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2006.5.2 Chancellor Green Library, Princeton University p r o g r a m - n o t e s
For this concert, PLOrk will be performing for the first time 'in the
round.' We'll also be performing for the first time above the audience,
which will hopefully be quite wonderful. Please make yourself comfortable,
and feel free to move about quietly.
1. a breeze brings... Scott Smallwood listen: mp3 | stream This "prelude" came about as a result of several mornings of hacking in ChucK (a Princeton-developed computer music programming language developed by Ge Wang). As I listened to the wind chimes outside my door, I began to realize that they were influencing the intuitive process of my experimentations. Before long I had created some algorithmic instruments that sounded rather nice together. This piece grows slowly out of the acoustic soundscape of the space, and then slowly subsides back into it, like a very slow breeze. 2. Orbits (5) Christopher Tignor listen: mp3 | stream
Listening in on the conversations of people in distant locations is a
transportational experience. Speech is its own music and the raw,
functional language transmitted between air traffic controllers and pilots
is its own fascinating vehicle, imagining these fuzzy dialogues guiding
the orbits of their participants so far from this room we have pulled them
into. During this work, we will attempt to forge our own orbit about
musical materials beginning with these live remote dialogues but soon
wandering into other landscapes derived from their abstraction. To these
distant unknowing collaborators we respond with our own musical gestures,
both in bowed and struck metal percussion and our live digital
transformations of these acoustic materials. Through these we will largely
reclaim this room but also touch on sharing it with these distant voices.
3. CliX Ge Wang listen: video | mp3 | stream In this piece, human operators type to make sounds, while their machines synthesize, synchronize, and spatialize the audio. Every key on the computer keyboard (upper/lower-case letters, numbers, symbols) is mapped to a distinct pitch (using the key's ASCII representation) and when pressed, emits a clicking sound that is synchronized in time to a common pulse. A (human) conductor coordinates frequency range, texture, movement, and timing. 4. Piece for Plucked Strings and Bells (sort of) Christopher Douthitt listen: mp3 | stream This is a piece for three PLOrk machines using an interface developed by Paul Lansky on Supercollider. The first version of this piece came together for two machines as part of an assignment Professor Steven Mackey's contemporary composition class, in which we were supposed to compose something that fit into a minimalist aesthetic. I have since expanded the number of parts involved and automated most of the events so the players are free to poke at notes on a MIDI keyboard. The piece progresses according to a loosely organized process, wherein notes are added in the plucked string parts to reinterpret the drone that is established at the beginning, and basic rhythmic ideas are juxtaposed against each other. 5. Mumble Nathan Michel listen: mp3 | stream I started working on a piece for PLOrk last summer when the ensemble was still just a sparkle in Dan Trueman's eye. My first ideas involved moving brittle, colorful samples around the orchestra at very fast speeds. I imagined the sounds ricocheting from computer to computer. I in fact wrote such a piece and tried it out with the orchestra last fall. It didn't work very well. This wasn't the fault of the technology; it was a problem with good old-fashioned three-dimensional space: what worked well in one computer, coming from a single sound source, became sluggish when forced to move around fifteen spatially separated sound sources. I scrapped my first piece and began working on something that paid more consideration to physical space. The ultimate result was Mumble, a very quiet piece that travels slowly around the ensemble like a cloud. 6. Murphy Mixup: Murphy Intends Pauline Oliveros and Zevin Polzin listen: mp3 | stream
Dedicated to Brenda Dunne and Robert Jahn of PEAR (Princeton Engineering
Anomalies Research laboratory)
![]() Zevin Polzin has created a MAX version of Murphy. Murphy Mixup has nested Murphies (imagine the collecting bins at the bottom of one Murphy emptying into the top of another) carrying out a variety of tasks. "The 'Conductor' sends a signal to a Murphy which decides which member of the orchestra to trigger. Once ''inside" a member's computer, that trigger goes into a Murphy that chooses which sound to play. That sound goes into two Murphies, one that determines the Pitch of the sound, and another that determines the ADSR envelope. This final sound goes to a Murphy that determines from which speaker, if any, that sound plays." The role of the members of PLork is simply to intend. The "player" of each laptop has created one of the 19 sounds that are available for output on every laptop. Once the conductor has sent a trigger the player's task is to intend for his/her sound to reach an output. If intention is strong enough then the Murphy bell curve might be biased toward that player. Each player has feedback about the number of hits for his/her sound. The audience is invited to intend with the players. If you hear a sound that you like then you can intend for it to come back. My thanks to Brenda Dunne who introduced me to Murphy. 7. PLOrk Chorale Dan Trueman listen: mp3 | stream In The PLOrk Chorale, PLOrk brings a simple chord progression to life with a series of inhales, exhales and vocal noises (all processed by the laptops, via a headset mic) and a quiet low drone (controlled by a variety of sensors and input devices: accelerometers, graphics tablets, and pressure pads). These instruments were developed initially for PLahara, PLOrk's anti-concerto for Zakir Hussain, and this piece is something of a PLOrk etude, meant to help us figure out how best play them. 8. ChucK ChucK Rocket Scott Smallwood and Ge Wang (special thanks to Ananya Misra for additional programming) listen: mp3 | stream ![]() This game piece is a study that reflects our interest in creating games scenarios in which the sounds produced are part of an interactive sound composition. In this game, based on Chu Chu Rocket, mice are released onto a large grid. Each player has a piece of this grid, and is able to cause the running mice to change direction by placing arrows in their path, and they are also able to place objects in their path, which make sound when the mice run over them, synchronized with those of other players. Thus, a player can create a kind of instrument with their piece of the grid, trapping groups of mice into loops that contain sound objects of their choosing. They can also send mice to and receive mice from their neighbors through network portals, thus the mice are shared throughout the entire group. 9. The Future of Fun (1983) Scott Smallwood listen: mp3 | stream When I was 13, I saved up quarters every chance I got so that I had enough to play games in the local arcade. In addition to enjoying the games, I loved the sound of the composite arcade environment. The video arcade soundscape of that era, 1983, is now lost to us. It was a unique soundscape, before samples were widely used, and all sound effects were of relatively low resolution. There is nothing quite like the sound of dozens of these vintage arcade machines in the same space, as they sing in a mixed chorus of 8-bit digital sounds: sound effects, melodic fragments and tunes, electronic leitmotivs, and cartoonish gun pops and laser beams. Using software programmed to emulate the hardware of those games, the Princeton Laptop Orchestra recreates this lost soundscape. plork | music | cs | soundlab |