DIY Audio Design Building and Designing Your Own Sonic Tools
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Chiptuning Intellectual Property: Digital Culture Between Creative Commons and Moral Economy
Chiptuning Intellectual Property: Digital Culture Between Creative Commons and Moral Economy Martin J. Zeilinger York University, Canada [email protected] Abstract This essay considers how chipmusic, a fairly recent form of alternative electronic music, deals with the impact of contemporary intellectual property regimes on creative practices. I survey chipmusicians’ reusing of technology and content invoking the era of 8-bit video games, and highlight points of contention between critical perspectives embodied in this art form and intellectual property policy. Exploring current chipmusic dissemination strategies, I contrast the art form’s links to appropriation-based creative techniques and the ‘demoscene’ amateur hacking culture of the 1980s with the chiptune community’s currently prevailing reliance on Creative Commons licenses for regulating access. Questioning whether consideration of this alternative licensing scheme can adequately describe shared cultural norms and values that motivate chiptune practices, I conclude by offering the concept of a moral economy of appropriation-based creative techniques as a new framework for understanding digital creative practices that resist conventional intellectual property policy both in form and in content. Keywords: Chipmusic, Creative Commons, Moral Economy, Intellectual Property, Demoscene Introduction The chipmusic community, like many other born-digital creative communities, has a rich tradition of embracing and encouraged open access, collaboration, and sharing. It does not like to operate according to the logic of informational capital and the restrictive enclosure movements this logic engenders. The creation of chipmusic, a form of electronic music based on the repurposing of outdated sound chip technology found in video gaming devices and old home computers, centrally involves the reworking of proprietary cultural materials. -
Videogame Music: Chiptunes Byte Back?
Videogame Music: chiptunes byte back? Grethe Mitchell Andrew Clarke University of East London Unaffiliated Researcher and Institute of Education 78 West Kensington Court, University of East London, Docklands Campus Edith Villas, 4-6 University Way, London E16 2RD London W14 9AB [email protected] [email protected] ABSTRACT Musicians and sonic artists who use videogames as their This paper will explore the sonic subcultures of videogame medium or raw material have, however, received art and videogame-related fan art. It will look at the work of comparatively little interest. This mirrors the situation in art videogame musicians – not those producing the music for as a whole where sonic artists are similarly neglected and commercial games – but artists and hobbyists who produce the emphasis is likewise on the visual art/artists.1 music by hacking and reprogramming videogame hardware, or by sampling in-game sound effects and music for use in It was curious to us that most (if not all) of the writing their own compositions. It will discuss the motivations and about videogame art had ignored videogame music - methodologies behind some of this work. It will explore the especially given the overlap between the two communities tools that are used and the communities that have grown up of artists and the parallels between them. For example, two around these tools. It will also examine differences between of the major videogame artists – Tobias Bernstrup and Cory the videogame music community and those which exist Archangel – have both produced music in addition to their around other videogame-related practices such as modding gallery-oriented work, but this area of their activity has or machinima. -
Spsg Sn76489 User Manual
SUPER PSG VST SN76489 SMS www.alyjameslab.com USER MANUAL 1.0 BY Aly James ©2013-2014 ALYJAMESLAB TABLE OF CONTENTS SUPER PSG VST ..................................................................................................................... 1 INTRODUCTION............................................................................................................................. 3 INSTALLATION............................................................................................................................... 6 CONTROL PANELS ......................................................................................................................... 9 THE SN76489 PSG CHIP ................................................................................................................11 MAIN CONTROLS..........................................................................................................................15 SETTINGS .....................................................................................................................................17 AMP GENERATOR.........................................................................................................................19 PITCH GENERATOR .......................................................................................................................22 ARPEGGIATOR .............................................................................................................................25 SPECIAL - TIMERS & AY-EG ............................................................................................................27 -
The Hell Harp of Hieronymus Bosch. the Building of an Experimental Musical Instrument, and a Critical Account of an Experience of a Community of Musicians
1 (114) Independent Project (Degree Project), 30 higher education credits Master of Fine Arts in Music, with specialization in Improvisation Performance Academy of Music and Drama, University of Gothenburg Spring 2019 Author: Johannes Bergmark Title: The Hell Harp of Hieronymus Bosch. The building of an experimental musical instrument, and a critical account of an experience of a community of musicians. Supervisors: Professor Anders Jormin, Professor Per Anders Nilsson Examiner: Senior Lecturer Joel Eriksson ABSTRACT Taking a detail from Hieronymus Bosch’s Garden Of Earthly Delights as a point of departure, an instrument is built for a musical performance act deeply involving the body of the musician. The process from idea to performance is recorded and described as a compositional and improvisational process. Experimental musical instrument (EMI) building is discussed from its mythological and sociological significance, and from autoethnographical case studies of processes of invention. The writer’s experience of 30 years in the free improvisation and new music community, and some basic concepts: EMIs, EMI maker, musician, composition, improvisation, music and instrument, are analyzed and criticized, in the community as well as in the writer’s own work. The writings of Christopher Small and surrealist ideas are main inspirations for the methods applied. Keywords: Experimental musical instruments, improvised music, Hieronymus Bosch, musical performance art, music sociology, surrealism Front cover: Hieronymus Bosch, The Garden of Earthly -
Use of Progressive Rock in David Wise's Soundtrack for Donkey Kong
Use of Progressive Rock in David Wise’s Soundtrack for Donkey Kong Country and the Advancement of Video Game Music Brooke Spencer Professor Stephanie Lind MUSC501 3 March 2019 Introduction In 1994, Nintendo released the Super Nintendo game: Donkey Kong Country (DKC)– resulting in widespread popularity and new innovative use of music in gameplay. Through the utilization of prog-rock in David Wise’s soundtrack for DKC, Nintendo has expanded its range of musical styles, function, and status as a top contending videogame company. The use of prog-rock can be broken down in David Wise’s three pieces: “Treetop Rock”, “Fear Factory”, and “Aquatic Ambience”. Through elements of prog-rock seen in each of these pieces - harmonic prolongation, fragmentation, distortion, and use of the concept ‘meta- chord’ – we can see that DKC’s music was unlike anything Nintendo had been creating previously, and set expectations for music in videogames to come. History Starting in 1977-78, the video game industry began to rise in popularity through arcades. In the 1960s/1970s when first-generation home consoles were created, sound was not a possibility. It was only when Pong was released on the Atari home console in 1975 that sounds were used deliberately: the game had 3 different sounds coinciding with actions on screen: the ball hitting the wall, the paddle, and a sound for player failure. Most games included sound in future releases to increase profits after Pong’s success.1 By the end of the 70s, arcades were growing in popularity, with Nintendo a primary arcade console producer. -
Building a Bluetooth Speaker: February Paper
Building a Bluetooth Speaker: February Paper Teddy Liang Dr. Dann Applied Science Research I. Abstract The purpose of this project is to build a portable Bluetooth speaker system. The primary objectives for this speaker involve creating circuitry for the amplifier and crossover. Integration with Bluetooth and building the speaker enclosure are also important components. The speaker drivers are store-bought. Significant progress was made on the project despite the effects of the coronavirus, with the amplifier and crossover both in good shape and the enclosure and Bluetooth part in progress. The speaker increased sound by about 20 decibels, but it varies for different frequencies. II. Motivation and History Inspiration for this project has mainly come from my love of music and exposure to speakers in daily life. In my house, we have a stereo system and I have always been intrigued by it. Speakers are ubiquitous in our modern technological society. They’re in cars, sports stadiums, phones, and classrooms. As I thought more about the specifics of the Bluetooth speaker I soon realized that this project would be perfect for me to combine my love of engineering and music. This project also aligned with my desire to dive deeper into electrical engineering since I have not had much experience with it. I hoped to develop my skills and understanding in creating electrical circuits and to learn about how exactly a speaker functions. Hopefully, I will be able to use the final product daily and take it with me to college. Music, speech, and basically any sound from electronics pass through speakers to be heard by humans. -
Studio Bench: the DIY Nomad and Noise Selector
Studio Bench: the DIY Nomad and Noise Selector Amit Dinesh Patel Submitted in partial fulfilment of the requirements for the degree of Doctor of Philosophy August 2019 Abstract This thesis asks questions about developing a holistic practice that could be termed ‘Studio Bench’ from what have been previously seen as three separate activities: DIY electronic instrument making, sound studio practice, and live electronics. These activities also take place in three very specific spaces. Firstly, the workshop with its workbench provides a way of making and exploring sound(- making) objects, and this workbench is considered more transient and expedient in relation to finding sounds, and the term DIY Nomad is used to describe this new practitioner. Secondly, the recording studio provides a way to carefully analyse sound(-making) objects that have been self-built and record music to play back in different contexts. Finally, live practice is used to bridge the gap between the workbench and studio, by offering another place for making and an opportunity to observe and listen to the sound(-making) object in another environment in front of a live audience. The DIY Nomad’s transient nature allows for free movement between these three spaces, finding sounds and making in a holistic fashion. Spaces are subverted. Instruments are built in the studio and recordings made on the workbench. From the nomadity of the musician, sounds are found and made quickly and intuitively, and it is through this recontextualisation that the DIY Nomad embraces appropriation, remixing, hacking and expediency. The DIY Nomad also appropriates cultures and the research is shaped through DJ practice - remixing and record selecting - noise music, and improvisation. -
H-France Review Vol. 19 (May 2019), No. 65 Jacques Amblard And
H-France Review Volume 19 (2019) Page 1 H-France Review Vol. 19 (May 2019), No. 65 Jacques Amblard and Emmanuel Aymès, Micromusique et ludismes régressifs depuis 2000. Aix-en- Provence: Presses Universitaires de Provence, 2017. 124 pages. Illustrations, cartes. 7 € (broché). ISBN: 9791032001233. Review by Edward Campbell, University of Aberdeen. Micromusique et ludismes régressifs depuis 2000 by Jacques Amblard and Emmanuel Aymès is a slim volume at 124 pages, but nevertheless a fascinating exploration of a contemporary musical phenomenon. Setting out from the concept of “le redevenir-enfant,” a phrase with more than a hint of the Deleuzian about it (though the philosopher is not mentioned in the text), the book examines a tendency towards infantilisation which the authors trace to the 1830s but which has become much more evident in more recent times with the sociological identification of the “adulescent” in the 1970s and 1980s, certain developments in the plastic arts from the late 1980s, in certain strains of popular music that arose with the availability of personal computers in the late 1980s and 1990s, and finally in aspects of Western art music [“musique savante”] from the new millennium. What Amblard and Aymès term micromusic is also known as chiptune or 8-bits, the post-punk music of geeks and hackers with whom game technologies such as Game Boy are transformed into sources and instruments for music-making. While this, for the authors, is ostensibly regressive and nothing less than the “acme” of infantilisation, it signals at the same time, as the back cover notes, the “subtile inversion” of the player-musician into an anti-consumer within processes of alternative globalisation. -
Freely Improvised and Non-Academic Electroacoustic Music by Urban Folks
http://dx.doi.org/10.14236/ewic/RESOUND19.26 Freely improvised and non-academic electroacoustic music by urban folks Harold Schellinx Emmanuel Ferrand ana-R & IESA ana-R & Sorbonne Université Paris, France Paris, France [email protected] [email protected] We discuss history and characteristics of the evolving global networks of anarchic communities of independent experimental musical artists that over the past half century have continued to flourish outside of established cultural institutions and with but incidental, ad hoc, financial funding. As a case-study related to our own practice we give an in-depth look into the International Headphone Festival Le Placard (1998-2013), a series of ephemeral (headphones only) concert-sites and laboratories for (not only) sound art and electronic music, that was highly innovative and influential also in the worlds of academic and commercial music, though —being the result of collective creative efforts, transmitted in (contemporary equivalents of) the fundamentally aural tradition that is typical of artistic folk modes— this is an influence destined to remain anonymous, hence un- credited. Improvised electroacoustic music, folklore, DIY, circuit-bending, artist networks 1. INTRODUCTION: URBAN FOLKS ingeniously depicted the face of an oscilloscope tube, over which flowed an ever-changing dance Attempts at a rigorous and all-embracing definition of Lissajous figures. [...] A sudden chorus of of TKOMTIUH (an acronym that, with a hat tip to whoops and yibbles burst from a kind of juke box TAFKAP, makes a wink at mid-1990s pop music at the far end of the room. Everybody quit talking. history, standing as it does for 'The Kind Of Music [...] "What's happening?" Oedipa whispered. -
Hyperbole Followed by Disillusion
EDITORIAL Hyperbole Followed By Disillusion ew technology is invariably preceded by challenge of broadening the use base is a difficult as hyperbole and followed by disillusionment. ever. N The short-term impact of new technology is What was not as widely predicted in 1983, but has generally overestimated, while the long-term impact is become hugely significant, is the impact of electronics almost always underestimated," noted the chairman of on the way music is being made and performed today. AT&T in a recent interview. He was discussing the Guitars are currently in the forefront of popular music, evolution of the much heralded "information but behind the scene arsenals of electronics, ranging superhighway," but his words could have just as from signal processing to tone modules, are employed easily been used to describe the evolution of the to help produce that "true acoustic sound." The electronic music industry. marriage between MIDI, the entire family of In one form or another, electronic musical electronic instruments, and the computer has also instruments have existed for over 50 years, but from a made it possible for people working in their living commercial standpoint the synthesizer and electronic rooms to create recordings that previously would have music market has been an important industry sales required a $500,000 studio. Consumers may not have component only for the past 12 years. The only thing embraced electronic music to the extent predicted, but that has changed as rapidly as technology in that then no one anticipated that electronic music would relatively brief time span has been the outlook of end up on virtually every popular recording, including retailers and manufacturers. -
A Geology of Media
A GEOLOGY OF MEDIA JUSSI PARIKKA Electronic Mediations, Volume 46 University of Minnesota Press Minneapolis • London Parikka.indd 3 28/01/2015 12:46:14 PM A version of chapter 2 was published as The Anthrobscene (Minneapolis: University of Minnesota Press, 2014). Portions of chapter 4 appeared in “Dust and Exhaustion: The Labor of Media Materialism,” CTheory, October 2, 2013, http://www.ctheory.net. The Appendix was previously published as “Zombie Media: Circuit Bending Media Archaeol- ogy into an Art Method,” Leonardo 45, no. 5 (2012): 424–30 . Portions of the book appeared in “Introduction: The Materiality of Media and Waste,” in Medianatures: The Materiality of Information Technology and Electronic Waste, ed. Jussi Parikka (Ann Arbor, Mich.: Open Humanities Press, 2011), and in “Media Zoology and Waste Management: Animal Energies and Medianatures,” NECSUS European Journal of Media Studies, no. 4 (2013): 527– 44. Copyright 2015 by Jussi Parikka All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise, without the prior written permission of the publisher. Published by the University of Minnesota Press 111 Third Avenue South, Suite 290 Minneapolis, MN 55401- 2520 http://www.upress.umn.edu Library of Congress Cataloging-in-Publication Data Parikka, Jussi. A geology of media / Jussi Parikka. (Electronic mediations ; volume 46) Includes bibliographical references and index. ISBN 978-0-8166-9551-5 (hc : alk. paper) ISBN 978-0-8166-9552-2 (pb : alk. paper) 1. Mass media. 2. Mass media—Social aspects. 3. -
Front Matter Template
Copyright by Paxton Christopher Haven 2020 The Thesis Committee for Paxton Christopher Haven Certifies that this is the approved version of the following Thesis: Oops…They Did It Again: Pop Music Nostalgia, Collective (Re)memory, and Post-Teeny Queer Music Scenes APPROVED BY SUPERVISING COMMITTEE: Suzanne Scott, Supervisor Curran Nault Oops…They Did It Again: Pop Music Nostalgia, Collective (Re)memory, and Post-Teeny Queer Music Scenes by Paxton Christopher Haven Thesis Presented to the Faculty of the Graduate School of The University of Texas at Austin in Partial Fulfillment of the Requirements for the Degree of Master of Arts The University of Texas at Austin May 2020 Dedication To my parents, Chris and Fawn, whose unwavering support has instilled within me the confidence, kindness, and sense of humor to tackle anything my past, present, and future may hold. Acknowledgements Thank you to Suzanne Scott for providing an invaluable amount of time and guidance helping to make sense of my longwinded rants and prose. Our conversations throughout the brainstorming and writing process, in addition to your unwavering investment in my scholarship, made this project possible. Thank you to Curran Nault for illustrating to me the infinite potentials within merging the academic and the personal. Watching you lead the classroom with empathy and immense consideration for the lives, legacies, and imaginations of queer and trans artists/philosophers/activists has made me a better scholar and person. Thank you to Taylor for enduring countless circuitous ramblings during our walks home from weekend writing sessions and allowing me the space to further form my thoughts.