AEOLIAN VOICES (2013)
for eight digital soundtracks


In many cultures, wind is regarded as the “breath of nature”, and frequently described in terms of human vocal expression such as sighing, moaning, howling and so on. As an invisible force of moving air, wind is largely experienced through its interaction with ourselves and the objects it encounters, becoming audible by moving through and activating these materials. Also, wind can be stirred up by moving objects and can scatter the sounds that it carries, hence its elusive character, at times playful, at other times relentless.

This soundscape composition takes the listener on an imaginary journey, starting in a windy wheatfield with a windmill, where a passing car kicks up some stones and wind gusts, and the wind scatters the sound of distant bells and geese. We then move into a shed where wind whistles through the cracks and crevices, banging anything loose enough to move, creating its own resonances and percussion. Finally we encounter ourselves in a heavy windstorm where our imagination may be tricked into thinking we hear more frightful sounds that are partially masked by the wind. All of these effects are the voices of the elusive wind.

Aeolian Voices was premiered at the 2013 Sonorities Festival at the Sonic Arts Research Centre, Queen’s University, Belfast.

Original recordings from the World Soundscape Project Tape Collection, and vocal material by Norbert Ruebsaat. Sound processing realized with Soundhack convolution and Chris Rolfe’s MacPod software, with spatialization created by Harmonic Functions’ TiMax2 matrix mixer, marketed by Outboard Inc (UK).

Scenes: The Wheatfield
The Shed
The Windstorm
Production Score: Prod1
Prod2
Prod3
Time: 0:00
4:30
6:45
Audio: Part 1
Part 2
Part 3
Spectrogram: Part 1a, Part 1b
Part 2a, Part 2b
Part 3a, Part 3b

Materials:

All sounds in the piece were recordings of wind in various environments (e.g. forest, wheatfield), or sounds activated by the wind (e.g. windmill pump, wind whistling through a shed) or distant sounds that are being diffused by the wind (e.g. bells, geese). Fifteen files, consisting of various types of wind, were convolved with themselves  using SoundHack to produce various hybrids, each normalized with high frequency boost, and later EQ'd with fades added; granular time stretching and digital resonators using Chris Rolfe's MacPod were also used.

I. Wind Convolved with itself or Resonated

Original Source Materials
*self
Resonated
Resonated*self
Wind 1 Wind 2
Alberta Wheatfield

Wind2A
Wind2B
Wind2A*self
Wind2B*self
Wind 3
Alberta Poplar Grove
Wind3*self

CombMix
Wind 4 Wind 4A
Quebec Field
Wind 4B
Alberta Lodgepole Pines




Wind 4C
Nova Scotia Outhouse
Wind4C*self


Wind 5  Wind5A
Saskatchewan Bushes
Wind5A*self
Wind5B*self


Wind 6A
Saskatchewan Window
Wind6A*self


Wind7, Wind7A
B.C. Pine Forest
Wind7*self
Wind7A*self


Wind 8
Alberta Aspen Grove
Wind8*self


Lake 1, Lake 2
Alberta Mountain Lake




II. Wind Activated Percussion Convolved with itself, Stretched or Resonated; Car Passing; Trees Creaking

Original Source Materials
*self
*self*self
*self*self*self
Resonated
Resonated**+Stretch
Mix
Shed 1 Shed 2, Shed 3 (Alberta)






WindCry
WindCry*self
WindCry*self*self




WindRattle
WindRattle*self


WindRattleRes
WindRattleResStretch

WindSlam
WindSlam*self
WindSlam*self*self
WindSlam*self*self*self


WindSlamMix
WindWhistle
WindWhistle*self





WindWhistle2
WindWhistle2*self
WindWhistle2*self*self


WindWhistle*selfStretch
WindWhistle*self*selfStretch

Door Slam (Yorkshire)
DoorSlam*self
DoorSlam*self*self



DoorSlamMix
Door Rattle



DoorRattleRes
DoorRattleResStretch

Door Rattle short
DRattle*self





Door Rattle 2
DRattle2*self





Car Passing
Car*self
Car*self*self
Car*self*self*self


CarPassingMix

Car Passing 2 Car2*self
Car2*self*self
Car2*self*self*self


Car2PassingMix.aif
Creak 1
Creak1*self





Creak 2
Creak2*self
Creak2*self*self




Creak 3 (short)
Creak3*self
Creak3*self*self


Creak Sequence


** Delay line resonators set to 5.6 and 8.4 ms for left and right channels, producing a pitch of approx. B-flat/F, with feedback varying from 70-90%.

Production Score

III. Spatialization

All of the material in the work is spatialized with the TiMax2 SoundHub, developed by Harmonic Functions. Our version uses it as a 16 to 8 matrix mixer where at every cross-point in the mixer, an "image" describes how the signal is routed to the 8 output channels in terms of level (dB) and time delay (ms). In this particular work, the images are all members of a family called DelRamp (delay ramp) where one output channel is strongest (0 dB), and the neighbouring output channels drop off sequentially by about 0.9 -1.4 dB and each adds a 10 ms delay. Two subsets of the family are a Clockwise one (e.g. DelRamp1) and a Counter-clockwise (e.g. DelRamp1R). The aural effect of the use of these delay ramps is that the signal is smeared over all of the other speakers, a little like the trail behind a jet. The visual and numerical representations of some sample images are shown in the table below (with the relevant numerical values marked in red, the amplitude levels shown as faders, the delays shown with an up arrow fader, and the output channels listed on the bottom row).

DelRamp1
DelRamp5
DelRamp8



DelRamp1R
DelRamp5R DelRamp8R




In all cases a Trajectory is created by placing 8 such images in a row, indicated in the Production Score, for instance as DelRamp1 CW->8 which means that the sequence of images goes clockwise around the ring of speakers in the sequence DelRamp1, DelRamp2, .... DelRamp8. Likewise, the notation DelRamp8R CCW->1 indicates that the sequence is DelRamp8R, DelRamp7R, ... DelRamp1. In all cases, the right hand channel is one speaker to the right (e.g. when the left channel goes to DelRamp1, the right goes to DelRamp2, etc.). Note that the speed of the trajectory depends on the length of the file, and in this work, one or more complete rotations around the 8 speakers occur during the entire file as noted, meaning that each file with its own duration will be spatialized at different speeds. At certain key moments, as noted, the trajectory will speed up and slow down.

Other spatial patterns are also used in this piece such as DelV1, Echo1 and Comb1, as shown below.

DelV1
DelV5 DelV8



Echo1 Echo5 Echo8



Comb1 Comb5 Comb8





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