Preface: The Suffering

As a teenager I would listen to Frispel, which was broadcasted on P3 Sunday evenings. It was a pre-taped one hour experimental show, mixing fact and fiction, and focused a lot on creating an interesting atmosphere. Once it was cancelled, I wouldn’t find anything like it until Radiolab many years later, or perhaps some of the odder This American Life episodes. I still have a soft spot for radio turntablism stuff – and the movie Lucky People Center International is one I revisit every couple of years because of the tight editing and rhythm — so this weeks project was a short attempt to create an atmospheric clicky ambient thing, on the subject of suffering.

The music is all fiddled in Reason and the samples are from a lecture with Yo Hoon, available here. The track is finished as it is now; but I hope to return to the topic. Many years ago I did an ambient sound work called Appropriate Christmas which combined 2400 christmas songs into one long meditation, and in keeping with doing things for holidays, I’ll try to look into the nature of suffering and do a longer piece on it in time for easter.

Being a lapsed catholic the subject matter might not surprise anyone, but at least I’m not doing “guilt.” Yet.

Delinquest: And then gone
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2014: the year or fulfilment-or-bust.

A week or so ago I had a coffee with Jonas who once again graces Göteborg with his presence, and proposed something quite akin to a new years resolution: Start and finish one thing each week. What the thing would be is unspecific, but I imagine that an essay, a finished portrait or a DIY pre-amp, all would qualify. The point is that ever since I started working almost full time at Akademin Valand last spring, my free time has been spent tending to my FPS-hand, liver or occasionally the 3D printer. Most projects I come up with are either poorly defined or so broad in scope that they never move beyond the doodle-and-rambling stage.

Starting the previous week, I resolved to get one thing done by Sunday night, and deliver it regardless if it’s as polished as I’d like. I’m going to use the blog to keep me honest, and so, with less than one hour to spare, I present to you the latest VECKA7 track.

Born a car [Delinquest remix]
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VECKA7 is the sort-of-band a couple of us started last year, and the above track is my mix of the materials we recorded two months ago. Our other songs are up on vecka7.bandcamp.com and unless there’s opposition from the other members this mix will end up there as well — I’m hoping that each of us will do their own mix of the source material, which could be interesting.

I don’t know yet what I’ll try to accomplish next week, but I’ve put in in my calendar so will come up with something…

Compelling narratives.

Thomas Bey William Bailey over at Vague Terrain has an analysis of Modern Warfare 2. It’s a bit too uptight for my taste, but it balances the lavish superlatives I’ve heaped on the game quite nicely. His objection is that because of the extremely compelling narrative of games like these, we’re fed a bunch of propaganda and taught a manufactured history of the world. This is completely true. Thomas critiques isn’t limited to this game but rather highlights the possibilities for nefarious uses which the medium can be put to. The FPS Americas Army is in its third iteration, and they have spun it off into a graphic novel as well — the first story unironically entitled Knowledge is Power — but they get a free pass since it’s an obvious recruitment tool for the US army.

As Walter Benjamin mentions (in an essay you might have noticed lately) film, like architecture, is an art form which you learn to appreciate by habit and osmosis, rather than contemplation. Computer games have the grandiose scenarious of movies, as well as the tactility of architecture (since you’re able to navigate the world and develop an appreciation of the physics of the place.) so they really act as a multiplier of knowledge and narrative. (Regardless of their relationship to fact, mind you)

The exciting thing with photo-realistic games isn’t that we might end up with a Matrix-like scenario where we won’t be able to distinguish between ‘reality’ and ‘not-reality’ but that our memories of events will be messed up. Are you remembering something which you experienced in the ‘real world’ or the surreal world? We don’t have to mess up our physical perception of things for this technology to be scary, only our remembrance of things. Look at how much importance we place on photography as an external memory, and multiply that.

I know that I have created historical narratives based on nothing else than the tech tree in Civilization, so obviously I give more credence to a story than to static statements of fact; And since we experience the stories of computer games first hand, we might absorb the sentiments expressed even more readily. MW2 is a kick-ass game exactly because it fits within the narrative which the West has spun, and which countless action movies has reinforced — it’s “as close to reality as you get” exactly because it’s a narrative which is fictionalized from start to finish.

To paraphrase: Guns don’t kill people. People who live in a world where guns are seen as necessary responses to certain crises, kill people. Political action is necessary if we’d like to change the story, and it would be awesome if computer games could be a change for good, instead of only mirroring an already dominant narrative of how the world works and who we are as humans.

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A more upbeat rider to this story comes from the podcasting world, where fictional parallel universes are less flat and predictable than in MW2:

Myke Bartlet has continued writing and podcasting stories in the Salmon & Dusk universe. The latest short story, Yesterday came too soon, is a nice introduction to his stuff if you don’t feel like starting on a longer series. As previously mentioned, Mykes reading is half the enjoyment of his podcast, not cause the stories are so-so, but cause his tempo and timbre is excellent. Go listen.

Sibiria: A show about nothing.

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Ten years ago I studied “Creativity and Innovation” in Karlstad. The extracurricular activities were more interesting than the studies; We got the student radio going and and had some five shows running each week. I had my own hour, Sibiria, which was patterned on the public radio show Frispel, a brilliant experimental weekly run by Fredrik Grundel at P3. Frispel was a freeform show which mixed samples and spoken content with music and effects, and it was original for it’s time. (If anyone has backups of those shows, please let me know. They’re difficult to get your hands on)

Out of the twenty or so shows that I did, I only have backups of two. A show about nothing came about when I didn’t have any ideas about what to do, and just ended up using bits and pieces I’d accumulated: A friend talking about light beer, the kings new years eve speech, computer game samples, and a whole bunch of audio effects. (I think I did it all using SoundEdit 16 with VST plugins which kept crashing)

This show was made almost ten years ago, so the music and aesthetics are a bit dated. Lucky People Center International had just been produced and I might have seen it by the time I ran Sibiria. For what it’s worth it’s a mostly well edited — occasionally slow going — hour of random stuff. If you wish to download a better quality version, right-click on the following link: Sibiria_2000_A_Show_About_Nothing_192kbps.mp3

(Thanks to Arne-Kjell for providing the MiniDisk player required to save the shows from bit rot)

Sound course: Coarse sounds in my head.

I missed the last week of the sound course, and this week we’re back at HDK – I missed the first half hour and never got the name of the Stockholmian chap that was presenting his work. It had something to do with creating sounds for commercial installations (think event-based marketing and added consumer experience stuff).

This could all have been fine and well; It’s always interesting to hear how advertising agencies make us drool like oh so many retarded Pavlovian dogs. Problem is that we’re supposed to do something as well. Which is the point in the lecture where I dart off (in the cover of lunch – I am still rather polite about things. or, well, i try) to buy sushi and write this post.

Except some odds and ends I doodled in the notebook, i also did this.

Don’t know if the sound that my lonely felt pens made in the silent classroom counts towards an performative sound art installation, but give me a day or two an I’ll draw up a theory around it. Or not, it would be rather boring.

Anywho. The people in the class are nice enough, and the course description is nice enough, but I can’t get my head around what the hell I’m supposed to do. On one hand, I like the freedom to do whatever I’m interested in, on the other hand I’m not interested in working with other people. Seriously, it’s nothing personal (most often i should add. some people are just idiots) I’m just not cut out to brainstorm in a group to come up with an idea of lowest common denominator.