Showing posts with label Composers. Show all posts
Showing posts with label Composers. Show all posts

Monday, May 13, 2013

An interview with Mel Wesson

by Matteo Milani - U.S.O. Project, 2013

Mel Wesson received a multi platinum award for his contributions to The Verve's 'Urban Hymns' album and the anthemic single 'Bitter Sweet Symphony'. It was this album Hans Zimmer was listening to in the New Year of 2000 when he spotted Mel's credit and invited him to work on the score for Mission Impossible 2.
Since that time Mel has created his own niche within the movie score genre as 'Ambient Music Designer'. This area of atmospheric sound has weaved its way through many of Hans' scores including Ridley Scott's 'Hannibal' and 'Black Hawk Down', Christopher Nolan's 'Batman' trilogy and most recently Ron Howard's 'Rush', amongst the others.

[photo courtesy of Mel Wesson]

Matteo Milani: Mel, how you got involved in working on motion pictures?

Mel Wesson: Aside from a few piano lessons as a child I had no real formal music training, I learnt most about my approach to music at Art College...  I learn't about keeping an open mind, freedom of expression, things that have stayed with me all my life. I spent my  youth playing with bands, touring and recording. I started getting offers of session work, one thing led to another... I'd known Hans Zimmer since my late teens and he got me involved in a few projects with his mentor Stanley Myers, as well as some of his own early musical projects. Hans and I drifted apart for a few years when he moved to LA and I got more involved in working with recording artists but eventually Hans called out of the blue and asked me to get involved in the score of 'Mission Impossible 2'. That was the start of a new chapter for me.


MM: Would you like to describe your collaboration between composers James Newton Howard and Hans Zimmer?

MW: They're both very different, Hans prefers everything to be in a constant state of flux, whereas James has a more structured approach. I seem to have an approach that works with them both, I'm pretty flexible but I do like make progress through a picture so often I'll leap ahead of wherever  they are in the in movie and  then feed ideas back at them. James often likes to arrive at a cue and find something in place, it might be a soundscape consisting of many cues, or perhaps a rhythmic idea, maybe even a map. Hans tends to assimilate my ideas in his own way, a lot of time things come together at the mix as opposed to the more traditional point of composition, that works for him as he never considers a cue finished until it's in the theatre!


MM: Please explain your role as 'Ambient Music Designer' when working with the composer and other members of the sound editorial.

MW: Well, I really should know the answer to that one but I'm still working on it! The AMD role came about through a few conversations with Hans on 'Hannibal'. People read things into that title, but it's really just a phrase we cooked up to give me a credit on that movie and it stuck! The important thing is I just didn't want to go down the orchestral route (despite what people may think I DO write conventional music occasionally! ) and Hans gave me the opportunity to experiment with sound in a way that crosses the boundaries of music and sound design. A lot of my work is to do with atmospheres, creating a presence, emotions, sometimes through rhythm too. I create bespoke sounds but that's only a part of what I do. I use those sounds to work with picture, that's the real challenge here. The word 'Ambient' can cover a lot of ground in the same way the word 'Orchestral' covers an amount of options... Back to the question, occasionally a composer will have something specific in mind, but a lot of the time I'm left to my own devices and we see what occurs... I enjoy the freedom, it would be rather pointless for everybody if I didn't play  a creative role.


MM: How do you deal with the everlasting collision between sound effect and music?

MW: It's all noise... some noises work together, some don't. I try not to distinguish too much between violins and helicopters, everything has it's place... On Ron Howard's 'Rush' for example there's the most amazing sounding race cars... they're the sound of the movie, the heart and soul the story, yet they'll carve through any music... which is fine by me, I'd far sooner listen to them then an orchestra! Most recently I've been playing with the band 'Node', with producers Flood and Ed Buller, plus electronic artist Dave Bessell. What we do is all about sound, it's all live too, no overdubs, no mix process. The music we're creating crosses a lot of boundaries, there really is no conflict between sound and music in that environment and no one would draw a line between what we do and music. For me it's the ideal band to play with, I'm very excited about our album. 

[photo courtesy of Mel Wesson]

MM: The sounds you've done for 'Inception: the App' are these totally synthesised or is there any usage of reprocessed actual sounds?

MW:
Nearly all of my work on Inception, the score and therefore the App was based of reprocessed sounds, mostly from one sample session, but you'd struggle to recognise the source of the sounds in about 90% of the case. It was a session of natural instruments resonating through a piano soundboard, so we had an amazing amount of harmonics to work with plus the room itself. Then I took my ideas back to Air Lyndhurst and replayed them into the hall and re-recorded them again... we got some amazing material of out that session. There was some live recording in the app too.... like rain on my studio window that became part of the environment. There's been a Dark Knight App since that one too, the same team, but based more around a more interactive way of playing with the score in the real world.


MM: For 'Inception: the Soundscape', you’re credited as composer. It’s your first art installation work. Do you have any additional anecdotes to share?

MW:
That was played on the walk between Grauman's Chinese Theatre in Hollywood, (the US Inception Premiere) and the after show venue where we played a live concert. It was a walkway constructed a few hundred metres long and a really interesting project. I used a lot of ambience from the film, plus some sounds I got from sound designer Richard King, things like the train coming down the centre of the road, waves on the beach etc. It was a lot of fun, I'd love to do more... but really more long term exhibition based... and yes, I'm open to offers! Venice Biennale anyone?


MM: Tell us about the software and hardware production tools in your arsenal...

MW: My studio's based around Logic Pro, for now at least.... I love working in Logic but it's way overdue an update so I'm looking at alternatives. So... within the computer world I have a few favourite toys, MetaSynth has served me well in the past, Reaktor is probably still my favourite plugin, it's just so forward thinking, flexible, origional and most importantly it sounds good... that's  everything you want from a plugin. I use a lot of sounds manipulation devices, things from Izotope, Audio Damage, etc. I like the Waldorf plugins too, the Wave 3 is very good, but the most exciting thing I've seen in a long time is the PPG Wave Generator, it's an iPad app, again it's sounds great and it's innovative. I sometimes process sounds through my modular or the Synthi but I don't use a lot of outboard FX, although I've started using a Kemper Profiling Amp. Obviously that's designed with guitars in mind but there's no rules. I use a lot of vintage synths too, partly because nothing sounds as good and partly because the interface makes you think differently. I'm fortunate to have a large analog modular system that's part Moog 3C, part PPG300, other 'Go to' synths include a  Synthi A, PPG Wave 2. It's not just about the sound though, it's how these devices make you think. I just bought a guitar too, I don't really play, but again I come up with things I'd never think of on a keyboard or computer. 

[photo courtesy of Mel Wesson]


MM: What are your preferred titles you worked on and what kind of sounds you designed?

MW: Well all my sounds are organised within folders so there's the 'BatFlaps', for Batman Trilogy,  there was 'Rage' for the Joker, 'Ice Brass' for Inception. 'Gotham Metal', "BanePane'... it's a long list.  Of course we had  'MetaPiggies' on Hannibal!


MM: Can you reveal us a 'making of' of a very special sound effect(s) or a sound sequence
for 'Green Lantern'?

MW: Ah Green Lantern... we had a vast library of sounds, unusually for me all of my work was created with synthesisers,  We had there's the Green Energy sounds for the good guys and the sound of Yellow Light which was the sound of fear... We did record the extraordinary voice of Grant Gershon and I processed his voice to create various sounds and textures. We had so much fun on that movie, although it was pretty much universally slated which was a shame as the team was great as was the experience. 


MM: How do you deliver your sound elements to the mixing stage?

MW: I master everything in quad, but really all I do is give options, the real work in surround takes place on the dubstage. They have far more to deal with in terms of effects and dialog beyond the music and that team are experts in bringing it all together. My work is all part of the score, it's a common misunderstanding that I deliver stand alone sounds but for me the sounds are only a part of the process. Once I have my pallette I start to use those sounds to compose with, so the work is delivered as mixes and stems, the same as any other cue would be. That said Chris Nolan is very keen to have my material as wide as possible as what we called 'Melements', he likes to swap things around on the dub and experiment. For me it's always an exciting time and I love the way the process is constantly evolving.


MM: What projects are you currently working on?

MW: Well.... I'm a rarity in this industry in that I actively dislike have more than one project ongoing  at the same time... in an ideal world at least!  This year got off to a crazy start. I've been working a couple of old friends, Trevor Morris on 'Olympus Has Fallen' and Ramin Djwadi on 'Pacific Rim', these have been more electronic arrangements and ideas as opposed to ambient work. I've also worked on 'The Secret Life of Walter Mitty' with Teddy Shapiro, plus a few bits for Henry Jackman on 'Captain Phillips' and Chris Bacon's score for 'Bates Motel'. The important thing is at times like that everybody respects everyone else's projects and space... it's not like I have a team around me, I can't and won't delegate which makes things diffiicult at times. A nice Margaux helps though...

[melwesson.com]
[Mel Wesson - IMDb]

Thursday, November 01, 2012

Sonic Screens 2012 - full lineup


Electroacoustic music concert 
an event by U.S.O. Project (Matteo Milani, Federico Placidi) in collaboration with O’ and Die Schachtel 

Premieres: 
Agostino Di Scipio
"Two Sound Pieces with Repertoire String Music"
for any number of bowed string instruments and live electronics


Andrea Valle
"Dispacci dal fronte interno"
for Violin, Cello, spatialized electronics and printers


Federico Placidi
"TimeCapsule"
for Violin, Cello and live electronics


Performed by: 
Èdua Amarilla Zádory - Violin
Ana Topalovic - Violoncello

Sound Direction: 
Matteo Milani

Live Sets: 
Thoranna Bjornsdottir aka Trouble
Massimiliano Viel

O’ | via pastrengo 12 Milan | Italy
Saturday, December 1st - from 8:00 to 22:30 p.m. 

Door 5 euro

Sunday, September 09, 2012

New Album 'Unsorted Tales' Just Released!


Composed by U.S.O. Project - Unidentified Sound Object
SYN-007 © 2012 Synesthesia Recordings
Mastered @ Green Movie, Milan (Italy) by Matteo Milani & Federico Placidi

Performers:
Edoardo Carlo Natoli - Violin
Federico Placidi - Violoncello & Flute

TRACKLIST:

1) F'Shima (13.49)
2) Gretel's New Clothes (19.46)
3) Psalm 21 (22.15)

RELEASE INFO:

Artist: U.S.O. Project - Unidentified Sound Object
Title: Unsorted Tales Cat.No: SYN-007
File under: Experimental/Electronic
Format: Digital
Release date: 9.2012


F'Shima 



It's night.
There are no precise coordinates, nor recognizable signs that can lead us back to a familiar place.
And yet those sounds remind us, almost pathetically, of a summer night scene, to which we listened countless times.
But that’s not what this is.
The slow and articulated flow of pulsating energy gradually takes a structure, enabling us to be part of something very different.
The flow surrounds us, passes through us.
We can’t see it, nor touch it, but every particle interferes with our body, with our biological substrate. Far away, a storm is coming, perhaps.
It’s neither natural, nor inoffensive. It deceives us with the variety of its harmony of timbres.
The structure suddenly changes, reorganizing itself while turning us into something new.
A breach made of light. It’s oscillating.
Then, silence.
The air stagnates, suspended and motionless.
An electrical impulse.
One more. Others follow, one after another, fainter and more distant.
(Sounds), like petals made of ash.

F'Shima was designed and built around a series of recordings of electromagnetic fields generated by various electronic devices (Hard Drives, iPad, iPhone, Portable Game Consoles ...), recordings made ​​by using old analog phone-captors. The source material, sometimes fully recognizable, sometimes radically altered, has been digitally processed using the Kyma Sound Design environment.


Gretel's New Clothes 



"Nibble, nibble, gnaw,
Who is nibbling at my little house?"
The children answered: "The wind, the wind,
The heaven-born wind."

Gretel's New Clothes is, in a way, an acousmatic reinvention of the famous fairytale by the Brothers Grimm. It is in the form of a Rondò. 
There is no attempt to literally retrace the story, rather to suggest it in a subtle way, through the use of strongly characterized sound materials (footsteps in the woods, the wind, the "sounds" of the night...) which are then dialogically processed during the final Violin and Cello improvisation. 

“They walked the whole night and all the next day too from morning till evening, but they did not get out of the forest, and were very hungry, for they had nothing to eat... And as they were so weary that their legs would carry them no longer, they lay down beneath a tree and fell asleep.” 


Psalm 21



“...Your hand will find out all your enemies;
your right hand will find out those who hate you.
You will make them as a blazing oven
when you appear.
The Lord will swallow them up in his wrath,
and fire will consume them.”

Psalm21 is not a religious work. There is no implication of a celebratory or ritual nature. The dominant and recurring element during the composition of the piece, is the relationship between creation (as a constantly evolving act), creator (of which we ignore existence and features) and creature (as a self-conscious subject that reflects on his nature). These three elements are the driving force around which the work unfolds.

[Available on CD Baby Music Store]
[Digital booklet: Unsorted_Tales.pdf]

Monday, August 27, 2012

An interview with Hamilton Sterling

by Matteo Milani - U.S.O. Project, 2012 

I am happy to continue our series of interviews with Hamilton Sterling - sound designer, supervising sound editor, effects editor, and mixer who has worked on The Dark Knight, War of the Worlds, and Master and Commander: The Far Side of the World, as well as many independent films. He recently cut sound effects on MIB3 and The Host, and worked on Terrence Malick’s To the Wonder, and The Tree of Life. Hamilton was the supervising sound editor, sound designer, and re-recording mixer on Tomorrow You’re Gone by David Jacobson, and has edited sound on the films of P.T. Anderson, Christopher Guest, Andrew Dominick, and Steven Spielberg. To date he has worked on over seventy-nine feature films. 


Recording a Demolition Derby (photo: Michael Dressel)


Matteo Milani: Thanks for your time Hamilton! First of all, could you tell me a bit about your education and musical background?

Hamilton Sterling: I come from a musical family. My mother and aunt sang four, five, and six part harmony by ear. They performed as the Silhouettes on KDKA radio in Pittsburgh, Pennsylvania in the 1930’s. Both were very encouraging of my early musical interests. My aunt, who worked at the local newspaper, often brought home fascinating music: György Ligeti, George Crumb, music from all over the world. I heard the soundtrack to Fellini Satyricon before I ever saw the film. My mother was a jazz fan, and when I was a boy, would take me to listen to local groups. 

In high school I played electric bass in the jazz band and upright bass in orchestra. The musician’s union put together an all-star big band for high school students in which I played, and I also performed in the Allstate Orchestra, becoming principal bassist my senior year. I played my first jazz gig when I was sixteen years old, and entered Arizona State University on a four-year music scholarship, graduating with a BA in jazz and classical performance. 

From a social context, I also benefited from the cold war belief that the arts held importance, and that America had to out-compete the former Soviet Union in creative endeavors. Music education in elementary school and high school was excellent and generously funded. Unfortunately, for the arts and young artists, those days are gone. 


MM: Does your experience as a musician help you in your career in film sound? 

HS: I think a sense of rhythm, melody, and harmony is essential in being able to make interesting sound for film. Recent studies show that human beings are wired for music. In studing jazz, the adage of “learn the music theory, then forget it” allows the right brain freedom to improvise from knowledge. I’ve come to feel that cutting and layering sounds is a slow-motion version of improvisation. 


MM: How did you enter the movie industry? 

HS: Alongside my musical activity, I became obsessed with films. Stanley Kubrick’s 2001: A Space Odyssey became the impulse for much of my early creative life. I saw the film for the first time when I was ten years old. It brought to me an interest in modern classical music, archeology, cosmology, astronomy, AI, cinematography, and special effects. It also appealed to my budding existentialism. That any one object of art could do so much was, to a young mind, amazing. 

It may seem hard to believe, but public television at that time played films by Antonioni, Godard, Fellini, Losey, and Bergman, and the art house cinemas were still going strong. I began making short films in the summer vacations between school from the money I made playing music. When I came to Los Angeles in the early 1980s, sound seemed a natural fit. I began by editing documentaries, Warren Miller ski films, industrial films, until I got my first sound effects editing work on Alan Rudolph’s Trouble in Mind. 


MM: Choosing the right sound(s) to picture. An art form? 

HS: Because sound editing began as a technical blue-collar job, many people had the impression that what we did was nothing special – “A monkey could do it” was the often-heard refrain. Here in America, we never developed a militant artistic union, an aesthetic of labor, if you like. Of course, because many of the corporate films being made today are empty of artistic merit, to say nothing of merited thought, it’s no wonder that art and labor are still dirty words. Choosing the right sound is an artistic, and surprising moral endevour. Thinking back on choosing sounds for films I did twenty-five years ago, if you had a scene in a rough cityscape, one might choose a black voice yelling in the street. The effect of that implying threat (at least to a certain part of the population). And that is a choice that can subtly further social injustice. I’m not saying that an artist should proscribe their work, but one has to very conscious of one’s choices, because in mass entertainments, those choices may reach millions of people, and they have consequences. 


MM: You've frequently shared your nominations with Richard King, Christopher Flick and Michael W. Mitchell. How do you guys collaborate on projects? 

HS: When I worked for Richard King, I did sound design and sound effects editing. Occasionally, I did sound effects recording. The frog rain in Magnolia was re-recorded against the reflections of a cliff in the Angeles National Forest. We set up two speakers facing away from the microphones, and slowly rotated the speakers toward mic, giving the playback the effect of distant frogs falling toward us. Eric Potter and I also put a speaker in a pickup truck to record a playback of previously sampled frog elements. Eric put the truck in neutral and steered into the quiet, distant valley. The sound was incredibly bizarre, and I ruined the heads and tails of multiple takes by laughing. It’s always fun to get out into the world to record, and Richard loves to record. 

Chris Flick did all the programming and cutting of the foley, and we conferred with him on elements that effects needed help with. As to the sound effects editing, Michael Mitchell and I did a lot of heavy lifting. Richard cuts sound effects as well, and in this day and age, I admire him for it. 


MM: Would you like to explain your role when working with the other members of the sound editorial?  

HS: When I’m not supervising, I try to communicate very specifically with the supervisor and my fellow editors: what are the stage delivery requirements, the predub breakdowns, or whether there will even be predubs, who is doing what in terms of special design. Hopefully, the supervisor has been able to spot the film with the director. If there is little in the way of specific information, I get a sense of the aesthetics of the director from what’s on the screen. If what you see is a pack of cliches, you know what to expect. If there are few cliches, you have reason for hope. At the end of the day, your work is only as good as the director’s vision, and their courage to take risks. 


On the Cary Grant stage at Sony on Morning (photo: Leland Orser)


MM: What are the musical tools you use to boost your sound designing workflow? 

HS: A number of years ago I purchased a Kyma sound design system from Symbolic Sound. It is very useful in producing unique sounds. It’s always inspiring. I also use my old Kurzweil K2000 as a midi controller, a Haken Continumm fingerboard, and a PC2R. In studio I use Millennia mic preamps. For field recording I use Schoeps mics and Sound Devices mixers as well as different contact, ribbon, and dynamic mics to gather my sounds. My bass is fitted with a midi pickup that I also use through an Axon to trigger my samples. 


MM: Sound processing: can you give us a description of your studio gear? 

HS: I use Pro Tools HD3, Genelec 5.1 speakers with a MultiMax monitor, and many plug-ins. For picture I project HD through a Decklink card to a nine-foot screen. Aside from Kyma, Haken Continuum Fingerboard, Kurzweil, and Axon, I have on occasion used Beat Detective in Pro Tools to place rhythmic structure onto multiple effects, and Melodyne to re-engineer animal vocals. I just started using Battery as a sampler. Altiverb, Pitch ‘N Time, Lowender, and GRM tools are staples. 


MM: Can you reveal to us a "making of" of a very special sound effect(s) or a sound sequence? 

HS: I’m very proud of the storm sequence in Master and Commander: The Far Side of the World. Making the scene dynamic given the similarity of frequencies both in the water and the wind was an interesting problem. First I began by cataloguing the ocean sounds into frequency ranges from low to high. I catalogued the wind in a similar way. At the time, Warner Bros. had terrible editorial rooms that had not been updated since the 1950s. Not only was there no surround system, but there was no wall treatment of any kind. Anyone who has had to edit endless water and ocean effects knows that in a box-like room with hard surfaces, audio hallucinations in the white noise of the waves can produce boat engines that aren’t there and other weird effects. So I brought sound blankets from home and hammered them into the walls. I scavenged an extra pair of speakers from an adjoining room and built myself a primitive surround system. I cut the sequence in 5.1 tracks that would mirror the mixing console and internally panned and level-set everything. Because the water visual effects were actual layered shots of waves, they changed constantly. But the first time I cut the sequence, I really liked the rhythms I had found. As the sequence changed, I was determined to keep this poetic kind of rhythm, so instead of just cutting up the tracks in conforming them, I took the time to find new rhythms and create the sequence anew each time it changed. I was very tough minded in this approach. Fortunately, I was given the time to do this – something that is unique to this day. I then cut the hard effects in the same 5.1 style and processed the siren’s call of the wind in the rigging through Kyma. When the edit went to the stage in this form, the mixers worked on it for a couple of days, trying to tame it. Much to their kindness, they told me they decided to put it all back the way I had originally laid it out because it had a life to it that their smoothing of the rough edges took away. That’s the way the sequence was released. 


MM: What do you regard as your most important credits in your career thus far? 

HS: The Tree of Life and The Assassination of Jesse James by the Coward Robert Ford are my two favorite films. They’re closest to the feelings I felt as a young man introduced to the great European cinema: thoughtful, unsentimental, mysterious. They capture something of eternity. 


MM: How do you get involved with the movie “The Tree of Life”? What kind of approach did you take on foley? 

HS: I have known the sound supervisor, Craig Berkey, for many years. Erik Adahl had hired me on Transformers: Revenge of the Fallen, and mentioned me to Craig. We fell back together again, which is the way of the film business. Andy Malcolm of Footsteps Studios walked the foley. Realism and proper perspective (using multiple mics) is very important. Because Mr. Malick often uses non-synchronous production takes, foley is used to ground the characters within the scene. It becomes another part of his pallet. When it is absent, that too becomes a color. 


MM: Can you describe how some of those sounds were accomplished? 

HS: Andy originally used his house as a foley studio. It’s out in the middle of the Canadian wilderness – forty-five minutes from Toronto. The stairs really creak, he never sweeps his kitchen. It’s all real. (Just kidding about the kitchen.) Now he has a fabulous studio a stone’s throw from his house, so you get the best of both. 


MM: How was the communication with the director and the rest of the team? 

HS: I was only on stage for a few hours during our first temp mix. But I was struck by Mr. Malick’s graciousness. I truely admire his work, and have since I first saw Days of Heaven as a youth. 


MM: To mix "in the box" in sound editorial before the final dub: what are its pros and cons? 

HS: Unfortunately, schedules now seem to only allow the sound effects to be mixed in-the-box. Even on the most well-financed films, mixing in-the-box is now common. On Knight and Day (James Mangold), we pre-mixed all of the sound effects and ambiences into 5.1 groups and kept them virtual. We had a couple of weeks to adjust these pre-mixes on the mixing stage, as the console on the Cary Grant stage at Sony could mirror Pro Tools. But the number of tracks and the constant changes necessitated having to continually re-mix added elements in-the-box. I recently did some work on MIB3, and at least for the temp mix, the effects were pre-mixed in-the-box, then taken to the stage for final adjustment. Keeping a somewhat traditional separation of elements is helpful for conforming, as well as giving the sound effects mixer creative input. If you set your editing room up correctly, it can work out quite well. Of course, sound editors are not being paid as mixers, so there are ways in which this situation is financially disadvantageous. But it is creatively rewarding. For independent films, the future is here. With the track counts of the new Pro Tools HDX cards, traditionnal mixing facilities will have an increasingly difficult time staying afloat. Unfortunately, many fine mixers will as well. 


MM: A networked environment: can you describe the importance of a client/server architecture in sound post production for a feature film? 

HS: It’s great to have. On Knight and Day we were editing at another facility before we moved to Sony for the mix. Sony has a nice server system for moving your work to and from colleagues as well as mixing stages. Structuring the folder architecture on the server is extremely important. Knowing exactly what elements have come from the mixing stage, what needs to be updated, what needs to be mixed, may seem simple, but with multiple versions, competing creative interests, and huge amounts of data, organization and terminology is paramount. 


MM: Sound effects editing for multichannel-surround: what are you spazialization techniques? 

HS: I edit for the 5.1 pre-mixes. When I do have to spread an effect, I’ll use a little delay, reverb, or the Waves PS22. I’ve recently begun using the Schoeps free DMS plug-in for three channel field recording that decodes to 5.0 surround. I love the Schoeps plug-in. Now I record all my sounds on three channels and decode to 5.0. Even simple sounds, like a light switch, pick up the character of the room. It’s a facinating way of creating a feeling, using these simple multi-channel sounds. If the simple sound creates an interesting space, I’ll work backward, and using Altiverb, try to get the rest of the sounds of the scene into that same environment. Of course if it doesn’t work, you still have the mono or MS stereo recording. 


MM: You made a film in the late ‘90s. Did you do your own sound? 

HS: I supervised it and cut, but I had a number of wonderful friends from the sound editing and mixing worlds who helped me to complete it. Because of current events, I decided to prepare a new version of the film, Faith of Our Fathers, for Blu-ray and DVD, and re-construct the sound for 5.1. As I began to re-assemble all the elements, I realized that we who started in the business in the mid-1980s lived through a radical transition in our work. At the time magnetic film was all there was. But by the time I shot Faith of Our Fathers in 1991, the digital world was just beginning. Faith was originally shot on 16mm film with a 1:1.85 ground glass for theatrical blow-up to 35mm. All the dailies were 16mm. I had obtained from a friend, one of the first Sony D10 Pro DAT recorders in the country. It was strictly grey-market. I thought I could mix and record the production sound to one channel and put a 60 cycle pilot tone on the other so that when transfering to magnetic stock (both 16mm and later 35mm) the transfer machine (“dubber” we called it) would stay in sync. So, over a long period of time, friends and I sunk and coded the 16mm dailies. I cut the picture, and when it was time to prepare the track for 35mm mixing in 1995, I used a 16mm to 35mm synchronizer to phase the new 35mm dialogue to the 16mm worktrack. The dialogue was cut on mag. The backgrounds were a combination of 24 track two-inch and DA-88s (the bane of all mixers at the time). And most of the sound effects were cut on an early version of Pro Tools which were then transfered to DA88. When I decided to do my 5.1 re-mix, I had 35mm mag to transfer to Pro Tools, DA88s (I still have one of those boat anchors which work!), and DATS with original production and music. When I think that the process involved 16mm mag, 35mm mag, Pro Tools, 24 Track, DAT, and DA88s, it becomes evident that the transition from analog to digital was quite messy. The other shocking thing is that I was able to finance my film on a sound editor’s salary (which is the reason it took so long to complete). 


MM: What are your thoughts on the boundaries between music and sound design?

HS: Having recently released Migration, I can tell you that creating a 5.1 programmatic musical soundscape is a wonderful artistic process. Combining a purely aural narrative with the abstraction of music and processed effects blurs the creative experience. I don’t mean just adding a sound effect to a music track, I mean creating the entire living thing as one artistic statement. There is a universe of possibility in the soundscape form, and because of my musical life, the addition of ambiences and effects to create emotion is a fullfillment of who I am. Other examples of soundscapes that I like can be found in the plays of Romeo Castellucci’s Socìetas Raffaello Sanzio and the Wooster Theater Group, both of which I find inspiring. As to the boundaries between music and sound design in film, I would say they have been nearly erased. I just completed the film Tomorrow You’re Gone, with Michelle Monaghan and Stephen Dorff. Kyma was used extensively in creating a very musical soundscape in which to set the traditional effects. 


Recording 5.1 ambience for Tomorrow You're Gone (photo: Cris Lombardi)


MM: About your album releases: do you think that detectable technical processes are an integral aspect of the composition’s overall aesthetic? Is it important in this composition that the listener is aware of the technical processes? 

HS: The album Rise and Fall is made mostly of live loop improvisations featuring fretless bass, acoustic bass guitar, and midi-following synths and effects. It grew out of musical feelings, a very simple midi-synth/live stereo mix chain, and the need to not multi-track, or manipulate the live performance. In that respect, technical qualities like midi delay, or tracking annomilies by the Axon pitch controller, were of secondary importance to the spontanious capture of the music. No meta statement should be implied from these technically primative recordings, other than they were all done with as little post-production as possible. As for Migration, the soundscape album I created with Grammy-winning musician Jimmy Haslip, that is a piece that was conceived and composed for surround. It’s feelings and scope are purposely cinematic. 


MM: What's the most important tip you've ever received regarding sound? 

HS: Often on big films, the amount of audio ideas brought to the process can be overwhelming. Sitting on the mixing stage listening to Steven Spielberg, Michael Kahn, and John Williams discuss how best to tell the story of a scene on War of the Worlds, I was struck by their equanimity toward music and sound effects. For them, it is all about story. Their years together have created a language around this idea. What tells the story in a particular moment, and what elements do you have available to do that? An agreement on what the story is allowed them to know what to emphasize on the track. Other filmmakers see story differently, or dissect story as myth and power, and therefore take a very different approach. I love the sound of Jean-Luc Godard’s films because it is a featured element in the argument. Film Socialisme begins with a line-up tone that moves from speaker to speaker around a 5.1 mix. It introduces his dialectic between sound and picture within the contemporary structure of multi-track films. It’s brilliant and very funny. 


MM: What is the most important topic you would want to talk about to make post sound better? 

HS: Forcing USA corporations, either by massive tax penalties or heavy import tariffs, to hire the workers in their own country. Too many of our sound jobs are being outsourced. Germany has good unions, pays its workers well, and has an export rate second to none. The old saw that in-country labor produces products that can’t compete is obviously not true: Germany has a 7% trade surplus. The sad truth is that USA corporate profit is at an all time high, CEO salaries are at an all time high, and too many people are unemployed. Corporate contempt for basic decency is the primary problem at this moment in history. It will eventually change, one way or another. 


MM: Do you have any advice for anyone who is interested in a career in the sound dept? 

HS: With the technology of audio, music, and picture in an ever-increasing cascade toward the infinitely complex, having the time to learn the programs, plug-ins, hardware, softward, picture formats, and optimal work-flow process, is itself becomming a full-time job. Having the mental space to discover why you want to do it, and what doing it even means, to you and to society, is something that young people should consider. This work used to be the wild west. Most of it, for the time being, now sits inside the corporate world. That is not a world that should be perpetuated. So then it becomes about making art, with no potentially viable means of making a living. Last quarter Migration streamed 2500 times and made 3 cents. So is this a risk you are willing to take? Do you see the world differently, and have something to say about it? If so – and now I’ll paraphrase Stanley Kubrick’s advice to young filmmakers – “Get a camera, as soon as you can, and start making films.”... or music, or soundscapes, or installation art. If you are meant to work on a handful of great films in your career, somehow, with luck, you will make it happen. 


MM: Silence is mentioned a lot when discussing sound. What was your approach in its usage? 

HS: As John Cage pointed out, silence is never truly silent. But one must be silent in order to listen. 


Monday, June 04, 2012

OnMedia - GRM Tools Workshop

Milan - Saturday, June 9th 10:00 to 12:00 and 13:00 to 17:00

Fifth round of the cycle, 'European centers of research on sound and new media'

Focus FRANCE: Ina-GRM_Groupe de Recherches Musicales, Paris
Guest speakers: Emmanuel Favreau (Chief Engineer for the Development of GRM Tools), Francois Bonnet (Research, Teaching and Curating activities)

[Pierre Schaeffer and Bernard Parmegiani, courtesy of Ina-GRM]

Ina-GRM (Institut National de l'Audiovisual - Groupe de Recherches Musicales) in Paris is a pioneering organization for musique concrete, acousmatic and electro-acoustic music, whose history dates back to the '50s, when it was founded by Pierre Schaeffer. Always engaged in the development of creative activity, research, preservation and dissemination in field of music and recorded sound, the GRM is an experimental laboratory unique in the world. In response to expectations and needs of musicians, composers and sound designers, it is highly specialized in the development of a range of innovative tools to treat and represent the sound: the GRM Tools and the Acousmographe. The activities of music creation and production are mainly grouped at Studio 116 in the Maison de la Radio in Paris.

Grm Tools Workshop
Up to 10 participants.
Bring your own laptop and headphones.
The workshop is free and is held in Italian by Emmanuel Favreau along with Francois Bonnet. During the seminar, after outlining a brief history, Emmanuel Favreau will explore the possibilities of digital sound processing with the latest Tools developed by GRM; he will also deal with issues related on how to interact with the musician.
These notions will be illustrated by demonstrations in real time and musical examples from the repertory of electroacoustic music. After the workshop Francois Bonnet will present the lecture 'Music and sound in space, an introduction to multichannel compositions'. The meeting is open to public, and will present the research activities of the Centre in Paris plays through spatialized listening sessions and projections.

For information and registration: on@on-o.org

OnMedia is focused - from September 2011 and throughout 2012 - in a wide range of events including a series of conferences dedicated to the most important European centers for research on multimedia sound, art and technology, a series of workshops on subversive listening, presentation of international visual artists and authors who use different media and languages, concerts and performances.

[More info: on-o.org]

Related Posts:

Tuesday, May 29, 2012

"Digital Re-Working / Re-Appropriation of Electro-Acoustic Music"



What is DREAM

DREAM is a EU funded project, aimed at preserving, reconstructing, and exhibiting the devices and the music of the Studio di Fonologia Musicale della Rai di Milano. During the 1950s and 1960s, this was one of the leading places in Europe for the production of electroacustic music, together with Paris and Cologne.
During the project, part of the equipment of the Studio (oscillators and non-linear filters) has been virtually reconstructed and will become part of the permanent exhibit at the Museum of Musical Instruments in Milan.

The aim of this one-day symposium is to present to the public the main results of the DREAM project, including the installation that recreates part of the original devices of the Studio di Fonologia di Milano della Rai, as well as the book “The Studio di Fonologia – A musical journey”, edited by Maria Maddalena Novati and John Dack, and published by Ricordi.

The event is comprised of two parts.
The morning will be devoted to the workshop Conservare, mostrare, interagire: per un museo da toccare [Preserve, exhibit, interact: for a tangible museum]. During the workshop, DREAM researchers and invited speakers will discuss applications of novel interactive technologies to museum exhibits, with particular reference to music and musical instruments museums.
The afternoon session will present to the large public the results of the DREAM project, through the movie Avevamo 9 oscillatori [We used to have 9 oscillators], additional talks by DREAM researchers, and two musical performances that make use of sonic materials produced at the Studio di Fonologia.

Program
[http://dream.dei.unipd.it/?page_id=645]

Friday, June 15, 2012
Castello Sforzesco, Museo degli Strumenti Musicali, Sala della Balla Milano 
Free of charge, limited places available

Sunday, February 05, 2012

Introducing: Ana Topalovic & Èdua Amarilla Zádory

U.S.O. Project is pleased to announce its collaboration for Sonic Screens 2012 with Ana Topalovic & Èdua Amarilla Zádory. 
They will be also involved by playing the two selected scores during the evening Concert that will take place in Milan later this November. 


Ana Topalovic 


As an all-around cellist, Ana is an active member of the musical scene, performing as a soloist, chamber and crossover musician. Besides standard cello repertoire Ana’s concert programs also include less known works which she is very fond of promoting as well as her own arrangements and transcriptions for solo cello and other formations. A very important part of her artistic work is the engagement with the modern music. Ana performed throughout Europe, Americas and Asia as a soloist and with various ensembles (Oltenia Filharmonic Orchestra, Vienna String Duo, Trio Incognito, Ensemble Hombroich, Pierrot Lunaire Ensemble Wien, Burst Trio, Vienna Celloduo, Palestra Trio a. o.). She recorded and broadcasted solo works, chamber music and musicals for RBB, ORF, RTS, TVR and TV Metropolis. Ana Topalovic plays on cello made by R. and A. Gagliano in 1815. She lives and teaches in Vienna, Austria.


Èdua Amarilla Zádory


“Édua Amarilla” Zádory, which means „glistening moonrise“ in Hungarian, was born in 1974, in the southern Hungarian town of Kecskemét. Her professional life in Vienna has been marked by numerous concert engagements. Whether performing solos in the Golden Hall of the Wiener Musikverein, serving as lead chair of the Vienna Chamber Orchestra, or playing alongside the other members of her „young“ Hungaria Piano Trio, Édua’s expressive and beautiful music expertly fuses Hungarian soul with the traditional Viennese sound. As of September 2012, Edua holds the status of Guest professor at the All-Quds University college of Music in Jerusalem. Édua Amarilla Zádory plays a masterpiece of a violin dating from 1801 and crafted by Joseph and Antonio Gagliano.

[www.anatopalovic.com]
[www.eduazadory.net]

Tuesday, December 27, 2011

Call for Works: Sonic Screens 2012

 

U.S.O. Project is pleased to announce that the 2012 edition of Sonic Screens will be focused entirely to the electro-acoustic music praxis.

Specifically, candidates should produce a composition for instruments and real-time signal processing (live electronics).

Two works will be selected to be played during the concert.

The requirements are as follows:
  1. The piece must be composed for Violin and Cello as a duo. Scores for solo violin or cello will not be taken into account. 
  2.  The Score (in .pdf format) must be graphical and not in traditional notation. 
  3. The interpretational and playing instructions should be made ​​clear, in order for the players to follow them even without the presence of the composer. 
  4. The electronic processing must be developed and implemented using Max/MSP or Kyma (*). The multichannel format for the spatial diffusion must be up to 6.0 (2.0 and 4.0 works are still eligible). 
  5. The type of interaction should follow the "ecosystemic" paradigm and should be as autonomous as possible (no pedals or sensors are allowed). 
  6. The work should not exceed a total duration of 12 minutes
The evaluation criteria will focus on originality and effectiveness of the interplay between the electronic and instrumental parts.

The deadline for all submissions is set for 30th June, 2012.

Interested composers and sound artists should send the material (Score + Patch) within this date.

The two selected works will be presented during the evening of Sonic Screens in Milan.

The event will be recorded for digital distribution (on Synesthesia Recordings netlabel).

The names of the musicians who will perform the selected scores will be announced in March.

U.S.O. Project, composer Daniele Corsi and the musicians chosen to perform during the concert will form the reading panel which will evaluate the submitted works.

The selected works will be announced in September 2012.

For more information or clarifications, please contact us at our e-mail:

submissions at synesthesiarecordings dot com


(*) Clarification:
We can only accepts patches made with Kyma or Max/MSP due to the fact that we are not able to provide financial support for the two selected composers. To avoid any technical issues, we had chosen the platforms we already use in our daily work, with which we are very familiar. If the selected composers can confirm their presence for the evening concert at their own expenses, then any piece of software/hardware can be used to perform live electronics. Thank you for your comprehension. 

Wednesday, November 23, 2011

Sonic Screens 2011

Electroacoustic music concert

an event by U.S.O. Project | Matteo Milani & Federico Placidi
in collaboration with O’ and DieSchachtel

Sound direction: Matteo Milani
Max/MSP programming: Federico Placidi
Visuals: Franz Rosati

O’ | via pastrengo 12 Milan | Italy

Saturday, November 26th - from 7 to 9 p-m.


Free admission

Sonic Screens aims to render the endless possibilities of life and its surroundings experienceable in our conscious activity, trying to deal with the possible infinites of the listening experience, both in their objective and manufactured dimensions. This journey related to the pure immersive listening will take advantage of Ambisonics sound diffusion practice, creating an immersive sound flow between different electroacoustic works by these selected international artists:

1. Benjamin Taylor - Keen Awareness
2. Daniel Blinkhorn - anthozoa
3. Daniel Courville - Variations on Vater unser im Himmelreich
4. Diana Salazar - Spindlesong
5. Jon Christopher Nelson - Just After The Rain
6. Josh Goldman - Hexagonal (Facets 1-6)
7. Kotoka Suzuki - Automata
8. Panayiotis Kokoras - Anechoic Pulse
9. Tae Hong Park - 48 13 N, 16 20 O

At the end of the evening, a/v live-set:

Franz Rosati - Theory of Vortex Sound [OUTFLUX]
PATHLINE #1

Matteo Milani & Federico Placidi

Milan/Rome based Matteo Milani and Federico Placidi (aka U.S.O. Project - Unidentified Sound Object) are sound artists whose work spans from digital music to electroacoustic improvisation. Unidentified Sound Object was born from the desire to discover new paths and non-linear narrative strategies in both aural and visual domains. The project includes several collaborations with visual artists and performers. Milani and Placidi are the co-founders of the label "Synesthesia Recordings", a repository of electroacoustic works. U.S.O. Project is a continuing evolving organism.

www.synesthesiarecordings.com


Franz Rosati

Franz Rosati is a sound and media artist, focusing his research on real-time A/V, Visual Music projects and installations following an aesthetic idea based on discontinuity of aural and visual patterns avoiding any kind of repetition through the use of chaos mathematics, generative and stochastic processes. He uses his own custom made software for real-time micro-montage and sound elaboration in the microscopic time scale to realize compositions and performances based on aural and visual matter’s costant metamorphosis. During the years, Franz Rosati has played in a large number of electroacoustic projects such as Franco Ferguson improvisors collective, Meccanica Ferma, Solderwire, GRIDSHAPE, developing his own approach to electroacoustic improvisation. In 2007 founded Nephogram [contemporary documents] collectives with Stefano Pala a.k.a. UKQWJB. He also teaches MaxMSP/Jitter for sound design, interactivity and multimedia, focusing in computer vision techniques in several Workshops and Art/Design Institutes, and developed Interactive Examples for Electronic Music and Sound Design, a book about sound theory and practice in MaxMSP.

www.franzrosati.com

Monday, August 01, 2011

Sincronie presents: Field Recording and Soundscape Composition Workshop


Speakers: Federico Placidi, Matteo Milani (U.S.O. Project)

"Listening to the environment, contextualizing it objectively and creatively has always been a priority of the work of U.S.O. Project.
Free from any pseudo-environmental or socio-political implication, the continuous work on sampling, processing and transfiguration of found sound and carefully preserved in memory of a digital recorder, has always played a central role in our compositional practices.
U.S.O. defines Soundscape as the expressive and narrative richness that comes from the reciprocal and continuous interaction of multiple sound sources from the real world, and other phenomena which are perceptible and measurable only through proper and adequate transduction (electromagnetic signals, for example).

A Soundscape is also an opportunity for reflection and imagination that has little to share with the real world.
A Soundscape can be a place of the mind, a reminiscence of a future experienced in dreams, lands far away in space and time.
We try to deal with the possible infinites of the listening experience, both in their objective and manufactured dimensions.
We believe this represents our primary objective, to render the endless possibilities of life and its surroundings, sensible and experienceable in our conscious activity."


Objectives of the Workshop:

Students will be encouraged to actively listen to the rich sound world around them. Their imagination and creativity will be stimulated, and at the end of the course they will create a sound composition using the world around them as a musical instrument.

The workshop offers an introduction to theory and practice as follows:
  • An historical perspective on the Soundscape Composition.
  • Tools and methodologies for field recordings.
  • The listening practice to analyze the characteristics of ambient sound.
  • A practical approach to the transformation of sound.
  • Composition with three-dimensional space. The Ambisonics format.
  • Tools and Advanced spatialization Techniques.

Target

Anyone interested in the Soundscape Composition and sound field experimentation.

Structure of the course

1) Introduction
  • Brief history of soundscape composition, with examples drawn from the work of contemporary artists who incorporate the practice of Field Recording in their compositions.
  • Introduction to the concept of "soundscape".

2) Tools
  • Field Recordist's Tools: microphones and recorders.
  • Conventional microphones techniques and creative miking.

3) Sound Transformation
  • Manipulation and digital signal processing techniques (VST+AU).
    • Filtering.
    • Convolution.
    • Granular Timeshifting.
    • PhaseVocoder.

4) Composing in Space
  • Multichannel Surround Sound.
  • HOA (Higher-Order Ambisonics).
  • Tools for encoding and decoding.
    At the end of the four-day workshop, participants will develop a short sound composition (about 6 min.) using the concepts and techniques acquired during the various modules.

    Duration:

    4 days / 17-18, 24-25 September 2011
    10 a.m. to 7 p.m.

    Costs and subscription

    To participate in the workshop you must register no later than 10th September 2011. The fee is € 100.
    For more information about the registration, please write to workshop@sincronie.org.

    SoundWalking

    Listening paths and outdoor recordings. The participants will take part in a "sound walk" to "collect" their point of view of a soundscape with their digital portable recorders, as defined by a preplanned route. Editing sessions of the collected material.

    Requirements:

    It is recommended that participants bring their own laptop, a portable recorder and headphones.
    The number is limited to 14 participants.

    [Subscribe now]
    [Workshop_outlines_ENG.pdf]
    [Workshop_outlines_ITA.pdf]

    Tuesday, May 31, 2011

    Sonic Screens - call for multichannel works

    Sonic Screens – environmental music listening sessions

    Live mixing and spatialization by U.S.O. Project (Matteo Milani & Federico Placidi)


    Call for multichannel works

    U.S.O. Project is pleased to invite submissions of fixed media sound works for the second edition of “Sonic Screens”, a journey among different electroacoustic Soundscape compositions.

    Sonic Screens is an annual event that will take place during two acousmatic evenings in Milan during Fall 2011.

    Sonic Screens aims to render the endless possibilities of life and its surroundings experienceable in our conscious activity, trying to deal with the possible infinites of the listening experience, both in their objective and manufactured dimensions.

    “Listening to the environment, contextualizing it objectively and creatively has always been a priority of the work of U.S.O. Project.
    Free from any pseudo-environmental or socio-political implication, the continuous work on sampling, processing and transfiguration of found sound and carefully preserved in memory of a digital recorder, has always played a central role in our compositional practices.
    U.S.O. defines Soundscape as the expressive and narrative richness that comes from the reciprocal and continuous interaction of multiple sound sources from the real world, and other phenomena which are perceptible and measurable only through proper and adequate transduction (electromagnetic signals, for example).
    A Soundscape is also an opportunity for reflection and imagination that has little to share with the real world.
    A Soundscape can be a place of the mind, a reminiscence of a future experienced in dreams, lands far away in space and time.” – Matteo Milani & Federico Placidi


    Composers and sound artists are invited to submit multichannel works, up to 8 channels. The assignment of channels to speakers must be clearly indicated in the submission. Works of any duration will be considered although pieces of under 16 minutes will be given preference.

    The performance will take advantage of Ambisonics sound diffusion practice, creating an immersive and uninterrupted sound flow between different works from selected international artists.

    The material will be transcoded in real time to 2nd Order B-Format (via ICST Ambisonics Externals for MaxMSP).

    The recordings of the concerts will be available for streaming and released in binaural format for headphone use. The ownership of the tracks remains to the authors.


    Submissions need to include:
    • a stereo version of the piece
    • individual mono files for each channel
    • channel configuration
    • sample rate
    • program notes
    • brief biography

    While the composers of the selected works are encouraged to attend the event, attendance is not required for a work to be presented.
    There is no registration fee.
    The deadline for submission of works is October 31st, 2011.


    Material Submissions

    Please send download links to your work using one of the many file delivery services (yousendit.com, sendspace.com, gigasize.com, wetransfer.com, etc) in .zip or .rar format. Please do not email file attachments.

    Electronic submissions should be sent to:

    [submissions at synesthesiarecordings dot com]

    For more information, email contact:

    [info at usoproject dot com]


    Terms and Conditions

    Each participant may submit up to two works.

    [Date and Venue To Be Announced]



    “The essential difference between an electroacoustic composition that uses pre-recorded environmental sound as its source material, and a work that can be called a soundscape composition, is that in the former, the sound loses all or most of its environmental context. In fact, even its original identity is frequently lost through the extensive manipulation it has undergone, and the listener may not recognise the source unless so informed by the composer. In the soundscape composition, on the other hand, it is precisely the environmental context that is preserved, enhanced and exploited by the composer.” – Barry Truax


    Now online on SoundCloud:

    Sonic Screens - pt.1 (binaural) by usoproject

    Sonic Screens - pt.2 (binaural) by usoproject

    Recorded 29th October, 2010 @ O' - no profit organization, during Live!iXem 2010 - Edition VII
    International festival of music, mixed media and experimental electronic art - Milan

    Monday, May 09, 2011

    Out now: U.S.O. Project - Functions (binaural)


    [Free Download]

    Between 1967 and 1969 Gottfried Michael Koenig devoted himself to compose electronic music, producing a series of works entitled Funktionen.
    The instrument that inspired and made ​​possible these compositions was the Variable Function Generator, designed by Stan Tempelaars at the Institute of Sonology, Utrecht.
    Koenig used the VFG not only to produce the basic sounds (waveforms), but employed it as a modulator and control instrument in order to dynamically manipulate the elaboration processes which were carried out on materials (ring modulation, volume curves, filtering and reverberation).
    The idea behind the experiment was to entirely produce the sound material and its structural implementation using only the VFG (this led to the creation of Funktion Grün, Funktion Gelb, Funktion Orange, Funktion Rot).

    For a detailed analysis of Gottfried Michael Koenig’s Funktionen, please see the document on his official website:

    Analytical Descriptions (1971) [Download]

    The works presented in U.S.O. Project’s Functions explicitly refer to a series of works that with an extraordinary vision Koenig realized in those years.
    The main challenge was both philological and aesthetical. The idea was to create an automated composition by exploiting the computing power of modern computers and by a sufficiently widespread and flexible software in order to re-program the original algorithms.
    The Patches used in the prototyping of the generative software environment were assembled using a specially written program that provided in text format - using serial procedures - how the various modules should be combined with each other - i.e.:

    Mel / empty / reverb
    Basis / ring+mod / Empty
    Pulses / empty / reverb
    Basis / mod / filter-reverb
    Mel / ring / filter
    Pulses / ring+mod / reverb
    Basis / empty / filter
    Mel / ring / filter-reverb
    Pulses / mod / Empty
    Basis / ring+mod / Empty
    Mel / ring / filter-reverb
    Pulses / mod / reverb
    Mel / empty / filter


    Once we had identified the blocks, they were displayed in the form of flow charts - i.e.:


    The various Patches were then implemented as Abstraction in Max/MSP:


    In order to manage all the modules in parallel, plus the sends to the reverberation units and so forth, we constructed a matrix, that automatically reconfigures itself according to strict procedures based on serial techniques:


    The implemented automata procedures have in fact "created" the composition itself.
    In the end, the multichannel final master was obtained with Kyma/Pacarana’s surround Objects.
    As you can deduce from a listening comparing the work of Koenig and U.S.O. Project, there are many differences, both in the aesthetic and formal domain.
    It was clear to us since the beginning that we didn’t want to repeat Koenig’s compositional experiment in every detail, but to build - and then understand - something new produced using the same modus operandi that convinced him to make those works. At the same time we wanted to preserve an historical legacy with those works (something that is easily recognizable especially in the first piece). It was also interesting to us to empirically verify the effectiveness and efficiency of the procedures in terms of timbre and formal development using the serial approach.

    The actual distributed version is rendered using U.S.O. Project’s custom binaural techniques for headphone listening only.

    Beyond any reference to Koenig’s original works, Functions is a spontaneous self-reflection about the different states of sound matter and the exploitation of its possible configurations, shaped and imagined through a dialogical process between the machine and its operator.

    Matteo Milani, Federico Placidi

    [Functions Press Release - pdf]