Contemporary Issues In Sound Arts, Practical element – Further Research into analogue recorders

I’ve carried on researching more recorders and recording equipment. As it currently stands my idea is to take a day trip to a forest close by (unsure of the location where yet) and record the environment using an analogue recorder. I’m interested in how equipment can dictate or perhaps influence our usage of it and how we record and interact with our sonic environment. I wanted to film a short nature film with Super 8, 2-3 minutes, as there is no sound recorded through it, and continue to record the environment with sound and create a beautiful short film. Something so meditative about the sounds of nature and the combination of sound and film can really take off from each other. As even political groups such as Ultra Red when recording protests on to CDs add a short text to explain the situation as it needs context sometimes for the audio to really shape and have meaning I believe it can be the same with visuals attached.

The first recorder I looked into was the Sony TCD5M

Sony TC-D5M Stereo Cassette-Corder | CassetteDeck.org

First released in 1979 it’s still one of the best cassette field recorders to this date, its sturdy made of high lasting materials and records in multiple tape types, and has Dolby b noise reduction. I was interested in how field recordists used condenser microphones in the past, as this machine didn’t include it. I’ve come to find out a lot of older microphones had batteries inside you could change and replace such as the Sony ECM-MS907 which is a stereo condenser microphone. The only downside of this machine is the rarity and stupid prices of £1000+, I’m hoping to find one around £200-250 price point if possible.

Sony ECM-MS907 - Stereo Condenser Microphone : Amazon.co.uk: Musical  Instruments & DJ

The next thing I did was start googling field recording cassette, and other key terms as I knew at this point the best place to find guidance was old forums where people are still discussing these things. I managed to find one where everyone started giving advice to this user asking about using a cassette field recorder in new york for sound effects and a lot of people were dismissing him. One recommended a Marantz PMD430 – CP430 one was used for USA other for Europe. He said he used to use them on set back in the day when he worked in the film industry. He spoke bout the handy 3 heads this machine has which allows you to hear the recording while it’s recording. Very handy for monitoring the actual tape instead of the input when field recording, a lot of machines don’t have this which makes the Marantz CP430 very useful. The only downside is that there isnt an XLR input just 1/4 Inch. Although converters could work, and i could use external mics with there own power source.

Marantz | The Walkman Archive
Marantz CP430

I tried finding a few on Ebay and i’m unsucessful for finding one around my price range. Which lead me to read on further and research more into it.

UHER Report 4000

The Uher 4000 was BBC stock recorders for years and it’s very trustworth for what i need it for, Except no 1/4 inch inputs, just DIN inputs which is annoying unless i find the correct mics. Again i want to record to tape for the fact i cant record hours and hours of recordings, i want the limited recording abilities to push me to listen more to my enviroment than to record anything just because i have an SD card loaded in. I decided that any reel to reel recorders would be out of the question as they’re incredibly heavy and perhaps to inconvinient for me.

Find a further book or article relevant to your topic and write a short synopsis (at least 200 words)

The next book I’ve chosen that I’ve read through is titled On Listening by Angus Carlyle and Cathy Lane. On listening is a collection of essays speaking about listening as a practice and how it can be used in context. The important part that this book tries to communicate is the connection between the scholarly activity of research and writing with the experimental practical element that sound has.

The essays contained in this book all bring together opinions and research into areas that combine both elements. Concentrating on listening and field recordings as a practice and how they can connect us with the environment is a strong element in these short essays. The book has four sections, the first being listening perspectives, which touches on the idea that listening is an active experience and that simply changing our awareness of what we are hearing can alter our perspective on what we hear. In the second section, listening places. Speaks on the idea of the different experiences we can have within spaces, and that spaces are just as important as the sound itself, one essay even argues that the space is the sound as without space sound cannot exist. Thirdly listening to self and others, a combination of the both can create a unified idea of our surroundings and each other.

Deadline Change Update and finishing plan

There’s been an update regarding the deadline that the MA students told me last Friday. I’ve been told now that their hand in is on Thursday instead of Friday. This means we have to send the music/sound effects to them by Tuesday night. They said they require a day or so to implement the music into the game. Because of this I and Will have been in conversation, as he is back from tour now. We’re going to polish up the music tomorrow Monday the 14th and Tuesday the 15th and just concentrate hard and work long all-day hours at LCC.

Jingya said she doesn’t have much to do, so I’ll be also adding some sound effects for the game alongside her and Will.

VR Lecture MA – Reflection

I watched the first hour as indicated by Ingrid, and found the ideas around VR refreshing and it showed me ideas that I didn’t propose would be applicable to this medium.

It begins by speaking that it’s unregulated in VR. There have been aspects of research into how content should be produced for VR, the VR world in itself has ethics around enhanced virtual media. Including immersive media such as chatrooms. 

With the explosion of XR content, the literature has been added and increased every year, is it is for the good or for the bad? How do we address the value of the content? The effect of the content on the consumer.

Harassment and sexual harassment in XR is possible, there are no laws. We’re free to do horrible things we want including horrible graphic acts. Murder, rape, theft, torture. Should we be free to create this content? I don’t think so.

There is also an ethical and moral perspective to VR. What happens in virtual reality is just as bad as in reality. And creators of VR content should try not to replicate the harm and stress that can happen in real life. 

There have been experiments into the effect of VR on consumers and it’s been shown that people are just as likely to follow orders on VR as in reality. It doesn’t change whether or not it’s real-life or virtual. This does give the designer of the environment and experience to consider what they are making the consumer do in the VR environment.

Here are the ethical challenges of immersive media and how we can address them.

  1. Misrepresentation

Creating experiences that mistakenly misrepresent reality. The idea that virtual reality can create ideas and false representations of real life, can this relate to a game as well? To present the game to its most realistic. I also question this to the other extreme, why does everything need to be represented accurately?

  1. Bias

Stereotyping creates bias. Example GTA, and the stereotypes the game has. It creates false beliefs and if those people go into VR, they feel disenfranchised. It’s not something we want to keep making, we want to avoid this.

3. Psychological harm of others

  1. Potential user trauma;
  2. Improper behaviour in real life
  3. Improper distance

VR can allow us to embrace empathy when we were able to experience the life of another person. But there is cognitive empathy and emotional empathy. 

  1. Accessibility to fully immersive experiences

VR content is designed with a user in mind that can see, hear and move without restrictions. We don’t anticipate how to make VR accessible, VR that can address these issues. So how do we create a VR experience for someone that can’t see very well in one eye? Or any other disability.

  1. Data security
  2. Uncertainty about past and current event;
  3. Risk of killing serendipity
  4. Data ownership   

Week 4 meeting with MA students

We met up for the fourth time, this time it was in person. I came with my laptop prepared to take notes of what was about to happen. Mingyu showed me the game’s current status a little playthrough and what sounds she needed from me.

Four songs.

Music list (loop music) 1. Game start scene 2. Computer scene. 3. computer opening animation. 4. Game status loop music.

I wrote some notes as well.

ambient sound before the screen zooms in.

Screen zooming in sound effect.

Video effect playing.

Typing noise sound effect.

Appearance when you finish.

Jingle.

Music goes into a computer screen. Music representing the engineer. 

Zoom in screen. 

A little bit longer for this scene.

Vintage synth. Science fiction tom and Jerry. Cupped. Cyber. Cuphead style.

Computer load in chime,/ like Windows XP

Flicker light sound effect

The camera changes into the log in stage. Type in password (change or not change music? Our choice)

Three rounds, at the moment. Loop music potentially is the same for each level.

End of the game, opening eyes. 

Again these probably make more sense to me than anyone reading. But basically, I need to communicate with Will as soon as possible. He’s still on tour and it’s been a bit counterproductive towards the music accomplishments we need for the game. I’m unsure if I should start making some music but I’m not as capable as Will, this is something he does confidently. But perhaps I will attempt. I also saw Jingya speak with the other MA team members and communicate about what sound effects are left, after the meeting I spoke with Jingya and she said she only needs a few more and then she will be done. I do wonder if she is one hundred per cent sure, I think as Ingrid said there will be more sounds than the MA students anticipate.

Going on forth I need to attempt music, and edit/record more sound effects. The MA students want the assets by Thursday next week. We have our presentation on Wednesday so we need to get them done by then. I will update how it goes.

Group Frustrations and thoughts so far

I am finding myself a tad frustrated with my group and our way of working. Not necessarily that anyone isn’t doing their work correctly or not working hard. But more so how I work well in groups is through in-person communication and working together and keeping communication frequently. I have found myself falling into the organiser/leader role which I have no problem with, but I do find myself on fallen ears at times. Creating and planning, following up on people asking how they’re going? If I can help in any way.

I find I myself don’t work well in meeting up once a week the everyone going away and doing work then meeting up again. I prefer the continuous process of commutation. Not a ton but a slight meeting or message here and there. Communicating how they’re going with their work.

I want to try to find some way to meet in the middle as I understand this more of a preference. Some teams barely speak and get the job done but this isn’t like me.

I also find myself perhaps needing some information about game design sounds, so I’ll be taking out these books from the library to give myself some more knowledge on the subject.

Aaron Marks’ complete guide to game audio: for composers, sound designers, musicians and game developers

The essential guide to game audio [electronic resource]: the theory and practice of sound for games / Steve Horowitz.

Game sound: an introduction to the history, theory, and practice of video game music and sound design / Karen Collins.

Group genius: the creative power of collaboration / Keith Sawyer.

Together: the rituals, pleasures and politics of cooperation / Richard Sennett.

Team meeting post group tutorial

After the tutorial we had a little chat on our Whatsapp group and reflected on the feedback and how much time we had left. We knew we had a meeting booked for Friday and decided to allow some time to create and from Friday move like a well-organised machine to finalise the project. At this point we have a few sound effects, some recorded sound unedited and a few songs to use in the game.

We’re going to make sure we take a more forward role in the sound for the game, we felt perhaps we were waiting for them to tell us. But we want to take charge and give our opinion and our creative input into the sound rather than just do what they want.

So the plan is from Friday to go full steam ahead. And analyse exactly what we need to do in our opinion as well as theirs and see what the game needs as we feel after what Ingrid said about there being more sounds we will though than the MA students anticipate this is something we want to get down.

Past student work showreel -Reflection

The first video was an animation in space of two astronauts wandering around, communicating and driving around in a space station. The sounds used to fit the application work really well. I enjoyed the communication element, instead of using speech they used distorted bit-crushed sounds to showcase the communication between the astronauts. As well as this the foley sounds of driving, walking around. worked as well, and the panning helped to create a sense of space successfully.

The second was a VR game? It made you walk around a space station and I felt the footstep sounds really gave a cold feeling of isolation that helped make the space station feel in a vacuum. The reverberation in particular worked well. As well as this the game created a pretend sequencer and the sounds were cool, space sound effects that fit the theme well. And the voice acting as well as edited to sound very much like a robot.

The last was a platform game, similar to things I used to play on a website called Newsgrounds. I really liked the aesthetic drawing style they used. Once the button was pressed this amazing LO-FI sort of hip hop music started playing which fit the game really well. The aesthetic of the art is similar to the musical style and it really has impressed me.

Relph (2007) Spirit of Place and Sense of Place in Virtual Realities – Reflection

The essay begins by speaking on the spirit of place. How places need certain characteristics to bring artists and tourists to locations. And why we find these places beautiful or picturesque isn’t really easy to pinpoint. And how modernism has changed our cities and society to only associate places such as natural landmarks or remarkable built forms as beautiful locations. 

It also speaks about the sense of place and how that relates to the spirit of a place, how a sense of place comes from numerous things. Sight, smell taste, touch, memories, experiences. And also the geographical environment, the local materials used in the buildings situate the sense of place in the area. And modernism has ruined this, the idea to replace everything old with something new, using cement and steel. Things that you have no idea where they came from can ruin a sense of place. Postmodernity has dismissed this approach and celebrates diversity.

It also speaks on that in a virtual environment one can create anything, any building beyond the limits of real life. Planning permission, neighbours. Population increases are out of the book and the creator becomes like a god in this situation. Also what virtual reality offers is different to other media, paintings are only experienced with sight, and digital media, imagination and sight. And virtual worlds encompass predominantly all of the senses.

It also speaks that virtual reality is definitely real if some people choose it to be. The spaces of real-life can be replicated to the utmost reality. How do we deal with this? What places can we recreate or imagine and design in the world? What should we design and what shouldn’t we?

It touches that virtual reality environments can never be authentic as authentic means to be real and that’s something virtual reality could never be, as well as this it speaks on that what they can be, is accurate reproductions of real places.

Finally, it ends with the thoughts around a sense of place in a virtual environment, how this will come from the participants in the world. The players the millions of people that connect online will create and add a living feeling to these virtual worlds.

Group Tutorial Feedback

We had our group tutorial with Ingrid and present our work. I showed the music I and Will have been working on alongside my electromagnetic recordings. As well as this Jingya showed the sound effects she has been making and editing to video. We discussed the process of working with the MA students how we have chosen our roles. Using each other’s strengths to maximise usefulness. I also spoke on how Will is currently on tour which has made it difficult to create the musical assets for the game. Will is the only member in the group that has musical abilities so we’ve been a bit setback by this. Will is extremely talented and when he returns I’m sure we will be able to quickly complete the musical components. Ingrid also spoke on making sure we have work ready to present for Wednesday and to make sure we receive a copy from the MA students. As well as to understand that because our group were slow with the development that when we have the next meeting we will have more things to create sound for than they assume. Examples transition sound effects. She also spoke to think about sound in its difference to picture, that game students often think very much more about the visuals and how sound can help those, but to as well think about what sound can do beyond replicating sounds for what’s being shown. A great piece of advice there for us as currently, that’s all we’re doing so we are very much waiting on the interface and art to be in the game to finish the product.