s.laag (2016) for game audio with 3d bodyscanned performer...

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s.laag (2016) - for game-audio with 3D body-scanned performer, composer and instrument Ricardo Climent 1 , Manusamo & Bzika 2 1 NOVARS Research Centre, The University of Manchester, UK [email protected] 2 Manusamo & Bzika, interdisciplinary collective [email protected] Abstract. This paper unfolds key compositional aspects of 's.laag', an interactive musical work composed by Ricardo Climent for Dutch Bass Clarinettist Marij Van Gorkom, as part of the dutch-uk.network project. It includes 3D models by both Climent and Manusamo & Bzika based on 3D Body scanners provided by Simeon Gill at the School of Materials Design & Fashion, University of Manchester. The piece employs sonic path-finding techniques using game-engine tools to explore the concept of "modular metaphor". It navigates across the intersections between the Real, the Virtual and the modular augmentation of a musical instrument. The Dutch word 'laag' means low but also layer, stratum and thickness, which resonate more with the compositional thinking behind this piece. Slaag (pass in Dutch language) evokes the sonic fluxus between the acoustic instrument and the electronic medium. Keywords: Bass Clarinet, game-audio, 3D body-scan, Expo 58, gamification, Extended Reality, Modular metaphor, Virtual Reality. Creative Background The dutch-uk.network 58/58 project is a new network started in 2015 between the Institute of Sonology at the Royal Conservatory of The Hague and the Music Composition department at The University of Manchester, UK. It aimed to build bridges between UK and mainland Europe, via addressing creative questions in the form of concert events, new musical compositions, workshops and debate. The network proposed the "Philips pavilion" as a concept and model, which may inform the project, just 58 years after this World's Fair pavilion was designed for Expo '58 in Brussels. Figure 1. s.laag's Expo 58 buildings in Unreal Engine 4, informed by models from the Philips pavilion and the Atomium Previous work on game-audio composition: s.laag builds upon several game-engine collaborative works by the composer on this paper. It features musical instruments as virtual characters in a game-engine driven stage performance. Recent examples include the Timbila (a marimba of Mozabique) for the piece "Xi" with Miquel Bernat, a VCS3 analogue synthesizer for "Putney" with Mark Pilkington performing the VCS3 and now featuring a Bass clarinet for "s.laag". The 3D modelling for these works was sketched by Climent and finally rendered by Manusamo&Bzika (Alena Mesarošová and Manuel Ferrer). Such game-audio compositions often employ the concept of "modular metaphor" (Climent, Pilkington, Mesarošová, 2016), to transcend the physicality of the real instrument during game-play. Such metaphor occurs when the whole becomes more than the sum of its parts through the aural assemblage but as in

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Page 1: s.laag (2016) for game audio with 3D bodyscanned performer ...users.sussex.ac.uk/~thm21/ICLI_proceedings/2016/... · performer, composer and instrument Ricardo Climent1, Manusamo

s.laag(2016)-forgame-audiowith3Dbody-scannedperformer,composerandinstrument

RicardoCliment1,Manusamo&Bzika2

1NOVARSResearchCentre,TheUniversityofManchester,[email protected]

2Manusamo&Bzika,[email protected]

Abstract.Thispaperunfoldskeycompositionalaspectsof's.laag',aninteractivemusicalworkcomposedbyRicardoClimentforDutchBassClarinettistMarijVanGorkom,aspartofthedutch-uk.networkproject.Itincludes3DmodelsbybothClimentandManusamo&Bzikabasedon3DBodyscannersprovidedbySimeonGillattheSchoolofMaterialsDesign&Fashion,UniversityofManchester.Thepieceemployssonicpath-findingtechniquesusinggame-enginetoolstoexploretheconceptof"modularmetaphor".ItnavigatesacrosstheintersectionsbetweentheReal,theVirtualandthemodularaugmentationofamusicalinstrument.TheDutchword'laag'meanslowbutalsolayer,stratumandthickness,whichresonatemorewiththecompositionalthinkingbehindthispiece.Slaag(passinDutchlanguage)evokesthesonicfluxusbetweentheacousticinstrumentandtheelectronicmedium.Keywords:BassClarinet,game-audio,3Dbody-scan,Expo58,gamification,ExtendedReality,Modularmetaphor,VirtualReality.

CreativeBackgroundThedutch-uk.network58/58projectisanewnetworkstartedin2015betweentheInstituteofSonologyattheRoyalConservatoryofTheHagueandtheMusicCompositiondepartmentatTheUniversityofManchester,UK.ItaimedtobuildbridgesbetweenUKandmainlandEurope,viaaddressingcreativequestionsintheformofconcertevents,newmusicalcompositions,workshopsanddebate.Thenetworkproposedthe"Philipspavilion"asaconceptandmodel,whichmayinformtheproject,just58yearsafterthisWorld'sFairpavilionwasdesignedforExpo'58inBrussels.

Figure1.s.laag'sExpo58buildingsinUnrealEngine4,informedbymodelsfromthePhilipspavilionandtheAtomium

Previousworkongame-audiocomposition:s.laagbuildsuponseveralgame-enginecollaborativeworksbythecomposeronthispaper.Itfeaturesmusicalinstrumentsasvirtualcharactersinagame-enginedrivenstageperformance.RecentexamplesincludetheTimbila(amarimbaofMozabique)forthepiece"Xi"withMiquelBernat,aVCS3analoguesynthesizerfor"Putney"withMarkPilkingtonperformingtheVCS3andnowfeaturingaBassclarinetfor"s.laag".The3DmodellingfortheseworkswassketchedbyClimentandfinallyrenderedbyManusamo&Bzika(AlenaMesarošováandManuelFerrer).Suchgame-audiocompositionsoftenemploytheconceptof"modularmetaphor"(Climent,Pilkington,Mesarošová,2016),totranscendthephysicalityoftherealinstrumentduringgame-play.Suchmetaphoroccurswhenthewholebecomesmorethanthesumofitspartsthroughtheauralassemblagebutasin

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s.laag,itcanalsobecomesomethingelse.Suchimmersiveexperiencesareconceivedasgame-audiojourneyshighlightingdistinctiveaspectsoftheinstrumentbeingexplored.Forexample,theyinvestigateuniquetimbralorgesturalproperties,whichgraduallyunfoldwhiletheinstrumentbecomesre-assembledasthepieceprogresses.

CompositionalMethodologyRecordingsession:auralscores

ThecompositionapproachtogatheringBassclarinetrawmaterialfors.laagwasbuiltupontheconceptof'AuralScore'(RickNance,2006),whichwasadaptedforrecordingpurposes.Theultimateaimofthissystemistoextract'DNA'frominstrumentalperformers'uniqueauralmemory,whichtheyarenotevenconsciousabout.Inthepast,thecomposerinthispaperinvestigatedthistechniquewithviolinistDarraghMorganandpercussionistMiquelBernat,providinghimwithawealthypooloftheirDNA'sauralmaterial.Fors.laag,a2-hour'crunchfile'withsilentgapswasassembled,wheretheperformerhadtoinsertrestrictedmusicalresponsestomaterialsonthefly;e.g.bymimickingorplayingagainstwithinarangeortechnique.Thecrunchfileisnevertobeusedinthefinalcomposition.Instead,theplayer'sresponsebecomesthebasisforcompositionalinventions.Ins.laag,sixtypesofmaterialswerecrunched,rangingfrommanipulatedexcerptsofJimiHendrix'sbestsolos,toPeterFrampton'stalkingboxguitar,a1957recordingfromEdgarVarèseinaworkshopofJazzmusicians,harmonicaphrasingfromSonnyBoyWilliamson,aperformancebyJapaneseKotoPlayerFuyukiEnokido,allintercalatedwithsomeextendedtechniquesfromthecomposer'sownaltosaxophone,transformedwithaBigMuffdistortionpedal.

Scanningtypologies:mosaic-sizemusicalcells

Afterlisteningtotherecordingsession,only20%ofmaterialswereselectedandedited.Theyservedasrawsourcesforfurthertransformations.Atthispoint,severalcompositionaltoolswereappliedwiththeaimtogeneratealargecollectionofmosaic-sizemusicalcellswithspecificsonictaxonomies.Forinstance,101mosaic-sizesoundfileswerecreatedusingauralscanningandmanualediting,69withacustom-madewaveformpointerto'chop'materials,190fileswereobtainedfromaclattersystem(Bachelor,2003),93usingadopplertool,asoundfreezer,60soundexcerptsusingaCsoundsndwarper,10mid-sizephrasesfromaMaxMSPgranulator,17producebya'gesturalfaker'(aconstructorofgesturesfrommicro-materials)and20viaaNebulae(Qu-BitElextronix,2015)voltage-controlledgranulatorsynth.Totalofhours:76.5h.

structuralartefacts:3dscenes

ForarrangingmaterialsatstructurallevelIalreadyhadthescenesfromthegame-audioandengineversioninmind.Theabstractvisualisationofascene-orientedjourneyina3Denvironmentprovidedmewithfourauralpoolstomakecompositionaldecisions.[0.00-2:27InteractiveCounterpoint//2:27-4:25SpectralMulti-phonics//4:25-6:01 ValveVariations//6:01-8:43Inner-pulses]

Scoringthemusicandbuildingtheelectroniccounterpoint:studiocompositionthinking

Thecompositionalmethodologywasarguablyclosertoworkingwithstudiopracticesthantocomposingapieceforacousticinstrumentalongsideelectronics.Asaresult,soundmaterialsweredealtinabstractandlayeredintwoparts;anupperstratumconsistingmostlyofnon-transformedmaterials,(althoughheavilyedited)andahighly-articulatedcounterpointofelectronicresponsestothem,movingoutsidethephysicallimitsandidiomoftheacousticinstrument.

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Figure2.s.laag'sreferencescore:Splittingthecounterpointbetweeninstrument(top)anddynamicmedia(bottom)

ComposingWithGame-EnginesThemodularmetaphor:gamificationoftheperformanceenvironment

Imagineweweretodismantleeverypartofamusicalinstrumentwiththepurposeofreassemblingtheminalternativewayswhilekeepingsomeoftheirfunctionsandbehavioursintact.Envisagealsowewereabletoextractthesonicnatureandextenditandmakeeverypartsonicallycapableofachievingmusicaloutcomes.Thisiswhatconstituteds.laag's'modularmetaphor'.Thebassclarinetmodulesbecameawindchime-likemobile(asinEarleBrown'smusic),clarinetkeysmarchesasinPinkFloyd'sTheWall'shammerscene,orbecamemultiplecharactersinformedbySillySymphony'sexperimentalcartoonsinthe1920sand30s.Howcouldthenew'game-instrument'soundlike?Wouldthesumofitspartsbecomesomethingaurallyoutrageous?,woulditssoundresonatewiththeinstrument'sDNA?Canthisformofre-embodimentprovidenewmodesofexpressioninaperformativegame-engine'sdomain?Toexploreso,s.laagheavilyreliesontheuseofphysics-graphics-game-audioenginesoftenfoundinludiccontextsandvideoconsoles,itrecontextualisessuchtechnologiesinaperformativeenvironment.Thevirtualgame-audioscenesbecomeapseudo-scorewherepre-composedsonicmaterialsareintroducedandneedtofindmusicaldirectionsduringgame-play(whicharepreconceivedbythecomposerasalternativeroutesandenginematinees).Thecomputermusicianplaystheroleofthecomposerandperformer(seenin3D)andunfoldstheelectronicmaterialsbynavigatingthescenesandinteractingwiththedifferentpartsoftheinstrumentastheyappear(viacolliders,DephofFieldraysandvirtualsonicscanners).

Figure3.Performativestageonleft("PutneyPonoskty",2016),ands.laag'sbassclarinethammermarch-likescene(onright)

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Immersiveperformers:3dbody-scannedcharacters

Performer,Instrumentandcomposerwere3Dbody-scannedattheSchoolofMaterialsDesign&Fashion,UniversityofManchesterandthenimportedintothegame-engine(recombinedviaMakehuman,BlenderandUE4).

Figure4.HighPoly3DscanningsessionattheSchoolofMaterialsinvolvingperformer(left)andcomposer(right)

Bassclarinet3dparts:mobilewind-chimeconstructionandriggedperformer

Instrumentpartsandhumanswere3DmodelledinBlenderandexportedtoUnrealEngine4asthefinalperformancetool.

Figure5.Clarinetpartsmountedasmusicalmobilesandaperformer'srigandclockdrivenbyBhvfilesandFFTanalysis

Frequencyanalysis:theenvironmentisthemaincharacter

ThepieceheavilyreliesonrealtimeFFTanalysisoffrequenciesanddynamicstodriveandexcitetheenvironmentandcharactersonstage(usingthevisualisationplugininUnrealEngine4).Forinstance,the3D-mobiles,whichareconstructedbycollectinginstrumentparts,areFFTdriven,whilethecharacter'srigisdrivenbymotioncaptureBHVfiles.

Conclusions.laagisamusicalcompositionaimingtopushtheboundariesofexistingworkusinggame-audioand3Denvironmentatthecoreofthecompositionalthinking.Theprojectisacollaborativeworkbetweenperformer,composer,3Dscannersandmodellers.Thepiecetargetsnon-specialisedaudiencesbyfacilitatingthecomputermusicallanguageandgame-audioaestheticsviatheuseofgamificationprocesses.Thisistosaythatgame-enginetoolsandtheconceptofgame-playbecomepartofanimmersivejourney,whereaudiencesperceivecomplexmusicalideasandstructuresviadifferentchannelsofperception.Insucheffort,thecomposeraimstopreservethemusicalidentityoftheoriginalwork,whichin

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thiscasewasconceivedbeforeitsgame-audioimplementation.Finally,s.laagaimstoexplorecreativeoutcomesinagame-audioformat,usingthe"modularmetaphor"asthemeansforassemblingauralcomplexitiesinthespiritofthedutch-uk.networkproject.

AdditionalinformationLinktoMaterials:http://game-audio.org/

Dutch-UK.networkhttp://dutch-uk.network

MotioncaptureBVHfiles:www.cgspeed.com(forperformancemockbeforecollectingowndata)

Acknowledgements.Dutch-UK.networkissupportedby:ResearchNetworkFund.SchoolofArts,HistoriesandCultures,TheUniversityofManchester,UK.SpecialthankstoKeesTazelaar(InstituteofSonologydirector),forprovidinganinsightabouttherecordingarchiveofthePhilipsPavillionExpo58.http://dutch-uk.network3DBodyscannerswereprovidedbyDrSimeonGillattheSchoolofMaterialsDesign&Fashion,UniversityofManchester.BassClarinetistMarijVanGorkomforherrecordingsessionandworkshopswhichtookplaceinStudio1,NOVARSResearchCentre.http://www.novars.manchester.ac.uk

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Climent,RicardoandPilkington,Mark.Putney(2015)Vimeovideo“PutneyLivePerformance@xCoAxConference2015.

Climent,Ricardo(LiveGame-AudioEngines)andPilkington,Mark(1969VCS3).2015.Postedby“WunderbarLabBerlin”.http://vimeo.com/139128350[Lastaccessed21May2016].

Climent,Ricardo.Pilkington,Mark.Mesárošová,Alena."ExploringReal,VirtualandAugmentedWorldsThrough'Putney',anExtendedReality".http://econtact.ca/17_4/climent-etal_putney.html-Lastvisited21May2016

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