An exploration of no-input mixing* with objects in the loop that function as resonators/waveguides, essentially creating a self-contained Larsen effect that takes place within an object rather than through the air between a speaker and microphone. This approach tends to offer a bit more 'stability' than traditional no-input mixing approaches, as the resulting feedback loops are somewhat constrained by the physical geometry of the speaker/exciter + microphone/piezo system as well as by the properties materials used.
Perhaps the most interesting finding of this study was the tendency for resonating objects to jump between different 'energy levels' as the channel gain increases or specific naturally resonant frequencies of the object are boosted using the mixer's EQ. In practice, this phenomenon typically resulted in the sound jumping from a smooth vibrating tone to one with crackly 'overtones' superimposed in it. Attempting to dial in the settings so the process sits on this 'edge of stability' can lead to fantastically dynamic and chaotic sounds that feel very alive. Conceptually, I associate this process with the energy level of an electron jumping to a higher atomic orbital, which, interestingly, "can be qualitatively understood by considering the analogous case of standing waves on a circular drum" (wikipedia). Put differently, the system behaves as a sort of Chladni plate engaged in a dynamic feedback loop.
This project began as a study during the Play & Rec Z-module in February, 2020. I performed a second version as part of the Sound in Motion 4 & 5 concert in January, 2021. A third version is scheduled to take place in December, 2021 at IGNM Zürich's Fast Forward.
* Traditional no-input mixing is the process of connecting the output of a mixer back to it's input, thus creating a feedback loop that amplifies noise inherent to the system and creates modes of resonance.
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In general, the system is composed of two different types of feedback processes. Firstly, complete (and generally static) loops that consist of a speaker or exciter coupled with an object (resonator/waveguide) which is then coupled to a microphone or piezo element whose output is connected to the input of the mixer where it can be manipulated before being fed back to the speaker/exciter 'input' of the object. By modulating the input gain, compression, EQ, and output gain settings on the mixer, it is possible to drastically alter the character of the resulting sound. Additionally, in some cases I decoupled the input and output elements into separate processes, thus creating input-only or output-only paths through the mixer that can be connected together in a dynamic fashion. In practice this could mean attaching a microphone or piezo element to an object and activating it with a 'free exciter' that can be moved freely, thus enabling various feedback paths through the object, and in turn, resonant behaviors. Such an exciter can also be used in conjunction with a static system to alter its behavior.
Version 1.0 used seven objects as waveguides/resonators, all (except for the water bottle and the sandpaper sheet) were connected to both a speaker or exciter and a microphone or piezo pickup. (The sandpaper only functioned as a waveguide between the free transducer and the water bottle, which was only connected to a contact mic.) Each object created an independent feedback loop in one of two Behringer XENYX Q1204USB mixers. The performance was a sort of ‘live exploration’ of the sonic properties of the various objects, including:
water bottle [free transducer → AKG contact mic, mixer out also went to external speaker ch. 1]
25 mm thick scrap piece of honeycombcardboard panel [exciter → contact mic, mixer out also went to external speaker ch. 2]
hollow styrofoam box [exciter → Rode condenser mic]
bent metal plate [exciter → piezo]
25 mm x ~1.25 m pvc pipe [tiny speaker (that eventually exploded!) → Rode condenser mic]
glass window [exciter → Schertler DYN-V contact mic]
sandpaper from belt sander stretched between two tables [used in combination with water bottle & transducer]
Version 2.0 was a more refined and 'deliberate' implementation of the project. Building off of the lessons learned from v1.0 I designed a more complex (and nuanced) system, and included new objects specifically designed to be better suited for the application. This time I used a Yamaha MG206C 20 channel mixer as the central control element and configured it as a sort of matrix mixer (using the AUX sends to allow me to feed the resonance from one object into another). By doing so, I was able to use a single object (the cardboard box) as a “primary” oscillator and dynamically combine its signal with the natural vibrational modes of the other objects; this technique enabled me to create a 'instrument' capable of producing more cohesive, non-kadenzklänge (specifically, Farbklänge, Texturklänge, and Fluktuationsklänge)* throughout the piece. A simplified schematic of the setup is shown in the figure below with details provided in the accompanying table.
* English: Non-cadence sounds (specifically color sounds, texture sounds, and fluctuation sounds). Lachenmann, H. 1996 [original 1966]. Theoretisch-Praktische Grundlagen, in Lachenmann and Häusler (eds.), Musik als existentielle Erfahrung: Schriften 1966-1995. Wiesbaden: Breitkopf & Härtel.
Play & Rec v01 - February, 2020:
Granular synthesis improvisation using source material from v1.0
Part of a series of etudes/explorations which I plan to turn into a full piece and/or use as the foundation for a hybrid analog/digital performance version (e.g. live sample and granulated using the Monome Norns), in which case the output could be played back over speakers or re-introduced into the signal chain
Play & Rec v2.0 - January, 2021 - Audio only (better sound quality)
Play & Rec v02 - January, 2021 - video: