John CS Keston is an award winning transdisciplinary artist reimagining how music, video art, and computer science intersect. His work both questions and embraces his backgrounds in music technology, software development, and improvisation leading him toward unconventional compositions that convey a spirit of discovery and exploration through the use of graphic scores, chance and generative techniques, analog and digital synthesis, experimental sound design, signal processing, and acoustic piano. Performers are empowered to use their phonomnesis, or sonic imaginations, while contributing to his collaborative work. Originally from the United Kingdom, John currently resides in Minneapolis, Minnesota where he is a professor of Digital Media Arts at the University of St Thomas. He founded the sound design resource, AudioCookbook.org, where you will find articles and documentation about his projects and research.
John has spoken, performed, or exhibited original work at New Interfaces for Musical Expression (NIME 2022), the International Computer Music Conference (ICMC 2022), the International Digital Media Arts Conference (iDMAa 2022), International Sound in Science Technology and the Arts (ISSTA 2017-2019), Northern Spark (2011-2017), the Weisman Art Museum, the Montreal Jazz Festival, the Walker Art Center, the Minnesota Institute of Art, the Eyeo Festival, INST-INT, Echofluxx (Prague), and Moogfest. He produced and performed in the piece Instant Cinema: Teleportation Platform X, a featured project at Northern Spark 2013. He composed and performed the music for In Habit: Life in Patterns (2012) and Words to Dead Lips (2011) in collaboration with the dance company Aniccha Arts. In 2017 he was commissioned by the Walker Art Center to compose music for former Merce Cunningham dancers during the Common Time performance series. His music appears in The Jeffrey Dahmer Files (2012) and he composed the music for the short Familiar Pavement (2015). He has appeared on more than a dozen albums including two solo albums on UnearthedMusic.com.
I programmed a couple of parameters in a VST synth to a controller, set a single note (C1) to play for three minutes and eleven seconds, then recorded the automation. The parameters I was manipulating in real time were the shape of the waveform and the frequency. After recording the automation I added a bit of compression, a nice slow chorus to give it a left to right sweep, and a short delay with a lot of feedback for some added atmosphere. The image is just a snapshot from my photos and has nothing to do with the sound, but you’ve gotta love stick figure warning messages.
To make this 4:15 minutes long recording I found a creaky spot on the wooden floors of my house, rocked back and forth in place and pointed a stereo mic at my feet. I remember doing this years ago, but thought I’d give it another go using a faster sampling rate and bit depth so the quality is not reduced as much when pitched down. Before making the recording I set the sampling rate and bit depth to 96kHz and 24 bit. I pitched it down two octaves and then normalized the results before rendering the final output.
I’ve suggested this technique on several occasions to students and sound designers to manufacture a realistic simulation of a creaking ship. It’s sounds as if I added reverb, but it’s just the natural sound of the room itself. I was not particularly careful about recording in a quiet environment. I heard a car go by outdoors at one point, but it’s not too noticeable after the down pitching.
To create this sound I took the bubbles sound from yesterday and programmed it into a simple sampling VST. I built a pattern of chords in a MIDI clip that covered a wide range of frequencies for the sample simultaneously. This created a sort of spectrum of pitches. The next step was to spread that spectrum of pitches by resampling the output in a processor called Fragulator that effectively chops up the sample into fragments that can then be automatically looped at different frequencies.
I automated the speed and size of the samples so that I could go from a high-frequency-electronic-stock-market-crash effect to a fragmented-toilet-gurgle-of-lost-revenue sound in a fraction of a second with a controller. I hope you will enjoy listening to this sound more that watching your savings evaporate.
Ever get yelled at by your parents for blowing bubbles through your straw? Well, now it’s my job to blow bubbles through a straw. For this recording I blew bubbles in a glass of water (not Guinness as the photo suggests) while recording the results. I used this sound to create the underwater atmosphere for Aaron Dabelow’s 3D animated short, “Drown”. You can hear the pitched and processed version in the post, Water Atmosphere. There’s also a link to the movie in the post.
I have yet to use this recording for anything. I made it about a year ago when I was working on the sound design for a 3D animated short. It was one of many sounds that didn’t make the cut, but still has an interesting characteristic or two. We’re all familiar with the sheet metal wobble. The plastic mat wobble is similar, but with less racket and a sort of low frequency rubbery quality. I must have been holding my breath during the recording because you can hear me breathe in deeply at the end.