Small Movements by Adam Basanta

Adam Basanta performs Small Movements.
Adam Basanta performs Small Movements. The performance starts with acoustic feedback by holding a very small loudspeaker close to a microphone. Video still. © Adam Basanta

In his set-up for Small Movements (2016) Adam Basanta uses two microphones and seven loudspeakers in different combinations to create acoustic feedback. The sound of the feedback is surprisingly “clean”: it contains not much noise, but focuses essentially on a single pitch. This is no coincidence, because besides the seemingly chaotic set-up of all kinds of glass jars, wires and cassette players he uses the music software Max  to control the resulting sound precisely. There is a constant interaction between the physical sound creation with the objects on the table and the virtual sound control in the computer.

Set up for Small Movements by Adam Basanta
Set up for Small Movements by Adam Basanta. The grey circles are the seven loudspeakers. The two other microphones on the pictures and video are used for general amplification of the sound through the PA system. © Adam Basanta

Let’s first have a look (and listen) at how Adam uses the objects on the table to influence the sound. As mentioned before, acoustic feedback is an important element and an example of this can already be heard at the very beginning of the documentation video (you find the video at the end of this post). Physical interaction is done also by putting a stick on a loudspeaker membrane (see 15’44” in the video). On a later occasion Adam uses a metal wire (16’40” in the video). Due to low frequency sine waves sent from the computer to the loudspeaker (more on this in the part on the computer software used), the membrane will move back and forward and the stick or wire jumps on the membrane, causing a quick rhythm. The jars are used as what could be called a physical filter. By placing them on or close to a loudspeaker, the sonic outcome is influenced by the resonance frequencies of the jar (see 14’15” in the video). By holding a jar close to a microphone, the microphone picks up the resonance frequency of the jar and the pitch of the feedback will change (see 20’30” in the video).

Adam Basanta uses a jar for preparing a loudspeaker.
Adam Basanta places a big jar above a loudspeaker to change the feedback frequency. Video still. © Adam Basanta

This physical sound creation is now enhanced by the use of a computer software. A patch created in the music software Max manipulates the signals coming from the microphones before they enter the loudspeakers. I asked Adam what kind of sound processing is going on and he let me know that “Of course, there is some serious limiting on each channel, calibrated to each speaker’s capacity in order to avoid burning them out. But the main processing occurs through two algorithms, which regulate the feedback frequency and amplitude. For frequency, I use various filtering techniques, […] which only allow feedback to occur at specific frequencies. Filtering can allow very precise control of the frequencies, and also allow me to create feedback in ways which are very unfamiliar to us: for instance, very low frequency feedback, or a tonal triad using feedback.” The processing is thus not only keeping the feedback within reasonable loudness and avoiding damage to the loudspeakers. With the help of a Max patch, the feedback frequencies are fixed quite precisely: 14 different pitches can be played by using the 14 possibilities of feedback between the two microphones and seven loudspeakers. And with use of a foot pedal Adam can switch to another preset in the Max patch, giving him a new row of 14 different pitches.

Score Adam Basanta Small Movements
Adam Basanta uses his set-up for Small Movements also for other projects, such as a piece with bass saxophone player Jason Sharp. The score illustrates how accurately the set-up can be played. (The cup of coffee is just part of the developing process…) © Adam Basanta

In Small Movements different kinds of technologies are used in undogmatic ways. Although you might have the impression, that you see all sound processing happening, much is done by help of virtual sound processing in the computer. Besides the heavy filtering of the feedback sound, the low sine waves mentioned earlier are  another example of sonic material generated by the computer. By using these low frequency movements of the loudspeaker membrane to “play” a stick or metal wire Adam connects the computer software to the physical sound production.

Two cassette players belong also to the set-up on the table, playing back the material just produced by the performer. In Adam’s words: “The cassette looping is kind of a layer on top. The cassette players themselves are quite old, and so I use them as a way to echo or repeat previously occurring material, but in a way that is quite degraded. They are mostly used as faded memory of material which was crystal clear at the time at which it was played.”

Speaker Dress by Pauchi Sasaki

speaker dress Pauchi Sasaki
Pauchi Sasaki wears her Speaker Dress (2014), containing 96 loudspeakers. Photo by Juan Pablo Aragon. © Pauchi Sasaki

Our clothes can be seen as a form of communication between ourselves and the outside world. They give a visual impression of who we are and how we would like to be seen by others. Pauchi Sasaki designs dresses which are not only visible, but transmit sonic xterial as well. These dresses consists of around 100 loudspeakers, and are able to process sound live.

Pauchi got the idea for developing sonic costumes, when she performed in a temple in Lima. As she remembers: “But of course, it’s an ancient temple, so there was no electricity or outlets; I could perform only acoustic sounds, even though that’s not what I had planned. That’s when I got the idea of a self-contained system, but one that could be integrated into my body, that was the idea” (interview by Michael Barron).

The result was developed in 2014 and is simply called Speaker Dress. It is a self designed wearable sound sculpture. Two dresses exist nowadays, a black and a white one. The black one contains 96 loudspeakers, the white one even 125. Several loudspeakers are connected to the same amplifier channel. The black dress for example contains six channels of amplification, resulting in 16 loudspeakers per channel, and in six different sonic zones on the dress (a zone is formed by the loudspeakers diffusing the same sound).

Pauchi Sasaki Speaker Dress
Pauchi Sasaki in performance with her Speaker Dress. Photo by Janice Smith-Palliser. © Pauchi Sasaki

The performer can choose from different input possibilities: a contact microphone, a lavalier microphone and an mp3 player are connected. These signals are sent wireless to a computer, which processes the sound in the music software Max. The sound is sent back to the dress again and is diffused by the loudspeakers.

This is a short video made during a sound check for the Ojai Music Festival made by sound engineer Nick Tipp. Pauchi is testing the dress and walks through the auditorium:

All kind of live sounds made by the performers can be processed live during the concert and the transformed version is sounding through the dresses. Flutist Claire Chase and Pauchi herself, who is a violinist as well, use their breath, their voices and their instruments in the first composition Pauchi composed for  two dresses: Gama XV (2016). The performers are dressed in their own sounds, transformed by live electronics:

Sound in a Jar by Ronald Boersen

speaker jar microphones
Different microphones are used to pick up the sound from the small loudspeaker in the jar. © Ronald Boersen

In Sound in a Jar (2016) by Ronald Boersen three performers— Ronald Boersen himself, Dganit Elyakim and Hadas Pe’ery—move three different microphones back and forwards to a very small loudspeaker placed in a jar. As Ronald explained me, this piece is a sound environment, which changes and developes algorithmically during the performance. The main task for the performers during the rehearsals is to explore this environment and find ways to engage musically with the sounds they can produce. The performers pick up the sounds of the loudspeaker in the small jar and it is sent back to the loudspeaker again, passing through a patch in the music software Max. By placing the loudspeaker in a jar, the sound will resonate easier, a very suitable feature for acoustic feedback. The main sound of the performance is thus acoustic feedback, coloured by the different characteristics of the three microphones used (two different condenser and a dynamic microphone).

microphones loudspeakers max msp
This scheme gives an overview of the inputs and outputs of the piece, as well as the three forms of live processing used, in form of a Max patch. © Ronald Boersen

The Max patch processes this feedback sound: as the scheme depicts, Ronald uses threshold triggered reverb pulses, feedback interval driven harmonisation and granular delay lines. By using amplitude thresholds and feedback frequencies these processes are directly influenced by the feedback sound itself, and the feedback itself is processed by the Max patch. In this manner Sound in a Jar uses a double form of feedback: acoustic feedback (using the sound itself) and data feedback (by using data streams generated from amplitude and frequency analyses of the loudspeaker sound, without using the sound itself), and both are effecting each other constantly. How much the sound of each microphone is processed by Max and which of the three processes is used (reverb pulses, harmonisation or granular delay) is changing during the piece, as is depicted in the diagram in the score. The relationships between microphone, processing and loudspeaker change not only accordingly to the distance between microphone and loudspeaker but also because of the temporal development of the kind of sound processing in the Max patch.

In this close-up video the development in sound processing and the direct relationship between the movements of the microphones and the resulting sound can easily be followed:

A very appealing aspect of this set-up is in my view, is that all three microphone signals are connected to a single loudspeaker. All three players have to find their own way of playing, because they have a different type of microphone and their sound is processed in a different way, but at the same time all these different paths come together again in a small loudspeaker in a jar. In the second part of the performance the sound of the small loudspeaker is slowly also diffused through the bigger loudspeakers in the hall (the PA loudspeakers). This does not cause any noticeable change in the acoustic feedback interaction, but the spatial and spectral characteristics do change due to the different in placement, sound diffusion and spectral response of these loudspeakers. The sound of the jar itself seems to fill the whole performance space now, instead of occupying a single spot. At the end of the piece, the loudspeakers in the hall fade out again and the sound moves back into the jar.

By preparing this text I also discovered that Ronald Boersen has an interactive sound installation, that uses loudspeakers and ping pong balls. I added this to the collection of fifty years of loudspeakers and ping pong balls.

And here a recording of the whole piece:


Fifty years of loudspeakers and ping pong balls

Some objects seem particularly suitable to be used for preparing loudspeakers. The lightness and characteristic sound of ping pong balls might be a reason, why they have been favourable objects for this. Comparing several of these set-ups reveals that—fortunately!—using a similar technology can still result in completely different works.

Loudspeakers ping pong balls
Leser 1 by Manfred Mohr and Jochen Gerz. The loudspeakers and ping pong balls are covered by a large transparent plastic bag. Polyester tube, 19 loudspeakers,  printed transparent plastic bag, 19 moving ping pong balls, electric motor, 180 cm x 45 cm, 1967 Source: © Manfred Mohr and Jochen Herz

As far as I know, the first work using ping pong balls in combination with loudspeakers is Leser 1 (1967) by Manfred Mohr, who created the audio sculpture, and Jochen Gerz, who wrote the text for this installation. This  tower contains 19 loudspeakers, each prepared with a single ping pong ball and was exhibited for the first time in 1968 in Paris. The audience can press a foot pedal to turn the installation on for a minute. Three different frequencies are then played through the loudspeakers and causing the ping pong balls to move away from the loudspeaker membranes and hit the plastic bag (see also the scheme at the end of this post). The ping pong balls are alternating between striking the plastic bag and the loudspeaker membrane and the combination of 19 ping pong balls making this movement produces a noisy sound. Together with the text printed on the big plastic bag and a random letter printed on each ping pong ball the whole installation seems to make an attempt to speak. The text itself seems also to be related to the movement of the ping pong balls: the big letters in the middle read: “Auf Flüchtlinge wird [ge]schossen”, which could be translated as “shoot the people fleeing”. Manfred Mohr explained me, that this text refers to the fact that at that time the East German police had the order to shoot the people fleeing to West Germany.

In Music for Pure Waves, Bass Drums and Acoustic Pendulums (1980) Alvin Lucier uses four bass drums and places them in front of four loudspeakers. A low sinus sweep is played through these loudspeakers and the membranes of the bass drums start to vibrate, according to their resonance to the frequency of the sinus wave. In front of each drum a ping pong ball is hanging from the ceiling, just touching the drum head. The vibrations of the skin push the ping pong ball away from the drum. Depending of the moment of hitting the drum, when the ball falls back, as well as the direction and amount of vibrations of the drum head, the ping pong ball will be pushed away next time with more or less force. Although the set-up seems to be four times the same, the results of the small differences in material of bass drum, loudspeaker and ping pong ball can be clearly perceived in the movement of the ping pong balls and the resulting sound. The shape of the ping pong balls reminds me of the head of a drum stick, and these drums seem mysteriously “played” by the ping pong balls.

Christian Skjødt uses 16 loudspeakers and an equal amount of ping pong balls in Inclinations (2016). Here again each loudspeaker with ping pong ball combination creates its own rhythm, but due to the ping pong balls moving in upwards direction they fall down much faster than in Lucier’s set-up. This causes a constantly changing, soft and noisy rumbling. Christian is not using any other material such as a plastic bag or drums. Since the frequencies played through the loudspeakers are too low for humans to be heard, all sound is produced by the collisions of ping pong balls and loudspeaker membranes. The minimal visual quality of this installation underlines the focus on these sonic events.

loudspeakers ping pong balls
The three different relationships between ping pong balls and loudspeakers, from left to right: In Leser 1 the ping pong ball hits the loudspeaker and the transparent plastic bag. In Music for Music for Pure Waves, Bass Drums and Acoustic Pendulums the loudspeaker just hits the drums. In Inclinations the ping pong ball is placed directly on the loudspeaker.

After I finished this post on loudspeakers and ping pong balls, Ricardo Arias brought the piece PingRoll (1997) by Manuel Rocha Iturbide to my attention:

And João Ricardo mentioned Kugel-Percussion (2006) by Peter Vogel to me:

loudspeaker ping pong ball
Kugel-Percussion by Peter Vogel, with one ping pong ball and one loudspeaker © Peter Vogel

And another addition: When preparing my text on Sound in a Jar I bumped into another piece of Ronald Boersen, using loudspeakers and ping pong balls, called talk to me… . The ping pong balls are hanging in front of a tam-tam . You talk into a microphone and see and hear your speech reflected in the movement of the ping pong balls. To achieve this, the voice is processed in the computer, attenuating resonating quality in the speech, that maximises the response of the resonating frequencies of the tam-tam. This sound is than diffused through a tactile transducer attached to the tam-tam. The ping pong balls start to move due to the tam-tam vibrations, creating sounds themselves as soon as they hit the tam-tam: