* 3-12-2003 One of the things I want to do in this project is explore the dream or surreal narrative. We imagine a wakeful narrative as a story in a traditional structure. Each part of the story is consistent with the other parts. A wakeful narrative has a beginning, middle, and end. There is a setting, characters, and some kind of conflict which unfolds through the course of the story. In a dream narrative, at first thought, it seems that anything goes. Our dreams do not appear to have any structural constraints. Of course, there are recurring dreams which one individual may have several times. There are also common dreams such as "actor's nightmares" or dreams of falling from high places. It also seems that if a dream wakes us from sleep, it is telling our wakeful consciousness something important. But to make generalizations about the structure of exposition in dream narratives seems impossible. While dreams have no top level structure, they do have low level structures. If you imagine a large complicated wakeful narrative, each action between characters in the narrative is motion toward the conclusion, in a more or less well defined line. Once we reach the conclusion, we can work backward and know how all of the exposition in the story led to it. Each unit of exposition is linked to another. In a dream narrative, there is a similar linkage of units of exposition, which is low level structure. The difference is that the top level structure is obscured or weak, except for dreams that wake us up, which move us into a state of mind that is more receptive to a wakeful narrative. For example, here is a wakeful narrative. Three bears leave their dinner to cool. A young girl steals their dinner, and the bears return and eat the young girl instead. There is a low level linkage. The dinner is too hot to eat, therefore, three bears leave it to cool. The absence of the bears leaves the dinner vulnerable, therefore, a young girl is able to sneak in and eat it. The bears return, and are still hungry, so they eat the girl. There is also a top level structure. Each of these actions lead toward the girls demise. There are surreal components to this narrative, but the nature of the narrative is wakeful. For example, real bears don't actually heat their food, the story personifies them. We can interpret the top level structure as an example of justice or vengeance. That those who dispense the terrible justice are personified animals may be interpreted as a subconscious message. Similarly, the fact that a young girl, traditionally symbols of innocence, is the culprit, is subject to a process like dream analysis. The characters are symbolic, poetic, and surreal, but the narrative structure is wakeful. Here is a dream narrative. A man and his wife prepare to eat. The food on the table is all white, and made of air. The man looks under the table, and sees himself with a chain and a whip. In horror, he begins to move backward into the house he grew up in. Each action in this narrative is linked to the next, yet the overall story doesn't make sense to our awake consciousness. Several top level structures are actually present at once. Some might obscure some others, like words written one on top of the other. Some might be partially formed, and knit together at the edges with poorly related others. Some might relate well, but in deep unknowable ways. You can not write such a story without revealing important non-verbal or subconscious aspects of yourself. That is the domain of this project. It is my hope that mythological narratives, stories of universal importance, can be discovered through dream narratives. We can tell stories from our own lives. The universal stories, or mythological narratives, I am guessing, can only be found through less wakeful conscious thought. Otherwise they would all be plain to us already, and it's not clear to me that there are even a finite number of them. * 3-15-2003 Score rules regarding setting transitions. The dream narrative developing for this project has distinct recurring settings. So far, these include the city park, the dinner table, and outer space. Setting change cues are text chunks beginning with the word "in". Setting change cues should linger. They should all last equally long, 10 seconds seems about right. Setting change cues prompt sounds that strongly indicate a transition. So, for example, a cue of "in the city park" should be answered with a transition to the city park ambient sound of at most 10 seconds, and the city park ambient sound should then continue until the next setting change cue. The actual sonic representation for a setting should be an ambient sound that sustains until the next setting changes cue. It must distinguish itself clearly form other settings, although it may sound related. For example, while a "dinner table" setting must sound easily distinguishable from a "kitchen" setting, the dinner table ambient sound might include distanced sound elements from the kitchen ambience. Here "ambient sound" means a persistent sonic condition that does not demand attention. You should be able to enter the ambience at any point in its duration and identify it as such, then quickly lose the ability to focus on it. To achieve distinct ambient sound, think about "chunking" of the qualities of a sound (ex. pitter patter, thunder and scratching, tempo division, pattern modulation, lawn sprinkler sound) instead of usual music dualities (ex. loud vrs. soft, high vrs. low, left vrs. right, consonance vrs. dissonance). Sound design dualities (ex. near vrs. far, clean vrs. distorted, fat vrs. thin) might be used sparingly. The cues must allow the ambience of a setting to linger for at least 20 seconds after the transition cue finishes. Otherwise there will not be enough of the ambience in the short term memory of the listener for a return to that ambience to be remembered. A player may choose the ambience, but may not change it dur ing the course of the performance. A listener must be able to recall it throughout. It is something a performer may prepare far in advance of the performance. The initial setting/ambience might be one which is conducive to dreaming and imagination. The wakeful mind might be sent into inattention by white noise to m ask the sounds coming in from outside the venue, bass drone to sooth the sense of touch, and or other hypnotic sounds. This might be done after the dream nar rative ends as well. * 3-16-2003 There is obviously a continuum of possibilities between wakeful narrative and dream narrative. It's not modal. In early drafts, there was a character "the Crocodile". I have felt the need to make this character less specific, as if a Crocodile no longer means to me what it once did. I renamed it "the Devourer", which centers upon the main aspect of a Crocodile that I needed to. I'm not sure if this is acceptable. In a dream it would appear as a crocodile and the dreamer (if the dream was remembered) would have to determine that the devouring property of the crocodile had the semantic load. I think I just find the word "crocodile" unsuitable as it appears as text; childish somehow. This is a difficult issue. * 4-17-2003 Unpredictable Indeterminacy I would like to now engage in the ultimate hubris of comparing myself as a composer to John Cage. John Cage wrote; "Down in Greensboro, North Carolina, David Tudor and I gave an interesting program. We played five pieces three times each. They were the Klavierstuck XI by Karlheinz Stockhausen, Christian Wolff's Duo for Pianists, Morton Feldman's Intermission #6, Earle Brown's 4 Systems, and my Variations. All of these pieces are composed in various ways that have in common indeterminacy of performance. Each performance is unique, as interesting to the composers and performers as to the audience. Everyone, in fact, that is, becomes a listener. I explained all this to the audience before the musical program began. I pointed out that one is accustomed to thinking of a piece of music as an object suitable for understanding and subsequent evaluation, but that here the situation was quite other. These pieces, I said, are not objects, but processes, essentially purposeless. Naturally, then, I had to explain the purpose of having something be purposeless. I said that sounds were just sounds, and that if they weren't just sounds that we would (I was of course using the editorial we) -- we would do something about it in the next composition. I said that since the sounds were sounds, this gave people hearing them the chance to be people, centered within themselves, where they actually are, not off artificially in the distance as they are accustomed to be, trying to figure out what is being said by some artist by means of sounds. Finally I said that the purpose of this purposeless music would be achieved if people learned to listen. That when they listened they might discover that they preferred the sounds of everyday life to the ones they would presently hear in the musical program. That that was all right as far as I was concerned." I think that the "purposeful purposeless" discussed here is one of Cage's misapprehensions of Zen. We learn a lot from his mistakes. I would like to point out some differences between that process and mine. Cage uses chance operations to make a composition with indeterminacy. This theoretically robs the piece of any purpose, subconscious or otherwise. I do not use chance operations. I might use pseudo-random operations if any of the possible outcomes is as interesting as any other, but repeating one thing is less interesting than not. What is more similar to a chance operation for me is the unpredictable nature of my control surface. For example, if I am using a panel of knobs, I will not be able to hear in my mind what the result of turning any particular knob will be, until I actually turn it. I can in some cases make a pretty good guess. Turning a knob a little might give some idea of what turning the knob more will do. There i s a testing process that goes on. Some of the testing process is subconscious. Of course, I am interested in enriching the sound with as much subconscious purpose as possible, so basing a composition upon pure chance is not something I would do. This departure from traditional instrumentation seems important to me, but I have not reached a full understanding of its implications.