruments written in a score can only be depicted by applying the acquired knowledge of the sound properties of both instruments. Nevertheless, Western classical music was born as a product of a score-centric vision of music, thus carrying its limitations. In exchange for its restrictions, the musical score offers diverse advantages as a medium for music transmission. First, the score allows a rapid diffusion of complex musical content. For instance, a group of trained musicians is able to quickly perform a piece of music just by using the score. In addition, the score allows the separation of the process of writing music and the process of performing it, thereby facilitating a sort of division of labor similar to other practices that emanated out of the Industrial Revolution. Within the score paradigm, the nascent musical 68 Mainly based on a 12-tone scale. Although it is possible to notate quartertones or even smaller musical distances in the score, these new pitches are still subordinate to a 12-tone scale framework. 197 industry started to separate the labor of the composer and that of the performer, at the same time that the musical production69 became standardized. This implies that any trained performer is able to play a musical piece written by a composer. At the same time, these performers are interchangeable, if needed, as they are detached from the process of creating the musical piece. In addition, the process of standardization involves discretizing different musical features. For example, a continuous parameter like dynamics is divided in a few steps (f, mf, mp, p); dynamic variations are mainly represented as a unique transitional process expressed by terms like crescendo or decrescendo. Figure 21 attempts to clarify the previous statement, by graphically portraying three different possibilities for a crescendo. In this diagram, the vertical axis represents the dynamic level, whereas the horizontal axis represents time. The first graphic refers to a linear and proportional process of crescendo, meanwhile the other two are non-linear. The graphic represents a performance that will increase the dynamic at a constant ratio during the crescendo. In the second representation, the increase of dynamic will be slower at the beginning and more intense towards the 69 In this situation, production refers to the act of creating musical performances. 198 end of the crescendo. The last example represents an increase of the dynamic that incorporates smaller dynamic variations. Figure 21. The graphic shows three different crescendo representations. 199 However, these three different processes of crescendo are represented equally when using the notation provided in a musical score to represent crescendo (Figure 22). Figure 22. Representation of a crescendo utilizing traditional musical notation Therefore, a performer will not be able to distinguish between these different types of crescendo by reading a musical score, thus creating a degree of ambiguity that will need to be resolved at the time of the performance. A similar process is involved in the rest of the elements of the score. The act of performing a musical piece written in a score involves the aesthetic process of interpreting the contents of the score. In realizing how vaguely Western musical notation represents dynamics, another limitation of the representational capabilities of score, in terms of the sound result, becomes apparent. The necessity of interpreting the score to produce a musical performance pinpoints an additional aspect of Western music practice: it still relies on the oral tradition. Learning an instrument involves acquiring technical knowledge through instruction. In the process of instruction, the student learns the performance practices necessary to properly decode 200 the score. The nuances involved in the interpretation of a crescendo exemplify the impossibility of acquiring this knowledge from a manual, due to the inexistence of proper notation procedures to specifically describe it.70 Therefore, these practices are acquired by aural communication,71 as they cannot be transmitted through written knowledge. In terms of McLuhan (1964/1994), this is the type of interaction that would precede phonetic language. It is from this angle that the utilization of the score, with all its restrictions, may be analyzed. The score becomes the only element capable of bringing part of the musical practice as close as possible to the other forms of intellectual knowledge that can be acquired by studying written information. Consequently, the score allowed for the isolation of the necessity for oral transmission in music to a reduced set of situations. The curated environment for music creation described above encompasses standardized models for the orchestral ensemble, musical language, the concert hall, and music notation. However, in the process 70 Learning how to perform a crescendo implies assessing a different set of musical parameters to decide what would be the best shape to implement the dynamic variation. It does not necessarily require awareness of the exact dynamic evolution of the sound by the performer. Instead, aural communication serves as a tool to sonically assess when a particular performance of a crescendo fits the needs of a passage. 71 For this example, I replaced the term oral with aural to acknowledge a communication system that involves the sound of the instrument being learned. 201 of the evolution of Western music, the framework adapted to incorporate new sonic possibilities. The orchestra added new instruments and instrumental techniques, and the harmonic language developed beyond the structure of previously established harmonic transformations and tonality. Similarly, the rhythmic complexity expanded, stressing the limitations of what was possible to notate using the musical score. Each of these amplifications relaxed the restricted environment of Western music creation, which decreased the value of the score as a representation of music. By losing its representational capabilities, the score becomes a blueprint for musical performance. In introducing the possibility of recording audio, music experienced a shift in its perspective. Audio recording transcends the score and focuses on the process and manipulation of sound. A piece might be recorded several times and subsequently edited, which transforms the resulting output. The degree of the transformations granted by the recording process does not necessarily involve an interpretation of the score or the assumed musical structure. This statement will be further clarified by analyzing the aesthetics of the modern recordings of piano concertos. 202 The Piano Concerto Recording The Western classical concerto involves a soloist and an entire orchestra performing together. The soloist has a prominent role, even though he or she is clearly outnumbered by the orchestra. I am using the piano concerto as an example, but the process of recording this type of musical expression could be generalized to any Western classical concerto for any solo instrument. Most classical recordings follow an aesthetic principle that aims to produce a sound that is similar to a live experience. In other words, the recording should sound verisimilar in order to be aesthetically accepted as a valid rendition of the classical piece. However, the solo piano is recorded with a number of dedicated microphones, which are invariably mixed louder than the orchestral microphones. In doing so, listeners of the recording are able to hear the solo piano in moments that would not have been audible within the environs of a live concert hall performance. For example, the piano is barely audible in most of the passages when the soloist is playing along with the whole orchestra in a forte dynamic. In aesthetic terms, those passages are challenging. When looking at the score and following the established performance conventions for this type of piece, it is implied that the intention of the composer is that the soloist should be heard, even though it may be acoustically impossible if the full orchestra is 203 playing loud. By making the orchestra play quieter (this is a common solution that some conductors do) the piano might be heard, although the timbrical result of the orchestra will not be forte anymore, and this is equally challenging to the intentions of the composer that are assumed by looking at the score. In addition, those types of passages may even be visually confusing for live audiences, as they watch the soloists playing with great effort and strength without actually being able to hear them. In a recording, it is possible to achieve the effect of distinctly hearing the soloist at the same time that the orchestra is playing in a forte or fortissimo dynamic. The result is a version of the piano concerto that could not be generated solely by live acoustic means, yet still sounds convincing and realistic. In terms of aesthetics, a recording that more loudly mixes the solo piano becomes an idealistic version of the piece, implementing the utopia that a single instrument is able to overcome a hundred players when it is performed by an exceptional artist, which is the grounds for the concept of the concerto itself. Utilizing McLuhan’s (1964/1994) definition of media, a musical instrument is a medium that becomes an extension of the voice, as it is able to produce sounds that would not be otherwise possible. Similarly, the soloist in a piano concerto extends the musical instrument by overpowering an entire orchestra. This romantic idea of a superhuman 204 collides with the acoustic limitations of live sound. However, with the aid of the recording and selective mixing, this artistic endeavor is realizable in a form that seems natural to the listener. In a live concert, a similar effect could be achieved by amplifying the soloist. However, the process of amplification, which is not visually and aurally neutral in a live performance, works against the epic and the concept of the soloist as a superhuman artist. Instead, in a recording, the artificial process is hidden, at the same time that the verisimilitude of the musical experience is preserved. By recording the piano concerto within these principles, a process of virtualization occurs. In capturing the performance’s sound from very specific locations, and then mixing the captured sounds with a precise aesthetic intention, the result, although grounded in simultaneous captures of a real experience, transcends what the human senses would have perceived. It is from this perspective that the sonic result of a piano concerto recording might become hyperrealistic. The totality of the sound of the recording originates at the same time and space in the physical world. However, the resulting sound does not pertain to the same world, as it is transformed beyond the possibilities of the real. The transformation adheres to an aesthetic intention rooted in how the piece should ideally sound. In addition, the conflict between the possibilities of 205 the physical world and the intentions of the musical creators72 stresses the necessity for human artistic expressions to transcend the physical limitations of the real. Furthermore, the recording of piano concertos might reshape the audience's expectations of a live performance of the same type of piece: as the acoustic model of the recording is convincing and aesthetically coherent, audiences might expect the same balance in the sound of a live performance. The Studio Recording and the Acousmatic Sound The analysis of the aesthetics of the piano concerto recording in its relationship with a virtual reality pointed out how a recording that aimed to reproduce reality altered some of its properties. In the case of recordings that fully utilize the possibilities of the studio, this goes further. The studio overrides the necessity for the performers to share the same space at the same time. In a studio recording, each instrument might be located in different isolation rooms, or they can be recorded at different times. In addition, the rooms might be sonically treated in order to minimize the early reflections or the overall reverberation. Hence, the set 72 The musical creators may include the composer, the performers and the recording team. This is important as there are some creative decisions (the size of the ensemble, for example) that are generally not specified in the score and might affect the relationship in terms of the comparative loudness of the soloist and the orchestra. 206 of microphones that captures each of the instruments receives a sound that is mainly the sonic outcome of the instrument, but converts it into a malleable source material. In terms of musical properties, the studio recording extends the timbre, which is the equivalent of stating that it extends the sonic possibilities of the music. It does not essentially alter the harmonic, melodic or contrapuntal qualities of the music, however. From this viewpoint, the techniques involved in a studio recording cannot usually be expressed on a traditional musical score. It is from this perspective that some of the concepts discussed in relationship to the studio recording might resonate with some of the principles of musique concrète. In both cases, the new medium (the studio) permits the extension of the sound beyond the acoustic possibilities of the instruments73 playing in a physical space. By transcending the necessity of a certain degree of fidelity (or resemblance) to an aural model from the physical world, the music created in the studio is sculpted from all sides without any preexisting assumption. At the very least, the virtual stage and the virtual positions of the sound sources on the stage are generated. A virtual stage implies sounds that lack an identifiable visual source. This typology of sound was labeled “acousmatic” by one of the founders of musique concrète, Pierre 73 In this case, an instrument is any physical object that is able to produce sound. 207 Schaeffer (2007), in his book Treaty of the Musical Objects. Acousmatic is a sound that one hears without seeing the causes that originated it (p. 56). Strictly speaking, all recorded music should be considered acousmatic as it is reproduced without visually seeing the source. For Schaeffer, an acousmatic situation breaks the symbolic connection between the sound and its visual source (p. 56). Schaeffer precisely qualifies the connection as symbolic instead of indexical, as he believes that part of musical hearing involves visual information. By proposing an acousmatic mode of hearing, Schaeffer argued in favor of focusing on the pure properties of the sound, regardless of its visual cues. This is why he named the process acousmatic, which was the term employed to refer to Pythagoras’ disciples, who listened to their mentor behind a curtain in total silence. However, the listener of a recording might visually imagine the performers. This is the why acousmatic should be considered an attitude, a conscious decision of disregarding the visual cues in order to focus exclusively on the sound. The process of disconnecting from the visual source becomes much easier when the sound is not clearly connected with a physical object. For example, a compressed and distorted sound from a guitar that is panned from left to right does not clearly represent a physical instrumental experience: the sound that emanates from a guitar 208 is different from the sound being reproduced, at the same time that it is unfeasible that the performer is able to move around the spectators’ aural range. Hence, an acousmatic attitude of hearing concentrates on the sound of the music without a visual or cultural bias. In terms of aesthetics, this is the most relevant innovation that recording, as a technology, has added to music. Nevertheless, an acousmatic attitude towards the pure sonic properties of music is compatible with its cultural connections. In fact, decoupling the sound from its source may even facilitate the creation of a level of signification that connects with a cultural background. For instance, Richard Wagner's design of Bayreuth's theater hid the orchestra in order to force the audience to focus on the sound of the music instead of being distracted by the visual cues of the performers. Furthermore, the cultural model of an orchestral sound would still be associated with orchestral music regardless of whether it is visible or not. By hiding the source, audiences still recognize the main pattern of the sound (orchestral music). Michel Chion (1994) argues that, contrary to Schaeffer's assumption that an "acousmatic situation could encourage reduced listening, in that it provokes one to separate oneself from causes or effects" (p. 32), the listener will attempt to reveal the source of the sound first: 209 Confronted with a sound from a loudspeaker that is presenting itself without a visual calling card, the listener is led all the more intently to ask, "What's that?" (i.e., "What is causing this sound?") and to be attuned to the minutest clues (often interpreted wrong anyway) that might help to identify the cause. (p. 32) Chion’s focus is on cinema sound, which influences his perception of Schaeffer’s concept of acousmatic sound. Chion (2009) rightly remarks, in line with the previous discussion on the model of an orchestral sound: “if the source has been seen, the acousmatic sound carries along with it a mental visual representation” (p. 465). Chion’s remarks are aligned with the concept of “source bonding” defined by Denis Smalley (1994), which is: “the natural tendency to relate sounds to supposed sources and causes, and to relate sounds to each other because they appear to have shared or associated origins” (p. 37). For Smalley (1994), source bonding is a deeply culturally embedded process because, prior to electroacoustic music, the sounds had always had an identifiable source (p. 37). Nevertheless, Chion (1994) asserts that, in most of the cases in cinema, the source of the sound is identifiable. Chion’s approach to the term is practical and has been widely used. However, it deviates from the aesthetic discussion intended by Schaeffer (2007). For Schaeffer, an acousmatic sound broke the symbolic connection between the sound and its source. For Chion, this is not the case in most situations, as the 210 symbolic connection is coded in the society that shares the cultural background. Even though Chion’s assumption may be true for most of the off-screen diegetic sounds of a movie, it becomes a reductionist approach when analyzing the possibilities of music created in the studio. Examining, once more, the example of a processed guitar sound that is dynamically panned around the virtual soundstage, a symbolic connection with a physical source may be found. A listener may identify a guitar as the physical origin of the sound, yet realizing that the dynamic panning is not a product of the movement of the source (the guitarist) during the performance. As a consequence, the symbolic connection between the sound and its source becomes just a trace, a model of reality that collaborates with creating a more complex, acousmatic (and hyperrealistic) sound model. Hence, an acousmatic attitude (as defined by Schaeffer) towards sound becomes a further step into hyperreal sound and music which transcends pure physical models of sound. Moreover, when listeners identify the guitar as the sound source in the previous example, they also respond to an acousmatic attitude. In acknowledging that the physical source of the sound, the guitar, acts as an element that contributes to the shape of the final sound, the listener assumes a sonic attitude detached from exclusively physical forms of sound generation. Therefore, a listener 211 who is able to incorporate the concept of detachment from the sound and the source demonstrates an acousmatic sensibility to sound. When audiences experience audiovisual media, speakers generate the sound. This is independent from the fact that the visual image might represent the physical origin of the sound. In any case, a significant part of the sounds in a movie are generated separately from the source shown in the visuals. The sound of a door closing, if it is narratively important, is usually magnified. The dialogue almost always has a predominant space. Thus, the act of listening to audiovisual material usually becomes an acousmatic experience. Remarkably, this even holds true in a multicamera recording of a live orchestra performance. In this situation, the sound will not change depending on the camera angles selected (a closeup of the oboe performer would not imply a change in the mix of the oboe sound). The studio recording has yet another relevant consequence. The live concert rendering of a piece of music that originated in a studio becomes the representation of the original sound, limited by the possibilities of the physical world. It is assumed that the quality of the music and the sound would not be equal to the recording. Yet, the value of the live concert rests on the symbolic connections with the musicians sharing the same physical space. 212 Synthesized Music and the Musical Instrument Even though the introduction of the ability to synthesize music through the use of electricity was a milestone in the evolution of music during the 20th century, from the viewpoint of this current discussion, sound synthesis mainly expanded on the new possibilities introduced by studio recording. Synthesizers are able to generate sound without the need for a string (or another material) to vibrate. However, this is not exactly true. Synthesizers generate an electric signal that is transduced to sound using a loudspeaker by a vibrating membrane. Thus, synthesized music and sound are a form of an acousmatic experience in which the source is generated by using electricity. Synthesizers are able to generate a new range of sounds that cannot be produced by traditional instruments in the physical world. They can create pure sine waves that repeat exactly through time. They sound significantly different from any physically generated sound because this degree of mathematical purity in the sound waves is not achievable by physical objects. This fact highlights that the imperfections and unevenness of the timbre are essential for a sound to be associated with the physical world. In other words, natural sounds have a complex and variable timbre. Thus, the regularity of synthesized sounds becomes something beyond the physical world. 213 The analysis of synthesizers as a new musical instrument of the 20th century assists in clarifying its definition in terms of being a medium. Conversely, the definition of a musical instrument will serve as a means to properly identify the significance of the introduction of the synthesizers in Western culture. In terms of the human perspective, the voice is the first complex natural instrument, as it is able to produce a wide set of pitches and dynamic levels. In addition, hands and other body parts are the source of percussive and rhythmic sounds. In McLuhan’s (1964/1994) framework for the media, musical instruments are a medium to extend the musical capabilities of the human body by introducing new timbres, pitches and the possibility of polyphony within a single instrument. It becomes a medium that extends the human voice in a similar manner to how the hammer amplifies the arm by making it stronger. In this framework, wind instruments are a natural extension of the voice, similar to a more elaborate form of whistling. Similarly, percussive instruments are an extension of body percussion. String instruments are, however, a more sophisticated technology. They require a process of sound creation that is not found in a natural environment. It cannot be considered a direct extension of the human body in terms of organology. The sound of a plucked string is also significantly different from what can be achieved by 214 the human voice. The process of bowing is even more complex, as it further distances the instrument from the human voice. From this brief analysis of different typologies of musical instruments, the necessity to treat musical instruments as technological devices arises. So far, wind and percussive instruments naturally amplify the human body. For the string instruments, even though their mode of producing sound is less similar to how the human body generates it, they are still a technology that directly generates sound: a performer plucks a string and the string produces sound. Thus, in all these cases, there is direct physical contact between the source of the sound production and the performer. However, this situation changes with the introduction of the keyboard. The musical keyboard virtualizes the process of performing music. By pressing a key, the performer does not directly interact with the source of the sound. Instead, the performer activates a mechanism that will produce the sound. The keyboard becomes an additional level of mediation, which also facilitates the standardization of music, as it is built using the 12-tone division of the octave. In addition, the 12 notes are divided between seven white keys and five black keys, which suggest the seven-note scale system (Figure 23). 215 Figure 23. Schematic for an octave of a musical keyboard. Thus, the musical keyboard is an interface that solidifies a scalebased 12-tone musical framework, at the same time that it detaches the process of playing (by pressing its keys) from the actual production of the sound. The first synthesizers, like the Hammond organ, used the musical keyboard as the main interface for music performance, in addition to a console of knobs designed for shaping the sound. In terms of musical performance practices, playing a synthesizer is similar to playing another keyboard instrument. Thus, the synthesizers did not innovate by adding a new musical interface. However, the synthesizers did offer the possibility of molding the sound they produced, in forms that were not exactly possible with purely physical instruments. In fact, physical instruments started to incorporate a set of extended techniques that, similarly, focused on expanding the sound possibilities available for music creation. 216 Hence, the incorporation of synthesizers as a new set of musical instruments highlights a new attitude in which sound variety becomes more relevant. Their utilization of electricity should be understood as a means to fulfill their goal of expanding the sound palette. Thus, extended techniques for physical instruments and synthesized sounds obey a similar artistic intention. Nevertheless, the introduction of electrical devices as a means for sound generation allows for the creation of music that transcends what was once impossible to achieve just by using physically generated sounds. Sampled Instruments From a basic perspective, a sampled instrument might be considered to have evolved from synthesizers. From this viewpoint, sampled instruments utilize a short recording (sample) of a sound produced in the physical world in order to generate a new synthesized instrument. Thus, this instrument does not purely originate out of the utilization of electric signals. Instead, a sampled instrument is the product of processing recorded sounds captured from the physical world, in addition to the creation of a computer program that generates a playable virtual instrument from these samples. This simple transformation has significant implications in terms of the ontology of musical instruments. 217 Capturing and processing a sound from the physical world adds a layer of virtuality that did not exist in the synthesizers. From the perspective of the sound they produce, sampled instruments might be divided by two main approaches. First, there are instruments using a sample as a source that is modified using synthesis to produce the resulting sound (hybrid synthesizers). The intention of these instruments is not to replicate or emulate a physical instrument by virtualizing it but, instead, to create a new one by transforming a physically generated sound sample. Figure 24. General classification for synthesized and sampled instruments. Pure synthesizers refer to instruments that create the sounds purely from sound synthesis. Hybrid synthesizers are, as described above, synthesizers that also employ one or more samples (that are transformed) in order to produce the sounds. Sample libraries 218 are designed by creating computer programs that utilize a set of samples to generate virtual instruments. The last typology, the recording, refers to any other typology of music recording. The second group contains instruments that attempt to virtually replicate a physical instrument (or ensemble) by using multiple samples of the instrument to emulate it (Figure 24). In most cases, the sample (or set of samples) that serves to produce the sound for the instruments of the first group carries a certain degree of signification over to the newly created instrument. For example, a virtual instrument that uses the sound of a metallic trashcan when hit with a hammer will probably have some sort of connection with the source of the sample in terms of its signification even if the resulting sound has been modified using synthesis. Thus, when the instrument appears in a piece of music, it will probably bring some references of the cultural connotations of the source. By incorporating meaning borrowed from the physical world, the new instrument becomes hyperreal, as it integrates models from the real without the sound having purely originated in the physical world. In the trashcan sound example, the resulting sound may have been transformed and the pitch shifted in order to provide different musical notes. Hence, even though it might still preserve the connotations of hitting a trashcan, the sound produced by the instrument could not be generated just by physical means. 219 The third group of instruments constitutes the core of what is commonly defined by screen composers as sample libraries,74 although they really are virtual instruments that utilize extensively sampled sounds in order to produce a realistic rendition of the instrument or ensemble that they replicate. They expand the definition of a musical instrument even further by treating ensembles as instruments. Even though this could be equated with the actual treatment of the string sections as unified instruments, with sample libraries this process extends to any possible instrumental combination. Moreover, the selection and design of the ensemble implies a degree of cultural signification. For example, a virtual instrument from a sample library that represents an orchestral sound (or a section of the orchestra) would accomplish that goal by following the orchestration principles that are part of a cultural background. The result will generate a soundscape coded within a particular cultural framework. In addition, a sampled instrument from this second group may be designed to reproduce specific musical gestures or rhythmic patterns (runs, trills, percussion loops, etc.) that are also a culturally coded. Sample libraries challenge the definition of a musical instrument in another manner, especially when they become a virtual version of a 74 In practice, the first group is regularly considered to just be synthesizers. However, for the purposes of precisely defining these instruments, the distinction was required. 220 physical instrument. This leads to the question of whether the sampled instrument should be considered an attempt to imitate the real instrument, which makes it, therefore, a counterfeit, or whether it should be considered a new instrument that is culturally tied to its physical counterpart. In order to fully comprehend what a sampled instrument with these characteristics really is, it is worth analyzing how they compare to actors and their computer-generated counterparts. CGI Actors and Sample Libraries In Chapter IV, I discussed what Auslander (2008) described as the “Gollum Problem”. With the introduction of computer-generated characters, along with motion capture devices to capture the movements for those characters, the concept of the authorship of the act of performance was challenged. In these terms, the virtual instruments in sample libraries are closely related to CGI characters. They both use samples from the physical world that are processed by computer models. In addition, they both require a certain amount of programming that is best achieved by experts who interact with specific interfaces. Thus, the actor's performance is incorporated, using motion capture devices, into the computer model, thus generating a visual moving image. Programming the computer model could technically be achieved just by 221 using computer tools and without the interaction of an actor. However, the expertise of an actor becomes key in providing life and verisimilitude to the CGI character.75 In addition, an actor may become a specialist of motion capture performance. This is the case of Andy Serkis, who is responsible for the performance of Gollum in The Lord of the Rings franchise, but also a few other well-known CGI characters, including Caesar in both Rise of the Planet of the Apes (2011) and Dawn of the Planet of the Apes (2014). Music creation using sample libraries follows a similar process. Sample libraries are created to allow complex performance programming using the Music Instruments Digital Interface (MIDI) protocol. However, the introduction of this MIDI data is mainly achieved with a musical keyboard and a set of faders. In addition, it is typically the composer (or the assistant composer) who actually programs the libraries. Therefore, there is often no specialized musical performer involved in the process, as there is an actor involved in the creation of the CGI character. This is explained by several reasons. First, the composer, as a musician, has some performance skills. Second, the input devices (keyboard and faders) do not capture musical performance as naturally as motion 75 This is coherent with McLuhan’s thesis on the limitations of the written language. Programming language, as an even more formal type of written communication, requires a massive amount of data in order to represent body movements. 222 capture sensors do for acting. For example, a violin performance might be captured by simultaneously using a keyboard and some faders to control dynamics, vibrato or bow change. However, a keyboard and a set of faders are not able to capture a violin performance as naturally as motion capture does. Third, the existence of diverse instruments that are performed very differently, in addition to ensemble sounds, complicate the task of designing capture mechanisms, as well as the logistics of capturing the performance. For example, MIDI wind controllers do exist, although they are rarely used. This is because they require a wind performer to be fully effective. In considering these limitations, sample libraries are generally designed according to the assumption that the composer or the assistant will act as the performer. This inevitably implies a simplification of the inputs that the sampler is accepting, as there are performative nuances that can only be realized by actual performers with fully functional interfaces. Although some assistants have become MIDI programming specialists that act as a liaison between the composer and the sample libraries, their specialty is programming the library instead of actual instrumental performance. Compared to CGI characters, MIDI programmers are the equivalent of CGI programming specialists of the virtual character’s movements. On the other hand, these actors enact 223 performances of a wide variety of non-human creatures, which is a challenge comparable to performing an instrument for which the musical performer is not trained to perform. Sample libraries adapt to this situation not only by designing interfaces for the composers and MIDI programmers but also by incorporating predesigned performance elements that are reproduced automatically. For example, instruments in sample libraries routinely incorporate predesigned amounts of vibrato, instrument noises or breath. In general, instruments in these libraries produce sound by following some performance standard practices, most of which derive from what is commonly known in the movie industry as “the Hollywood Sound”. Hence, by employing these libraries, a set of fixed cultural conventions is inevitably introduced to the music they create.76 By analyzing the similarities between CGI characters and sample libraries, the relationship between the physical instrument and its sampled counterpart becomes somewhat clearer. Motion capture actors provide an actual performance of the virtually designed characters, which results in an actual human performance. Similarly, music created with sample libraries is also performed, even though the performance capturing capabilities are not as extensive as motion capture for acting. 76 This will be explored in detail in the following chapter. 224 However, this lack of precision in the capturing process of the performance is partially supplemented by inserting predesigned performance practices. From this viewpoint, the actual performance is neither synthetic nor computer-generated: it has been produced by humans. In the case of musical instruments, they act as a medium to transmit the musical ideas of the performer in a comparable manner to a virtual instrument from a sample library. In addition, in terms of narrative cinema, there is a supplementary consideration to ponder: the importance of how both music and acting support the narrative. For example, the character of Yoda in the Star Wars franchise was portrayed using a puppet for the first four movies (Episodes I, IV, V and VI) and as a CGI character for episodes II-III. As a character, Yoda is the most powerful Jedi master that appears onscreen, which implies that he is also the best light-saber fighter. Yoda’s supremacy as a light-saber warrior would be difficult to portray through the use of a puppet, or by employing physical means alone. Nevertheless, this is not a significant problem when Yoda is represented using a CGI character. Thus, from a narrative standpoint, Yoda is better portrayed by a CGI character than by a physical puppet or actor. In a similar manner, underscore music adheres to the narrative needs of the movie as its 225 primary function, which in several situations might be better achieved by using sample libraries, as I described in Chapter IV. Sample Libraries and Hyperreality In Chapter IV, I discussed Prince’s (2012) definition of perceptual realism and how it was connected with the idea of the hyperreal. CGI characters are ordinarily a good example of perceptual realism. Similarly, music produced using sample libraries interacts with the hyperreal. Sample libraries are able to create music that, even though it sounds realistic, cannot be produced by physical means alone. By using recordings from the physical reality and transforming them into interactive virtual instruments, sample libraries engage with various models of reality that have been transformed into a virtual sphere. This approach differs from what synthesizers added to music, which is related to sound expansion. Instead, with sample libraries, composers are able to interact with models of reality, and transform them beyond what would be achievable in the physical world, but still retain their cultural value as physical artifacts. This is why sample libraries have a fundamental role in the definition and the emergence of the hyperorchestra, which I will discuss in the following section. 226 The Hyperorchestra So far, I have described the essential elements that constitute the technological devices that facilitate and expand the process of music creation. In analyzing these different technological inventions, the capability of expanding the available soundscape arose as one of their key components. This process of sound expansion crossed the boundaries of the physical world by the introduction of musical synthesizers, and it opened itself up to the hyperreal with the incorporation of the virtual instruments from sample libraries. In considering these implications of the process of sound expansion, I define the hyperorchestra as a virtual ensemble capable of incorporating all of these new means of music creation. The hyperorchestra inhabits hyperreality, as it goes beyond the physical world, yet it remains realistic. By defining the hyperorchestra,77 I intend to encapsulate all the processes of music creation that transcend the limitations of the physical world. For example, a recording of a piano concerto, as described before, 77 As mentioned in Chapter I, the term hyperorchestra was created by joining the words “hyperreal” and “orchestra”. From this term, I generated related words such as hyperinstrument and hyperorchestration. Composer Todd Machover has used the term hyperinstrument to refer to “designing expanded musical instruments, using technology to give extra power and finesse to virtuosic performers” (Machover et al., n.d.), and hyperorchestra to produce similar results with an orchestral ensemble. 227 would use hyperorchestral techniques to produce a physically impossible sonic result. Ontological Approaches for the Hyperorchestra A definition of the hyperorchestra should begin by scrutinizing its ontology in terms of the differences between the new ensemble and the physical orchestral ensembles that preceded it. The process of sound expansion does not suffice to differentiate the hyperorchestra from traditional orchestral ensembles in terms of ontology. For instance, the orchestra has historically evolved the variety of sounds it could produce.78 Thus, the orchestra in the 18th-century classical era79 had a much more restricted sound palette compared to the 20th-century orchestra employed by Ravel or Stravinsky. The latter extended its sound possibilities by introducing new instruments as well as new instrumental techniques. For example, Mozart did not use a full woodwind choir and, similarly, he would not ask the string players to utilize the sul ponticello technique as both Ravel and Stravinsky did. However, both ensembles are considered orchestras. Moreover, a symphonic orchestra that 78 As stated before, by the addition of new instruments, the utilization of new instrumental techniques, and the expansion of the musical language. 79 The ensemble utilized by composers like Mozart or Haydn. 228 includes synthesizers will still generally be considered a symphonic orchestra. Likewise, a virtual performance80 of a classical orchestral piece that employs orchestral sample libraries becomes only partially hyperorchestral. In this situation, sample libraries might be used as a means to replicate reality instead of extending it. Ideally, the virtual performance could become indistinguishable from a recording of the piece performed by live musicians. However, even in this scenario, referring to the virtual ensemble as an orchestra becomes problematic. From a viewpoint purely derived from the performance praxis, the two performances are different because one did not originate from the performance of a physical ensemble. Per contra, an aesthetic evaluation that would only contemplate the sound of both performances would conclude (considering the ideal case that the sampled version would sound comparable to the recorded version) that they are two equivalent pieces. A deeper inquiry into the process of how both performances are created reveals the underlying complexity of assessing whether these two pieces of music are ontologically different in terms of the ensemble that performed them, or, if otherwise, they are not. A virtual instrument from a 80 A performance created virtually utilizing computer software. 229 sample library is created by using multiple short recordings of an instrument or ensemble. Each sample regularly captures a note performed in a specific dynamic and articulation. Other samples may be recorded to capture transitions between notes, or special effects, such as crescendos or trills. There is a performance intention during the process of the recording of the library by the instrumental performers, guided by an overall aesthetic that the producers of the sample library aim to achieve for that particular instrument. Essentially speaking, another musician uses these sets of recordings, aided by computer software (the sampler), to create a performance of the piece. A recording of a physical performance is similarly achieved by recording samples of the performance that are later edited and mixed together by an audio engineer. From this viewpoint, the difference between the two performances might lie in three different aspects. First, the length of the samples will significantly differ. It is expected that the physical recording is built by using longer samples (takes) and it is even possible that the whole piece is recorded in a single take. Second, the physical orchestra will record all the instruments that are playing at the same time. Third, the performers of the physical orchestra are aware that they are actually performing the piece that is being recorded. The first difference is weak, as it relies on a vague definition of length. Thus, the 230 difference between both performances would rely on an arbitrary fixed length of the sample or take. Furthermore, it is even possible that, in a particular instance, the length of one take from the physical recording is shorter than the length of a particular sample from the sample library. The second difference would not apply in a solo instrumental performance, even though the number of instruments does not seem to have a significant influence on the evaluation of the differences between both performances. Moreover, it would differentiate between orchestral recordings that might use more than one recording space at the same time. By a process of elimination, the third difference becomes pivotal in order to differentiate the virtual ensemble from the physical one. Following this line of thought, even when considering that both performances sound equivalent, the ensembles that produced them are not because the physical performers of the sampled version did not perform the latter piece. Yet, this rationale does not fully resolve the question, as there is actually a person (either a composer or a MIDI programmer) who produced the performance of the piece. This situation is similar to the CGI actors discussed before. In that case, a distinction made between the performance and the acting (Prince, 2012, p. 102) provided a theoretical background to describe this new typology of 231 actors. Analogously, a differentiation could be introduced in music, distinguishing between the acts of playing and performing. In the case of the virtual orchestra, the instrumental players are the ones mainly responsible for playing particular notes or gestures,81 meanwhile the composer or MIDI programmer would later produce a performance using computer tools. Consequently, the distinction between a virtual and a physical orchestra lies in the possibility to dislocate the process of performance. Moreover, this becomes a central feature for hyperreal music, as it implies surpassing the limitations of the physical world that would not allow delaying the performance from the moment when the instrumental players produce the musical sounds. Similarly, this is the reason that recorded music becomes, potentially, hyperrealistic.82 The process of recording implies a posterior process of editing and mixing that could be considered part of the performance of the piece. This seems analogous to the process of movie editing and acting. However, in the meanwhile editing becomes an essential and visible part of the filmmaking process, while editing the musical record generally remains transparent and goes unnoticed. 81 Even though there is some performance involved, as I described before, most of the performance of the piece would be produced later. 82 Similarly, the electric nature of the synthesizers opens the door to the hyperreal. 232 Therefore, the hyperorchestra becomes a specific medium, ontologically differentiated from the orchestra and other musical ensembles, due to its capability to transcend the physical world, achieving a result that could not be accomplished by physical means. The discussion above highlighted the blurred area that separates the orchestra from the hyperorchestra. When creating a virtual version of a piece that sounds like the equivalent of a live rendition, reality is surpassed not by the sonic result but by the process used to generate it. Thus, based purely on aesthetic terms, the virtual performance is not different from the physical one, as it has not expanded the aesthetic possibilities offered in a performance employing purely physical means. Thus, if replicating physical performances were all that the hyperorchestra could offer, the new ensemble would not be relevant in terms of musical aesthetics.83 Fortunately, the possibilities of going beyond the physical world have an actual impact on the aesthetic possibilities of the music produced with this new ensemble. The following chapters will concentrate on scrutinizing the aesthetics of the hyperorchestra in music for the screen. For the remainder of this chapter, I will continue to explore the boundaries of the hyperorchestra by examining hyperorchestral elements present in live performances. This 83 It would still be incredibly relevant in terms of the creative process, economics and its cultural implications. 233 exploration will provide the grounds to examine the ontological implications of the orchestra in a broader sense. The Hyperorchestra and the Live Concert Julia Wolfe’s piece With a Blue Dress On (2010) is scored for a solo violin and a prerecorded track. More precisely, the recorded track contains exactly four separate solo violin tracks (Wolfe, 2012). In fact, five violin players can actually perform the piece without employing the prerecorded track, although this transforms the staging and the performance impact. Thus, the sonic result emanates exclusively from the solo violin performances played either live or from a recording. When staged as originally conceived, the performance of the piece creates the impression of a soloist who is able to play multiple violin parts at once. It is not always clear what is performed live and what is recorded. This is achieved by employing a set of sounds that could not be produced by the same performer at the same time and that incorporate visual ambiguity: for the average spectator, it is not clear which passages are played live and which are not.84 In terms of the aesthetic intention, utilizing a solo violin with a prerecorded track of multiple violin lines is similar to amplifying the soloist 84 A trained violinist will probably be able to discern which passages the performer is playing live. 234 in a solo concerto, thus magnifying the soloist’s power over the whole orchestra. In both cases, the result potentiates a figure of the performer that transcends what is humanly possible. Similarly, the aesthetic effect of these prerecorded tracks is comparable to the audiovisual effect produced by Paganini when he performed left-hand pizzicatos in one of the variations of his Caprice No. 24. In Paganini’s case, the violin seemed to be playing alone when producing the left hand pizzicato notes, as the performer’s bow was not producing all the sounds. Paganini expanded the violin technique to the limits of what was physically possible, at the same time that he was aware of the audiovisual effect that a technique like the left hand pizzicato would have on his audience. For this particular variation, the spectator’s experience varies significantly if the performer is not seen playing. This situation was not exclusive to Paganini: the pianist Franz Liszt also created a similarly deceptive technique, commonly known as the third-hand technique. These virtuosos established the grounds for what I call a hyperinstrument, a virtual formulation of an instrument that, even when sounding realistic, its sound could not be produced just by physical means. For Liszt and Paganini, this was achieved by being able to play their instrument in a manner that none of their colleagues was able to perform, all the while remaining purely physical. 235 In the case of Wolfe’s piece, the concept of a hyperinstrument is even more pertinent, as it is physically impossible for a solo violinist to perform all the music of the piece at once. As a consequence, With a Blue Dress On becomes a musical piece that requires an audiovisual experience to fully unfold85 in the same manner as Paganini’s Caprice. As discussed before, Nicholas Cook’s theories confront a common approach in music theory that neglects the importance of the performance by concentrating mainly on the written score (Cook, 2013b). The cases described above are evidence that the performance of those musical pieces is audiovisual. A recording will capture all the musical elements of the performance, but will lose the visual cues that contribute to generating the whole meaning of the piece. The role of the soloist in these pieces resonates with the mythical idea of the hero, an individual who is able to achieve something that seemed humanly impossible. This may be one of the reasons that humans enjoy watching a soloist perform, in a similar manner that they enjoy hearing a narrative about a hero. In the case of these pieces, the visual part of the performance is significant in order to fully achieve a mythical status, where the soloist becomes the hero able to play what seems impossible. 85 Remarkably, when an ensemble of violins performs the piece, it creates a different audiovisual experience, yet generates an equivalent musical output. 236 A similar situation occurs in a number of pieces by Dutch composer Louis Andriessen. In Hoketus, the composer asks to amplify all the instruments in order to be able to balance the dynamics (Everett, 2007, pp. 68-69). By altering the dynamics between the instruments of the ensemble, Andriessen creates a sound result that also could not be achieved without amplification. By extending this technique (which is not exclusive to the composer), one might be able to balance the sound of a flute in a soft dynamic with the sound of a louder trumpet. In this case, the performance can be reproduced in reality. However, it is the resulting sound balance that is not possible with a solely physical performance on a concert stage. In this situation, the concept of a hyperinstrument arises as the result of altering its balance compared to the other instruments of the ensemble. A piano flute that is heard in a similar dynamic of a forte trumpet becomes a hyperinstrument as this balance transcends what would be achievable just by physical means. The third and last example is hypothetical. Let us imagine an orchestra performing in a concert hall that utilizes sample libraries as a means for sound extension. At a certain moment, a sample of massive amounts of brass plays in conjunction with the other instruments of the orchestra. In another situation, string samples double the physical strings in order to make them sound louder when compared to the other sections 237 of the orchestra, without altering the dynamic tone. The result would be purely hyperorchestral, even though it appears to be presented in a live concert. Moreover, this hypothetical orchestra may incorporate any of the other two sets of techniques previously described: all the instrumental sections of the orchestra could be amplified in order to further control the balance at the same time that a hypersoloist could perform a physically impossible part. In this last section, I complemented the examination of the interaction between music and hyperreality as a matter of perception by exploring hyperorchestral possibilities in live concerts, even though their application is still in a nascent stage compared to how these techniques are already common praxis in music for the audiovisual media. By exploring these examples, a shared objective of surpassing human capabilities appeared. This objective becomes a fundamental aesthetic principle for the hyperorchestra, as this new ensemble fulfills the aesthetic need of music and sound expansion to transcend the physical world. This will be explored in much more detail in the following chapters that are dedicated to the aesthetic foundations of the hyperorchestra. 238 CHAPTER VII MIDI, SAMPLE LIBRARIES and MOCKUPS Introduction Sample libraries have become an indispensible tool for contemporary music creation, at least for the music written for visual media. As I mentioned in Chapter I, sample libraries commonly refer in the screen music professional community to the set of virtual instruments that utilize a normally extensive collection of samples in order to produce sound. For example, a virtual instrument that reproduces a violin ensemble playing a short staccato will be built using several samples for each pitch that the instrument is able to play. The samples are not designed to be used alone (they are normally not accessible to their users), but to contribute to the programming of the virtual instrument. For instance, some of the samples in these libraries are only meaningful when they are programmed in conjunction with other samples (e.g. the sound of a legato transition). Due to its central role in contemporary screen music composition and because of its specificities, I will provide an in depth exploration of the principles of these virtual instruments, which will be described in this 239 chapter. Sample libraries are built utilizing the Musical Instruments Digital Interface (MIDI) protocol. In fact, the introduction of MIDI in 1983 facilitated the utilization of computer-aided technology for creating music. MIDI provided the grounds for establishing a new paradigm for music creation, separated from the musical score and from purely improvised music. Sample libraries utilize MIDI as a means to communicate with the composer. Thus, the interaction between MIDI and the composer is dependent on how MIDI was originally defined. As a consequence, I will begin this chapter by describing and analyzing MIDI as a technological interface, along with exploring how MIDI’s implementation relates to the models of Western musical practice. It will serve as a foundation to define the importance and the influence of such an interface in contemporary music production. Later, for the sake of clarity, I will provide a short historical overview of the evolution of sample libraries, which will lead to a description of their main technical aspects. The second part of the chapter is dedicated to the presentation of a survey of the main categories of sample libraries, exemplified by some of the libraries that are now widespread tools for contemporary composers. 240 Musical Instruments Digital Interface (MIDI) In Chapter VI, I described how musical instruments mediate music production. I argued that they act as an interface between humans and the production of sound. I also suggested that the musical keyboard contributed to establishing the 12-tone system as the standard system for Western music. One of the keys to the success of MIDI as a musical technology, which has already lasted more than 30 years without any significant change in its definition, is that its design afforded a great degree of flexibility, while at the same time it allowed a natural and practical implementation of the Western canonic musical system. Thus, MIDI is a remarkably flexible interface that is also extraordinarily practical when used as an implementation of Western musical practice. Formally, MIDI is a communication protocol, which implies that it is an interface that allows for interaction between other interfaces. From this viewpoint, MIDI might be compared to the musical score, which acts as a communication protocol between two humans. Similarly, there are some elements of the musical keyboard, which acts as an interface between the performer and the actual generation of the sound, that might relate conceptually with the inherent principles of MIDI. In other words, a keyboard facilitates the communication between a performer and a range of instruments that utilize the keyboard (piano, harpsichord, organ) in a 241 similar manner that a myriad of different electronic musical devices are designed to employ MIDI in order to facilitate its use. However, the differences between MIDI and the musical keyboard, as well as the score, are numerous. For instance, as an interface, the keyboard is fairly objective: two identical events will regularly generate two identical sounds. The keyboard is strongly charged with cultural connotations, however. Its 12-tone structure, divided into seven white keys and five black keys, suggests a seven-tone organization, which might condition the music produced with it. Technically speaking, on a keyboard instrument it is generally easier to perform music that follows Western tonal principles than music that does not. Similarly, the keyboard prevents a flexible approach to the sound that it produces, as it only allows the performer to press and depress the keys (for instance a violin allows the performer to utilize many more techniques). For example, if the performer wishes to expand the sounds produced by the piano, they need to bypass the keyboard and directly interact with the strings. Although they can utilize the keyboard after the alteration of the strings, any further change will require bypassing the keyboard once again. Moreover, changing the tuning, which would expand the sounds produced by the piano, is impractical, as it requires a significant amount of time. 242 On the other hand, the musical score is ambiguous, which generates different interpretations for most of the terms (dynamics, articulations, etc.). Utilizing the score as an interface implies the employment of a system for interpreting its symbols based on a set of cultural practices. Even though the design of the musical score is culturally biased towards a Western classical musical model, it allows for a greater degree of flexibility when compared to the keyboard. It is possible to notate extended techniques, for example, without significantly altering the most traditional notation. Instead, MIDI allows a great degree of flexibility in an implementation that can be coded objectively. As a communication protocol, MIDI is comprised of different types of messages that are designed to serve diverse purposes. Appendix A provides a general overview of the most relevant MIDI messages for the present discussion and how they function: the midi note and the Continuous Controller (CC). What is remarkable about MIDI, and is probably the reason for its wide success, is how the design afforded this high degree of flexibility without compromising the practicality of utilizing the protocol just for simple Western musical standards. The conjunction of flexibility and practicality for Western music is achieved by a design that preserves enough elements from a Western musical framework without limiting the 243 possibilities of the interface too much. In fact, MIDI has been used to control and trigger live events that are not exclusively musical, which proves its flexibility. As has already been described, MIDI is a communication protocol that acts as an interface between other interfaces. Figure 25 visually describes a preliminary (and simple) visual representation of this communication: Figure 25. Graphical schematic to represent MIDI communication. The model implies that, by utilizing input interfaces,86 it is possible to map their events into MIDI messages. Therefore, what is commonly known as a MIDI keyboard is a physical interface that converts a set of inputs produced by a musical keyboard into a set of MIDI messages. The 86 The four input interfaces do not represent the totality of possible input devices, although they are a relevant sample. In the case of the mouse, it is regularly used in conjunction with a graphical interface in a computer DAW (Digital Audio Workstation) that I will describe later. 244 mappings that convert physical gestures into MIDI values are arbitrary and do not necessarily follow any specific pattern, although it is expected that all MIDI keyboards will similarly map their events into a conventional set of MIDI messages. Moreover, different inputting devices are generally better suited for specific MIDI events. For instance, the faders in a digital mixer naturally map Continuous Controllers. Similarly, the output interfaces will convert the MIDI messages they receive into sound depending on an arbitrary mapping that associates a sound with a particular set of MIDI information, in the manner that best fits the needs of the virtual instrument. In an object-oriented programming language such as Java (Oracle Corporation, 1995), an interface is a general set of methods (functions) that an entity (a class) might implement. For example, there is an interface called Comparable (this mainly means that the class can be compared). Classes that implement this interface are required to define a function called CompareTo, which serves as a means to compare classes that are Comparable. This approach is useful to discern how MIDI interacts with some of its implementations. For instance, a MIDI keyboard will implement MIDI by associating each of its keys with a MIDI command that generates “Note On” events when they are pressed, and “Note Off” events when they are depressed. In addition, they generate a velocity 245 value based on how fast the note was pressed. The MIDI keyboard might not provide data for any of the Continuous Controllers, which will be assumed to have a default constant value. Further, it is worth remarking that this implementation does not assume any particular pitch to be associated with any particular key or any particular sound to a defined velocity value.87 From a conceptual perspective, it is worth inquiring how Western music implements MIDI. For Western music, each MIDI note value will be associated with a specific tempered pitch from the 12-tone system. Velocities would generally be used as a means to signify dynamics. In addition, a CC might be used to represent dynamic variations in tandem with velocity. This is how notation programs such as Finale (MakeMusic Inc., 2013) have traditionally generated sound.88 The implementation might become more specific and determine that velocity will serve as a dynamic for only percussive or short sounds, and that sustained sounds will employ a CC to map a varying dynamic not fixed to a particular note. 87 Although the physical structure of the keyboard implies a 12-tone based musical model, this is the system that will work most organically when employing a musical keyboard. 88 Notation programs incorporate MIDI processing that translates score abbreviations, such as tremolos or trills, into a MIDI set of notes. This means that during the playback, they generate a new set of MIDI messages. For example, a tremolo assigned to a note will be translated in multiple repetitions of the note during playback. 246 The effect of MIDI Alexander Galloway (2012) succinctly describes interfaces as “those mysterious zones of interaction that mediate between different realities” (Preface, Par. 1), which implies that “interfaces are not things, but rather processes that effect a result of whatever kind” (Preface, Par. 1). The effect of employing a Western musical system (as an interface) has been described in the previous chapter. Here, I will attempt to describe the effect that MIDI has on music generation and how this effect has thus far been utilized by composers. Earlier, I began the discussion by stating that MIDI usage was flexible. Moreover, I suggested that MIDI is also mostly practical to encode music generated by using Western practices. The flexibility of MIDI might imply that its effect is minimal, although I believe that it cannot be overlooked. In addition, some of MIDI's flexibility might work against user-friendliness. I will analyze the effects of MIDI in three main areas. The first revolves around how a broad definition clashes with the limited human capabilities in terms of multidimensional thinking. It is complex for a human to imagine a multidimensional space that would be represented by several CCs. Hence, imagining the combined effect that even five or six of these controllers might generate becomes challenging. From a practical point of view, this system forces interfaces, such as the software present in 247 sample libraries, to generate a layer to automatically negotiate some of the sound parameters that would otherwise overwhelm their users. The second area revolves around the centrality of the MIDI note in the protocol and its consequences for how an instrument is defined. Moreover, Continuous Controllers are independent of the notes. As a consequence, virtual instruments that implement MIDI become a very specific sound device, detached from a more organic approach to instrument creation.89 For example, a violin tremolo will become a different instrument than a pizzicato violin, although they might represent the same physical instrument. This implies that a musical passage that includes a violin playing a sustained sound and a left-hand pizzicato will necessarily become two different instruments from a MIDI perspective. Moreover, the necessity of polyphonic dynamic variation might force one to employ two or more MIDI instruments in order to separately modify the CCs that affect each of the lines. In employing MIDI, the music creator is forced to detach from the physical source that produced the sound and its cultural implications (such as a violinist performing several string 89 There are techniques that partially solve the instrumental techniques problem, by employing unused MIDI notes (key switches) or CC in order to trigger different types of articulation sounds (pizzicato, tremolo, legato, etc.). However, at a conceptual level, they are still different instruments that are triggered together in the same MIDI instance by using a sort of switch. 248 techniques) and concentrate on the sound effect on its own. From this viewpoint, MIDI forces its users to think virtually and purely sonically. The last area refers to a basic design decision: MIDI does not transport sound, just messages. Sound processors, such as reverberation effects, utilize an audio input to generate an audio output. Thus, the MIDI protocol does not serve as the correct interface for such musical devices. Therefore, sound processors (e.g. equalizers) require another interface design in order to properly integrate into the workflow of the digital music creation. This interface is integrated in the software that commonly serves as the platform to negotiate with digital sound creation: the Digital Audio Workstation (DAW). Hence, once the output MIDI interface generates the sound, the user has the opportunity to further modify and interact with it. This approach facilitates the integration of recorded sounds without the need for the implementation of a MIDI layer to interact with them. Figure 26 expands on the previous graphical model to incorporate some refinements to the model as a consequence of this fact. For the sake of clarity, I have only incorporated sample libraries as an example of an output interface. The graphic shows the different layers of mediation between the inputs from the composer and the people that recorded and created the library. In addition, it shows the dual input 249 process that the composers are afforded in terms of MIDI inputting and sound processing. Figure 26. MIDI communication and human interaction. To finalize the discussion on the implications of the utilization of MIDI as an interface that interacts with the creative process, I will describe the most widespread notation system used to work with MIDI data inside of a Digital Audio Workstation (DAW): Logic Pro (Apple Inc., 2013). All the most common DAWs incorporate a variation of what, in 250 Logic Pro, is called the piano roll.90 In terms of a musical notation system comparable to the musical score, utilizing the piano roll allows the composer to be more specific in terms of the desired resulting sound. However, this comes at the cost of a decreased level of readability and the inability to write in vague terms (such as crescendo) that would be later interpreted. Figure 27. Screenshot of Logic Pro X piano roll window. The piano roll (Figure 27) is divided into two sections that are tied to a temporal matrix: the note area label incorporates velocity values and the Continuous Controller area, which is multidimensional (it shows, one 90 More information for similar systems can be found in Pejrolo & DeRosa (2011, pp. 76-83). 251 at a time, the information of different CCs). The piano roll view highlights the note-centric design of MIDI at the same time that it allows the user multiple types of control. Beyond the Mock-Up: Overview of the Evolution of Sample Libraries The term mock-up has been ubiquitous in the screen music industry for the past 15 years. It defines the computer simulation of music for the movies. The book On the Track (2004), which was created by professionals in the screen music industry in an attempt to describe their practices, defined the term as the “electronic or acoustic audio replications of the music (sometimes a blend of both) varying in quality from rough demos to finely polished performances” (Karlin & Wright, 2004, p. 762). This definition dates back to 2004, which is important when considering how quickly this has evolved. In fact, the relevance of this definition nowadays is mostly historical. In a similar manner, composer Hans Zimmer (Vary, 2013) discussed in an interview the incorporation of the mock-up as a tool to communicate between the creative teams of a movie, which started soon after his arrival in Hollywood in the late 1980s: When I first came to Hollywood, most people were still writing [music] on pieces of paper,” he says. “The first time a director would actually get to hear something would be when the orchestra was wheeled in, which I didn’t think was very efficient. I mean, there’s a huge emotional distance playing somebody something on 252 a piano and shouting at them, ‘This is where the French horns come in!’ as opposed to at least [playing] an imitation of the French horns coming in. (Par. 16) Karlin and Wright's definition includes the possibility of the recording of certain instruments that would be included as part of the mock-up. These instruments would generally be recorded in the composer’s own studio and integrated into the electronic track. At the heart of the mock-up process, are the sample libraries. Their incredible evolution over the past two decades directly governs the progression of the concept of a mock-up. As I outlined in Chapter VI, a sample library consists of a collection of recordings from an instrument, group, or section, that are organized in order to be able to virtually reproduce the sound of that instrument91 by interpreting the MIDI information. As I will discuss below, there are several techniques associated with the creation of a sample library. For instance, each note might be recorded multiple times, in multiple dynamics, with multiple levels of vibrato, multiple articulations and using multiple techniques. In addition, the transition between two notes might similarly be recorded. With this aggregate of information, a piece of software called a sampler is built and scripted in order to generate the 91 In this instance, instrument refers to the specific sound entity defined before (e.g. violin pizzicato), not to a specific physical instrument. 253 sounding result. The evolution of sample libraries has been exponential, similar to the pace at which computers have evolved. Hans Zimmer has released some of his mock-ups, which are integral to his process of screen music writing. Zimmer creates a musical suite, inspired by the themes of the movie, which serves as the basis for the discussion of the music with the movies’ creative team (Hurwitz, 2011). In his album More Music from the Motion Picture “Gladiator”, Hans Zimmer released a track called The Gladiator Waltz (Zimmer, 2001). Similarly, in the deluxe edition of the soundtrack album for The Man of Steel (2013), the composer released a track called Man of Steel Hans’ Original Sketchbook (Zimmer, 2013). In comparing the recordings of both pieces of music from the leading composer in creating highly realistic mock-ups in the 2000s, the evolution that sample libraries have experienced in a little more than ten years is apparent. In this evolution, the mock-ups have become something more than just mock-ups. Now, they generally constitute a significant part of the resulting hyperorchestral sound (as they are part of the finished soundtrack along with other recordings), which invalidates their qualification as simple mock-ups. As a result, the mock-up has evolved from being ubiquitous during the screen music composition process to permeating the final product, thus 254 generating a new sonic model for music that has become fundamental in the creation of the hyperorchestra. Technical Generalities of Sample Libraries As mentioned, the sampler is the software responsible for interpreting MIDI information, selecting and processing the sampled sounds of the library, and generating the sound result. In this section, I will define some of the most salient features that samplers incorporate in order to generate sophisticated sound outputs. In the figure below, is an abstract graphical representation of a sampler that is playing a legato string instrument. The information from CC1 (Continuous Controller number 1) is employed to signify the amount of vibrato in the sound. Similarly, CC11 controls the dynamic. In this case, the velocity has no effect on the resulting sound, in a similar manner to the rest of the CCs that are not programmed by the sampler. The theoretical sampler of Figure 28 possesses a total of 12 different sounds for each note, in a grid that comprises different dynamic and vibrato levels. To achieve a particular sound from the pair of numbers received from CC1 and CC11, the sampler mixes a set of these sounds in different proportions in order to generate the final sound. When a note changes, a legato transition is 255 triggered to perform the actual sound of a note transitioning to another. Similarly, the end of a line triggers a note release sound. Figure 28. Conceptual graphical representation of the structure of a virtual instrument inside a sampler. It receives MIDI inputs that are used to decide which sound samples to trigger, and in which amount, as output sound. In this example, CC1 is used to decide the mix of vibrato samples, whereas CC11 is used to decide the mix of dynamics. The combination of these two values will serve to decide the amount of signal that each of the samples will contribute to the final result. In addition, there is another set of samples triggered at special occasions. For instance, when a Note Off message is received, the sampler will trigger a note release sound. When the sampler detects two notes at the same time (assuming that the virtual instrument is a monophonic legato 256 instrument), it will trigger a legato transition between both notes, followed by the corresponding mix of samples for the last note that was played. Following this general definition of a sampler, I will describe some of the most common sampling techniques present in contemporary sample libraries. They will serve to inform the previous discussion on some of the most relevant sample libraries that will exemplify my typology. Dynamic Layering and Crossfading In the design of sample libraries, crossfading is the technique of employing a discrete set of sounds and mapping them onto an array of numbers in order to generate a more realistic approach to the sound produced at different musical dynamics (an instrument playing forte will not only sound louder, it will sound timbrically different than when played softer). An evolution of the crossfading technique, which might be defined as musical dynamic layering,92 dynamically mixes different amounts of the sounds recorded at different musical dynamic levels in order to provide a much more varied timbre. In the previous figure, crossfading would imply the selection of one of the sounds on the table depending on the values 92 The term crossfading is still being used when referring to this technique. 257 of the CCs, whereas dynamic layering would mix the different sounds depending on the CC values. The following hypothetical table ( Figure 29) aims to clarify this process. The percentages express the amount of the original sound that will permeate into the resulting sound, in relationship with a CC value input. CC value p mp f ff 1 5% 0% 0% 0% 30 80% 10% 0% 0% 60 5% 70% 5% 0% 90 0% 15% 70% 5% 100 0% 5% 100% 15% 110 0% 0% 70% 50% Figure 29. Hypothetical example of dynamic crossfading. The figure shows how the mix of each of the samples dynamically varies depending on the CC value. The percentage refers to the amount of the signal from that layer that will g to the final mix. For instance, a CC value of 1 will output almost no sound, all of it coming from the piano (p) sample. This is because the output should represent the quietest sound possible in the instrument. At values around 60, the sound should become close to an mp dynamic. This is why most of the sound comes from the mp dynamic layer. These values will vary for each CC number, dynamically mixing all the dynamic layers accordingly. 258 The advantages of musical dynamic layering are that the sampler is able to simulate a much wider musical dynamic range than the one that was originally recorded by mixing them in different amounts. Thus, it creates smooth and timbrically varied dynamic transitions with only having recorded four different dynamic states. If combining diverse CCs, the dynamic layering technique could become multidimensional, as was the case in Figure 28. Each dimension increases the required computational power exponentially as well as the number of samples required, which might limit its generalization to more than a few dimensions. More interestingly, by dynamically layering, it is possible to achieve a wide variety of sounds that would not be possible to achieve by a physical string player or a string section. With the current definition of MIDI, dynamic layering generates 128 distinct dynamics, each producing a different timbre for each note. Combining two CCs to achieve a variety of dynamics and vibratos, the sampler is able to achieve 16384 (214) different sounding states. This level of detail, that surpasses what performers can consciously achieve, allows the virtual composer that utilizes these tools to produce music that varies in a similar manner as how, unconsciously, a physical musician produces music. At the same time, it opens the door to a much more sophisticated palette of sound variations that would not be achievable by physical instruments. 259 Round Robin “Round robin” is a common computational technique that allows the distribution of CPU time evenly among processes. In samplers, this computational technique is adapted to be able to employ a pool of similar sounds for the same note (Rogers, Phoenix, Bergersen & Murphy, 2009, p. 24). The technique is intended to overturn an acoustic effect produced when repeating the same sound multiple times in a short period of time. The brain recognizes that the same sound is triggered repeatedly. This effect is commonly known as the machine gun effect, as it is sonically unpleasant in orchestral movie scores. Multiple samples of the same note at the same dynamic are recorded to avoid repetition of the exact same sample. Instead, the repetition occurs after eight, 11 or even 16 iterations. Round robin is primarily used in short or percussive sounds, as they are the ones that are more susceptible to being repeated at a similar dynamic range. As a consequence, the same MIDI note will result in slightly different sounds, depending on which sample is triggered from the round robin chain. Although sustained sounds in sample library virtual instruments are actually achieved by looping a short sample, they rely on the user’s manipulation of the CCs in order to provide the necessary variety to prevent the brain from recognizing the loop. However, this is not possible 260 in most of the short repeated note passages, which intentionally aim for a similar dynamic across all of the notes. This is why round robin is normally implemented in short-duration techniques such as staccato. For instance, this is how short articulations are built using the program EastWest Hollywood Strings (Rogers, Phoenix, Bergersen & Murphy, 2009, p. 38). Legato Transitions and Crossfading A key element that constitutes the legato effect is the sound produced when the performer changes from one note to another. Legato describes a musical practice that involves the performer connecting the sound of two consecutives notes. As a consequence, the legato notes lose their attack in favor of a transition sound between each of the intervals. Realistically, this is only achievable between notes in certain ranges in bowed and wind instruments. The nature of a percussive instrument, such as the piano, does not offer the possibility of physical legato. In the piano, each note needs to be attacked in order to produce sound. However, pianists are required to play legato regularly in most of the pieces in the Western piano literature. In practice, the pianists simulate the legato by overlapping the notes, hoping to mask the attack of the subsequent note by the sound of the previous. Thus, the piano (or 261 any other percussive instrument) does not produce a special legato transition sound that needs to be specially recorded when creating a realistic sample library. If sample libraries only record the individual sound of each possible note (even multiple times and in multiple variations), the legato effect is lost. A common technique to simulate legato involves slightly overlapping the consecutive notes in a legato line. The effect produces an instant when both notes are being reproduced simultaneously in order to simulate the legato transition sound. However, this technique is often defective in even approximating the sound of the legato transition. This is why sample libraries have incorporated recordings of the sound produced when a note transitions to another. The amount of sounds required within contemporary sample libraries is therefore extensive; it is necessary to record the sound transition between each note playable by the instrument with all the other notes, in order to properly reproduce the transition between them in both directions. Generally, sample libraries only record the transition between notes within an octave, which is a realistic approach of the possibilities of legato in most instruments. For instance, there would be recordings starting with the C3 with all the notes that are in the register of the instrument within an octave. Additionally, the 262 transitions might be recorded at different dynamic levels and with different legato speeds. The legato transition is triggered when the sampler receives an overlapping of two MIDI notes. Instead of playing both notes at the same time, the sampler crossfades (literally speaking) the currently sounding sound with the appropriate transition that correspond to the notes that are being pressed. Then, the legato transition sound is crossfaded into the sound of the second note. Therefore, legato instruments are necessarily monophonic, as it is difficult to program a system that could differentiate between overlapping due to a legato intention or due to polyphony. Multiple Performance Techniques It has been already implied that a sample library will demonstrate performance techniques that differ from a physical instrument or ensemble mapped as different instruments. For example, a violin sample library will regularly incorporate legato, sustain, staccato, pizzicato, harmonics, tremolo etc. However, the performance techniques might extend beyond what should be considered regular string techniques. There might be different types of staccatos that respond to different aesthetic intentions. Similarly, there might be different types of legatos. 263 Some of these performance techniques carry strong connoted meaning, as I will describe below. Sound Perspectives The concept “sound perspectives”93 refers to the utilization of different microphone positions in order to represent how a particular instrument might be heard from different locations. This is important because, as I will later analyze, the effect of microphone placement significantly alters the recorded sound. Sample libraries generally contain three or four different perspectives for the user to mix. They add an additional layer of sound variation based on a hypothetical and hyperrealistic sonic placement of the instrument.94 Each perspective has the exact amount of sample content. Therefore, a sample library with four perspectives will multiply the amount of disk space needed for the library by four. If all the perspectives are employed, the computational requirements will also multiply by four. The utilization of sound perspectives reveals how the different spaces influence the generated sound of an object. The complexity of these physical interactions between the space and the sound are not yet 93 Here, I am only providing a general definition. Sound perspectives will be thoroughly analyzed when defining hyperinstruments. 94 It might not be possible to achieve the resulting sound in the physical world due to the total freedom of mixing different perspectives. 264 fully modeled digitally. This seems to be the reason that most of the sample libraries produced nowadays do not record “dry” sounds95 and, instead, present different sound perspectives to the user. Connotation and Cultural Codes As a product that is created primarily by Western companies, sample libraries routinely incorporate sounds from around the world that are highly coded in Western cultural tradition: Virtual instrument libraries constitute a broad, yet selective sonic ethnography spanning popular, traditional, and world cultures. They provide an expansive pool of sounds that all commercial media composers draw from. Their file names reflect the practical, prejudiced, and esoteric: “viola solo legato mp,” “tundra travel,” “Singapore squeak,” and “Jihad” (an evolving soundscape combining dark “Middle Eastern” timbres, a driving rhythmic loop, and a male chorus chanting “Arabic” phonemes). […] Acoustic libraries are packaged by related instruments: “Galaxy Pianos,” “Ministry of Rock,” and “Symphonic Orchestra.” In the case of non-Western instruments, they are often assembled as an aggregate of culturally related sounds, such as “Silk” and “Desert Winds,” which contain ethnic “eastern” instruments that may encompass the music of entire continents. (Sadoff, 2013) Hence, the importance of the connotations and their influence on the composition process should not be overlooked. Sample libraries are not ideologically neutral, as they provide an aesthetic that emanates from 95 A dry sound is recorded in a studio that intends to cancel any possible reverberation effect as much as possible, by employing special sound treatment and microphone positions. 265 a particular cultural viewpoint.96 A tendency towards the design of connoted instruments is fairly common in current sample libraries. However, there are libraries that specifically draw from a clear connoted meaning in order to generate highly coded instruments. The case of 8Dio’s vision for a string library in Adagio Violins (8Dio, 2011) is significant. Their legato sounds include the following: - Extra Terrestrial Legato - Perdition Legato - Adagio Legato - Schindler’s Legato - Lost Legato - Instinct Legato - Village Legato The approach to the design of their string library legatos expressly differs from the widespread focus on legato transitions and multiple crossfades. Instead, they provide a finite set of performance clichés that are recorded integrally. They are properly named to refer to the specific scores of movies or television shows. Instead of recording fairly objective legato transitions, the library provides the transition and the subsequent note, which generates a more personal and expressive sound than just 96 This concept will be central in Chapters VIII and IX, when discussing an aesthetic for the hyperorchestra. 266 the brief moment of the transition. This process of sampling affords the ability to ask the performers to generate specifically coded performances. Adagio Violins uses the round robin technique to provide a varied amount of note performances. As a consequence, their instruments are much less malleable, although they offer a much richer experience when used within their fairly small connoted world. In the remainder of this chapter, I will describe and exemplify (with a small selection of relevant libraries) what I believe are the five most common approaches to sample library design, which correlate with their intended connoted meaning. First, I will describe the libraries that attempt to replicate orchestral instruments, followed by libraries such as the Adagio Violins that intend to generate highly coded orchestral sounds. Later on, I will describe the libraries that explore instruments outside the Western orchestral canon, followed by a very specific type of libraries dedicated to epic percussion. Although most of the drums in epic percussion libraries come from outside the Western tradition, these libraries have achieved a high degree of specificity, which justifies an isolated analysis. To conclude, I will explore libraries dedicated to generating hybrid synthesized virtual instruments that merge physical sounds with electronic processing.97 These libraries do not intend to have 97 See Figure 24 in the previous chapter. 267 any specific connection with physical instruments, although they still preserve some links due to the codification of their source sounds. Replicating the Orchestra One of the main design affordances of sample libraries has been to be able to reproduce the symphonic orchestra by individually generating virtual versions of all its instruments and sections. This goal is partially utopian, as it negotiates with an idealistic model of the orchestra as a musical ensemble for Western culture. In fact, it is not possible to establish a unique orchestral sound, and it is even less possible to define a unique recorded orchestral sound. The size of the ensemble,98 the hall, and the recording techniques employed are variables that have a major effect on the final sound. In addition, the orchestra is constituted by a diverse group of instruments that combine differently. For instance, a solo horn performing a note sounds different to four horns playing the same note. Moreover, four solo horns recorded individually, and then mixed, sound different to recording the four horns together. The sound difference is less significant when different instruments interact, however. A flute and an oboe playing together do not sound significantly different to how they sound when recorded separately, although they will not sound 98 An orchestra for a Mozart symphony is vastly different to an orchestra needed to perform a Mahler symphony. 268 exactly the same. The difference between an orchestral sound for Mozart or for John Williams is not only a matter of ensemble dimensions, as it is also aesthetic. Each composer has an associated set of performance practices that affect the performing and recording techniques employed, which ultimately affects the resulting orchestral sound. As a result, attempting to generate a sample library that reproduces an idealistic model of the Western orchestra becomes a chimeric enterprise. Hence, the production of a sample library in this paradigm generally begins by selecting a particular overall aesthetic for the orchestral sound. For practical reasons, most of the libraries aim to replicate the Hollywood Orchestra, although this is not the only possible approach. For example, the Vienna Symphonic Library (VSL, 2004) aimed for a romantic concert orchestral dry sound. In the necessity to choose an encompassing aesthetic framework, the designers of sample libraries negotiate between the desire to generate an objective and versatile orchestral sound and the need to adhere to a codified set of principles. Moreover, the concept of the Hollywood Orchestra is neither static nor universal for the music written for audiovisual media. As Sadoff (2013) asserts, a contemporary library such as EastWest’s Hollywood Strings, which is now a section of their Hollywood Orchestra (EastWest Sounds, 2014), “no longer reflects the live sound aesthetics of the concert hall or 269 the Hollywood sound of earlier generations” (Reappropriating Genres and Codes, Par. 1). Furthermore, this sound is broadly modeled after iconic orchestral pieces that appear in blockbuster movies, especially in their foremost epic moments. Although this modeling decision does not imply the impossibility of generating more delicate sounds (the sample library still intends to be as objective and as versatile as possible), the overall aesthetic bias of the makers of libraries such as Hollywood Orchestra towards epic movies might still be noticed, especially in their sectional sounds. This is the why another sample library company, Spitfire Audio, created a string library within the Hollywood orchestral paradigm, while aiming for a much more intimate sound. Spitfire’s Sable Strings (Spitfire Audio, 2012) recorded a small (16-player) string section that, although preserving the recording principles of the Hollywood orchestral recording, aspired to a higher level of definition in the sound. By employing a sequencing technique known as layering, which is the manual version of dynamic layering described above, a composer can mix both approaches to Hollywood string sampling to generate a personal and dynamically evolving sound (Spitfire Audio, 2012). 270 Analyzing EastWest’s Hollywood Orchestra For the sake of precision, I will analyze one of the most common libraries from this paradigm that aims to replicate the orchestra. However, most of the concepts discussed below apply to the majority of similar libraries (e.g. LA Scoring Strings, Spitfire BML, Cinesample Orchestral sounds, etc.) released in recent years. First of all, the design decisions of the library could easily be qualified as modernistic or tied to structuralism. They assume that the resulting sound of an instrument or section can be modeled by a finite set of parameters. For instance, string players produce a bowed sound by deciding, in addition to the pitch, the amount of pressure that they apply to the bow and the amount of vibrato they produce by slightly moving the left-hand finger that is helping to produce the pitch. A more sophisticated approach might introduce the speed of the bow movement and bow changes. Thus, the premise for constructing the library is that a set of finite parameters can effectively describe the sound production of the instrument in a particular cultural performance practice framework. Figure 30 represents how EastWest’s Hollywood Orchestra generates a string section sustained sound by using a definite series of inputs. 271 Figure 30. Graphical representation of Hollywood Orchestra’s input parameters for a string ensemble sustained sound (Rogers, Phoenix, Bergersen & Murphy, 2009). Each pitch from the 12-tone Western scale is assigned to a MIDI note. By employing a set of four MIDI notes that are not utilized for pitches (the range of any physical instrument is generally inferior to 128 semitones), the library adapts the performance to four different sets of finger positions, which means that higher positions will employ the lower strings for more pitches. CC11 generates musical dynamics by representing the concept of bow pressure. CC1 is used to define the amount of vibrato of the notes.99 This means that each note had to be 99 The corresponding sound in brass instruments does not offer this variation, as this would not be a common practice in brass instruments. In their case, the amount of vibrato correlates with the dynamic, which can then be controlled with just one CC utilizing a one-dimensional array of samples. 272 recorded at several dynamic levels and with different amounts of vibrato. In part, this approach correctly represents the parameters of a string performance: the performer mainly controls the position and movement of the left fingers and the bow. The performer is generally unable to maintain the exact amount of vibrato and bow pressure, which is what generates an expressive and varied sound performance. The absence of these nuances in the vibrato and dynamics would generate a performance closer to that of the Toyota Robot100 (DiagonalView, 2008). In fact, the Robot’s performance sounded closer to a digital rendition than it did to a live performance. Consequently, the success of this approach to sample libraries is dependent on the composer providing these small variations by varying the CCs values, in order to generate the necessary timbral variations typical of a human performance. There are certain aspects of the performance that are either processed automatically or that are fixed during the recording process. For example, the sustain sounds offer the opportunity (for the strings) to utilize the round robin technique in order to automatically alternate between up and down bows. Similarly, the possibility to select the actual string that a note will be played on (finger positions) is fairly limited to common practices, and it is decided automatically by the sampler 100 The Toyota Robot’s performance can be seen on YouTube: https://www.youtube.com/watch?v=EzjkBwZtxp4 273 depending on the position. Figure 31 describes which pitches will be performed on which strings for the violin section. In concordance with the overall concept of violin positions, each increase in the position will correspond to either a tone or a semitone played on a lower string: Figure 31. Musical score representation of the string position possibilities for the violin ensemble in EastWest’s Hollywood Orchestra. (Rogers, Phoenix, Bergersen & Murphy, 2009, p. 23). The score shows which notes are played on which string depending on the finger position that the composer has selected. Finger position 1 allows the composer to employ open strings that are generally avoided unless they are specifically requested. The second position might be the closest to a standard playing, whereas the third and 274 fourth will accomplish a slightly more intense sound. There is not an option to vary the position where the bow touches the string. This is because the placement of the bow tends to vary depending on which pitches are played. When the composers do not wish for that to happen, it is usually because they are employing an extended technique such as sul tasto or sul ponticello.101 The library specifically incorporates instances of these specific sounds, as well as a flautando, which is achieved by a combination of a sul tasto position and a faster movement of the bow. However, slightly different positioning of the bow as well as different bowing speeds produce variations on the sound that the library does not exactly offer. To be clear, each instance of the library is recorded as a result of what would be the most common positioning and speed of the bow considering the rest of variables (pitch, dynamic, vibrato and performance technique), which produces a non-customizable variation of these parameters. Legato instruments employ the legato technique previously explained. They utilize velocity as a means to describe the speed of the transition. When the velocity increases, the transition time between notes becomes shorter. This is achieved by manipulating the legato transitions (cutting them or time stretching them) instead of recording them multiple 101 In sul tasto, the bow is placed closer to the fingerboard. In sul ponticello, the bow is placed closer to the bridge. 275 times. Similarly, some instruments offer the possibility to create a portamento effect102 in the transitions, which is regularly triggered at low velocities. In this case, the portamento has been actually recorded separately. In addition, some string legato instruments also offer automatic bow change (similar to the round robin in the sustain instruments). There are two sampling decisions that, similar to some of the techniques for long notes, apply to the string section only. The first is the possibility to create divisi.103 Instead of recording half of the section playing, the producers decide to record the whole section utilizing microphones placed in both sides of the section. The placement of these microphones captures half of the section more prominently due to their placement. The decision highlights the difference in sound between recording half of the section or the section in its totality. If only half of the section was playing, the result would be more accurate when the divisi section would play alone, but the ensemble sound would be partially lost when both parts of the section were playing at the same time. The producers of the library decided to preserve the ensemble sound, 102 The portamento effect implies a slower transition between legato notes. 103 When a string section plays divisi, the section is divided into two halves, which play different music. It is possible to have a divisi a 3, or even more, which implies dividing the section into more than two parts. 276 expecting that their divisi will be employed to actually play divisi (divided) and not to generate a reduced ensemble (Stewart, 2010, Divide and Conquer). Another controversial decision was to create the sordino104 effect by equalization and filtering, instead of recording, the instruments with sordino (Stewart, 2010). The library offers a set of short articulations that include different types of staccato, as well as particular techniques such as pizzicato. It extensively uses round robin in order to provide a variety of sounds for each dynamic range. In addition, wind instruments are recorded employing the double-tonguing technique, which is how they would play repeated fast staccato notes. To finalize, the library offers five microphone positions. It was recorded in Los Angeles at EastWest Studios.105 The sound of the library voluntarily incorporates the sound of the studio, even for the close positions. Thus, the close perspective in this library still preserves the sound of the studio, although the microphones are placed closer to the instruments. This approach differs from other practices, where the close positions are recorded employing microphones that try to avoid capturing the sound of the hall. 104 In the strings, the sordino (muted) sound is achieved by placing a device on the bridge. 105 http://www.eastweststudios.com/ 277 In analyzing EastWest’s Hollywood Orchestra, most of the characteristics of this paradigm for sample library creation have arisen. Their structuralist approach results in a product that attempts to be generalist by allowing a high degree of modification for a controlled set of parameters, which have been identified as highly influential in producing the resulting sound. The number of features ensures the possibility of working with a great amount of detail, albeit within a system that it is still practical. As a consequence of this degree of detail, it is possible to achieve results that would not be feasible using a physical orchestra, for instance, a very specific crescendo or a pizzicato passage that is played by all the performers of the section together. The utilization of these libraries retro-feeds the codes associated with the Hollywood sound, which becomes highly tied to the sound generated by these virtual instruments. In their interaction with physical recordings, the live musicians will cooperate and readjust their performance techniques to either integrate with, or become closer to, the sound achieved using sample libraries. Moreover, these libraries offer instruments that are the product of the recording of, for example, six horns together. In doing so, they encourage a sound, six horns playing unison, that was not regularly 278 present in conventional orchestral writing and that the orchestras might need to emulate. Orchestral Ensembles and Coded Orchestral Libraries If the previous paradigm of sample libraries could be considered structuralist, the libraries in this section might align with a poststructuralist perspective. They were built in the gaps that the previous libraries left, attempting to provide a mix between a naturalistic composing solution for specific settings and a naturalistic sound by diminishing the amount of customization. The Extra Terrestrial legato mentioned before in 8Dio’s Adagio Violins is a clear example of the first approach. This virtual instrument attempts to sound more natural by focusing on a very specific type of legato and string performance style, which emulates the performance of the strings in John William’s music for E.T. (1982). On the other side, Spitfire Audio’s Albion (Spitfire Audio, 2011) includes a set of instrumental sections. For example, there is an instrument called “Woodwinds Hi”, which was created by recording the flute, clarinet and oboe playing together (within their registers). This instrument attempts to simplify woodwind writing at the same time that it intends to achieve a more natural sound in the woodwind section by recording the instruments together. When using this instrument, it is not 279 possible to select which woodwind instrument will perform at a given time. This approach of sample library design relies on how different musical devices are codified to generate meaning. These libraries depend heavily on cultural conventions that can be isolated in performance practices or instrument combinations. In order to define a string legato virtual instrument modeled with the performance in the movie E.T. (1982), there should be specific instrumental practices applicable to the string legato in the movie (or in a group of similar movies). When this happens, the specific technique to perform legato might become codified. By using the instrument, the composers are actively recognizing the codification and integrating it into their discourse. Moreover, the usage of this specific instrument is constrained to a very particular set of situations where the codified meaning could apply. In practice, if the previous model intended to create a virtual instrument by sampling it in all its possible performing techniques, this approach attempts to grasp a wide set of performance possibilities. Instead of attempting to create a model of a virtual instrument that could be programmed to reproduce any possible performance technique, these libraries present a varied set of techniques that serve very specific purposes. Thus, instead of deeply sampling the instrument through 280 recording different types of vibrato, dynamics and transitions, the designers will concentrate on sampling legato by employing a specific set of particular performance practices. The advantage of this approach is that the result should theoretically be more natural, as it has been created from a single recording instead of through the union and merging of several samples. For example, the different legatos in Adagio Violins were created by performing the transition together with the arrival note. When a legato note is played, the sample already contains the transition and the subsequent note, instead of crossfading the transition to a sostenuto sample of the arrival note. This will result in a performance that will naturally react to the legato process in a manner that will correspond to its aesthetic intent (the amount of portamento, evolution of the vibrato etc.). Theoretically, a similar sound could be achieved by the proper manipulation of the dynamics and vibrato from an instrument of the previous group, although it is reasonable to expect a more artificial result. As a consequence, the virtual instruments in this category do not attempt to replicate a particular physical instrument. Instead, they attempt to model a specific performance practice for either a single instrument, or a group of instruments. These two different approaches to sample library design highlight the tension between a framework based on structuralist premises and 281 another that relies on a post-structuralist approach. The first method assumes that it is possible to describe a physical process by employing a discrete set of parameters that can be mapped onto a set of functions to generate an output. The progress and evolution of the tools based on this model lie in the exponential growth rate of technology, which will theoretically surpass human capabilities in just a few years. However, this method of modeling presents an inherent risk, which is eloquently exemplified by Borges (1999) in his surrealist story On Exactitude in Science106: In that Empire, the Art of Cartography attained such Perfection that the map of a single Province occupied the entirety of a City, and the map of the Empire, the entirety of a Province. In time, those Unconscionable Maps no longer satisfied, and the Cartographers Guilds struck a Map of the Empire whose size was that of the Empire, and which coincided point for point with it. (p. 325) This parable highlights that the risk of constructing a model that replicates reality is that you might end up with a replica instead of a model. In the case of sample libraries, an increased complexity in the programming of the library could go beyond what is possible to conceptualize. A possible solution might be, as discussed in Chapter IV, to approach the performance of music with these libraries in a similar manner to how CGI actors provide the acting material for their virtual 106 Baudrillard uses this story at the beginning of Simulacra and Simulation (1994) 282 counterparts. Another alternative would lie in the utilization of Artificial Intelligence as a middle layer between the virtual instrument and the composer/performer. The round robin technique described above might exemplify a simple solution of integrating a middle layer. On the other hand, I qualified this second group of libraries as post-structuralist because their approach starts with the premise that it is not possible to create a model for human performance and, when this is attempted, the result is emotionally flat due to the lack of variation. This position is clear in the following comment, posted by the official 8Dio YouTube account in response to a YouTube video that compared the legato sounds of diverse sample libraries: Comparing [8dio] Adagio [Strings] with other libraries only using XFades [Crossfades] is really counter-intuitive to the Adagio concept. While Adagio certainly has traditional x-fades - the vast majority of the concept is built around using dynamic articulations, which is completely skipped in the comparison. […] Adagio is 90% built around a massive selection of alternative legato articulation[s] that are much more dynamic in nature. Unfortunately you cannot make a video comparing these to the others, since they don't have them. […] Real strings are capable of so much more - and this everlasting notion of x-fade legato with sustains covers all string needs is so far from the truth - and in essence miscommunicating how real strings operate. […] Adagio is the only library capable of this [offering varied types of legato] and it [has] much more vital articulations [than] dead-boring x-fade sustains. (8dioproductions, 2014) 283 Consequently, 8Dio’s approach for this library attempts to present several different performance practices of legato. In other words, the library is not trying to reproduce the legato effect as a technique but to capture the different performance practices associated with the legato technique. The result of this position is a product that presents the composer with a varied fixed set of performance approaches. At first sight, this design seems to restrict the possibilities of the composer, who becomes bound to a fixed set of codified performances. However, the composer has not regularly negotiated at this level of detail, which is why the Western score is not actually prepared to describe these varied typologies of legato. Thus, these libraries assume a greater part of the performer’s role compared to the libraries from the first group. The increase in their role as performers implies that the libraries enforce a compositional approach that is aware of the performance conventions, utilizing them in order to convey specific codified meaning. Sample Libraries and World Instruments Sample libraries have allowed composers easy access to myriad instruments from around the world. The overall design objectives of libraries that include instruments outside of the Western canon are similar to how Western orchestral libraries are created, although they necessarily 284 incorporate specific solutions due to the diversity of musical systems and traditions.107 Moreover, they are designed with Western customers in mind, who are not necessarily well-versed in the particular performance practices of each of the sampled instruments. More importantly, these libraries deliver a varied set of codified meanings that integrate into the screen music orchestral musical discourse. From a Western perspective, the essence of these instruments is closely tied to a particular performance practice. For instance, a shakuhachi, which is a Japanese flute, is not only the name of the instrument but also the performance style. Furthermore, the set of intonations that define how the shakuhachi is performed cannot be mapped onto a 12-tone pitch structure. One of the solutions is to record a diverse set of topical phrases, which generate an instrument that, instead of delivering notes, delivers full musical phrases. In a certain way, this approach to sample design expands the previous paradigm further, by including not only a note with its transition but a fully constructed musical phrase or gesture.108 In practical terms, a set of prerecorded phrases alone does not fulfill the need of the potential users of these libraries. The scope for 107 Including popular practices from within Western countries. There are libraries from the previous group that also provide fully formed textures and phrases within a Western orchestral style. 108 285 these predesigned musical phrases is necessarily restricted to limited musical situations that permit their integration within the overall musical discourse. Therefore, the designers of the non-classical Western sample libraries are faced with the problem of creating a workable and flexible instrument that still expresses its original performance practices. One of the first challenges relates to how to employ the particular scale tunings of different musical systems. In addition, the designers of these libraries assume that the users will employ a MIDI keyboard as a musical input tool. EastWest world library Ra (EastWest Sounds, 2008) introduced a system with multiple tunings that could be applied to any instrument. Figure 32 shows the great diversity of tunings available to all the instruments in the library. In addition, the user is able to choose a root note from the Western 12-tone system, which will become the pitch from where the scale system will begin to form. In order to facilitate playing these scale systems on a MIDI keyboard, the tunings respect the structure of the keyboard in octaves. This means that some of the notes in the 12-tone scale will be mapped to the same pitch. This provides the opportunity of presenting varied sounds within the same pitch. In some situations, a pentatonic scale will result in 12 different sounds mapping only five different pitches. 286 Figure 32. Tunings for EastWest’s Ra (EastWest Sounds, 2008) In order to include diverse musical performances, these instruments are regularly sampled with different performance techniques. Technically speaking, the sampling approach does not differ from how Western instruments are sampled (e.g. sampling the violin playing pizzicato, legato, staccato, etc.). However, with the non-Western instruments, these different techniques are frequently fundamental in order to create a regular musical performance. In other words, although the libraries utilize the same framework as their Western counterparts, the 287 sampled techniques generate a single unified mode of performance.109 This is why the variety of these performance techniques from an instrument are integrated into a single virtual instrument with several key switches (unused notes on the MIDI keyboard used to change between virtual articulations). The shakuhachi virtual instrument present in EastWest’s Ra is a good example. It integrates 14 different performance modes, which are mapped to the lower 11 MIDI note values110 (EastWest Sounds, 2008, p. 80): - Sustain Vibrato - Espressivo Vibrato - Legato Vibrato - Legato Non Vibrato - Non Vibrato - Overblown 2 - Overblown 1 - Spit 4RR - Harmonic FX - Trill 109 A Western violin might just play legato for an extended amount of time, for instance. 110 C0 – C#1 to be precise. 288 - Melody 1 - Melody 2 - Melody 3 - Melody 4 The first five articulations on the list reproduce a Western perspective of instrumental performance. The following five are specific performance modes of the instrument. It is important to highlight that they generate varied sounds that do not necessarily correspond to the pitch. For example, the overblown articulation will naturally raise the pitch by an octave, as a consequence of overblowing. Finally, the last four articulations are prerecorded melodies or motives. Their initial pitch corresponds to the note pressed. As in any other instrument, the sound will stop when the note is depressed, regardless of whether it arrived at the end of the phrase. The design and implementation of sample libraries that employ non-classical Western instruments generates two important consequences that will affect the overall aesthetics of the music written with them. First, the utilization of prerecorded phrases engages with certain aspects of the culture of the mash-up. Miguel Mera (2013) briefly describes the mash-up as follows: 289 In its most basic form a mashup (sometimes also called “bastard pop”) is where two or more samples from different songs are blended together to create a new track. (Par. 5) Mashup is considered transformative and playful, delighting in synchronic simultaneity and difference and actively demonstrating that meaning is not fixed. (Mashup: Beyond Counterpoint?, Par. 5) The second consequence relates to the generation of crosscultural musical entities. The possibility of combining different tunings with varied instruments blends two different cultural traditions into one musical entity. In addition, a single library such as Ra provides a wide variety of Instruments from around the world, which become accessible to the user of the library. These instruments can be mixed with Western orchestral instruments. In addition, they can also be partially decontextualized and used as if they were orchestral instruments. In the shakuhachi example, this could be achieved by employing the first five articulations on the list. Therefore, the possibilities in terms of aesthetics and the generation of new codified meaning are vast, which explains the popularity of those instruments in contemporary Hollywood practices. Epic Percussion Libraries In some ways, this group of instruments should be considered a subset of world instruments, as the epic percussion libraries routinely include drums from around the world. However, there are some 290 peculiarities that are worth a separate analysis. An epic percussion library refers to a set of different drums and other percussion instruments that serve to propel heavy drum-based action sequences. From this perspective, these libraries act as an expanded drum set for hyperorchestral music. The role of the drum set in the diverse genres of rock and contemporary popular music is to generate a constant groove that propels the music. Similarly, epic drums serve to provide a bed of tension and action utilizing a variety of sounds that stimulate the listener. It is important to remark that not all world percussion instruments will be part of epic percussion libraries. For instance, the Japanese taiko drum has become iconic for its ability to signify a battle scene. However, this is not the case for the Indian tabla, whose performance practices inextricably link the instrument to its cultural background. In terms of sampling, percussion instruments are easier to create compared to wind or bowed instruments. They do not generate legato or a sustained sound that needs to be looped and modified. Creating a sample library of a percussion instrument just requires recording each percussive hit several times in several dynamic levels. Utilizing the round robin technique is essential, as there will likely be continuous repetition of the same drum hit. In addition, the drums sampled in these epic libraries are generally processed, in order to achieve a dense or intense sound 291 result. Moreover, some of the instruments are created by mixing recordings with synthesizers and intensive sound processing, in a similar manner to how the hybrid instruments are created. Epic percussion originated from libraries that provided electronic drum loops and beats. Quantum Leap’s StormDrum (2004) was one of the first libraries of this kind. The following review of the product, written at the time of its release, elucidates the rationale behind the creation of this new set of sampled instruments: If you’ve watched any of the more epic-styled Hollywood films lately, no doubt you’ve noticed a musical trend that is taking hold of the industry. Films such as the Lord of the Rings trilogy and Gladiator feature original scores from notable screen composers, and all films rely heavily on the use of what I affectionately call “boomy” percussion. This trend of large, hard-hitting and, at times, almost tribal percussion usage has crossed over into television, music, and of course videogames. […] For the contemporary composer and studio musician, it can be a bit of a challenge to create these sounds with existing software, and it is even more of a challenge to find and record the instruments themselves. Anyone who has seen a live Taiko performance can sympathize with the roadies who have to haul those drums from place to place. Orchestral libraries will typically provide bass drums, timpani, and possibly even toms of some kind or another. However, none of these quite capture the sound of those epic soundtracks from Hollywood composers. […] Award winning East-West producer Nick Phoenix has set out to solve this problem with a collection of samples created specifically for those seeking all the ‘boom’ without the bulk and weight of a Dragon Drum. Designed to give composers and musicians the biggest, boomiest collection of percussion samples in one 292 complete package, Stormdrum allows you to get that big Hollywood sound easily – with professional quality results. (Kirn, 2005) The text highlights the influence of Gladiator (2000) and The Lord of the Rings (2001) in shaping a new paradigm for screen music scoring that included this type of non-orchestral percussion. For example, the taiko drum was employed to create the percussive texture of Isengard in The Lord of the Rings (Adams, 2010, p. 388) and, since then, they have became standard in the scoring of battle-related scenes. Sample Libraries as a Blueprint for Screen Music Scoring Practices The example of StormDrum underlines how sample libraries react to aesthetic practices in order to provide instruments that satisfy the needs of the composers. From this viewpoint, sample libraries become a blueprint for the screen music scoring practices at the time of their release, while at the same time they provide the means to extend a particular aesthetic to a wide range of practitioners. This becomes even clearer in another epic percussion library: Spitfire’s Hans Zimmer Percussion (Spitfire Audio, 2013). The library was designed under the supervision of Hans Zimmer himself, in order to emulate the iconic drum sounds from his scores. Therefore, the library becomes a snapshot of Zimmer’s sound choice practices at the time. Although Zimmer’s movie 293 scores for a given time period might serve a similar purpose, the library is able to capture very precise and concrete elements of the practice that might not be evident in a fully mixed piece of music. Hybrid Libraries The last approach to sample library design is generally qualified as hybrid, in the sense that it presents a set of instruments that are the product of the combination of recorded sounds, sound synthesis and sound processing. Their objective differs from all the previous paradigms, with the exception of some instruments in the epic percussion category, as they do not attempt to model a live instrument. Instead, these hybrid libraries utilize sound recordings to generate new sounds via processing or synthesis. Libraries such as Spectrasonic’s Omnisphere or 8Dio’s Hybrid Tools are good examples of this approach. The instruments resulting from this process of hybridization generally retain some of the associated coded meaning that might be attached to the source of the sound (e.g. a metallic stick hitting a pipe evokes an industrial context). This meaning mutates depending on the amount of transformation applied to the sample. As a result, the instruments in these libraries fluctuate between new sound horizons and connoted meaning from common elements of everyday life. 294 This approach allows the generation of fluent soundscapes that evolve over time, creating a dynamic texture that results from a single MIDI note. For instance, in Sample Logic’s Morphestra, there is a virtual instrument called “Jihad”, which is “an evolving soundscape combining dark ‘Middle Eastern’ timbres, a driving rhythmic loop, and a male chorus chanting ‘Arabic’ phonemes” (Sadoff, 2013, Reappropriating Genres and Codes). Additional Considerations on Sample Libraries The present discussion has highlighted a diverse set of design approaches to sample libraries. The description of their design indicates their importance in shaping the aesthetic of contemporary musical practices, which will be described in subsequent chapters. In addition, the utilization of these libraries allows for the creation of music that would not necessarily be possible to produce by physical means. Furthermore, the contrasting approach to sample design between the first two groups elucidated some of the limitations of these virtual instruments. It is reasonable to expect that the composers will adapt to the limitations of the samples, which will also have an effect on their aesthetic attitudes. From a broad perspective, adapting to the possibilities of an instrument (physical or virtual) has always been the norm in music 295 composition. For instance, even though a violin can certainly produce a very special sound when smashed with a hammer, this is not considered a practical possibility when writing for a violin. Moreover, composers have always had to adapt to the instrumental forces available to them. Sample libraries virtualize the performance practices of the physical instruments, which adds complexity. In adapting to the possibilities of the library, composers might decide to not employ musical resources that would be achievable in a physical performance if they do not translate appropriately to the sample libraries that they posses. Nevertheless, this situation might be the consequence of budget restrictions (e.g. the composer cannot afford the cost of hiring a physical orchestra) or due to lack of expertise. 296 CHAPTER VIII AESTHETIC COMPOSITIONAL FRAMEWORKS Introduction In the following two final chapters, I will address the process of music creation for audiovisual media employing hyperorchestral resources from an aesthetic viewpoint. The contents of the previous two chapters, which were analyses of sample libraries and movie scores from recent movies, will serve as the source material to outline an aesthetic for the hyperorchestra. In Chapter VI, I described music in the hyperreal and the concept of the hyperorchestra in terms of ontology. Although the line that separated the traditional orchestra from the hyperorchestra was thin, it was possible to establish an ontological distinction based on the process with which the music was created. However, in order for the hyperorchestra to be aesthetically differentiated from the traditional orchestra, it required the expansion of possibilities in terms of the sound that the physical orchestra could achieve. The following chapters are dedicated to an exploration of the aesthetics of the hyperorchestra and how it transcends the musical possibilities of the physical world. During the ontological scrutiny, the recording arose as a means to produce 297 hyperreal music, on the basis of its capacity to transform and virtualize the sound. Thus, this present chapter will begin by focusing on the process of recording music. More specifically, this chapter is dedicated to proposing and describing musical frameworks that can be used to write hyperorchestrally. As an arbitrary culturally defined subset of sound, music composers have generally relied on frameworks for creating new pieces. The score, the orchestral instruments, and an established set of performance practices have served as compositional frameworks for Western music creation. In conjunction with the score, each instrument provides an established sound output based on the information presented in the score and interpreted by the performer. In an equivalent manner, all musical traditions reflect a musical framework based on the boundaries and limitations to a sound that wishes to be considered music. In terms of sounds, Western orchestral music expanded by adding new instruments and by extending the techniques available to all the instruments. The orchestra has barely evolved since the beginning of the 20th century. However, other musical styles that emanated from popular music have expanded their sound using the recording studio and the utilization of electricity-driven devices. When adding new instruments to the orchestra, the composers choose, implicitly, a new interface for music 298 production. This interface becomes, on its own, a new framework from which to generate new music. The borders of what music is may naturally expand. Therefore, utilizing new instruments that become new frameworks for music creation extends the boundaries of what is considered music and it does that quite smoothly. With non-physical instruments, such as synthesizers, the process of expansion of the boundaries becomes much more noticeable. Physical instruments produce a limited and defined range of sounds (generally associated with music), whereas the synthesizer has a series of wave generators that create diverse sounds that may, or may not, be considered music. In order for these sounds to become accepted instruments in Western culture they must utilize musical frameworks that are part of the culture. As an example, I will describe the Attack, Decay, Sustain and Release (ADSR) envelope model, which is employed by almost all synthesizers. These four states are assumed to be the different stages that any musical note goes through during its lifecycle. All physical sounds begin in a silent state. The physical body responsible for producing the sound needs to start to vibrate in order to generate sound waves, thus making the process gradual. Imagine playing a note on a piano: at the moment when the hammer hits the string, there is no sound. Once the string has been hit and once the hammer no longer physically 299 touches the string, the string starts to vibrate, thus increasing its vibration amplitude, which is perceived as volume. This process is what is called the attack. After the attack stage, the musical note will recover from the attack and lower its amplitude (volume) until reaching a more stable state of vibration. During this stage, the vibration device recovers from the impact of the attacking device (the hammer in the piano). After this stage, there is a period of time when the note stays at a similar amplitude, the sustain stage. Finally, the note ends when the vibrating object returns to its non-vibrating stage, which is the release. This is regularly modeled following a prototype similar to Figure 33. Figure 33. Visual representation of the main principles of the Attack, Decay, Sustain and Release (ADSR) model 300 The release stage might be triggered by either the forced end of the note (the piano key is released and, therefore, the damper forces the string to stop vibrating) or because the vibrating source does not vibrate anymore (after a while, the piano string will stop vibrating). This template for the lifespan of a musical note roughly models how musical notes sound, especially for percussion instruments. In Figure 34, the ADSR model is superimposed over a waveform of a timpani hit. Figure 34. Graphical representation of the sound wave of a timpani hit, with the ADSR labels superimposed. Synthesized instruments do not require an attack, decay or release stage. As the sound is created using electric signals and without a physical vibrating medium, they can begin sounding at the desired amplitude and they can be cut without a release. However, modeling 301 them through an ADSR envelope template brings them closer to how physical instruments react, thus stretching the boundaries of what is considered music less. In other words, a synthesized sound without ADSR might just be considered a sound (a beep), whereas a synthesized sound with an ADSR envelope applied to it might become a musical note. However, modeling the sound of a note in terms of a generic ADSR opens the door to an expanded range of sound processes that go beyond what would be natural or achievable with physical instruments. Furthermore, it provides a framework for sound expansion that still preserves the connection with some sort of physicality. Even with a sound process, such as reversing the sound, the result, still resembles (in terms of stages) the ADSR. A reversed sound has a very slow attack, a non-existent decay, a sustained stage with a fast crescendo and an extremely fast (and physically impossible) release. The example of ADSR envelopes111 serves to reveal the necessity of creating frameworks that define what music is, and how the flexibility of those structures are key for the expansion of the boundaries of what is considered music in a given culture. By establishing a virtual model inspired by physical processes, but not restricted to them, utilizing the 111 The ADSR envelope should be considered one of several frameworks that defined the creation of synthesized instruments. 302 ADSR model allows for a curated expansion of the musical boundaries that feels culturally connected to the existing musical background. Parallel to the introduction of non-physical instruments and sound manipulation techniques, the boundaries of what music is in Western culture have expanded as a result of globalization. However, each musical tradition is attached to a particular cultural background, which differs from the Western cultural tradition. Thus, there is a dual process of, on the one side, musical assimilation of practices from different traditions and, on the other, cultural mixture, which generates stylistic diversity. If focusing just on contemporary Western screen music, these two distinct processes crystallize as follows. First, music for audiovisual media becomes stylistically diverse. Second, the orchestral cinema sound expands by incorporating instruments and practices from other traditions. In conjunction with the employment of electronic and virtual sounds and processes, the orchestrally rooted music for audiovisual media is able to greatly expand aesthetically. These processes and new models have become the substrata for the creation of music in the hyperreal. It is from these substrata that I will define, in this chapter, the aesthetic frameworks for hyperreal music. First, I will provide a general model for music and hyperreality, which will interconnect with a description of how recording music has affected the 303 process of music creation. After that, I will outline a model for the hyperinstruments and their creation. Finally, I will propose a framework for the hyperorchestra. Sound and Music in the Hyperreal With the exception of the music for the films in the silent era, screen music has always been associated with a process of sound recording. As described in Chapter VI, recording music is inherently tied to a hyperreal approach, as music transcends its pure physicality to become virtualized. Figure 35 provides an overview of how music operates in hyperreality. Figure 35. Music in the hyperreal. This graphic shows how sound sources from the physical world are transported to the virtual area for processing. Once this happens, music becomes hyperrealistic. 304 I included sound synthesis as a separate instance to acknowledge the analog nature of the origins of synthesized music. However, I differentiated it from what I called the physical world, following McLuhan (1964/1994), as its mode of sound generation is based on electricity. Although electricity is part of the physical world that humanity inhabits, its revolutionary nature goes beyond pure physicality. Humanity has just recently discovered how to produce, transform and transport electricity. In other words, the sounds created by a synthesizer cannot be generally reproduced in nature. In the model, the physical world includes the music created and performed using physical instruments. There is a crossover between the physical and the electrical that I did not include for the sake of clarity, which involves electric instruments such as the electric guitar. From the viewpoint of this framework, they are indeed physical instruments that require electrical amplification. Therefore, they should be considered mainly as physical instruments. Live performances, such as the ones that accompanied films during the silent era, emanate from physical processes only. The rest of the musical processes described in the graphic involve a recording112 of some sort. The traditional recording sessions brought the recorded music into the virtual, where it was edited, processed and mixed. At the end of the process, the result became the 112 Analog synthesizers could also be physically recorded. However, for the sake of clarity I did not specify it on the graphic. 305 final product, which would ultimately enter the rerecording process. The creation of sample libraries or hybrid synthesizers also involves recording, processing and mixing, which then generates virtual instruments that are autonomous from the physical reality. These instruments become similar to synthesizers, either analog or digital. In the virtual paradigm, music can be modified by editing, processing and mixing. Editing involves selecting the takes or take fragments that best represent the musical objective and generate a single linear music track. Just by editing, it is possible to achieve sounding results that could not be achieved by physical means. For instance, it is possible to cut the time required for a string performer to change from playing pizzicato to bowing. With mixing, it is possible to put together music that was never performed at the same time, rearrange the volumes of each of the instruments and, in a similar manner as processing, modify the sound of the instruments by equalizing, compressing, etc. The difference between the sound transformation achieved by mixing or processing is slight. However, by processing, I mean the modification of the sound of the instrument creatively, which could imply a significant loosening of the resemblance with what was recorded. 306 The Recording Framework The previous model provides a general outlook on the interaction between music and hyperreality, which is highly tied to the process of recording. Figure 36 portrays a framework that aims to represent the traditional process of music creation for cinema and its interaction with hyperreality. Figure 36. Graphic visualization of the processes involved in a traditional movie scoring composition process. 307 First of all, it is important to remark that the process is fairly linear. It begins with the conceptual step of music creation, which draws on preexisting musical references from the director or the movie creative team, such as a temp track, or from the dialogue between the director and the composer during the spotting session. From this referential background, the composer creates the music for the movie. Traditionally, it will employ the classical Western tools for music creation, which revolve around the score and include the available instruments and a music theoretical framework. Once the music is created, orchestrated and edited, it is then performed and recorded. Any performance involves the selection of specific instruments and performers for each of the instrumental parts, which will generate an individual result in addition to the acoustics of the hall. Although the process of recording would ideally minimize any possible incidents, they might still happen. The recording virtualizes the performance beginning with the selection and placement of microphones and recording equipment. In addition, the multiple takes and recording material generates a set of musical content that is purely virtual. From this material, music is assembled in a hyperreal process that involves, as aforementioned, editing, processing, mixing and mastering. With the development of sample libraries, a step was added after the conceptual stage, which involved the musical mock-up. The 308 composer would generate a digital simulation, which was an approximation of the final sound of the score, once recorded. The mockup would be used as a communication tool, in a similar (but much more specific) manner to the temp track. If the temp track served to transmit the musical ideas of the director to the composer, the mock-up serves to show how the music would ultimately sound before actually recording it, which is a very expensive and time-consuming process. The Contemporary Framework for Audiovisual Music Creation As described in Chapter VII, the development of sample libraries made it possible for some of the sounds produced by sample libraries to permeate the final musical product. This fact has transformed the way that music is created and produced, thus generating a model (Figure 37) that goes beyond a linear approach to the process of music scoring. At the center of the process of music creation, there is the music sequencer or Digital Audio Workstation (DAW). A DAW is computer software that provides several functions. It works with MIDI in order to generate hyperscores that contain all the flexibility provided by MIDI. In addition, the DAW is able to integrate with diverse sample libraries in order to generate sounds from the MIDI information. The MIDI part of the 309 DAW can also be used to generate sound with diverse synthesizers that integrate with the software. Figure 37. Graphical visualization of a framework for contemporary music scoring. As it is a nonlinear process, there is no specific linear set of steps. Instead, the DAW becomes the core of the process. From the perspective of the DAW, synthesizers and sample libraries are equivalent virtual devices: they both input MIDI information in order to output . The MIDI “score” can follow the temporal standards of the traditional score (tempo and time signature), which facilitates the process of music composition and the possible transcription of part of 310 the musical content onto a traditional score that can be performed physically. The DAW is also able to manage audio recordings, which can be easily integrated with the MIDI information. The audio material can be edited in variety of ways. In addition, the DAW integrates with various sound processors, allowing the manipulation and modification of the sound that comes from either the audio samples or the sample libraries. Finally, the DAW allows for the loading of a video file in order to properly synchronize the music with an audiovisual track. At all times, there is a digital musical piece that can serve as a demo or as a mock-up for the music that is being written. Parallel to that, two processes might occur. First, there can be recording sessions in order to create audio samples for the score. These audio samples might even become custom-made sample libraries that are specific to the movie. These samples integrate with the MIDI tracks by either being placed as audio files in the DAW or by being converted into a sample library, which will be operated through MIDI analogously to any other library. The second process involves more traditional recording sessions. All, or part, of the instrumental material might be recorded by employing one or more recording sessions. The recording session might include the entire orchestra or just individual instruments or sections, thereby increasing the amount of flexibility in terms of mixing and editing. Once 311 recorded, the music will return to the DAW113 and it will integrate with the rest of the digital musical elements. Both procedures require the digital music to be properly arranged and orchestrated for the physical instruments or devices that will perform it. For the sampling part, this process also involves designing the content to be sampled, in order to adequately generate the required sound material. It is important to remark that recording is not limited to musical instruments. Anything that produces sound could be recorded and incorporated into a score. The final result might come entirely from the content garnered during the recording sessions, which would generate music equivalent, in terms of sound, to the traditional scoring model. However, this does not exclude the fact that the process of music creation has become mainly hyperreal. By following this model, creating music is no longer exclusively linear in terms of its production. The flexibility introduced by removing the need for a streamlined process has several advantages in terms of how composers adapt to the changes in the contemporary process of moviemaking. Digital movie editing allows continuous editing until the very end of the postproduction process. The possibility of creating music in a similar manner (music that can be edited at any time) is greatly 113 Generally, the recording already takes place using a DAW. 312 advantageous. Moreover, the adaptability of the music allows the process of music creation to start long before there is any edited footage of the movie. The flexibility of having the music as a file inside of a DAW allows it to be easily adapted to the picture after the music is written. Moreover, the possibility of duplicating the files enables multiple people to work on the music at the same time, if it is necessary. Therefore, it is conceivable to have a large team of digital music arrangers that, in a very short period of time, is able to adapt the existing musical material to synchronize with the latest cut of the movie. In other words, the final stages of the process of movie scoring become scalable. Furthermore, using a digitized framework affords increased flexibility in terms of the postproduction process. The music is regularly delivered in different blocks, called stems, that represent different musical sections. Thus, it is possible to dynamically mix the stems to better integrate the music into the movie’s soundtrack. Hyperinstruments In Chapter VI, I briefly defined a hyperinstrument: a virtual instrument that generates sound in a form that would not be possible using regular physical means. When analyzing the piano for The Social Network (2010), I stated that it should be considered a hyperinstrument, 313 as the sound is adapted to the narrative meaning. The appearance of a model for a hyperinstrument is connected to the historical evolution of the instruments in the Western orchestral model, and especially its lack of change in almost a century. In fact, Western orchestral instruments have evolved to a point that they cannot really evolve much further. In terms of its physical design, an orchestral flute has been flawless for some years already. Moreover, any changes will necessarily transform the instrument beyond what it is right now. In other words, by physically improving some aspects of its sound, this would probably have a negative impact on some other aspect. The tradeoff between a desired improvement and the loss of some specific quality114 could be acceptable if the music associated with those instruments would evolve accordingly. However, this has not been the case for the last century in Western orchestral music. Orchestras have regularly performed pieces from past centuries that require an orchestral model that would not change. Therefore, the Western symphonic orchestra and its fixed repertoire have become a stationary cultural structure, a symbolic musical model from the pre- 114 The sounding differences between the piano and the harpsichord are a clear example of the tradeoff associated with any instrumental development. In general terms, the piano has many more sounding possibilities and musical resources, such as being able to play in different dynamics. However, the technical development of the piano was achieved at the expense of losing the delicate metallic sound of the harpsichord. 314 electric era that celebrates and perpetuates a cultural past. New music for the orchestra has regularly needed to adapt to those restrictions in order to be performed. Instead of developing or expanding the instruments of the symphonic orchestra from an organological point of view, composers have envisioned means to produce new sounds with the same instruments. These new strategies of sound production are commonly called extended techniques. The name denotes techniques that extend the standard or established practices of the given instrument. Hence, the extended techniques are outside of the cultural framework for the instruments of the Western symphonic orchestra. This means that most instrumental performers do not regularly employ extended techniques and, thus, the composer should not expect their technical proficiency in this regard. From this viewpoint, an extended technique might be considered a kind of antecessor of a hyperinstrument, as it generates a sound that is outside of the established cultural framework, yet still employs purely physical methods. Nevertheless, extended techniques do focus on the sound produced by the instrument, relegating the production of the pitch to secondary importance. For instance, the effect of a string performer playing sul ponticello (placing the bow closer to the bridge instead of its regular position) is mainly sonic. The intention of the 315 composer, when asking for sul ponticello, is to generate a very specific sound that differs from the sound that the string instrument would produce otherwise. The utilization of extended techniques denotes an attitude to music that focuses on the sound produced and highlights its importance in addition to pitch, rhythm and harmony. It is also similar to the attitude that leads composers to create hyperinstruments. Figure 38 models the definition of a hyperinstrument, which is similar to the previous models described above. Figure 38. Graphical representation of the hyperinstrumental design framework. It progresses from top to bottom. 316 There are two key elements that define hyperinstruments as distinct entities, separate from regular instruments. First, hyperinstruments are specific in terms of the sound. Second, hyperinstruments regularly carry an associated meaning for the given sound. Consequently, writing for hyperinstruments does not only involve a specific technique, but also requires a particular attitude towards sound creation. For example, selecting from among the different, but similar, staccato articulations in diverse clarinet sample libraries in order to find the precise sound that best fits the musical intention of a certain moment, denotes a hyperinstrumental intention. This attitude differs from traditional scoring or composition, in which a clarinet staccato would have just been written in the score, accepting as appropriate the result that a sufficiently trained performer would provide. The composer would never expect the performer to arrive at the recording session with several clarinets from different manufacturers in order for him to select the sound that best fits his views. Similarly, the composer would also have limited influence over the specific placement of the microphones upon which the recording engineers decided, which would also affect the final result of the clarinet sound. Moreover, thinking in terms of a hyperinstrumental standpoint involves carefully selecting, when possible, the desired microphone perspectives or the microphone placement, in order to 317 achieve the desired effect. The example from the piano in The Social Network, to which I earlier referred, clarifies this point. The instrument changed its sound in order to adapt to the narrative needs of the movie. Moreover, the flexibility of the hyperinstrumental model allows for the possibility to further transform the sound of the instrument in order to achieve new sonic environments by adding sound processing. At any of these stages (selection of the sound or instrument to record, deciding the microphone perspective or placement, and choosing a set of sound processors), there might be a meaning creation process involved. In screen music, these new instruments are generally created in order to convey a specific significance. For instance, for Nolan’s Dark Knight trilogy (2005-2012), Zimmer and his team created a sample library of Batman’s cape swish sound that would be integrated as a sort of percussion instrument into the score. This hyperinstrument directly denoted Batman by musicalizing the sound of one of his most iconic gadgets. The reversed sounds that appear in Gravity (2013), analyzed in the previous chapter, were used to signify a specific conception of the outer space and the absence of sound. Similarly, the hyperdrums utilized in The Man of Steel (2013) served as signifiers of humanity, thus reinforcing a precise viewpoint of the myth of Superman. One of the implications of creating instruments that are specifically customized for a 318 very specific purpose is that they lose the universality of the traditional orchestral instruments, therefore becoming somewhat “liquid”, if using Bauman’s approach to contemporary culture. As he states: I use the term ‘liquid modernity’ here for the currently existing shape of the modern condition, described by other authors as ‘postmodernity’, ‘late modernity’, ‘second’ or ‘hyper’ modernity. What makes modernity ‘liquid’, and thus justifies the choice of name, is its self-propelling, self- intensifying, compulsive and obsessive ‘modernization’, as a result of which, like liquid, none of the consecutive forms of social life is able to maintain its shape for long. (Bauman, 2011, p. 11) For Bauman, the concept of “liquid modernity” is a means to express the postmodern contemporary condition. It is a concept that defines the nature of hyperinstruments, especially when contrasted with the established instruments of the Western orchestral tradition. They are mostly single-use instances designed to satisfy a very particular need by generating a custom tailored sound. Moreover, their ephemeral qualities guarantee that the music will have a singular soundscape, distinct from other movies. Composer Blake Neely (Folmann, 2014) defines this as adding an “ear candy” to the presence of a sounding element that becomes unique and particular to the musical soundscape of the audiovisual piece: I’m a big fan of mastering FX. They make everything pop. I’m a big fan of filters, because they make any sound instantly unique. I am religious about placing things in the stereo field. It’s a big field to 319 play in, so why put everything in full stereo? I position (pan) things “around the room” for clarity and to help the mix come to life. And lastly, I’m not finished with a cue until I’ve put some piece of “ear candy” in it — something new, whether it’s a particular woodwind voicing or a cool textural sound. Something that makes you want to listen again. (All your scores always have a phenomenal sound…) In sum, in terms of music creation, a model for a hyperinstrument becomes a specific instance of a general definition of an instrument. A specific instance of a clarinet playing a certain type of staccato, recorded and mixed with defined sound perspectives and processed employing another set of concrete sound processors could be considered an instance of an orchestral clarinet sound. However, a hyperinstrumental attitude acknowledges the importance of a very specific sound in order to produce meaning and a soundscape for the movie in which the music integrates. Moreover, the possibilities offered by the hyperinstrumental model go far beyond that, as discussed above. The hyperinstrument might also generate sounds that are disconnected from any possible link to a sound produced by physical means. A Framework for the Hyperorchestra Briefly, a framework for the hyperorchestra revolves around the combination of hyperinstruments in the space defined in Figure 35, which outlined the music in the hyperreal. The following, and final, chapter is 320 dedicated to the combination of hyperinstruments, which I refer to as hyperorchestration. In this section, I will provide a framework with which to approach the hyperorchestra, and from which to define the hyperorchestration techniques that I will later discuss. As a virtual ensemble, the hyperorchestra is less stable than the Western symphonic orchestra, which is heavily grounded in a cultural background. In other words, with a very basic set of orchestrational principles, a piece of music written for the Western symphonic orchestra will sound reasonably balanced and coherent. However, let us imagine a hyperorchestra that includes an instrument that connotes Japan, such as the shakuhachi, and another instrument that connotes India, such as the tabla.115 Initially, the resulting connoted meaning of the combination of those instruments is not predictable. For instance, depending on the musical material that the shakuhachi plays, the instrument might be assimilated into an Indian bansuri flute, thus generating a mostly Indian musical result. Similarly, if the rhythmic pattern of the tabla does not clearly associate the instrument with an Indian performance practice, it might be assimilated into a small Japanese taiko, shifting the sound toward a Japanese soundscape. However, if both instruments are performed by clearly employing their 115 India’s most iconic percussion instrument. 321 cultural performance practices, the sounding result (in terms of meaning) is unpredictable. This problem does not only affect instruments from different cultural traditions. For example, the piano in The Social Network acquires its meaning only if properly combined with other sounds. If it were combined with only an orchestral set of sounds, the effect of different microphone placements would be much more difficult to perceive, thus defeating the purpose of the different mixes that defined this particular hyperinstrument. Thinking in terms of a hyperorchestra involves a dual process of soundscape sculpting and the generation of meaning (Figure 39). Figure 39. Graphical representation of a conceptual framework for the hyperorchestra. Its main purpose is to show that the hyperorchestra is the result of an attitude that focuses on the sounding result in addition to a process of generation of meaning. 322 These two main pillars are closely interrelated. For instance, the virtual space where the music is placed could have an attached meaning. This was the case in Interstellar (2014), where the cathedral in which the organ was recorded contributed to its technological and religious meaning in tandem with the sound of the pipe organ. Writing music using a hyperorchestral model involves negotiating the generation of meaning at the same time that the different sounds are distributed around the spatial image and the sound spectrum, in order to generate the desired soundscape. Continuing with a metaphor related to the fine arts, the canvas for building the sound for the hyperorchestra is, at least nowadays, the humanly audible sound spectrum.116 Combining the different sounds in a hyperorchestra involves deciding which space each one of the hyperinstruments will occupy in the soundscape. This process might interact with the definition of the hyperinstruments that are present in the virtual ensemble. For instance, a filter might be required in order to restrict the spectral range of a hyperinstrument. Hence, the process of hyperorchestral scoring is similarly fluid and non-linear, as is the 116 Composing and appreciating music that utilizes a sound spectrum that goes beyond human perception would require humans to have a set of bionic ears that would extend their aural capabilities. Even though this might be plausible in the future, these types of devices do not currently exist. 323 contemporary process of movie scoring. Hyperorchestral decisions blend and permeate the definitions of the hyperinstruments that conform to the virtual ensemble. Sound sculpting also involves a purely aesthetic set of decisions that is applicable whenever it is possible. Frequently, there are diverse means to achieve a desired meaning. The music for Gravity could have included percussion and still retained a similar meaning. The decision to not include any type of percussion, which in this case came from the director, Cuarón, should be considered aesthetic. Similarly, the utilization of reversed sounds is not the only possible technique that could have portrayed the extraneous physical properties of outer space. Thus, the decision to utilize reversed sounds was similarly based on aesthetic grounds. These aesthetic decisions contribute to the creation of a unique and particular soundscape for the audiovisual object in which they are embedded. Closely related to the aesthetics, is the design of the virtual space where the music will sound. As a virtual space, it does not necessarily follow a purely three-dimensional design. In other words, the instruments do not necessary need to be placed in a single imaginary threedimensional hall. The piano in The Social Network changed its placement dynamically. Similarly, a hyperinstrument that is the product of a mix of 324 diverse microphone perspectives would result in a multidimensional sonic placement that would include the combination of the different locations in the virtual space at the same time, and in different amounts of sound. Similarly, the virtual space might be the combination of different threedimensional spaces, thus also becoming multidimensional. Designing a virtual space with this amount of variation and possibilities is both challenging and fundamental at the same time, considering that the objective is to generate a cohesive sound that is aesthetically appealing. In most of these instances, a very heterogeneous sound space might decrease the verisimilitude of the sound, thus affecting the overall meaning of the music. In parallel with sound sculpting, the generation of meaning is a key process in a hyperorchestral framework. As I have already described, managing diverse meanings from different cultural traditions is one of the main challenges for hyperorchestral writing. The analysis of the music for The Lord of the Rings trilogy in the previous chapter serves as a successful example of a widely multicultural-driven music creation framework. Furthermore, the music for The Lord of the Rings reveals some of the main features that allow for the presence of diverse cultural traditions, while maintaining a cohesive message. First of all, the music for Middle-earth targeted multiple cultures that each had their own 325 specific musical world. Second, Middle-earth is a fictional world. Third, each of the cultures had an associated a set of instruments that were somewhat related. Therefore, the utilization of instruments from diverse musical traditions in the music for The Lord of the Rings movies is achieved by the presence of different music for each of the cultures of Middle-earth that detached from a specific cultural tradition. Within each of these entities, the instruments were culturally related. Therefore, a musical soundtrack that has several contained elements facilitates the utilization of diverse instruments with different cultural backgrounds. The sounds that generate the hyperinstrument come from a wide range of sources. Some of these sources are attached to common objects that are part of everyday life. The cape sound from The Dark Knight trilogy is an adequate example. Similarly, some hyperinstruments present in Interstellar’s track, “Dust” (Zimmer, 2014), are modeled to denote the sound of wind filled with dust. Thus, in addition to the associations generated by the cultural traditions attached to the instruments, meaning can be generated by the references through sounds that are directly associated with human activities or experiences. In this vast landscape of sound possibilities, it is relevant, in terms of meaning, to assess the degree of verisimilitude of the resulting sound, which can integrate with the narrative content of the movie. For instance, 326 the massive brass and impossible crescendos in Inception (2010) sounded verisimilar although they attached a level of intensity that seemed to extend beyond the physical world. From this angle, the level of verisimilitude of the music is concomitant to the degree of verisimilitude of the diegesis of the dreamed world, which is literally being folded by Ariadne (Ellen Page). Managing how the degree of verisimilitude of the music interacts with its material becomes important in order for the music to provide meaningful content. Finally, meaning can be generated in the hyperorchestra through the traditional process of referential meaning. For instance, the sadness that is frequently associated with the minor mode will permeate into a hyperorchestral framework. However, the possibility to generate meaning from a much wider range of perspectives, in conjunction with the chance to create extremely rich and varied soundscapes, could alter the effect of traditional referential meaning. A minor chord might easily be eclipsed by an overly positive soundscape, or by a specific melodic structure associated with a particular cultural tradition. In the description of a framework for the hyperorchestra, I highlighted the immense possibilities in terms of sound variability and generation of meaning that it offers, while identifying the possible risks that emanate from such a flexible device. The hyperorchestra should 327 similarly be considered a “liquid” cultural entity with an incredibly expressive power at the expense of having solid and established foundations. In other words, creating music with the hyperorchestra offers an enormously expanded range of musical prospects at the price of losing the safety net that the Western symphonic orchestra model offers. Now that the different models for working with music within the hyperreality are defined, I will dedicate the next, and last, chapter to analyzing some of the major techniques of hyperorchestration, alongside describing how these techniques allow myriad ways of musical expression. 328 CHAPTER IX HYPERORCHESTRATION Introduction In the preface to the third edition of The Study of Orchestration (2002), Samuel Adler (2002) begins by admitting that he failed, twenty years before, when he attempted to predict the evolution of Western orchestral music: In 1979, I stated that music of the last quarter of the twentieth century would be even more complex and even more experimental than in the decades since World War II. New methods of notation would be devised, new instruments would be invented, and possibly even new concert spaces would be created to accommodate the cataclysmic changes that I predicted would occur. (p. ix) He believed that “it is indeed an understatement to say that my soothsaying was dead wrong” (Adler, 2002, p. ix) because, in his experience, orchestral music became simpler during the last quarter of the 20th century. Further, he believed that orchestration had followed a similar path: A similar situation exists in the real of orchestration. Although new notation and extended instrumental techniques were all the rage from the mid-twentieth century through the middle 1970s, a more 329 traditional approach to the orchestra seems to have regained a foothold, despite all of the previous focus on experimentation. (Adler, 2002, p. ix) The present analysis of the hyperorchestra serves to indicate that, in reality, Adler was not entirely incorrect in his forecasts; they ultimately took a few more years than expected to materialize. Digital Audio Workstations, MIDI and sample libraries were developed during these two decades, generating new methods of notation, new instruments, new spaces and new complex modes of sound creation. Although Adler was thinking about the physical world exclusively, he predicted an evolution that could never have occurred, in practical terms, in that limited world. However, everything that he described was eventually manifested in the expansion of music through the digital realm, thus generating the hyperorchestra. This chapter focuses on the extended orchestrational techniques that apply when working with a hyperorchestra, which I define as hyperorchestration. Traditional Orchestration: an Overview In order to establish the grounds for describing the processes involved in hyperorchestration, I will begin by providing some general principles that govern traditional orchestration. In addition, I will describe the main concepts that define spectral music and its orchestrational 330 techniques, which, from a certain angle, provide hyperorchestral content to the traditional orchestra. Continuing with the overview of Adler’s (2002) seminal book, the author describes at the beginning of the instrumentation section of the text, what the orchestra means in his opinion: The orchestra is certainly one of the noblest creations of Western Civilization. The study of its intricacies will illumine many important areas of music. After all, timbre and texture clarify the form as well as the content of a host of compositions. Further, specific orchestral colors and even the spacing of chords in the orchestral fabric give special ‘personality’ to the music of composers from the Classical period to our own time. (p. 3) Adler articulates the established status of the orchestra as a cultural institution for Western culture, as discussed in the previous chapter. Moreover, orchestration is a main force for the creation of music, especially in order to clarify and generate structure. Later in the text, at the beginning of the ‘Orchestration’ section of the book, Adler (2002) reminds his readers that: Scoring for orchestra is thinking for orchestra. When dealing with a composite instrument like the orchestra you must be completely familiar with the character and quality of the orchestra’s components: the range and limitations of each instrument as well as how that instrument will sound alone and in combination with other instruments. The timbre, strength, and texture of every segment of the instrument’s range become crucial when you are creating orchestral color combinations. (p. 547) 331 These two excerpts stress the interconnection between instrumentation and orchestration. Orchestrating is to combine the sound of the instruments in order to create musical textures and timbres, which will serve diverse objectives. For Adler, one of the main objectives of orchestrating is to aid in the creation of a musical structure. In order to properly combine the sound of the instruments, it is necessary to not only know how to write for them but also to know which sound you can expect to hear. In fact, the concept of a physical instrument is misleading, as it might seem that its physical integrity would generate a cohesive set of sounds. However, it is precisely because of the physical nature of the instruments that their sounds tend to not be homogeneous, as the physical elements that constitute the instrument react differently depending on performance factors, such as pitch and dynamic. Thus, the sound of a clarinet will differ in terms of timbre depending on the pitch even when performed by the same performer using the same clarinet. Similarly, a dynamic increase on the note will not only increase its volume but will also modify its timbral characteristics. Moreover, at a certain degree of the dynamic level, the sound would begin to be significantly distorted. In addition to the changes caused by pitch and dynamics, a varied range of techniques can generally be used to play each instrument that equally generate a diverse assortment of sounds. 332 From a conceptual standpoint, orchestrating involves acknowledging that each instrument is able to generate a collection of different sounds, although this is limited to a contained scope (e.g. the timbre of a clarinet when played in a loud dynamic level cannot be achieved when playing in a soft dynamic). Orchestrating a musical piece requires the utilization of these varied sounds in a manner that is possible to perform. Although each instrument is able to generate multiple sounds, it is generally only possible to generate one (or a few) at the same time. Therefore, part of orchestrating is also managing the orchestral forces in order to achieve the desired results in the best possible manner. Moreover, orchestrating becomes planning which instrumental forces employ in order to shape a musical structure for the piece, at the same time that it displays and clarifies the rest of the musical features of the composition. The Spectral Movement The spectral movement is, in my opinion, the most relevant compositional approach in the field of contemporary Western classical music that focuses on the expansion of the sound from an organic point of view. In Did You Say Spectral? (2000), Gérard Grisey, who is considered one of the founders of the movement, reviewed the 333 emergence of the spectral movement, which “offered a formal organization and sonic material that came directly from the physics of sound, as discovered through science and microphonic access” (Grisey, 2000, p. 1). Grisey (2000) summarizes the main aspects of the spectral attitude in comparison to other approaches to music: What is radically different in spectral music is the attitude of the composer faced with the cluster of forces that make up sounds and faced with the time needed for their emergence. From its beginnings, this music has been characterized by the hypnotic power of slowness and by a virtual obsession with continuity, thresholds, transience and dynamic forms. It is in radical opposition to all sorts of formalism which refuse to include time and entropy as the actual foundation of all musical dimensions. […] Finally, it is sounds and their own materials which generate, through projections or inductions, new musical forms. (pp. 1-2) In a similar manner, Grisey’s colleague, Tristan Murail (Bruce & Murail, 2000) describes the beginning of the movement in terms of their exploration of sound: I think that it is chiefly an attitude toward musical and sonic phenomena, although it also entails a few techniques, of course. We were trying to find a way out of the structuralist contradiction. (…) We wanted to build something more sound (pun intended). This was part of it, as was a curiosity about sounds. Also, at that time, the information that we required was not as readily available as it is today. Gérard Grisey and I had read books on acoustics that were designed more for engineers than for musicians. There we found rare information on spectra, sonograms, and such that was very difficult to exploit. We also did our own experiments. For example, we knew how to calculate the output of ring modulators and, a little later, frequency modulation. Those things were, theoretically, quite easy to manipulate. (p. 12) 334 In these two viewpoints of the founders of the spectral movement, three main ideas arise. First, the movement began as a reaction to formalist or structuralist forms of musical composition, as a product of the Darmstadt School after the end of the Second World War. Next, they focused on the sound as the main material for music construction. In order to study it, they needed to have technical knowledge and, ultimately, this required the aid of technology, which served to reveal the physical properties of the sound. Last, spectralism should primarily be considered as an attitude towards music composition rather than a school of composition, as it does not formulate a set of compositional axioms that should be followed. Instead, the Spectral School suggests paying closer attention to the sound itself and to create music by considering its nature. The close relationship between the spectral movement and the development of technologies to analyze sound is also acknowledged by Murail in the same interview: “I think, in fact, that there had been a historic conjunction between an aesthetic movement, the spectral movement, and the techniques, research, and software developed at the [Institut Réunit Scientifiques et Musiciens] IRCAM” (Bruce & Murail, 2000, p. 13). In a review of the relationship between technology and music 335 creation in the area of spectral music, Daubresse and Assayag (2000) state: Their compositional techniques [of the Spectral composers] were already sufficiently rich and sophisticated to make them at ease in front of both analyses and synthesizers; they [The Spectral composers] went from an acoustical and musical multirepresentation to the programming of processes for the generation of symbolic or sonic material. Manipulating timbre -- but also traditional instruments -- with ease, freed from repetitive calculation, they certainly gave synthesis some of its first proofs of musical respectability. (p. 62) One of the earliest developments that spectral composers utilized to enrich the traditional orchestration of the symphonic orchestra was the translation of some acoustical findings in order to generate new soundscapes. The most well known of these techniques is frequently referred to as orchestral synthesis: Perhaps the most important idea emerging from early spectral music (though it was presaged in other musics [sic]) was the idea of instrumental (or orchestral) synthesis. Taking the concept of additive synthesis, the building up of complex sounds from elementary ones, and using it metaphorically as a basis for creating instrumental sound colors (timbres), spectral composers opened up a new approach to composition, harmony and orchestration. The sound complexes built this way are fundamentally different from the models on which they are based, since each component is played by an instrument with its own complex spectrum. Thus the result is not the original model, but a new, much more complex structure inspired by that model. The sounds created in this way keep something of the coherence and quality that comes from the model while adding numerous dimensions of instrumental and timbral richness and variety. (Fineberg, 2000, p. 85) 336 Fineberg describes how the spectral composers employed the acoustic processes that were derived from the concept of the Fourier transform, which is, broadly, the mathematical process to divide any sound in a series of sine waves of different frequencies. They used the Fourier transform to shape an orchestral sound that was the product of additively inserting the different frequencies that constituted the harmonic spectrum of a sound.117 As Fineberg points out, the result generates a complex sound spectrum due to the physical nature of the orchestral instruments, which do not behave simply as sine generators, but maintain the overall approach to additive synthesis. From this viewpoint, the sound produced through orchestral synthesis is purely acoustic, although it could have not originated without the aid of non-physical means of sound analysis, thus transforming its nature beyond the culturally expected soundscapes for the music produced by the symphonic orchestra. In outlining the consequences of the spectral attitude, Grisey listed the following timbral aspects118: - More 'ecological' approach to timbres, noises and intervals. - Integration of harmony and timbre within a single entity. 117 For instance, Grisey’s Partiels is modeled after the sound spectrum of a low E performed by a trombone. 118 Grisey described seven timbral consequences, although these three are the most salient. 337 - Integration of all sounds (from white noise to sinusoidal sounds). (Grisey, 2000, pp. 1-2) All three features are aspects that define the process of hyperorchestration. In essence, the concepts described by the spectral movement resonate with the primary concepts of the hyperorchestra in terms of sound building. Composing for a hyperorchestra is writing music while considering the soundscape, which is the equivalent of having a spectral attitude towards sound. However, they do differ in relation to their generation of meaning. By using the hyperorchestra, composers acknowledge the cultural anchors of the sounds it uses, which are employed for the creation of meaning and emotional content. Negotiating with the sound in the hyperorchestra involves much more than a timbral development, as it includes the construction of a cohesive and expressive layer of meaning. Therefore, the sounds acquire a level of signification beyond their pure timbral characteristics. Nevertheless, the musical paradigm that emanates from the spectral school greatly informs how the process of hyperorchestration functions, at the same time that it provides an additional link between the new ensemble and the traditional orchestra. 338 Music Software Tools The generation of music that contemplates the full sound spectrum is tied to the utilization of technology that supports the process. Working with the sound spectrum involves utilizing knowledge that is not directly achievable just by pure observation of nature. Above all, the computer, which is capable of integrating and virtualizing diverse equipment, has become an indispensible piece of technology for music composition. This fragment how spectral music requires computer-aided tools: For composers, the computer has become, bit-by-bit, an irreplaceable working tool; as important as the pencil and eraser. It fills several functions, from printing out scores to playing back synthesized sounds in real-time, and passing through the development and use of compositional algorithms, simulating orchestrations or even controlling synthesizers (virtual or external). It is important to remember how much computers have profoundly changed not only the daily work habits of musicians and scientists, but also, indirectly, in the ways that they conceive of sonic phenomena, speculate on their possible manipulations, formalize and even express and communicate their ideas. These different elements have allowed a giant qualitative leap in analysis, synthesis and computer assisted composition. (Daubresse & Assayag, 2000, p. 63) This explanation of the central role of the computer is broadly applicable to the process of writing music for the hyperorchestra. So far, I have mentioned how the limitations of the score were overcome by the utilization of MIDI with visual interfaces such as Logic Pro’s piano roll. I also mentioned how Digital Audio Workstations (DAW) are at the center of 339 the process of music production for the audiovisual media, governing all the different processes involved in creating the final score. The DAW integrates and communicates with virtual instruments (sample libraries and synthesizers) in order to produce sound from MIDI information. Moreover, the sound outputted by these virtual instruments might be further transformed by employing integrated sound processors. Finally, the DAW also serves as a platform upon which to record and manage sound. Hence, sound files inside of a DAW might be merged with sound produced by utilizing MIDI data. Hence, the DAW becomes the truly virtual version of the music studio for both the music composer and the studio engineer. It is important to mention that there are different types of DAWs, which focus on different parts of the process of music production. First, there are the platforms usually known as notation software.119 They are the pure virtual translation of the traditional composing studio for the classical composer. They provide an interface for score writing with extended editing capabilities, similar to the features of a word processor. They allow a MIDI keyboard to be connected in order to produce sound and to facilitate the process of note inputting. In addition, they provide rudimentary playback, which might replace the need to use a piano to 119 Finale and AVID’s Sibelius are the two main platforms for score notation. 340 reproduce and hear the music composed. Their greatest strength is that they are the only software that is able to produce all sorts of professionally edited musical scores. Therefore, they are the DAWs used in most of the processes that involve the creation of the score. Fortunately, they integrate with MIDI, allowing the creation of scores from MIDI content and the creation of MIDI files from the scores written within the program. Notation software is able to import MIDI sources from other DAWs that could be used to generate a traditional score. However, the differences between the expanded possibilities of MIDI and the limitations of the Western musical score imply that some process of transformation is needed in order to produce a playable score. Second, there are the DAWs that are mostly focused on music production using MIDI and existing sounds. Logic Pro, which I mentioned before, is an example taken from this category.120 These are the DAWs to which I mostly refer when discussing the process of hyperorchestration. Finally, the last category mainly includes AVID’s ProTools, which is hegemonic as the preferred platform in recording studios. ProTools is the standard for music recording, mixing and mastering. DAWs, such as Logic Pro, are also able to act as virtual recording studios, although they are not integrated into the studio hardware in the same manner as 120 MOTU’s Digital Performer and Steinberg’s Cubase are the other two main MIDI oriented DAWs. 341 ProTools. However, from the perspective of a home recording studio, Logic Pro and similar DAWs are valid tools for recording music. Similarly, ProTools is able to work with MIDI and sample libraries, although the editing capabilities are somewhat limited. Although their integrated score editors are very limited, all these DAWs are able to generate musical scores. The DAWs from the second category are the principal tool for writing music for audiovisual media. Furthermore, they are the most convenient to use when composing for the hyperorchestra. Finally, they are the only ones capable of becoming the core of the scoring process, as defined in the previous chapter. As a final remark, the utilization of computer tools is key for a nonlinear approach to the process of music creation and movie scoring, which is essential for the new paradigm of music writing. Defining Hyperorchestration The definition of hyperorchestration derives from the principles of traditional orchestration, which I discussed above. Western orchestration builds upon the established model of the symphonic orchestra, which serves as a means to stabilize several sound parameters. Thus, the study of how timbre and texture are tools for musical expression and structure involves learning, on the one hand, how to write for the instruments of the 342 orchestra and, on the other hand, how to combine them within the restricted environment of the orchestral set-up. Instead of just studying instrumental timbre, hyperorchestration acknowledges the full sound spectrum, which is not far removed from how the spectral movement addresses orchestration. From the point of view of the current discussion, timbre just becomes a subset of the full sound spectrum. The concept of timbre defines the spectral qualities of the diverse instruments in terms of their general sound template. For instance, timbre will distinguish between the sound qualities of a flute in comparison with the string section. The differences will be evaluated by extracting the general spectral characteristics of the sound produced by a generic flute (and a generic string section) placed in its appropriate position within the orchestral ensemble. These general characteristics become the sound template for the orchestral flute, which can then be compared to similar models for the rest of the instruments of the orchestra. Hyperorchestration involves going beyond the previous definition of timbre to evaluate the aural qualities of either a sound or a hyperinstrument, which become individual and unique instances that draw from physical instruments, synthesizers, recording techniques and sound processing. Moreover, the placement of the instruments is not limited to the assumed position in the orchestral ensemble. In fact, the 343 instruments are not limited to an established physical position at all. Hyperorchestration implies considering the whole soundscape as the canvas for sound generation. Finally, hyperorchestration extends the denotative and connotative associations in the Western orchestra by acknowledging that meaning is, in fact, one of the pillars of the construction of a desired sound. The rest of the chapter is divided into three sections, which will delineate the different processes outlined in the definition of hyperorchestration. First, I will define how mixing becomes a hyperorchestration tool and the possibilities it offers. Then, I will explore the principles that govern the creation of hyperinstruments and their role as very specific instances that serve a unique purpose. Finally, I will explore the combination of these hyperinstruments and the extended possibilities they offer. Mixing as a Hyperorchestration Tool One of the key elements for the process of hyperorchestration is to successfully negotiate the soundscape once music is liberated from the restrictions of the standardized model of the symphonic orchestra. In order to contextualize the paradigm shift that hyperorchestration offers when compared to traditional orchestration, I will begin by analyzing the 344 beginning of Mahler’s First Symphony, which represents an attempt to transcend the limitations of the orchestral sound, thus generating a new soundscape for trumpets. In so doing, the trumpets also acquire new meaning. Mahler’s First Symphony At the beginning of Mahler’s First Symphony, the composer asks the trumpet players to perform as if they were very far away. In concert performances of the piece, this is regularly achieved by temporarily placing the trumpet players offstage.121 Besides the effect that such spatial placement of the trumpets might have in terms of musical signification (an awakening call that comes from far away), this unconventional placement engenders a new sonority that generates a new array of orchestral interactions. In terms of orchestration, this unorthodox placement implies that the conventional principles of orchestral trumpet scoring will not be applicable when the trumpets are offstage. In the score, Mahler notated the trumpet part with a ppp dynamic, which is softer than the pp written for the woodwinds that are playing just before the trumpets’ entrance (Figure 40). 121 Mahler’s First Symphony is neither the only nor the first case of the utilization of this technique in classical music. However, it is one of the best-known and most popular examples. 345 Figure 40. Score sketch for Mahler's First Symphony (m. 17-25) Examining the most common performance practices for this beginning, one realizes that the ppp dynamic refers to the resulting loudness of the trumpets, from the perspective of the concert stage.122 In other words, the trumpet players are not performing a ppp dynamic; they are performing in a much louder dynamic (mf or f) in order to compensate 122 Or the conductor. 346 for the attenuation of their sound, which is a product of their placement. When the offstage trumpets interact with the clarinet, the clarinet becomes significantly louder than the trumpets, although it is not performing at a significantly louder dynamic level. The loudness is not the only sound property altered when the trumpets play offstage. The timbre of the trumpets is also altered by the distance and by the walls between their location and the stage. Thus, even though the performers would probably be able to play onstage more quietly than the offstage sound, the result would be significantly different. Consequently, performing the opening of the trumpet part onstage in a quieter dynamic would significantly alter the sound that the composer envisioned for the beginning of the symphony. In light of this situation, it is necessary to examine other variations made to the sound of an orchestral piece that are much more common, in order to compare them to the situation presented by Mahler’s offstage trumpets. In an orchestral performance, there are logistic decisions that must be made that will affect the sound. For example, deciding to place the second violins to the right side of the stage, or choosing the cymbal size for a cymbal part will clearly modify the final sound. The sound of the performance will also be influenced by elements that are directly related to the performers. For example, the performers choose which instrument 347 that they will use. Similarly, the performers’ specific instrumental technique and their technical level of expertise will also condition the resulting sound. Finally, the acoustics of the hall will also greatly affect the result. However, none of these aspects is generally considered, in Western culture, to be significant alterations of the sound of a piece of music; at least not in a comparable manner to changing the placement of the trumpets onstage for the beginning of Mahler’s symphony. This holds true even when these alterations have a greater effect on the resulting sound. In other words, a performance of the symphony in a cathedral will still be considered a performance of the same piece as if it were played in a concert hall. However, a performance in which the trumpets play onstage all the time would be considered, at the very least, a modification of the piece. The implications of this irregular aesthetic assessment could lead to a variety of discussions, although I will concentrate on one of the repercussions: there are no solid ontological grounds on which to quantify the degree of significance of any of these alterations if only considering their influence on the resulting sound. As a consequence, judging which alterations are acceptable and which are not becomes symbolic; a product of the conventions used in Western classical music as discussed at the beginning of the chapter. These conventions 348 establish when a sound modification alters the piece (changing the placement of the trumpets, changing instruments) and when it does not (performing the piece in different halls). This musical example reveals the extent of the arbitrariness that Western classical musical practices employ in order to consider a set of performances to be equivalent to a common model. The inexistence of solid grounds to sonically justify these types of decisions opened the door for the evolution of a hyperorchestral model that is inclusive in terms of its acknowledgment of sonic variety. Defining Mixing Mahler’s decision on the trumpet placement at the beginning of his symphony was one of the few methods at the composer’s disposal to alter the musical mix of the orchestra, prior to the invention of the recording. Thus, the true concept of sound mixing is interrelated with the process of recording music. In its pure and original definition, mixing was the process of joining together the different recorded elements of a song, and altering them in order to create a sound image that was as close as possible to the live sound that preceded the recording. Moylan (2014), in 349 his respected book Understanding and Crafting the Mix, defines the process of mixing a song as follows123: The mix is crafted to bring musical ideas and their sound qualities together. The song is built during the mixing process by combining the musical ideas, focusing on shaping the sound qualities of the recording. The recording is the song, and it is the performance of the piece of music. A successful mix will be constructed with a returning focus on the materials of the song, and the message of the music. The musical ideas that were captured in tracking are now presented in the mix in ways that best deliver the story of the text and the character of the music. (p. 418) A key concept in Moylan’s definition is the importance of focusing, during the mixing process, on the creator’s intended meaning for the music. This is achieved by adapting the different pieces captured during the recording (or created by the synthesizers) while putting them together. In fact, Moylan (2014) suggests that mixing is, in fact, composing music: The process of planning and shaping the mix is very similar to composing. Sounds are put together in particular ways to best suit the music. The mix is crafted through shaping the sound stage, through combining sound sources at certain dynamic levels, through structuring pitch density, and much more. How these many aspects come together provides the overall characteristics of the recording, as well as all its sonic details. Consistently shaping the “sound” of recordings in certain ways leads some recordists to develop their own personal, audible styles over time. (p. 416) 123 His expertise is in popular songs and his book is focused on the production of songs. However, his principles are broadly applicable to different types of recordings. 350 If mixing involves using the different elements that were recorded in order to generate a song, mixing is, in fact, part of the compositional process. This is especially true when applying my model of music writing in the hyperreal, presented in the previous chapter. However, in Moylan’s framework, mixing is contained within the few processes and strategies he briefly mentioned. Moreover, Moylan’s approach is broadly linear in terms of its music production process, placing the mixing process at a very specific stage of the production of the song. My proposed model for music creation outlines a process that becomes nonlinear, in which the techniques associated with mixing become an integral and intertwined part of the entire creative process. In this environment, mixing evolves to include a much broader approach to sound modification. Therefore, mixing comprises a set of processes dedicated to placing a specific sound or virtual instrument within the virtual soundscape while shaping its sound spectrum. In other words, mixing is sculpting the sound and placing it on the virtual canvas that is presented to us. It also contributes to the creation of hyperinstruments and their associated meaning, thus acting in a similar manner to how traditional orchestration functions when creating textures and timbres. Mixing also infers deciding how to distribute the total sound level (the maximum 351 amplitude of the final sound) between the frequency areas. Figure 41 includes three different graphics that represent these diverse allocations. Figure 41. Amplitude distribution within the frequency spectrum. All three graphics represent a situation in which the sound output utilizes the maximum amplitude available. All three graphics have roughly the same output stereo level.124 The first one shows a rather homogenous division of the total sound level 124 It is important to remark that the sound amplitude is normally measured using decibels, which is a logarithmic mode of measurement. Thus, the relationship in terms of sound amplitude between -10dB and 20dB is in the exponential order instead of the linear. 352 among the frequency range. Graphics two and three show how the total stereo level is filled by sound in the low and high frequency range. In both cases, the sounds in those frequencies are “allowed” to be louder, as they are alone in filling the output levels. This process of deciding how to distribute the total sound level available between the different frequency ranges is similar to deciding how to distribute musical content among the instruments of a musical ensemble. In the following sections I will describe the three main processes involved in mixing when used as a hyperorchestration tool: the creation of a sound perspective for a hyperinstrument, the utilization of sound processing tools and the design of a virtual space in which to place the music. Defining a Sound Perspective In the model for the design of hyperinstruments (Figure 42), I included a stage that involves deciding the microphone placement and the final sound perspective of the hyperinstrument. The main theme in The Social Network (2010) exemplified the possibilities of employing the sound perspective as a musical tool to create meaning. 353 Figure 42. Hyperinstrument model revisited. The process of generating a perspective is also relevant because a significant number of recent sample libraries have included diverse sound perspectives.125 This implies that deciding upon, and creating, sound perspectives has become one of the creative processes when writing music using virtual instruments. Further, the model also includes the process of deciding the microphone placement in a recording. During the analysis of the hyper-drums present in Man of Steel (2013), I described 125 They are also called microphone positions, although the term might be misleading. Each position does not necessarily reflect the sound captured by a single microphone, but it might be the result of the sounds captured by several microphones already mixed in order to create a perspective. 354 how the utilization of microphones placed close to each of the drums was essential in order to produce the final sound. Recording non-linearly and in isolated groups also encourages the utilization of multiple, and specific, microphones with which to shape a specific perspective for the new recordings in an approach that is aesthetically similar to deciding the sound perspective in a virtual instrument. In any case, both processes provide the composer or the mixer with access to several microphone recordings (or already mixed perspectives) from which to generate a specific perspective. Figure 43, which is reminiscent of Moylan’s templates for stereo analysis (Moylan, 2014), represents the three different mixes of the piano present in The Social Network (2010): Figure 43. Visual representation of the piano mixes in The Social Network (2010). The composers utilized three different microphone positions at different distances from the source. 355 With only these three recordings, it is possible to generate multiple customized perspectives by mixing the different microphone positions. For example, one mix could be mainly created with perspective 1, with some parts of perspective 3. The generation of a sound perspective could be made even more sophisticated by individually altering the position in the stereo field (panning) for some of the perspectives, and mixing them together afterwards (Figure 44). Figure 44. Mixing perspectives with different panning. Although the source is just one piano, the sounding result generates the impression that the piano is in multiple locations at the same time, thus becoming multidimensional. The alteration of the positioning of the microphones captured in the stereo field produces a significant result: it is not possible to establish a physical placement for the piano in a two-dimensional stereo image. The position of the piano becomes multidimensional, in which each 356 additional perspective generates a new dimension. Conceiving a multidimensional stereo field surpasses the possibilities offered in the physical world, thus becoming hyperreal. Sound Perspectives in Spitfire’s Hans Zimmer Percussion (2013) The British sample library production company Spitfire Audio has provided one of the most groundbreaking additions in terms of sound perspectives. In 2013-14, it released a revolutionary triptych of sample libraries called Hans Zimmer Percussion, which was already mentioned in Chapter VII. This is a set of sample libraries dedicated to epic drums, which aims to mimic the iconic style of Hans Zimmer’s drum writing during the first decade of the 21st century. On the product’s website, the company describes the recording process: Recorded at Air Studios via an unsurpassable signal chain. 96 rarefied microphones, into Neve Montserrat pre-amps, the world's biggest Neve 88R desk (which was exhaustively re-gained at every dynamic layer for optimum signal quality), via a dual chain to HDX and Prism converters running at 192k. Well over 30 TB of raw material from these sessions alone. (SpitfireAudio, 2013) Therefore, each sound included in the library was recorded by using 96 microphones. The microphones were made by a variety of brands and according to various typologies, and they were placed in different locations. Moreover, in most of the sample libraries, the sound 357 engineers would only use some of these microphones to generate three or four different sound perspectives that would be included in the final product. In this particular library, the producers decided to ask for different sets of sound perspectives from the most renowned sound engineers of the time, in addition to Hans Zimmer himself, who also provided his particular perspective on the sounds. Furthermore, most of the engineers are Zimmer’s regular collaborators. As a result, the library provides different versions of similar perspectives, which are usually significantly different. From this viewpoint, the library is exemplary in its ability to show the importance of mixing in the process of hyperorchestration. Each of the perspectives included in the library might serve to communicate different ideas. The users are expected to mix and create their own singular perspective from the set of a particular engineer. However, they are not just limited to doing that. They might choose to combine different perspectives from diverse engineers in order to create a very specific and singular sound result. Moreover, they could further process each one of the perspectives.126 The result will be a mix of the different aesthetic conceptions of the engineers, in addition to the ideas added by the composer. 126 For example, by altering the panning. 358 Sound Processing Tools A second area of relevance for how mixing techniques have become tools for hyperorchestration is the utilization of the multitude of sound processing tools available. Most of these tools developed as a means of restoring how music was perceived before it was recorded. For instance, equalization served to correct the deviation from the perceived live sound of an instrument and the result as a product of microphone recording. In the practical book The Art of Mixing, David Gibson (2005) succinctly describes the fundamental roots of sound processors and their relationship with sound: There are three components to sound: volume (or amplitude), frequency, and time. That’s it. Therefore, every sound manipulator used in the studio can be categorized as to whether it controls volume, frequency, or time. (p. 75) Following this, he classifies the different processors according to six main groups from the viewpoint of how the effects interrelate with the physical characteristics of the sound. These groups originate in the combination of these three features: Volume, Frequency, Time, Volume over Frequency, Frequency over Time, and Volume over Time. As my approach is mainly aesthetic, it will differ from Gibson’s sound-property based classification. Instead, I will describe the processing tools in four main areas: Equalization or Frequency Control, Dynamic Control, Sound 359 Alteration and Virtual Space Design. I will treat the last area separately, as it involves assorted concepts beyond the utilization of sound processors. Equalization The term equalization (EQ) is linked to the original purpose of these processors when they were first designed. They were initially meant to restore the original sound of the instrument that was transformed due to the recording process. As microphones do not capture sound evenly across frequency ranges, equalizers were meant to serve as a restoration tool following the recording process. Gibson (2005) provides a broad definition of equalizers and the complexity attached to their utilization during the mixing process: EQ is a change in the volume of a particular frequency of a sound, similar to the bass and treble tone controls on a stereo. It is one of the least understood aspects of recording and mixing probably because there is such a large number of frequencies—from 20 to 20,000Hz. The real difficulty comes from the fact that boosting or cutting the volume of any one of these frequencies depends on the structure of the sound itself: Each one is different. (p. 89) Broadly understood, an equalizer is able to alter the volume of the restricted frequency range of the incoming sound signal (it pertains to the volume over frequency category mentioned before). Generally, equalizers are able to individually alter several frequency areas within the same 360 processor.127 Gibson (2005) also describes how the process of equalization has evolved in tangent with what it is considered a natural sound: In the beginning, the basic goal of using EQ was to make the sound natural—just like it sounded in the room where the instrument was. You can’t get any more natural than that, right? The only problem is that natural ain’t natural any more. These days natural is defined by what is currently on CDs and the radio. We have become addicted to crisper, brighter, and cleaner, as well as fatter, fuller, and bigger. Therefore, to make a sound natural can be boring and unnaturally dull by today’s standards. What we hear on the radio and on CDs these days is much brighter, crisper, and bassier than the real thing. If it isn’t bright enough and doesn’t have enough low-end, it won’t be considered right. (p. 195) Still, Gibson’s approach to equalization is traditional, as it is mainly focused on generating the accepted cultural standard for a natural sound. Gibson’s definition reveals that the concept of natural sound is hyperreal, as it is symbolically based on the cultural conventions of a given time and in a given society. However, Gibson’s view is still contained in a rather restricted aesthetic approach. As he states, “if you don’t EQ the instruments based on these traditions, it is either considered to be wrong or exceedingly creative” (Gibson, 2005, p. 194). This is, partially, because his main focus is the production of popular sound recordings, with an aesthetically restricted palette of sounds that conforms to their musical 127 See Gibson (2005, pp. 89-120) for a more detailed description of equalizations and equalizers. 361 style. In another practical book on mixing, The Mixing Engineer’s Handbook, Owsinski (2013) provides an aesthetically expanded approach, when compared to Gibson’s, to equalization: There are three primary goals when equalizing: 1. To make an instrument sound clearer and more defined 2. To make the instrument or mix bigger and larger than life 3. To make all the elements of a mix fit together better by juggling frequencies so that each instrument has its own predominant frequency range (p. 25) Although Owsinski’s views are similarly focused on song production, he offers some aesthetic insights that can be generalized to apply to a broader range of hyperorchestration tools. Hence, Owsinski’s triad of primary goals serves as a template for the main categories in which equalization might be used hyperorchestrationally. First, equalization might be used in order to modify the sound properties of a hyperinstrument or a sound combination in order to alter it within the confines of what is considered its natural sound. In traditional orchestration, the possibilities to modify the sound of an instrument are very limited. For instance, instead of a violin section, a solo violin might be asked to perform a passage. Similarly, the section could play using a mute or sul tasto. These orchestrational decisions will alter the string sound to a certain degree: a solo violin will sound more clear and intense 362 than a full section at the expense of becoming the sound of just one violin. In addition to these resources, hyperorchestration allows the mixer to fine-tune the sounds by equalizing some of their frequencies, thus producing, for example, either a clearer or more diffused sound. Diverse mixing techniques could be applied to produce those effects. For instance, Owsinski (2013) suggests that “more often than not, the lack of definition of an instrument is because of too much lower midrange in approximately the 400Hz to 800Hz area. This area adds a ‘boxy’ quality to the sound” (p. 28). If using Owsinki’s recommendation, in order to create a clearer instance of the instrument, the equalizer would lower the volume to within the 400 to 800Hz frequency range. The second area in which equalization could be employed as a hyperorchestration mechanism is as a means to stretch the verisimilitude of an instrument, thus expanding its sound possibilities, which would generally alter its meaning. In traditional orchestration, this approach can be achieved by the accurate blending of different instruments, thus generating a new sound result caused by the combination. In order to increase the power of a string sound, a wide chord played by the trombones could be added beneath the string section. Similarly, Ravel’s Bolero is a well-known and eloquent example of how to generate new 363 instrumental sounds by combining the existing sounds within the orchestra. By employing equalization as a tool for transforming the sound of the hyperinstrument to either push or surpass its verisimilitude as an actual representation of a physical instrument, it is possible to further tailor the sound of the instrument to satisfy particular expressive needs. For instance, a region from the high frequency area could be filtered (the signal is completely muted in that area), in order to enforce a sound that is mellow and partially obscure. A sound transformation that only utilizes equalization, but quite intensely, might completely transform the original sound into something that barely resembles it. Finally, equalization is useful in order to assign certain frequency areas to each instrument, to enhance and better shape the final sound. This is the approach that most resembles an extended mode of orchestration. For each instrument, the hyperorchestrator should decide which frequency ranges the instrument is allotted. When just one, or a few, instruments occupy a frequency range, they will become more clear and present. In this process, it is essential to consider how the overtones interact and their role in shaping the sound of the instrument. If some of the frequencies of an instrument are cut and, therefore, some of its overtones are missing, the timbre of the instrument might significantly 364 change. At the same time, sounds in the same frequency range might mask each other, thus diluting their contribution to the creation of the timbral content of the instrument. In acoustic orchestration, the composer might decide not to use brass in a passage where the flute is playing a main line, as a means to prevent the overtones of the brass from masking the flute sound. With hyperorchestration, it would be possible to filter the frequencies of the brass section that collided with the flute line in order to preserve both instruments, at the cost of modifying the timbre of the brass. However, the timbre of the brass would have been altered even without EQ in its interaction with the flute, thus making the process of frequency filtering less streamlined, by offering multiple sounding solutions. Dynamic Control The process of equalization is a means to control, over time, the amplitude in diverse frequency ranges. In the case of the processors dedicated to dynamic control, they focus on reducing or expanding the dynamic range. In other words, they regulate the amount of variation, in terms of volume, between the quietest and the loudest moments of a 365 soundtrack.128 Figure 45 shows the results of utilizing a compressor (using a waveform representation), which is the most common dynamic control processor, in the recording of a single timpani hit.129 Figure 45. Waveform visualization of the effects of compression on a timpani hit. The compressor is able to reduce the dynamic range by decreasing the volume of only the loudest sound, which is attenuated beyond an established threshold.130 Then, the compressor can increase the gain (volume) of the sound proportionally to the amount of gain 128 The multiband compressors are processors that control the dynamic range over a frequency range, thus falling in the middle of both groups of processors. For the sake of clarity, I will not refer to them. 129 The sample recording is extracted from Spitfire’s Hans Zimmer Percussion (HZ01) (Spitfire Audio, 2013). To be precise, it is the lowest dynamic for a low C hit (C1) utilizing the mid tree microphone position mix by Geoff Foster. Foster’s mixes are barely processed, as his approach aims for a naturalistic sound. 130 The threshold and the proportion of volume reduction are the main parameters present on compressors, which are modifiable by their users. 366 reduction, keeping the sound within the limits of the maximum amplitude level (Figure 46). Figure 46. Sketch of the effects of a compressor. The result is a sound that has a decreased amount of dynamic variation. In a percussion sound, such as the timpani hit, compression allows the hit to seem to last longer, as it delays the decay stage. A sound that is more constant in terms of its dynamic becomes perceptually more present. In traditional orchestration, dynamic control is only achieved by the utilization of dynamics in the score. For percussion instruments like the timpani, this is not directly possible. This is one of the reasons that composers developed and utilized timpani rolls (continually hitting the timpani with two mallets) as a means to generate a constant dynamic at the expense of greatly altering the sound. Another effect produced by compression is generating a thicker sound, due to its sustained constant dynamic. In traditional orchestration, this was 367 somewhat achieved by adding instruments to a particular sound. For instance, if composers desired a denser French horn sound, they would add the whole French horn section, playing in unison. The addition of individual sounds, which are slightly detuned amongst themselves, generates an ensemble sound that is, in sum, more constant both dynamically and timbrically.131 That is why the string section became the center of the orchestra, for its ability to sustain a constant flux of sound. The utilization of dynamic control processors allows for the extension of those orchestration principles, thus generating compelling new sounds that can emanate from the individuality of a single instrument sound alone. By compressing its sound, a single instrument might become thicker than the whole ensemble. Sound Alteration This last group of sound processing tools is wide in scope, yet very specific in its objectives. The effects used by this group aim to manipulate the sound by purposefully transforming it beyond its original shape. Equalization and dynamic control maintain a certain correlation 131 There is a sound processor, commonly called chorus, which attempts to replicate this effect by duplicating the signal and slightly detuning the duplicated signals. Compression works differently, producing a more present sound by reducing the dynamic range. 368 with the original sound that, when employing the processors in this group, might be easily lost. The clearest example is the utilization of distortion on electric guitars. Generally, distorted electric guitars barely resemble the sound produced by the actual instrument. In fact, a distorted electric guitar sound has become a recognizable singular instrument, distinguished from a guitar sound. The diverse processors involved in producing the distorted electric guitar sound have served as the basis for developing a full range of sound processors that can be applied to any sound. They fall under a variety of categories according to Gibson’s (2005) distinctions: - Frequency over Time: Vibrato generators, Flangers, Choruses - Volume over Time: Tremolo generators - Time: Delays - Volume (p. 75) A mix of these approaches, in addition to extreme equalization, would generally create other commonly used distortion effects in the electric guitar. Vibrato and tremolo generators are relevant examples because they are able to produce contained and controlled sound 369 variation over time, making the sound of a hyperinstrument dynamic and, thus, generating a rhythmic pulse that could potentially interact with the rest of the audiovisual material. In addition, these effects generate from physical instrumental models. Vibrato is a common technique for string and some wind instruments, and it is essential for producing their most common sound. A string vibrato is literally the slight alteration of the frequency over time at a particular rate by moving the finger that is pressing the string. This rate might also be considered a very low frequency. For example, the string player might vibrate a note by slightly moving the finger to the sides at a rate of around eight movements per second. In a vibrato sound processor, this is modeled by using a low frequency sinusoid wave called Low Frequency Oscillators (LFO). They are physically equivalent to a sound wave, although they are not perceptible by the human ear. This allows them to easily modulate the sound by altering its frequency. The tremolo effect diverges further from its physical counterpart. Tremolos are equivalent to vibratos applied over the amplitude (volume) instead of the frequency. They generate volume undulations, which might resemble the undulations produced by the bow change on a string tremolo, by similarly using an LFO over a volume controller. The nature of these effects highlights how they extend traditional and orchestrational principles beyond their physical 370 possibilities, and how they are applicable to a broad range of sounds. The possibility of a fixed sound undulation over time also generates a rhythmic and metric effect that would not be possible to achieve with a long sound, thus making the utilization of note attacks non-essential for the generation of meter and rhythmic patterns. Delay generators also contribute to the creation of rhythmic and meter patterns by repeating a sound at an established rate (or meter), also with an established attenuation over time. Although they actually need a clear attack to become noticeable, they are able to generate a complex metric pattern with just a few single sounds. Distortion-related effects highly alter the sound spectrum. In addition, they have strong meaning attached due to their origins in diverse styles of popular music. Moreover, the nature of a distorted sound, which defies an aesthetic model based on sound clarity, does add connotational meaning. Distortion might indicate an underground culture or refer to the corrupted nature of an event or a place. However, their meaning possibilities are evolving as they are utilized in an everincreasing musical scope. 371 Virtual Space Design Creating a virtual space from where the music will emanate involves utilizing microphone perspectives, various sound processors and, in addition, reverberation processors and spatial positioning tools such as panning. The nature of the virtual space is, even in the most current frequent approaches, two-dimensional. The stereo and the surround speaker design generate an aural image that has no height. This is because in both configurations, the speakers are placed at the same height, generating a two-dimensional virtual plane. The main difference between a surround design and the stereo is the possibility of placing sounds behind or at the sides of the spectator, going beyond a model for the virtual space that mimics the concert stage. In addition, the surround speaker system reproduces, with increased precision, the reflections produced by reverberations from the back of the hall. Figure 47 graphically shows the configurations of a stereo and a surround speaker design. In orchestral music recordings, the stereo attempts to replicate a sound model similar to the experience of attending a concert. Surround sound aims to reproduce a sound that is ambient, which might recreate the sonic environment of different spaces. As I suggested before, by 372 employing a virtual space it is possible to go beyond the restricted number of dimensions of the physical world. Figure 47. Stereo and basic surround speaker configurations. However, it is important to be aware that even by utilizing either stereo or surround, it is not technically possible to generate a sense of aural height. This is, however, possible by using newer designs of sound delivery such as Dolby Atmos (Dolby, n.d.). Hence, the additional possible dimensions do not enhance the representation of the physical world. Instead, they extend its possibilities. The example described in Figure 44 generated a virtual space where a sound object is divided between different locations, generating sounds from different positions. From the audience point of view, the model would generate the following instrument placement (Error! Reference source not found.). 373 Figure 48. Representation of multidimensional spaces. Even though there is only one piano recorded, the result becomes multidimensional due to the mixing process, as the piano seems to emanate from different spaces. This particular sound distribution might generate the impression that the piano is on the far right of a long rectangular area (Figure 49). However, if the rest of the sounds assume a different virtual space, similar to a regular stage, then the final result would still be multidimensional, as it includes diverse sound spaces at the same time. Moreover, the presence of another virtual space will dilute the mental representation of the area from the previous figure. The design of virtual spaces becomes a challenging process with myriad possibilities for sound expansion. 374 Figure 49. Two-dimensional virtual configuration The traditional model of orchestral set-up, along with the principles of orchestration, is grounded in a mostly physically stable positioning of the ensemble. The principles that regulate the balance between instruments, the difference in their power, or how they mask other instruments all assume a fixed physical disposition. Thus, the stereophonic orchestral sound is, in practice, a one-dimensional model in terms of music composition. Unlocking the space dimension is, from an aesthetic viewpoint, extremely appealing. Mahler’s example outlines the immense possibilities offered when expanding the sound dimensions, while highlighting the associated challenges in terms of the necessity to redefine the orchestration principles. Therefore, aside from examples similar to Mahler’s, which are fairly exceptional in the most common symphonic repertoire, there is no orchestrational equivalent to virtually expanding the space. In addition to the possibilities of creating complex sounding instruments, I will describe two main areas in which the virtual space 375 design becomes especially relevant in terms of the generation of meaning: the utilization of reverberation effects, and the implications of designing an evolved and sophisticated virtual space in terms of sound cohesiveness. Reverberation Processors There are two main types of processors that generate reverberation or, in other words, that allow placing a sound as if it were performed inside of a space. The first set includes processors that digitally process the sound in order to emulate reverberation. This is mainly achieved by generating sound delays that replicate those that would be created by a hall. The reverberation processors from the other group are commonly known as convolution reverbs. The reverbs in this second group are generated from a sound sample captured in a physical space (impulse response), which captures the natural reverberation generated inside a hall from the particular perspective of the location of the microphone. It is similar to the HDR processes of capturing the lighting of a hall that I described in Chapter IV (Prince, 2012, pp. 192193). The possibilities of convolution reverbs are somewhat parallel to the addition of instruments from around the world, as described in the 376 analysis of The Lord of the Rings (2001-2003). They allow for the ability to position instruments or sounds in places where they would not be expected to be located. For instance, an Indian tabla could be virtually placed inside of a European Gothic cathedral. Moreover, it is also possible to place an instrumental ensemble whose size would exceed the capacity of a particular room or hall. For example, it is possible to create a convolution reverb that reproduces the reflections produced in a bathroom, and then employ it for a full orchestral sound. Using convolution reverbs has the potential to carry the meaning from their original spaces into the hyperreal, where it will evolve and interact with other meanings present in the diverse musical objects of the hyperorchestra. Cohesiveness One of the most important aspects to consider when designing a virtual space is to evaluate the resulting cohesiveness. While placing a symphonic orchestra inside a bathroom could generate an interesting sound, it will disjoint the spatial representation of the ensemble within the spatial representation of the space. Similarly, the presence of multiple two-dimensional virtual spaces interacting and generating a 377 multidimensional space will diminish the cohesiveness of the resulting soundscape. Much akin to most of the features of the aesthetics of the hyperorchestra, a sound result that is more or less cohesive has advantages and disadvantages, depending on the meaning and functionality intended for the music. Generally, a non-cohesive sound would make the music more apparent and noticeable, due to its peculiarities. It will also tend to be associated with some degree of nonrealism, which might be related to the diegesis or to the aesthetics of the whole film world. Therefore, from a hyperorchestral perspective, the cohesiveness of the virtual sound stage becomes another variable to evaluate in the process of sound and meaning creation. Sound Processing and Aural Fidelity Bordwell and Thompson (2012) define aural fidelity as “the extent to which the sound is faithful to the source as we conceive it” (p. 583).132 The word “conceive” is key to comprehending that the concept does not necessarily link a recorded sound source with a sound from the physical world: “we do not know what laser guns sound like, but we accept the whang they make in Return of the Jedi as plausible” (Bordwell & 132 Jeff Smith also discusses Bordwell and Thompson’s concept of aural fidelity in relation to the creation of the diegesis (Smith, 2009). 378 Thompson, p. 283). Therefore, assessing the aural fidelity of a sound involves analyzing its verisimilitude. The original purpose of most of the techniques described in this section, dedicated to sound processing tools, was to restore, as much as possible, the aural fidelity of the recorded sounds. By using these tools, the recorded sound would generate a verisimilar image of the music that would ideally become a representation of a physical experience. From this angle, equalization served to restore the original frequency spectrum before the recording. Further, the utilization of a reverb would place the instruments inside a hall. Similarly, mixing was originally conceived as the resulting process of joining all the elements to recreate a live experience. In the aesthetics for the hyperorchestra, these possibilities expand beyond the pure objective of accurately representing a physical event. Similar to the concept of cohesiveness, aural fidelity becomes another dimension from which to generate meaning, instead of being the goal of the whole process. Assessing the degree of fidelity of an instrument or a sound becomes an aesthetic decision linked to the functions that the sound is expected to fulfill, thus related to its intended meaning and sound beauty. 379 Creation of Hyperinstruments In this section, I will explore the aesthetic grounds for the creation of hyperinstruments by utilizing some of the mixing techniques previously analyzed, in addition to extrapolating the findings described in the screen music analysis chapter. When describing the music for The Man of Steel (2013), I stressed the importance of the creation of hyperinstruments based on new ensemble sounds, in order to generate an appropriate soundscape for a movie that revisited the figure of Superman from a different angle. Thus, the aesthetic intent of creating these new ensemble-based hyperinstruments obeyed the necessity of generating meaning, which would connect with humanity in relationship to Superman. Generating a hyperinstrument regularly begins with conceptualizing the intended signification of the instrument, along with defining the contributions of the instrument to the overall meaning of the score. Once a general objective has been established, the creation of a hyperinstrument begins by choosing an instrumental instance.133 Selecting an instrument becomes a very specific endeavor. It implies picking the particular sound that is adequate to fulfill the purpose of the hyperinstrument. It might involve choosing a precise virtual instrument 133 Or a set of instances. 380 from a sample library collection, or deciding to record a specific musician playing an instrument. Moreover, picking a sound source involves deciding on a particular articulation or a performance practice. During the process of choosing sound sources, the composer could decide to amplify the instrument by merging diverse sources. In the analysis of the music for Interstellar (2014), I discussed how, in the track entitled S.T.A.Y. (Zimmer, 2014), the pipe organ merged with a synthesizer sound, which created a hyper-organ that interacted with the multidimensional space portrayed in the movie. Adding a synthesized sound detached the pipe organ from its physical roots inside of a cathedral, thereby expanding its possibilities beyond the threedimensional world where humanity regularly interacts. In tandem with the process of choosing an instrument, the composer could select a particular sound perspective that might be the result of merging diverse sound sources. In addition, other sounds, such as the synthesizer in S.T.A.Y, could be added as a means to complement the shape of the sound. Likewise, instrument merging might involve the utilization of two or more sampled virtual instruments (or recordings). For instance, a clarinet sound might be reshaped by adding a flute sound at a very soft volume, which would slightly modify the tone of the clarinet. 381 The creation of a hyperinstrument also involves deciding whether to employ any of the sound processors previously outlined. In the case of instruments that are the product of merging, this procedure also involves deciding to apply these processors to the individual sounds, to the resulting sound after the merge, or to both. A flute sound merged with a clarinet might have a delay effect and a longer reverberation time, thus generating an atmospheric sound surrounding the main clarinet sound. The resulting hyperinstrument will have associated a particular sound and a set of possibilities for generating meaning. The origin of the sounds is key as they greatly contribute to the hyperinstrument’s expressive power. The cultural origin of the instrumental source or the origin of the sound that shaped the instrument are the basis for the transmission of extramusical content. Furthermore, the utilization of specific processing techniques might attach additional connotations. For instance, distortion might reinforce a menacing or disruptive expressiveness. Similarly, a long reverb might be associated with transcendence. The conjunction of all these principles shapes a hyperinstrument, which becomes a tailored and specific sound generator with a singular sound, and with a set of connotations attached. The conjunction between a focused path for meaning creation and a sonic color that is distinctive 382 and original become powerful creative elements for making music in hyperreality. Hyperinstrumental Orchestration In this final section, I will explore the aesthetic principles that guide the combination of hyperinstruments beyond the utilization of mixing techniques. The following principles expand the traditional orchestration techniques into the possibilities offered by the hyperorchestra, while preserving their grounds. I will describe three main approaches that revolve around the main traditional orchestrational practices. First, I will explore how to expand the concept of instrumental sections. Second, I will describe the incorporations of new instruments from diverse origins. Last, I will discuss the process of combining extended sections and instruments. Augmenting and Expanding the Orchestral Sections In the analysis of the music in Inception (2010), I argued that the score was created by generating a massive brass section, which would have to be matched with an even larger string section if it were performed live. The colossal brass sound in Inception has already become iconic for describing a process of expanding the original sections from the 383 traditional orchestra. Taking a different approach, the score in The Man of Steel (2013) served as an example of the utilization of new orchestral sections generated from creating ensembles from single instrument instances. The hyperdrum ensemble became a section within the percussion section of the hyperorchestral ensemble for the score. These examples provide two different approaches that extend the concept of orchestral sections.134 One of the first implications revolves around an increased independence and individuality for these new sections. They integrate with the rest of the sounds of the hyperorchestra, yet they preserve their own entity and a distinctive presence. The massive brass section in Inception, alone, already defies the possibility of ever being physically placed in an actual hall. Because of this fact, the brass section already becomes distinct. This is also a consequence of an approach to the ensemble that abolishes the fixed structure or the traditional orchestral instrumental placement. The orchestral placement was designed to create an already “mixed” and balanced disposition. For instance, the brass section was traditionally sonically in the background, supporting 134 In the traditional orchestra, the sections are the strings, woodwinds, brass and percussion. In addition, harp and keyboard instruments such as the piano or the celeste generally are considered as isolated instruments, although leaning towards integrating with the percussion section due to their sound properties. 384 the strings. When mixing became an orchestration tool, the need for the fixed instrumental mix provided by the traditional orchestra is no longer necessary. Therefore, the sections in the hyperorchestra are autonomous sound entities and the composer has the freedom to make them evolve and make them generate new sonic environments. The definition of a section within an orchestra dissolves, which allows for a more flexible approach to their construction. It is in this context that the possibility to augment, extend and create new sections appears. The process of expansion is grounded in the principle idea that defines a section: a structured sound that produces a cohesive output through the conjunction of diverse sound sources. The hyperdrum ensemble generated its ensemble sound by joining a set of recordings utilizing close microphones, in addition to general room microphones. The sound retained the intensity and clarity of an individual drum at the same time that it added the power of the ensemble. Similarly, the string sections in the same score from The Man of Steel were mixed by emphasizing the closely recorded sound of the section, thus generating a sound of the string ensemble that also differed from the string ensemble sound within an orchestra: it was a blend of sectional power and soloistic intensity. 385 The individual treatment of each section allows for its expansion, in terms of the number of performers, without compromising the clarity of the output sound due to the dimensions of the hall. In live performances, there is a necessary correlation between the number of performers and the minimum reverberation, which is caused by the hall’s dimensions. It is possible to place a single player in a small room, but this becomes impossible with larger ensembles. In the hypothetical case of a 2000piece orchestra, the hall that would be required to host the ensemble would be enormous. Even when the sound of the section is produced exclusively by live players, recording one section alone allows for the possibility to increase the number of performers without the need to record in a bigger place, thus maintaining a controlled amount of reverberation. Moreover, recording techniques, such as using microphones close to the instruments, allow for the disregard of most of the reverberation sound. If the sound of the section is produced either partially or in its totality by using sample libraries, the possibilities to expand the dimensions of the ensemble escalate. Orchestral sample libraries such as EastWest’s Hollywood Orchestra (EastWest Sounds, 2014), which I described in Chapter VII, regularly incorporate ensemble instruments for the brass section. For instance, there is a full virtual instrument (it includes a wide range of different articulations) that is 386 generated from the recording of six French horns in unison. Hence, a four-note chord performed by this virtual ensemble is theoretically created from a virtually formed group of 24 French horn players. Consequently, the associated properties attributed to an instrumental section are deconstructed when they become part of the hyperorchestra. The correlation between ensemble size, reverberation, and individualistic sound breaks, allowing for a much more flexible approach to shaping the final sound. A highly numerous brass ensemble could be contained into a virtual space that generates a reverberation that would generally be attributed to an ensemble of a much smaller size. Similarly, this ensemble might still preserve the intensity of a single instrument recorded closely. Moreover, the virtualization of the ensembles produced by either non-linear recording sessions or by the utilization of sample libraries allows for the multiplication of the possible ensembles in terms of their articulations simultaneously played. A string section might be sustaining a chord at the same time that the same string section is playing a pizzicato musical passage. In this situation, the string section becomes multidimensional, being able to produce multiple sound articulations as a whole, all at once. The examples from The Man of Steel revealed the possibility of creating new sections that did not exist in the traditional orchestral 387 ensemble. Aesthetically, they derive from the deconstruction of the concept of an instrumental section. These new ensembles utilize some of the properties associated with an instrumental section, but by implementing them in new sound paradigms. The hyperdrums would not be possible if all the music for the score was recorded at once. Moreover, recording them using only sectional microphones would have not generated the particular sound intensity and power that the hyperdrums in Man of Steel aimed for. The aesthetic revolution of instrumental section generation has just recently been picked up by sample library makers, who have begun to release a new group of virtual instruments that are focused on the creation of these new ensembles that, although they are rooted in the orchestral instruments, expand them far beyond their natural place in the orchestra. 8Dio has just released Orchestral Grand Ensembles (8Dio, 2015), which incorporates a separate microphone position that captured each of the instruments of the ensemble in a close perspective, thus mimicking the model designed by Zimmer and his collaborators for the hyperdrums. In this new library, there are virtual instruments for a four-piece piano ensemble, a seven-piece guitar ensemble and a five-piece harp ensemble, among others. Expanding the orchestral sections also comes from the performance side. With the utilization of computer-aided technology, it is 388 possible to generate impossible crescendos, such as those described in the analysis of Inception’s (2010) score. This is a good example to describe how the performance element of the ensemble sound has also been deconstructed to allow for humanly impossible gestures, generated by the modification of the recorded sounds or by the utilization of carefully programmed sample libraries. The possibility of total precision in the case of rhythmically challenging short note passages, such as fast string pizzicato passages, is another example of the possibilities in terms of a computer-assisted (or computer-amplified) performance. Incorporating New Instruments The analysis of the music for The Lord of the Rings (2001-2003) movies presented an extended ensemble produced by the addition of an extensive collection of instruments from diverse cultural origins. Similarly, the hyperdrum ensemble’s sound source is the drum kit, which originated in the 20th century’s popular music scene. Moreover, incorporating synthesizers or hyperinstruments add sounds to the orchestra that are likewise new. In addition to the expansion in terms of meaning, adding these new instruments accomplishes various orchestrational purposes. Frequently, new instruments are treated as soloist instruments. They 389 occupy a central space in the soundscape by being recorded and mixed as soloists. Moreover, the instrument does not need to be in the same room or even be recorded at the same time, if taking into consideration a non-linear process of music recording. The advantages of these modes of production allow for the utilization of instruments as soloists that would not have been properly balanced if they were performed live with an orchestra. The physical and cultural nature of those instruments generate interactions within existing sections, at the same time that new connections are being produced. A Japanese shakuhachi will blend with other woodwind instruments (especially with the flutes), as they are all share a similar timbre. At the same time, all the Japanese instruments present in the score might form a virtual Japanese section within the hyperorchestra, which will become a space of interaction by cultural similitude. Therefore, the shakuhachi might blend with the woodwind section, amplifying its range of sonorities, yet become integrated within the ensemble, at the same time that it might become a separate Japanese instance during other moments of the music. Synthesizers integrate in a similar manner. They can become distinctive parts of the ensemble, or even become the whole ensemble, at the same time that they can integrate and blend with an instrumental section. The examples 390 in Inception are eloquent: airy-sounding synthesizers that become the tail of a soft and high string sound produced with harmonics, strong and timbrically dense low sounds that would complement the powerful brass chords, or heartbeat-like pulsations that become isolated and prominent sounds that signify anxiety. Thus, the incorporation of new instruments adds, in addition to meaning, new sound dimensions that might serve as a complement and as an amplification of existing sections, or as a generators of soloistic sounds that might become prominent in a similar manner to the role of the soloist in any orchestral concerto. Hyperorchestral Combination This last section relates to the process of combining different sections and instruments in terms of balance and sound. Balancing and combining instruments and sections is one of the key focuses of traditional orchestration. Adler’s proposal to divide musical elements into three main categories is a well-accepted paradigm for organizing the orchestration: 1. Foreground: the most important voice, usually the melody, which the composer wants to be heard most prominently; 2. Middleground: countermelodies or important contrapuntal material; 391 3. Background: accompaniment, either chordal or using polyphonic or melodic figures. (Adler, 2002, p. 118). Once it has been decided which musical items pertain to each category, the role of the orchestrator is to create the balances and combinations that best achieve the desired results, making the foreground voice prominent, the middleground ideas distinctly heard but in a secondary position, and the background ideas non prominent but filling the soundscape. With the hyperorchestra, the process of combining instruments and sections becomes much more flexible, akin to the rest of the orchestrational elements discussed above. Volume mixing becomes key in hyperorchestration in order to expand the possibilities of the traditional orchestra. For instance, in order to balance the sound of a brass section playing fortissimo with a string section playing in a moderately soft dynamic, it is necessary to apply volume adjustments between the sections. This process might create a collateral effect in terms of the ensemble: the string section might seem bigger as it will be mixed louder in comparison to the brass section, if they need to be sound balanced. Thus, the process of instrumental combination interacts with the reshaping and amplification of instrumental sections as previously described. 392 In a similar manner, the sonic placement of the instruments and sections will have an effect on their combination and their unity as a section. For instance, in the case of a string section that plays, at the same time, a sustained chord and a full pizzicato accompaniment, both sounds will probably emanate from the same virtual location that corresponds to the string section placement. It is in this situation that a multidimensional section will be generated. If, on the contrary, the sustained chord and the pizzicato passage were assigned to distinct spaces in the soundscape, it would appear as if there were two different string sections inside the ensemble. In parallel, the success of the introduction of a new instrument, such as the shakuhachi, depends on how its role is negotiated in terms of its combination with the other instruments. If the new instrument needs to have a soloistic role, the process of instrumental combination must take this fact into consideration. Otherwise, not only might the singular sound of the instrument be lost, but the associated meaning might also not permeate properly. As a final matter, when applying hyperinstrumental orchestration techniques, composers must assess how their utilization affects the perception of verisimilitude in the music they make. This is comparable to the evaluation of aural fidelity when employing mixing tools for 393 hyperorchestration. Similarly, verisimilitude refers to the appearance of reality instead of an attempt to portray realism. Thus, the evaluation of how the utilization of hyperorchestral techniques reshapes the perception of verisimilitude must just focus on the resulting sound as experienced by the audience, disregarding the actual technical details of its production. Moreover, the process of evaluation needs to take into account the desired level of verisimilitude to fulfill the needs of the movie in terms of the added meaning. This assessment will allow for the permanent cognizance of the implications of particular hyperorchestrational procedures. Hyperorchestrating is a means of sound expansion and development, which, like any similar process, involves balancing what is gained against what is lost. 394 X CONCLUSIONS In defining the hyperorchestra, I have provided a model that describes a new approach to music creation that has emerged from the process of virtualization and digitalization of conventional musical practices, concomitant with similar changes to how audiences experience music. In describing the hyperorchestra, I investigated the practical and aesthetic consequences of its utilization in audiovisual media. I began this dissertation by describing the concept of hyperreality with two primary goals: to provide theoretical grounds for the new ensemble and to integrate it within a wider social scope. These conclusions are divided into five brief sections that encompass the diverse set of conclusions for this study. The Hyperorchestra and Hyperreality A pivotal element of the philosophical investigation involved scrutinizing the ontology of the hyperorchestra in terms of its distinctive qualities as compared to traditional musical ensembles. McLuhan’s (1964/1994) theory of media served as a tool in order to address the 395 ontological definition of the hyperorchestra. Employing McLuhan’s definition of media, which focuses on how new devices serve to amplify the human body and its interaction with human senses, allowed for the creation of a streamlined context to define how humans interact with music and sound. In addition, it also presented a challenge. Human senses act as mediators of the musical experience. Similarly, a musical instrument adds an additional layer of mediation. Establishing how the hyperorchestra differs ontologically from these processes required a detailed analysis. For instance, a virtual instrument that employs a sample library could be interpreted as another layer of mediation, akin to a physical instrument. McLuhan (1964/1994) described the revolutionary aspects of the electrical era, especially in contraposition to the previous stages of human development, as he believed that they produced an implosion instead of an expansion. This is because the technology that was made possible by electricity allowed humanity to be virtually interconnected (without the need for a physical connection), at the same time that it generated a set of new media that were predominantly audiovisual. McLuhan’s ideas served to establish two main premises for defining the hyperorchestra as a new medium: the capability of recording music and sound, and defining the Western musical score as a medium similar to 396 the phonetic alphabet. Recording music allows for a nonlinear approach to music creation. It breaks the temporal boundary that is naturally associated with a musical performance, allowing the chronological nature of the timeline to become variable. Similarly, recording music severs the connection between musical performance and a three-dimensional space in which the sound unfolds. Microphone placement, mixing and processing allow for the creation of custom made spaces that might not even depict any analogous or specific physical space. The discussion on how recordings of piano concertos tend to feature the piano sound, producing a final result wherein the piano sounds louder and much more distinct that it possibly could in a live performance, served as an example. Regarding the Western musical score, an open analysis of its properties revealed its close relationship to phonetic language, in terms of McLuhan’s theory. For McLuhan (1964/1994), with the introduction of phonetic language, humans were given “an eye for an ear” (p. 84) as it diminished “the role of the other senses of sound and touch and taste in any literate culture” (p. 84). Similarly, the musical score arose as a cultural product that neglected significant elements of sound, in order to provide a streamlined framework for a reductionist approach to music production. Hence, in exchange for rationalizing and restricting the process of music 397 creation, music was readily shared and performed, in a manner similar to how the Industrial Revolution transformed the social structure of Western civilization. Utilizing a musical score favored a compositional process that largely highlighted pitch and a fixed temporal grid for depicting rhythm and meter. Although the processes of recording and producing open the door to music into hyperreality, it is still possible to produce a sound recording that aims for an aural result that attempts to mirror a live performance. Similarly, a spectral approach to composing music allows for the envisioning of the musical experience in terms of a soundscape, while still continuing to utilize the traditional notated score. This is why the description of the hyperorchestra requires an aesthetic inquiry, even when only attempting to provide a definition. Music, as a product of human culture, can only be defined when its aesthetics are taken into consideration. Utilizing a combination of 1) philosophical inquiry focused on the ontology, 2) the sound properties of music, and 3) aesthetic inquiry that analyzes how music is a symbolic product of a culture, it is possible to define and describe the processes surrounding the hyperorchestra. Moreover, this dual approach emphasizes the generation of meaning as one of the key features of this new ensemble. The hyperorchestra serves 398 as both a new way to produce music that incorporates a wide range of sounds, and as a musical conception that introduces the generation of meaning as one of its primary objectives. Within a hyperorchestral framework, the music creators become cognizant of the symbolic nature of music within a given culture, unfolding its power as a generator of meaning and emotion. In other words, when writing for the hyperorchestra, the composer is aware of, and utilizes, the cultural framework in order to shape the intended meaning of the music. This expansion in meaning and of the soundscape triggers a musical experience that can interact with and combine diverse cultural traditions. Similarly, it can produce results that transcend what would be achievable by physical means alone. Therefore, the hyperorchestra positions the generation of meaning as central throughout the creative and compositional process, instead of serving as a byproduct derived at the end, but rather providing a wide array of tools for building meaning. Interaction with the Moviemaking Process In this thesis, I stated that a hyperorchestral process of music creation is similar to the process of digital movie production. Moreover, I defined diverse areas in which employing a hyperorchestral framework actually benefits the integration of the score within the various levels of 399 meaning in a movie. A central area of interaction lies in how the movie relates to realism, and how it becomes more or less verisimilar. I proposed a model for the film world in which the diegesis becomes, following Souriau’s (1951) original concept, an imaginary entity generated by the audiences from the combination of the material from the movie and the audience’s experiences of their world. Thus, I concluded that the diegetic world was created as close as possible to the perceived world of the audience, which afforded the movie creators the freedom to assume that audiences would infer a great deal of information in the process of ‘world building’. Although music does not literally generate the world, the perception of its contribution toward verisimilitude influences the resultant diegesis. This is the rationale by which I emphasized the capability of the hyperorchestra to generate music that sounded verisimilar although it could not be produced by physical means alone. Prince’s (2012) definition of perceptual realism became useful in order to establish a parallel with the visual entities within the movie. Thus, assessing how the resultant sound of the score in terms of its verisimilitude becomes essential in order to properly shape the generated meaning of the music to properly integrate it with the rest of the elements of the movie. The model for the creation of the diegetic world was inclusive in terms of 400 describing how music could aid in shaping the diegesis. From this perspective, the possibilities offered by the hyperorchestra, in terms of a detailed approach to the generation of meaning, empower the screen music with a far greater capacity for constructing the diegetic world. As the music emanates from a combination of diverse sounds that embody varied significations, it reinforces its contribution in suggesting to the audiences how to generate the diegetic world. The analyses of the scores for The Man of Steel (2013) or The Lord of the Rings trilogy (2001-2003) are useful examples to demonstrate how their music contains a level of meaning that can provide rich content to the world of the movie. Prince’s (2012) and Auslander’s (2008) discussion on the process and implications of utilizing CGI provided context to link it with the music production process within the hyperorchestra. Although this similar approach to production does not necessarily imply a better integration of the music within the movie, it provides a connection that might trigger creativity in terms of interaction. This has already been the case with the addition of the musical mock-up over the last two decades. With the mock-up, the process of movie scoring started to become nonlinear, thus adapting to the film editing process, which is inherently nonlinear. Christopher Nolan’s utilization of the music for Interstellar (2014) as a source for building the script (simultaneously incorporating the church 401 organ for its philosophical implications), exemplifies the possibilities that this new framework affords in terms of interconnected creativity. In this case, music is not only blended with the rest of the soundtrack and the audiovisual track, but it also serves to generate the original script. Sound Sculpting: Integrating with the Rest of the Soundtrack With the hyperorchestra, sound sculpting becomes one of the pivotal roles for music composition, i.e. composers focus on the sound spectrum, shaping how the hyperinstruments interact with the diverse frequency regions. This aesthetic approach conceives of music well beyond pitch, and thus utilizes the full soundscape as a compositional palette. Within a framework that conceives of music in terms of the sound spectrum, the score will interact more fluidly with the other elements that pertain to the movie soundtrack: dialogue, voiceover and sound effects. In sum, all elements in the soundtrack are approached purely sonically, without the mediation of the traditional score. For instance, a hyperinstrument could filter a certain area’s frequency in order to better interact and integrate with the sound effects that are occurring at the same time. Moreover, as a result of this approach, the boundaries between the soundtrack’s elements could blend, if this is the desire of the creators, thus facilitating the generation of a soundtrack that is far more 402 integrated. This integration allows for an increased set of creative possibilities that is not otherwise possible when the various sonic elements are isolated. Hence, the hyperorchestra facilitates the integration of all the elements that constitute the soundtrack, therefore generating new opportunities for interconnection. Composition as Sound Design The definition of the hyperorchestra provided in Chapter VI and the examination of the musical experience from a postmodern perspective revealed that composition is a culturally restricted subset of sound. Musical composition implies designing sound combinations over time that, when they are appropriate to the aesthetics of a given cultural framework, produces music. It is within this context that the Western score - the symphonic orchestra and the Western musical theory principles - can be conceived as containment tanks to produce creative works in a restricted and controlled area. In terms of ontology, when excluding cultural barriers, sound design and composition become equivalent. Thus, a composer becomes a sound designer with culturally limited tools and scope. With the introduction of a musical model based on the hyperreal, the culturally loaded borders that contained musical practices have blurred, allowing for a sound expansion that encompasses 403 a wide range of sounds, as well as the possibility to interconnect with different cultural sound subsets. Evolution and Expansion Possibilities The final part of the conclusion aims at providing a set of hypotheses in terms of the evolutionary possibilities in the aesthetics of the hyperorchestra. I defined a framework that, while grounded in current screen music practices, was flexible enough to encompass diverse approaches. One of the most prominent aesthetic limitations that I outlined is the horizontal speaker design that does not utilize height. Moreover, stereo is still the dominant mode of production for recorded music outside of movie theaters. In purely narrative cinema, a stereo image suffices to portray the majority of the information. The addition of surround sound essentially contributed to the experiential part of the movie. In other words, surround sound serves a relevant narrative role for most current movies. In terms of music, the stereo audio systems remain the dominant means by which music is delivered. This is also true throughout the process of music creation, although there is an increasing number of screen composers that are incorporating surround systems into their studios. However, surround adds an additional layer of technical 404 complexity to the creative process, which restricts the degree to which it is used. In addition, screen music is still primarily stereophonic, where surround speakers fulfill only a secondary role. Conversely, the introduction of technologies such as Dolby Atmos (Dolby) are unlocking the parameter of height by utilizing a full three-dimensional array of speakers. The potential of this technology is enormous in terms of the experiential possibilities it unlocks, albeit with significant technical complexities. An aesthetic of movie making that continues to expand on the experiential means of expression that cinema offers, will ultimately engage with modes of sound production that increasingly utilize these surrounding technologies. The degree of utilization will also rest on various practical implications and their capacity to translate the experience to a mode of listening for personal viewing on television or hand-held devices. The model for the hyperorchestra, however, remains valid when expanded to a three-dimensional surround experience. In terms of virtual space design, it will unlock new dimensions for instrumental placement that could trigger new sonic environments and ultimately, the possibility to generate new meanings. In Chapter VI, I briefly described how the hyperorchestral model could interact with purely concert music expressions. In myriad ways, 405 most contemporary popular music already employs hyperorchestral concepts in live concerts, generating musical output that reflects varied combinations of diverse sound processing. Similarly, electroacoustic music has routinely employed multiple speaker systems to present diverse musical experiences and sound experiments. The hyperorchestra also offers these musical manifestations a widely extended range of means for musical expression that might be applied in the future. Finally, I described how, in Interstellar (2014), the process of movie scoring became closely integrated with the actual process of movie making. In creating movies that are increasingly experiential, where the narrative becomes just another tool for expression, this level of integration will likely become more common. Moreover, contemporary processes of music creation have allowed for close collaborations between individuals with diverse backgrounds. This triggers an increasingly collaborative approach to writing music. From this perspective, the hyperorchestra becomes a very powerful tool. Its streamlined process of music production emanates from the necessity for collaboration and integration of different musical sensitivities and individuals. 406 BIBLIOGRAPHY 8dio. (2011). Adagio Violins [Computer Software]. 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The University Press of Kentucky. 423 APPENDIX A OVERVIEW OF THE PRINCIPAL MIDI MESSAGES As a communication protocol, MIDI is constituted by different types of messages. In equivalence with the Western score and the Western musical system, MIDI includes two main types of messages135: the notes and the continuous controllers. However, the flexibility in how to implement both types of messages is remarkable. By definition, a note is just a type of event that has a beginning and an end in a given temporal mapping. It is a definition that facilitates the implementation of Western musical notes, which are precisely defined as timed pitches. Each MIDI 135 For more information, see Pejrolo & DeRosa, 2007, pp. 1-19. The discussion that follows concentrates on the conceptual implications of the MIDI protocol. Thus, for the sake of clarity, the specific descriptions of the technical implementation of the protocol are omitted unless they are necessary. Concomitantly, this present discussion analyzes MIDI in its practical objective definition, which does not imply that its original design was created as a mapping of the Western musical framework. However, the practical result of the protocol is much more flexible and it is generally not attached to a Western tradition. For this viewpoint, it is important to remark that although most of the names associated with diverse aspects of the protocol generally have connoted meanings within the Western musical framework, the implementation of the protocol only registers numbers. For instance, naming Continuous Controller Number 1 as “Modulation” does not practically affect how this controller functions within the protocol. As I will describe below, this controller is regularly used nowadays to control either the dynamics or the vibrato of the instruments. 424 instrument is allowed 128 different notes (27), which are enough to map the piano, which has 88 keys. However, strictly by its definition, each note is just a different number in the interval between 0-127. As they are merely numbers, MIDI notes do not have any direct Western musical connotations, such as octave, scale or pitch. Although MIDI notes have no direct connection to pitch, it is easy to map the piano notes onto MIDI notes as aforementioned. Similarly, there are 128 different possible Continuous Controllers (CC) that can map 128 different states at any time. A Continuous Controller does not have a start or an end point. Instead, the Continuous Controller event changes the value of the controller at a given time, which remains the same until the next change. The high number of possible controllers and values implies that, at each moment, there are 249 different possible states for an instrument that can also map 128 different notes. In addition, each MIDI note has an additional set of associated parameters, such as the velocity (it also has 128 possible values). The velocity can easily map the dynamic range, as has been a common practice in digital instruments that operate with the MIDI protocol. This is because the velocity is captured in a MIDI keyboard by measuring the speed of how the keys are being pressed. A higher speed implies higher velocity that usually translates in a higher dynamic in parallel with how the piano functions. Thus, defining dynamic tables for 425 the velocity parameter is simple. For example, velocity could map two dynamic levels by the following association: Velocity Value Dynamic 0-63 piano 64-127 forte Figure 50. Simple velocity mapping In this hypothetical situation, a velocity value between 0 and 63 would result in a piano dynamic, and forte otherwise. Similarly, velocity can easily map a wider range of dynamics, as is shown in this second hypothetical mapping (Figure 51). Velocity Value Dynamic 0-20 pp 21-40 p 41-61 mp 62-83 mf 84-105 f 426 106-127 ff Figure 51. Alternate velocity mapping It is important to remark that these tables are fully arbitrary and that they are not part of the protocol. In addition, the dynamic mapping might only be proportional to the velocity value (0 would be no sound and 128 would be the loudest dynamic possible). A similar rationale applies to the Continuous Controllers. Although some of them are conventionally named,136 the given names have no effect on the protocol, which, ultimately, only registers numbers. One of these Continuous Controllers might be used to represent the dynamics instead of the velocity, which will allow the instrument to alter its dynamic while a note is playing. This is an improvement to using velocity, which is a unique number associated with each MIDI note, especially for the instruments that, unlike the piano, are able to actively modify the dynamics during a note.137 Similarly, the flexibility that MIDI notes permit is significant. They can be associated with multiple possible tunings or sounds with the sole limitation of a maximum of 128 instances. However, by utilizing a 136 CC1 is called Modulation, CC7 is called Volume, CC11 is called Expression, etc. 137 Wind instruments or bowed strings, for example. 427 combination of a note and a Continuous Controller, it is possible to significantly extend the number of sounds that the instrument can map. For instance, it is feasible to create instruments that can generate more than 128 different pitches. In this hypothetical implementation, each note might be associated with a pitch area that would be adjusted by a Continuous Controller, thus allowing 128 possible pitches for each of the 128 possible pitch areas. With the combination of the note value and just one CC, the number of possible pitches could increase to 16,384. Moreover, as described, a MIDI note is just a musical instance that has a beginning and an end. A MIDI note can map a particular sound or noise, unrelated to a pitch. Similarly, a MIDI note could trigger a performance or a complex musical sequence. Furthermore, a MIDI note might trigger multiple sounds at the same time, even the sound of an entire orchestra. 428