Notes on Composition

Some Nouns and Verbs:
Composition (SCA*): electroacoustic music, sound art; primarily with aesthetic purpose, but to 'com-pose' literally means to 'bring together'

Sound Design (SIAT*): primarily a functional purpose, e.g. sonification, industrial design, sonic architecture,
but good sound design usually benefits from an aurally attractive perspective
Aural Communication (CMNS*): may involve all of the above, but could be focussed on real-world contexts,
e.g. soundscape composition, text-sound and narrative, documentary

* these are the 3 main schools in SFU's Faculty of Communication, Art and Technology
A consensus on terminology? Organized Sound (see the UK journal Organised Sound)
Sounding Art (see the Routledge Companion to Sounding Art)

Some Genres:
Acousmatic works: literally based on sounds with no visible source and evaluated on their own intrinsic characteristics
i.e. spectromorphological qualities (literally 'sound shapes') with minimal contextual references; abstract

ranges along a continuum of aural to mimetic discourse (cf. Simon Emmerson, ed., The Language of Electroacoustic Music, 1986)

Soundscape compositions: often based on acoustic spaces, real (phonography), simulated or imagined (virtual); WSP
with identifiable sounds and maximum contextual references; abstracted (with acousmatic style processing)

Text-based works: based on a wide range of vocal material (found, improvised, scripted),
organized in a variety of formats, e.g. documentary, narrative, poetry, oral history, radio drama

with various digitally based processing techniques

Leigh Landy, Understanding the Art of Sound Organization, MIT Press, 2007.

Andrew Hugill, The Digital Musician, Routledge, 2012.

Some Common Starting Points:
Which comes first: the Idea or the Source Material? Top-down or bottom-up? Will both start to dialogue with each other?
If the Idea dominates, is it 'composing with sound' and if the Source Material dominates, is it 'composing through sound'? How will this dialogue between them evolve over time?
The Idea: is it ...
(a) practical (length, resources, time)
(b) can it be made aurally interesting
(c) too conceptual (i.e. the listener needs to be told what it's about!)
(d) could audio processing enhance the content? (i.e. could the listener 'experience' the idea?)
(e) is there a danger of 'forcing' materials into a preconceived plan, instead of letting available materials influence it?

The Source Material: is it ...
(a) good quality (or could it be improved?)
(b) aurally evocative
(c) what does your contextual knowledge contribute to its meaning?
(d) what do the sounds suggest to your imagination, memory, mood or emotions
(e) what types of processing will make it more aurally appealing and reflective of its meaning?


How to Structure a Work:

Some common structural issues:
(a) what guides the time flow? a storyline or soundscape, a 'journey', a text, a series of images, moods, energy levels?
(b) where does it start and where will it end?
(c) what are the foreground and background elements, and are they balanced?
(d) are there natural sections and punctuating moments? do the sections contrast each other?
(e) do any elements build tension, reach a climax, and eventually resolve to a cadence?
(f) do all elements create a unity in the mix, even if some appear to be outliers?
(g) is the pacing of events justified by the level of perceptual interest in the materials?
(h) is the mix linear (i.e. one sound at a time) or is there effective use of counterpoint, i.e. multiple layers
Technical issues:
(a) mixing levels: are all elements balanced for audibility and presence? is there sufficient dynamic contrast?
(b) spectral balance: are all frequency ranges used? (they don't need to be, but it's a resource for adding layers/tension)
(c) timing issues: does the pacing maintain interest and is there a satisfying trajectory to the piece?

Maximizing the process (friendly advice):
(a) just get started! what materials do you feel the strongest about (they may or not be the eventual starting sequence)
(b) listen to your materials at every stage (including when you get stuck)
(c) review your work between studio times (you'll get a better impression of it when you're relaxed and not dealing with technical issues)
(d) don't worry too much about perceived flaws (they will either seem to get worse over time or disappear)
(e) play the work in progress for fellow students or in class to get a fresh, less jaded set of reactions