Who I am……

David L Page logo.20141231.v2_resize4

(Page 2017a)

Me, myself, I – the multi-facetted/multi-dimensional practitioner

As described in my blog Research Practitioner Part 16 (Page 2017b), I am a multi-facetted/multi-dimensional practitioner – a practitioner across multiple practices of education & learning, research study commitments, creative practice, professional consulting practice and family responsibilities. I concluded that:
“All of my practice informs my self; and my self informs my practice – irrespective of the industry, the field, the discipline, or the site”(Page 2017c).

~DLP Pro Image Fun 5b small.20141020

(Page 2017g)

A broad definition of me, myself, I – the creative practitioner

You will note that in terms of creative practice, I refer to my self as a creative practitioner. I consciously choose to use this broad term, not specific to any particular discipline – as I see  my self as a creative being who likes to engage in a broad range – a very broad range – of creative practice. Whilst I love to engage in what I would classify as the primary focus of my creative practice – music and sound; listening, creating and performing –  music and sound alone does not define me. Being passionate about music and sound does not mean that I am not also passionate about other forms of creative practice. I am a multi-facetted person, with many diverse dimensions to who I am as a being, and in what I love to engage in. I engage in visual arts, in design, in film and animation.

Engagement with particular creative media platforms for particular purposes

I also engage in web, but I see this as not so much as a creative process where I am creating,  I see my engagement with web as a creative process in terms of function; curation for gathering resources to use as a practitioner; curation of resources to source inspiration; resources of others practice and/or viewpoints that assist me in the reflection process; to create a sense of identity – for my self, and for others; and, to market and distribute my creative practice.
As I indicated in my blog Media Identity & Curation Part 2 (Page 2014), I apply a diverse media strategy to include my media sites of:  about.me, gravatar.com, wordpress.com, tumblr.com, twitter.com, linked-in.com, myspace.com, facebook.com, pinterest.com, you-tube.com, soundcloud.com, instagram.com, lastfm.com, slideshare.com, googlescholar.com, academia.com and google.com. I use these media sites for quite specific purposes.
  • For example, David L Page wordpress.com (Page 2017d) allows me to communicate detail of my professional practice – as a creative practitioner/subject, as a education & learner practitioner, as a reflective practitioner, as a management practitioner, and as a a researcher/observer in any or all of these areas.

    wordpress-site-20160129

    (Page 2017d)
  • I use David L Page Pinterest.com (Page 2017e) to provide a curated static visual view of my multi-facetted self. I am a professional practitioner who loves diversity. I love culture, having been blessed to live across three diverse cultures to date – European Australian, Japanese, Indian. I have experienced many more cultures in my global travels. I love all things music and sound – audio, in terms of production (tracking), post-production, live and theory. I believe in the access of education for everyone (referred to as community education). I love performance. I love fast fun things. I love the environment. .. I love… I love…. I love… I love…..
    Pinterest Board Categories.20160306.P1b
(Page 2017e)
  • I use David L Page you-tube.com (Page 2017f) to provide a curated audio-visual view of my multi-facetted self. As indicated above, I am a professional practitioner who loves diversity, culture, all things music and sound, education for everyone, performance, comedy, or fast fun things.. I love diversity…. 
David L Page You-tube channel.201706011
(Page 2017f)

Engagement with particular creative media mediums dictates what cultural productions I engage in

How I engage in media depends upon what cultural production – what cultural artifact – I will engage in at any particular time. Depending upon the medium I choose to listen to music or soundtracks will depend upon what I choose to listen to. Am I going to use the internet to stream; an iPod; a CD player – in a house, or a CD player in a car; a car radio; a portable tape player; a cheap record player; a high-end stereo system; or a high end 5.1 surround sound hi-fi system?
It is the same situation for visual arts and design. Depending upon the medium I choose to view visual arts and design will depend upon what I choose to view. on a small screen device such as an iPhone; via a static image platform such as Pinterest.com; via an audio-visual dynamic image platform such as you-tube.com; in a small art gallery with physical visual art or graphic displays; in a large National art gallery with physical visual art or graphic displays?
It is the same situation for film. Depending upon the medium I choose to watch film will depend upon what I choose to watch: on a portable small screen device such as an iPhone; a portable smallish screen device such as a laptop; on a small screen TV; on a large screen TV with a hi-fi 5.1 surround system; in a local suburban cinema; in a surround sound movie theatre equipped with dolby; or an outdoor drive in movie theatre with a window mono speaker system?
As a creative practitioner, I have listed examples below of media across four (4) disciplines and how I view them. Providing examples of four (4) different creative media disciplines I believe enables me to make my point of how engagement with particular creative media mediums very much dictates what cultural productions I actually engage in at any point in time.

~Music_staff Blue

(AE 2015a)
1. 4 different listening behaviours I exhibit:
  • eg 1: Pink Floyd’s “Dark Side of the Moon” for me, is best listened in the medium of an album, played on a HiFi record player system, in one sitting, in a comfortable chair, with ambient/subdued lighting (lava lamps etc), at the end of a day. Strict rule – no talking during each side… Flipping the album from side 1 to side 2 is the opportunity to have a break if one needs;

Dark Side of the Moon_Pink Floyd.1973

(Pink Floyd 1973)
  • eg 2: Tim Buckley’s “Greetings from LA” must be played as a full album, in sequence , in one go. I do not mind what medium I listen to it on (album on stereo, cassette tape, on itunes in car system, studio system, or on laptop/desktop/ipod/iphone via studio quality headphones) BUT MUST be listened to in sequence, at one time! (not negotiable);

Greetings From LA_Tim_Buckley.1972

(Buckley 1972)
  • eg 3: Where I did not buy the artist’s songs as an album, or I did, but I have never or have infrequently listened to it as a continuous complete album, I am happy to play the songs randomly in a multi-artist, multi-genre playlist via any medium (generally on itunes in car system, studio system, or on laptop/desktop/ipod/iphone via studio quality headphones);
  • eg 4: ambient music, or dance music for me is about a soundtrack to my life at that moment in time, supporting my emotional or physical state at that time, or my desired emotional or physical state at that time. I am happy to play the songs randomly in a multi-artist, signle-genre playlist via any medium (generally on itunes in car system, studio system, or on laptop/desktop/ipod/iphone via studio quality headphones).
    John Olsen_Sydney Sun [or King Sun] 1965, National Gallery of Australia © John Olsen.jpg(Olsen 2017)
2. 4 different visual arts and design viewing behaviours I exhibit:
  • eg 1: traditional art – physical paintings, etc – I do like to see in an art gallery, particularly a curated art gallery with a theme, or an artist’s works.. I like taking time to wander around in a relaxed stated;
  • eg 2: In saying that, I usually also like to have copies of my favourite works electronically (desktop pictures, pinterest, etc) to see and remind myself of that experience in the art gallery;
  • eg 3: I do view traditional art – physical paintings, etc – in coffee table books, but generally to see and remind myself of that experience in the art gallery…. eg 4: virtual design is ok on most modern mediums (laptop, desktop, etc). However in saying this, I tend not to view on smaller virtual devices such as iphones, as images gets lost/loses visual impact for me being so small, etc;
  • eg 4: Functional design, such as promotional or marketing brochures for me are best in a physical tactile state. i like to pour over them, digest them, turn the page, revisit the previous page, perhaps circle or add notes around the borders of the text that I may be attracted to, and have further questions about. I tend to want to engage physically with these mediums;
  • eg 5: virtual creative, artistic design is ok on most modern mediums (laptop, desktop, etc). However in saying this, I tend not to view on smaller virtual devices such as iphones, as images gets lost/loses visual impact for me being so small, etc.
3.4 different film viewing behaviours I exhibit:
  • eg 1: I most like watching feature movies on a movie theatre wide screen and sound system. However, I mostly watch them on my 65″ home TV with sound system – for convenience. For me, watching movies is a shared experience, watching with someone. I do not like watching animation movies on laptops or small screen for both the limited visual and audio experience, but mainly for the lack of watching in a relaxed shared experience environment. An example of a movie that i have seen in these conditions would be “Shawshank Redemption”;

Shawshank Redemption_CastleRockEntertainment.1994.jpg

(Entertainment, Castle Rock. 1994)
  • eg 2: Certain movies eg (original) “Point Break”, “Star Wars” are a cinematic experience, and lose a great detail of impact for me when not watched in cinema, but on my home TV system;
  • eg 3: Where I want to view a trailer to see if I am interested in watching it in full, I am happy to watch them on alternate mediums such as a laptop or desktop
  • eg 4: Certain movies eg “Blair Witch Project” I believe benefit from being watched on alternate mediums such as a laptop or desktop as this smaller – more intimate? individual? secretive? medium lends itself more to the intent of the narrative in my opinion.
4. 3 different animation viewing behaviours I exhibit:
  • eg 1: I most like watching feature animation movies on a movie theatre wide screen and sound system. However, I mostly watch them from the second or third time via a DVD on my 65″ home TV with sound system – for convenience. “Lion King” is a good example of this. For me – now – “Lion King” is best listened to (note, not necessairly watched) in one go. It can be in background playing as i am working. In one particular period when i was working home over a three (3) month period, I recall “Lion King” was playing in the background on repeat, all day, every day for those three (3) months;

    The Lion King_Walt Disney Pictures.1994

    (Disney 1994)
  • eg 2: I most like watching animation movies (eg Disney or Pixar) on a movie theatre wide screen and sound system. However, I mostly watch them on my 65″ home TV with sound system – for convenience. I do not like watching animation movies on laptops or small screen for both the limited visual and audio experience;
  • eg 3: Where there are short animations (3 minute Pixar), I am happy to watch them on alternate mediums such as a laptop or desktop, just to entertain myself for a short moment to lift my mood, distract me, etc.
5. x different games viewing behaviours I exhibit:
  • eg 1: No contribution possible. mes not a gameboy!!!

Conclusion

What creative media medium I engage with will dictate to a degree what cultural production – what cultural artifact – I will engage in at any particular time.  As a creative practitioner, I have provided examples across four (4) disciplines of how I may engage in particular creative media mediums, dictating what cultural productions – what cultural artifacts – I engage in at any point in time.
I love many, varied forms of creative media,  In my personal situation  have access to many, varied creative media mediums:  the internet; an iPod; a CD player – in a house, or a CD player in a car; a car radio; a portable tape player; a cheap record player; a high-end stereo system; or a high end 5.1 surround sound hi-fi system; a small screen device such as an iPhone; a laptop; a desktop; static image platform such as Pinterest.com; via an audio-visual dynamic image platform such as you-tube.com; a small art gallery with physical visual art or graphic displays; a large National art gallery with physical visual art or graphic displays; a small screen TV; a large screen TV with a hi-fi 5.1 surround system; a local suburban cinema; in a surround sound movie theatre equipped with dolby; or an outdoor drive in movie theatre with a window mono speaker system. Most of us in western countries have many, varied options and access in this era.
The mediums one chooses to access media through, could therefore dictate what media you actually engage in.
  • How do you access creative media?
  • How does this inform what cultural production – what cultural artifact – you choose to engage in at any point in time?
References
AE 2015a Music note montage in the universe image courtesy of: Angelic Exorcism (AE) Studio Projects  Accessed 11th March 2015
Buckley, Tim. 1972. Greetings from LA. Straight Records. Vinyl LP.
Disney, Walt. 1994. The lion king. Walt Disney Feature Animation. DVD.
DLP 2017a image courtesy of David L Page  Accessed 11th June, 2017
DLP 2017g image courtesy of David L Page Accessed 11th June, 2017
Entertainment, Castle Rock. 1994. The shawshank redemption. Colombia Pictures. DVD.
Olsen 2017 image courtesy of Sydney Sun [or King Sun] 1965, National Gallery of Australia © John Olsen  Accessed 11th June, 2017
Page, David L. 2017b Research Practitioner Part 16 Accessed 11th June, 2017
Page, David L. 2017c Research Practitioner Part 18 Accessed 11th June, 2017
Page, David L. 2017d  David L Page wordpress.com  Accessed 11th June, 2017
Page, David L. 2017e  David L Page Pinterest.com  Accessed 11th June, 2017
Page, David L. 2017f David L Page you-tube.com  Accessed 11th June, 2017
Page, David L. 2014 Media Identity & Curation Part 2  Accessed 11th June, 2017
Floyd, Pink. 1973. Dark side of the moon. Harvest. Vinyl LP.
– ©David L Page 11/06/2017
Copyright: No aspect of the content of this blog or blog site is to be reprinted or used within any practice without strict permission directly from David L Page.

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Microphones Part 13 – Other

medium-diaphragm-condenser-microphones

Current stock

My current studio and live microphone stocks a modest range of dynamic microphones, dynamic ribbons, condensers, tubes and contact microphones. The range of microphones include: Shure 57s, 58s, Beta52As & SM7Bs; Electro Voice RE20s; Sennheiser e935s, e945s, e906s & MD441Us; MXL 550s & 551s; Rode NT-USBs, NT1s, NT3s, NTRs, NT4s & NTKs; Audio Technica AT2020s; AKG C414XLIIs, P420s & CGN523Es; Royer 121s; Neumann TLM193, OPR87C, OPR87I & OPR84s; Mojave MA101FETs; DPA 4099s;  IK  reference mics; a Zoom H6 XY and MS mic; Sony lapel mics; and a range of contact mics. This stock allows for versatility in most recording scenarios that have been presented to me; of course coupled with great instruments, amplifiers,outboard processing hardware, interfaces, consoles, and of course artists. But sometimes, in certain scenarios, even these are not enough.

Current Research Study Project

In my current doctoral research study project, I have designed a composition requiring me to source sonic samples of significant aspects of my life. Water is one of the most significant and influential elements in my life and my life partner’s lifestyle [see blog or Media Use Part 1], I felt a need to be able to record water samples across a range of contexts which I have experienced. The ocean, rain, waterfalls, swimming pools, and domestic water use. However, this needed to occur without causing damage to my current range of microphones. Ready and portable – armed with my Zoom H6 -my research project would not be complete without the range of real water samples – out in the environment. However, I also felt a need to record sonic samples of water from a submersed perspective. Of my current stock of microphones, there were none that allowed me to record in a submersed scenario, without needing a further layer between the microphone and the element of water, such as by using plastic bags or tubs, duct tape and silicon. I therefore felt an alternative solution was needed.

zoom-h6-01

Hydrophone H2a-XLR

I researched my options, exploring what other audio engineers have used to gather some water-based samples. I finally decided to purchase a fully submersible microphone, and  I now received what will be the latest microphone to add to my stock of studio and live microphones: an Aquarian Audio Products Hydrophone H2a-XLR microphone.
A hydrophone microphone is designed to be immersed in water – natural or salt water – multiple times without degrading from excessive water damage or corrosion.
H2aXLR_9m.P3.jpg
The Aquarian Audio hydrophone microphone is quite compact, measuring just 25mm wide, but 46 mm long. It weighs just 105 grams.
h2axlr_9m-p2
It is a condenser microphone, requiring 48v power in order to charge the electro-static transduction process. As such it is extremely sensitive, with minimal extraneous noise. “The hydrophone sensor is cable of picking up sounds from below 20Hz to above 100KHz” (Aquarian Audio Products 2016). Designed for deep water where maximum microphone bandwidth can be achieved,  the Aquarian Audio Hydrophone apparently boasts an operating depth of up to 80 metres. However, the model I purchased came with a 9 metre cable, a length I thought was more than adequate for the sample events I am looking for.
H2aXLR_9m.P1.jpg

Using a Hydrophone – Context

Having just received the microphone, I am still yet to venture out into a deep water environment where I can test the microphone to its full capacity. However, I was keen to immediately test the microphone to get an idea of how sensitive it was going to be, how accurate it was going to potentially be in capturing the original sound source, and how much noise it may or may not inherently have. Using my Zoom H6 with this hydrophone to gather a number of preliminary samples, I considered the options I had immediately around me. I chose the 60,000 litre salt water fibreglass swimming pool found in our front garden as my first test environment. A place where my partner and I have spent considerable hours over the past two decades, it is surely a significant part of our lives, and therefore somewhere I am going to need to gather sample events for my composition. In saying that, embarking on this test I acknowledged there would be some limitations of using this test environment to trial the functionality of this condenser microphone. Namely, the structure of the pool – the pool is 4 metres wide, 9.5 metres long  and 1.9 metre deep (reducing to about 1.4 metres in the shallow end) and made of a fibreglass shell with the sides and bottom curved into one continuous surface. Due to this particular environment, the hydrophone microphone would likely display a narrower bandwidth than what it would optimally have in deeper waters; and the captured sound source was likely to include the original sound source and a number of reflections off the hard surfaces of this domestic swimming pool.  Irrespective, as I was going to need samples of this environment eventually, I considered it a useful initial test environment.

Using a Hydrophone – Part 1

The first 5 sample events I believe demonstrate the sensitivity this condenser microphone has in underwater situations. I was surprised how sensitive the microphone was, despite the large amount of water residing between/separating the subject and the microphone capsule during these recordings. As indicated above regarding the reflections, the captured sample events demonstrates a cacophony of sonic textures resulting from a fusion of both the intended sound source and its’ multiple reflections.
Note also the frequency range of each sample event relative to the micopphones’ depth and proximity to either the surface, the bottom, or the sides of the swimming pool. I have been reminded that in a shallower water environment: there is likely to be less fully developed low frequencies due to the shorter distance between any surfaces. Additionally, in calm water conditions the sound waves under the surface are likely to rebound back off a flat water surface, phase cancelling the original signal below it. This phenomena of a varying frequency range is particularly noticeable in Using a Hydrophone – Part 2 sample events 7 and 8 when the condenser microphone capsule is being bounced up and down at variable depths under the surface, and then breaches the surface of the water. Listen and compare the frequency range and the sonic texture of each sample event as the condenser capsule moves through the water.

Sample Event 1  (click to access audio)

In the first sample, the hydrophone was submerged in the swimming pool to a depth of about 1.5 metres. The Zoom H6 track 3 gain level was set to 6 (of 10). My friend (the subject) was in the pool and approximately 2 metres away from the hydrophone, facing it and blowing bubbles under water in the direction of the microphone. The reverberations off the nearby pool surfaces are quite noticeable from about 1/3 third into the sample event, providing a minor delay of the original signal until the end of the sample event.

Sample Event 2 (click to access audio)

In the second sample, the hydrophone was maintained in the swimming pool at a depth of about 1.5 metres. The Zoom H6 track 3 gain level was set to 7 (of 10). The subject was in the pool and approximately 3 metres away from the hydrophone, facing it and blowing bubbles. The overall levels are softer in this second sample event while she was mimicking what she had done previously – with the exception of when the hydrophone capsule got knocked by something (tall volume spike midway) – despite the gain level being increased marginally. See image i below. The reverberations off the nearby pool surfaces are quite noticeable from about one third into the sample event, providing a minor delay of the original signal until the end of the sample event for the second third, but then decays and releases back to mainly the original signal in the final third of the sample event.  As a result of the decaying signal, the amplitude reduces. With the return to the original signal in the final third, there is greater clarity of the signal.
pts-sample-event-1-2-comparison-20161117Image I – Pro Tools 12 Sample event 1 (top) and Sample Event 2 (bottom)

Sample Event 3  (click to access audio)

In the third sample event, the hydrophone was submerged in the swimming pool to a depth of about 1.5 metres. The Zoom H6 track 3 gain level was maintained at 7 (of 10). The subject was in the pool and approximately 3 metres away from the hydrophone, facing it and trying to talk underwater.  I note that despite her being farther away from the hydrophone capsule than she was in the first sample event, as she was trying to talk loudly under water toward the microphone capsule, the audio is louder than both sample events 1 and 2. As you can see in image ii below, the overall mass of the wav file is exponentially greater in this third event than both the previous two sample events, with the subject’s speaking voice producing far greater mass and density than she did when blowing bubbles underwater. This mass and density represents increases in sound pressure levels, and reverberant signals, resulting in a cacophony of sonic textures.  Had I included a longer sample, you would observe, as per the sample event 2, at a certain point the signal decays and releases back to mainly the original signal, with reduce amplitude, but greater clarity.
PTs Sample Event 1 2 3 Comparison.20161117.png
Image II – Pro Tools 12 Sample event 1 (top), Sample Event 2 (middle, Sample Event 3 (bottom)

Sample Event 4  (click to access audio)

In the fourth sample event, the hydrophone was submerged in the swimming pool to a depth of about 1.5 metres. The Zoom H6 track 3 gain level was maintained at 5 (of 10). The subject is in the pool and approximately 0.5 metres away from the hydrophone, facing it and blowing bubbles. Sonically, this fourth sample event demonstrates a cacophony of sonic textures, resulting from excessive sound pressure levels due to the close proximity of the transducer relative to the sound source, and the accompanying  reverberant signals from the multiple surfaces of the pool.  The inherent distortion results from excessive sound pressure levels, with an over-gained signal. For non-audiophiles: note the clean flat line along the top of the wav form indicating a form of dynamic limiting. Given that no dynamic processing was used to achieve this limiting of the audio signal, the limiting effect indicates acceptable gain levels for the equipment were exceeded, resulting in what is referred to as digital (signal) clipping. See image iii below (top wav form).

PTs Sample Event 4 + 5 Comparison.20161117.png

Image III – Pro Tools 12 Sample event 4 (top) and Sample Event 5 (bottom)

Sample Event 5  (click to access audio)

In the fifth sample event, the hydrophone was maintained at a depth of about 1.5 metres. The Zoom H6 track 3 gain level is reduced to 5 (of 10). The subject was in the pool and approximately 0.5 metres away from the hydrophone, facing it and trying to talk underwater. As you can see in image iii above (bottom wav form), the overall mass of the wav file is exponentially greater in this fifth event than the previous sample events, with the subject’s speaking voice producing far greater sound pressure levels than she did when blowing bubbles underwater. Sonically, this fifth sample event is heavily distorted due to the excessive sound pressure levels due to the close proximity of the transducer relative to the sound source. The digital recording is therefore clipped given the amplitude far exceeded the specified gain levels of the equipment. For non-audiophiles: in this example the cleaner flatter line along the top of the wav form – relative to the previous example – indicating extreme limiting of the audio signal. Again, as no dynamic processing was used – it similarly indicates excessive sound pressure levels at unacceptable gain levels for the equipment, resulting in severe digital (signal) clipping across almost the entire length of the audio wav file.  It is also worth noting the very thin sound of this sample event as a result of the absence of low frequencies in the shallow depths; and yet as per sample event 4, there is a cacophony of sonic textures given the multiple reverberant signals arriving from the numerous surfaces of the pool.

Using a Hydrophone Part 2

In the following examples, I gathered a number of sample events using the hydrophone closer to the surface of the water line.  I hope the sample events further show how sensitive the hydrophone microphone is, effectively capturing sonic qualities of very subtle movements.

Sample Event 6  (click to access audio)

In the sixth sample event, the Zoom H6 track 3 gain level was set at 6 (of 10). The hydrophone was being dragged along the surface of the swimming pool at a relatively slow walking pace. The sound of rushing of water is the wake of water that the small condenser capsule (25mm wide, but 46 mm long, weighing 105 grams.) is creating and capturing as it breaches the surface of the water. I think you will agree that this confirms both the sensitivity and low noise levels of this particular microphone. The deeper frequency you hear (boomy quality) in the audio file is when the transduction surface of the microphone capsule is re-submersed  under the surface of the water.

Sample Event 6wp (click to access audio)

Sample event 6wp indicates that it is the same sample as sample event 6, but with post-production audio processing added. In the studio – following recording the sample – I chose to add two (2) reverb processing devices – a Eventide and a Lexicon reverb – to the initial audio file. While doing this, and listening to the altered sonic textures of the audio, I am imagining the many applications that I could use such an effect in my sonic compositions and sound design.

Sample Event 7 (click to access audio)

The seventh sample event is a similar execution as sample event 6, with the hydrophone being dragged along the swimming pool at a relatively slow walking pace, but being bounced in and out of the water in an approximately 30 centimetre arc.  The popping and gurgling sounds are occurring as the capsule breaches the surface of the water (popping), then followed by the re-submersion (gurgling). It is a similar but more exaggerated version of sample event 6, with the sample event’s frequency varying dependent on where the condenser microphone capsule is relative to the water: being just under the surface, at depth (only about 30 cms in this example), breaching the surface, or above the surface of the water.

Sample Event 8 (click to access audio)

The eighth sample event is a similar execution as sample event 7, with the Zoom H6 track 3 gain level remaining at 6 (of 10). The hydrophone was being dragged along the surface of the swimming pool at a relatively slow walking pace, but being bounced in and out of the water over a much larger arc – approximately 1.5 metres.   This is a more exaggerated version of sample event 7, with the popping and gurgling sounds associated with the breaching and re-submersion are relatively deeper in tone due to the greater depth, speed and height the capsule was dropped from, back into and under the water.  Sonically, you may hear what sounds like wind noise in this audio sample event. I noted at the time that this was due in combination to both the faster movement of the capsule above the surface of the water after breaching; but also partially due to the wind in our local area picking up nearing the end of the test. You will also note that near the end of the sample event you can hear a voice – talking, describing my actions. This voice was captured by the microphone capsule after it had breached the surface of the water, with the speaker’s mouth about 2 metres away.

Sample Event 9 (click to access audio)

The ninth and last sample event had the hydrophone submerged in the swimming pool to a depth of about 1.5 metres held stationary. The Zoom H6 track 3 gain level remained at 6 (of 10). The subject was approximately 2 metres away from the hydrophone drop point, swimming up and down the pool in freestyle form. The low frequency plop occurred every time the subject kicked her feet, with training flippers on.  The bass frequency was pronounced, reverberating off the surfaces of the  pool, producing a sound somewhat similar to a deep tom sonic boom after the skin had been struck. And yet, the hydrophone microphone still clearly captured what sounds to be running water – the sound of the subject’s hand and arms entering and breaching the surface of the water with each and every stroke. Again, I am imagining the many applications that I could apply some processing to this sample event, and use such an effect in my sonic compositions and sound design.

Summary

The Aquarian Audio Products Hydrophone H2a-XLR microphone is an extremely sensitive fully submersible condenser microphone, with minimal extraneous noise. It is well designed and constructed to be impact resistant, using sturdy materials. Whilst it is designed to be submersed in a far greater depth than I have tested to date, I believe I have made a good purchase with this hydrophone, something that will complement my current stock of studio and live microphones. I believe this microphone will allow me even greater versatility in a range of recording scenarios that I can foresee me being presented. I daresay I will probably now go searching further afield, exploring less predictable outdoor terrain, and feeling the need to be less mindful than I usually would taking my more expensive studio microphones. I am looking forward to progressing my sonic compositions and sound designs using water samples across the range of contexts which I have experienced in my life – the ocean – including boating, body surfing, snorkelling and scuba diving – rivers,  waterfalls, natural pools, and domestic water use – in order to capture specific sample events that represent significant events and memories. I look forward to this next chapter in my creative practice.
It is intended for this series of microphone-related blogs to continue.
References
Aquarian Audio Products. 2016a.  H2a-XLR Hyrophone Users Guide http://www.aquarianaudio.com   Accessed 17th November 2016
Aquarian Audio Products. 2016b. http://www.aquarianaudio.com  Accessed 15th November 2016
DLP Soundcloud. 2016.  DLP Soundcloud  Accessed 17th November 2016
Hydrophone images courtesy of: Aquarian Audio Products  Accessed 16th November 2016
AE Project Studio Microphone Case image courtesy of: DLP Pinterest site  Accessed 16th November 2016
Pro Tools 12 Sample Event Images courtesy of: David L Page  Accessed 16th November 2016
Zoom H6 image courtesy of: Sound on Sound  Accessed 16th November 2016
– ©David L Page 17/11/2016
Copyright: No aspect of the content of this blog or blog site is to be reprinted or used within any practice without strict permission directly from David L Page.

Pro Tools 12.4 update

Pro Tools 12 logo
The Pro Tools 12.4 update is a minor update relative to the Pro Tools 11 update which saw substantial change to the operating platform it was built upon (from 32 bit to 64 bit). Such a change had significant positive impact on the operating efficiencies of the DAW; but unfortunately, the Pro Tools 11 update also had significant impact on all users, forcing them to comply with updates of third party plug-ins, some of who were very slow to respond with the upgrades, despite having been provided a long lead time of several years from the manufacturers (Pro Tools and Logic Pro to name at least two). I for one was disappointed at how few, and how long it took many of the third party manufacturers to finalise their updates. Some to this day have still not upgraded, forcing me to sacrifice my investment in their product, and repurchase from alternative 64 bit providers.
However, as that was about twenty months ago, it is now time to welcome Pro Tools 12.

Changes with Pro Tools 12.4

The most exciting change from a Pro Tools’ user’s perspective is, Pro Tools 12.4 now allows:
  •  128 tracks of audio and 512 instrument tracks  (in Pro Tools 12 native)
  • track input monitoring (in Pro Tools 12 native)
  • advanced metering  (in Pro Tools 12 native)
  • AFL/PFL solo mode option
  • MIDI to audio commit
However, there are more systemic changes in Pro Tools 12.4 –  four levels of changes in fact –  that can result in greater efficiencies for Pro Tool’s User’s.
The first level of changes include:
  • Pro Tools subscriptions
  • AVID apps manager
  • In application plug-in purchase
Pro Tools 12.4 comes with the option of purchasing or subscribing to Pro Tools in a variety of ways, to accommodate the user’s particular budget. Additionally, Pro Tools now offers a free light version for those aspiring Pro Tools users who either do not have the funds yet, or want to trial Pro Tools prior to purchasing it.
The AVID apps manager is a great innovation that allows for your Pro Tools application and your AVID based plug-ins to be automatically updated when you start up Pro Tools (providing you are connected to the internet). I have found that it is best to let the AVID apps manager complete its’ updates prior to beginning a session.
PT12 Application Manager.png
The in application plug-in purchase feature of Pro Tools 12.4 now allows you to purchase or rent AVID plug-ins, from within your DAW session.This is particularly useful when you are working with other Pro Tool’s users who send you their session to complete a task, but have used certain AVID plug-ins that you do not own. The in application plug-in purchase feature allows the user to navigate through the session drop down menus to rent or purchase the particular plug-in that your peer has included in the session, for the period you need it for.
The second level of changes include:
  • the use of templates for new sessions
  • new blank sessions
  • opening recent sessions
  • showing or hiding the dashboard on dashboard at start-up
The new dashboard window in Pro Tools 12 replaces the (up to Pro Tools 11) Quick Start window. Whilst it is similar to the Quick Start menu in function, the new layout has two tabs – Create and Recent.
The Create tab allows you to create a new Pro Tools session, with choice of creating a session from a template, or opening the a new blank session, selecting the session parameters that you are needed.
Some the template sessions include Blues, Drum and Bass and Dubstep.
PTs Dashboard
Additionally, under the Recent tab, you can choose to open one of your recent sessions.
This dashboard window can be bypassed at start up by de-selecting it (check box in the bottom left-hand corner.
The third level of changes include:
  • metadata inspector window
The metadata inspector window allows you to update specific details regarding a Pro Tools’s session, such as the title, the artist’s name, contributors, and session location. Other information such as the sample rate, bit depth, date created, date modified and session bpm are also listed in this window, but can not be edited.
The fourth level of changes include a range of I/O Setup Improvements. These are:
  • changes to the output and Bus pages
  • unlimited Bus Paths
  • subpaths for output paths
  • downmix and upmix output busses to outputs
  • monitor path
  • session interchange and I/O mapping
  • using keyboard modifiers when enabling or assigning output busses
  • audition path improvements
  • AFL/PFL path improvements
  • restore from session
  • I/O Settings files automatically created and reconciled for different playback engine
  • organise track I/O menus by preference
  • importing I/O settings from session files
  • I/O setup setup in session notes
Pro Tools 12.4 introduces unlimited bus paths. 24 bus paths are created by default, but additional can be added.
Pro Tools 12 IO Setting window
The I/O Setup mappings are saved to both the system and the session, allowing for quick adaption when opening a session with different I/Os to what the session was created with. Pro Tools 12.4 allows the user to import the I/O Settings from either the session files (.ptx) or the I/O Settings file (.pio); and then open the session in both the original I/O Setting configuration or the newly mapped I/O Setting configuration. Routing subpaths for outputs are now possible in the Setup/I/O window, as is the capacity to quickly down or upmix by mapping to alternative outputs when you are playing back your session on a different interface or console to that you originally mixed it in. Additionally, both the Monitor Path and the Audition Path will be automatically mapped when you playback your session on an alternative system. These changes enable greater mobility of Pro Tools across multiple users and locations with greater efficiency.
In Pro Tools 12 HD, there are AFL/PFL path improvements allowing any available output path to be used, and for mismatched channel widths, the path is automatically down or up mixed to the selected channel.
References
AVID. 2015.  What’s new in Pro Tools version 12.4  New York: AVID
All other images courtesy of David L Page  Accessed 12th December, 2015
– ©David L Page 15/12/2015
Copyright: No aspect of the content of this blog or blog site is to be reprinted or used within any practice without strict permission directly from David L Page.

History Music Production Part 6 – DIY Culture & Music

Musical styles (Genre) studies exemplifying changing practice in music production

I provide some examples of contemporary DIY music production practitioners, chosen because of the following: their presence in public mediums; are considered a source of information and influence to the wider music production field; are practitioners who have rejected traditional recording practice, in favour of DIY Music Production practice; and have exhibited characteristics of DIY culture. Due to the diversity of the contemporary DIY music production practitioner and their musical style (genre) interests, I have included examples from three contrasting musical styles (genres): indie rock, electronic music production, and hybrid musical styles.

1. Musical style (Genre) Study A: Music production practices in indie rock

Dandy Warhols and Tame Impala

Similar to a few artists since the 1950’s (Burgess 2014, 52-53; Emerick and Massey 2006, 306; Burgess 2014, 93), Dandy Warhol’s were signed to a record label, achieved ‘commercial success’, completed their record company contractual obligations, and rejected traditional production practice to self-produce. They procured physical space, carried out DIY renovations, and improvised production using assorted technology[1] (Davie 2012, 46-50; Dandy Warhols 2010). Total oversight provided flexibility, allowing choice of technology choice, how it was to be applied, and to what standards they aspired to – commercial, technical, creative, affective or social. “The rise of more affordable digital recording rigs and easier programming protocols represents a democratisation of technology, making available a process that was once accessible only through the facilities and skills provided by a recording studio” (Leyshon 2009,1309). Musician, songwriter, producer Kevin Parker {aka Tame Impala} – a contemporary DIY music production practitioner with commercial, creative and affective practice motives, has “total disregard for convention”. Similar to the Dandy Warhols, Parker prefers to experiment, producing Tame Impala’s 2012 “Lonerism” in a rented apartment with a range of technology of varying quality. Not necessarily following efficient practice, Parker’s openly disregards accepted technical processes and standards. The album received critical acclaim, described as “cosmic mangling of sound and makeshift technique”. Parker’s production and post-production skills “are sought-after by like-minded artists”: artists, who no doubt, aspire to non-convention and preparedness to deviate from accepted industry standards (Davie 2012, 44-45; Tame Impala. 2012).

2.Musical style (Genre) Study B: Music production practices in electronic music production

Danger Mouse and Goyte

Brian Burton {aka Danger Mouse[2]} experimented with the sampling process of the day[3] by fusing two well-known albums[4], and shared it with his local community. Connecting to his creative, affective and social practice motives, the community responded, shared it online with the broader community, attracting the attention of the US authorities for Danger Mouse’s breach of copyright[5] (Gunderson 2004). Much conversation and debate ensured, attracting more attention, and his ‘remix’ went ‘viral’. Danger Mouse’s name became infamous to both consumers and music industry establishment as a production talent (Johnsen et al 2007; Väkevä 2010, 61-66). Affirming the ‘possibilities’ of DIY, the ‘event’ influenced aspiring practitioners, inspiring them to similar innovative and creative acts in their attempt to gain notoriety, and “stand out in the crowd” (Hracs et al. 2013, 1144, 1149). Building on his prior releases, Danger Mouse experienced a rapid rise to fame and respect as a production practitioner (Davie 2014, 38; Duckworth 2005, 148). Similarly, DIY Wally de Backer {aka Goyte} wanted to build upon his prior releases and explore a new level of creative and affective practice for his third album by incorporating original acoustic samples into the process[6]. Recording samples in his project studio using a range of technologies[7], Goyte created a range of virtual instruments, able to be played in unique ways that the original acoustic instruments could not have[8]. By “virtualizing the instrument this way”, Goyte was able to create sonic qualities or textures not previously heard. The production received critical acclaim and awards worldwide (Goyte 2011). Additionally, as a prosumer Goyte used technology as he desired, choosing to record below high-fidelity standards (Davie 2015, 34): “some songs I sang into the microphone of the MacBookPro – for whatever reason it sounded really good in that room and I left it in the final mix” (Holder 2011). Today’s developed technology allows music producers “a significant degree of creative freedom”, to “produce highly accomplished soundtracks”, of a standard where “some of these tracks … can literally be sent straight to the record company for final mastering” (Hewitt 2008, xv). The portable studio has enabled a new environment for DIY production (Huber and Runstein 2014, 78).

3. Musical style (Genre) Study C: Hybrid music production practice

Brian Eno & Trent Reznor

Early in his career, Eno recognized a fundamental difference between live performance and studio practice in the way music moved from a “transient and ephemeral experience, to one that could be replayed as many times as one had access to the recording” (2004, 127). Having multiple listening opportunities with recorded productions allowed the brain to hear different elements and dimensions of the composed music, each time a track is listened to. Approaching the “studio as an instrument in order to create new sonic worlds”, Eno focussed on creating multi-dimensional sonic and textural narratives, to entertain the listener and to hold the consumer’s attention each time they revisited that particular track (2004,127). Rejecting traditions of music and audio industry training and standards, Eno commenced self-producing music reflecting his creative and affective desires. Creator of the ‘ambient music’ genre (Eno 1982; Tamm 1995), Eno likens his practice to that of a painter, “working directly with a material, working directly on a substance”. A contemporary practitioner has exponentially greater options available to them[9], without the need for compositional and instrumental skill and training as required a decade ago (Eno, 2004, 127 -129). Similarly, Reznor rejected traditional production practice early, choosing instead a hybrid approach of analogue and digital working environments to drive Nine Inch Nails’ economic, creative, affective and social practice desires. Using a range of instruments, sonic qualities and textures and workflows from diverse genres, he created ‘industrial rock’ (Nine Inch Nails 2008; Wikström 2013; Anderson 2008; Young and Collins 2010, McIntyre 2012,149). Motivated by a rapidly decentralizing industry, Reznor embraced new opportunities, proactively engaging the consumer, inviting them to interact in the production process (Stone 2009; Väkevä 2010, 61). Reznor‘s acceptance and openness for change allowed for “new forms of artistry” (Väkevä 2010, 59; Anderson 2008). The “relationship between audience, producer, and artist fundamentally changed with the digitalization of music”. Prosumers no longer considered the elements of production and distribution of cultural productions “as separate functions or responsibilities, but as one process” (Miller 2013, 37). Technology enabled and encouraged access to music production for just about anyone. In turn, the contemporary prosumer interacted with the developing technology in creative or experimental ways, differently to their predecessors or how the manufacturers had intended (Tepper and Hargittai 2009, 233). Such misuse of technology, likely to be the result of either disregarding or not knowing what were previously accepted standards, often reveal innovative sonic textures that capture the imagination of peers or consumers, such as the use of Autotune when used by the producers of Cher, and later adopted by T-Pain as a vocal signature (Antares 2015; Neyfakh 2014; Sillitoe 1999). As both Eno and Reznor demonstrated, use of alternative technology or practice {creative, affective, social or effective practice}, derived from development or innovation, influences new genres of music to emerge (Langford 2010, 15). Such creativity and innovation is essential for the health and longevity of the discipline, and irrespective of the status of the practitioner, every one contributes to its development. Creativity and innovation “occurs in the plethora of smaller firms representing a multitude of cultures and subcultures, … where new ideas result from experimentation” (Moran 2011,63): “most of the real business of music production starts at the local level, where creativity blossoms in a myriad of different forms” (Wallis 2001, 11).

Conclusion

Contemporary DIY music production practice has been profoundly influenced with the increasing decentralisation in the audio and music industry since the 1980’s via a range of factors including: the development and adoption of digital recording technologies, and; the exponential influence of global communication networks on music production and consumption practices. Following these factors, DIY perspectives on cultural production have become particularly influential in music production, in many ways redefining the field today. Enabled by these factors, contemporary DIY music production practitioners are and rebellious practitioners with eclectic backgrounds, musical tastes and skill levels. They are likely motivated by creative, affective or social practice, rather than effective practice, making aesthetic choices over technical ‘standards’, and working in what could be considered ineffective or inefficient workflows. They are more likely to be passionate hobbyists, who want to create, express and be heard, using project or portable technology as either a studio or an instrument, probably in a way that was not originally intended by the manufacturer, and yet creating unique sonic qualities or textures, influencing new genres to emerge.
Due to the relative immaturity of the discipline, the diverse and eclectic nature of the contemporary DIY Music Production practitioner, and the shortage of detailed information describing process, an opportunity exists for a discipline endorsed research study into the practices of a range of contemporary DIY music production practitioners. This should be conducted with the goal of developing accepted standards and a model of contemporary DIY music production ‘best practice’ principles, to offer genuine guidance and support to contemporary DIY music production practitioners in the pursuit of their practice, irrespective of their motivation, or combination of motivations, for creative, affective, effective or social practice.
[1] The Dandy Warhols use an eclectic assortment of analogue, digital and virtual equipment, in addition to just about any device that they can see a possibility of creating new and interesting sonic qualities or textures (Davie 2012, 46-50).
[2] Danger Mouse is an example of a contemporary DIY music production practitioner, who commenced as an acoustic musician (Burton is an accomplished drummer), and then found a ‘voice’ in the DIY world of self-production within his bedroom project studio (Davie 2014, 38-43). Danger Mouse “had already released four CD mixes” prior to the ‘Grey Album’ event (Gunderson 2004)
[3] Known as Remixing, this aesthetic practice commenced in an early form in the late 1970s when dance venues started to gain popularity. Initially, DJs used two turntables to play the danceable sections of different songs, omitting the less danceable parts of songs, by alternating the album and track they were playing. Artists then saw an opportunity to have their songs ‘extended’ for the dance market, by re-recording a dance version, altering the structure of the song[3], in order for it to be more conducive to dance venues. This then led to the development of a ‘dance’ genre. With the development of digital technologies and portable tape machines, DJ’s took the dance idea, and started using a selection of well-known samples from previous hit records[3], in a very repetitive way. Known as sampling, it has continued to develop exponentially, especially as technologies developed to include virtual technologies. What was once restricted to DJ’s syncing abilities, record companies, and via tape playing devices, could now be done easily within a virtual digital audio workstation (DAW). The technology was now whatever a practitioner wanted it to be: in its original intended use as a multi-track recorder, or; as a studio; or, as an instrument. Such diversity of use enabled the proliferation of the genre: remixing. Essentially mixing, or blending two released tracks together, required little to no instrument skill, just a ‘feel’ for what sounded good to them. Access to technology now allowed practitioners to pursue ‘affective practice’, following their emotion, allowing their creativity to produce anything they could dream or imagine. Universal in moving people to engage with music is the emotional aspect (Bennett 2005, 117; Hodges and Sebald 2011, 68).
[4] Known as the “Grey album”, it was an innovative fusion of the Beatles’ “White Album” and Jay-Z’s “Black Album” (Davie 2014, 34).
[5] Danger Mouse, demonstrating characteristics synonymous with DIY culture, had not sought the owners permission before he attempted his remix, and then supplied it publically. The fact that it was not sold, and Danger Mouse nor his friends stood to make no income out of the sharing of the product meant that in theory he was not breaching copyright (Gunderson 2004).
[6] Goyte had made his first two albums using samples from prepared sample libraries. For his third album ,Goyte wanted to record acoustic samples to use within his digital instruments, effectively creating unique instruments (Goyte 2011).
[7] Goyte used both a MacBookPro and a multi-track reel to reel recorder (Goyte 2011)
[8] Goyte used innovative processing techniques to create a range of virtual instruments, played in ways that the original acoustic instruments could not have – rhythmically, harmonically and even melodically (Goyte 2011)
[9] Greater music production options, in terms of diverse sample libraries and both digital and virtual instruments that can bend, morph, twist, transpose, delay, or reverse any original signal that is fed into it
References
Anderson, Nate. 2008. “Reznor makes $750,000 even when the music is free.” Accessed May 20, 2015. http://arstechnica.com/uncategorized/2008/03/reznor-makes-750000-even-whenthe-music-is-free.
Antares. 2015. “Auto-tune.” Accessed May 7, 2015. http://www.antarestech.com.
Bennett, Andy. 2005. Culture and everyday life. New York, NY: Routledge.
 Burgess, Richard James. 2014. The history of music production. New York: Oxford University Press.
 Dandy Warhols, The. 2010. The Dandy Warhols: best of the capitol years 1995-2007. Capitol Records. Compact Disc.
 Davie, Mark. 2015. “DIY: don’t be a tool.” Audio Technology 2015 (106): 98.
Davie, Mark. 2014. “Danger Mouse: producer of the decade.” Audio Technology (100): 98.
Davie, Mark. 2012. “The diy revolution.” Audio Technology (91): 98.
 Duckworth, William. 2005. Virtual music: How the web got wired for sound. New York, NY: Routledge.
 Emerick, Geoff and Howard Massey. 2007. Here, there and everywhere: my life recording the music of the beatles. New York, NY: Gotham Books.
Eno, Brian. 2004. “The studio as compositional tool.” In Audio culture: readings in modern music, edited by Christoph Cox and Daniel Warner, 127-130. New York: Continuum.
Eno, Brian. 1982. Ambient 4: on land. Editions EG. Compact Disc.
Gotye. 2011. “Making, making mirrors – a short documentary.” Accessed May 5, 2015. https://www.youtube.com/watch?v=2ZXLyeatI0s&list=PL2qcTIIqLo7WEHIeJ0s2Y21jgIKoQahkD&index=64.
Goyte. 2011. Making Mirrors. Eleven May 5, 2015. Compact Disc.
Gunderson, Philip A. 2004. “Danger Mouse’s “grey album”, mash-ups, and the age of composition.” Postmodern Culture 15 (1): 7.
Hewitt, Michael. 2008. Music theory for computer musicians. Boston: Cengage Learning Course Technology.
Hodges, Donald A and David C Sebald. 2011. Music in the human experience: an introduction to music psychology. New York: Routledge
Holder, Christopher. 2011. “Goyte.” Audio Technology (84): 98.
Hracs, Brian J, Doreen Jakob and Atle Hauge. 2013. “Standing out in the crowd: the rise of exclusivity-based strategies to compete in the contemporary marketplace for music and fashion.” Environment and Planning A 45 (5): 1144-1161.
Huber, David Miles and Robert E Runstein. 2014. Modern recording techniques. 8th ed. Burlington: Focal Press.
Johnsen, Andreas , Ralf Christensen and Henrik Moltke. 2007. “Good Copy, Bad Copy.” Copyright and Culture Documentary. Accessed June 7, 2015. https://www.youtube.com/watch?v=WEKl5I_Q044&list=PL2qcTIIqLo7WEHIeJ0s2Y21jgIKoQahkD&index=72.
Langford, Simon. 2010. Remix manual. Burlington: Focal Press.
Leyshon, Andrew. 2009. “The Software slump?: digital music, the democratisation of technology, and the decline of the recording studio sector within the musical economy.” Environment and Planning 41 (6): 1309.
McIntyre, Phillip. 2012. “Rethinking creativity: record production and the systems model.” In The art of record production: an introductory reader for a new academic field, 149-62. Farnham, Surrey: Ashgate.
Miller, Eric R. 2013. “The influence of recording technology on music performance and production.” Bachelor of Science in Media Arts and Studies, Media Arts and Studies, Ohio University.
Moran, Ian P. 2011. “Punk: the do-it-yourself subculture.” Social Sciences Journal 10 (1): 13.
Neyfakh, Leon. 2014. “The Sadness of T-Pain.” Accessed June 7, 2015. http://www.newyorker.com/culture/culture-desk/the-sadness-of-t-pain.
Nine Inch Nails. 2008. Ghosts I-IV. Shock Records. Compact Disc.
Page, David L. 2015  What Brought Me Here #10 – Eno  Accessed August 28, 2015.
Sillitoe, Sue. 1999. “Recording Cher’s “Believe”.” Accessed June 7, 2015. http://www.soundonsound.com/sos/feb99/articles/tracks661.htm.
Stone, Brad. 2009. “Artists find backers as labels wane.” Accessed June 7, 2015. http://www.nytimes.com/2009/07/22/technology/internet/22music.html?_r=0.
Tame Impala. 2012. Lonerism. Modular. Compact Disc.
Tamm, Eric. 1995. Brian Eno: his music and the vertical color of sound. New York, NY: Da Capo Press.
Tepper, Steven J. and Eszter Hargittai. 2009. “Pathways to music exploration in a digital age.” Poetics 37 (3): 227-249.
Väkevä, Lauri. 2010. “Garage band or GarageBand®? Remixing musical futures.” British Journal of Music Education 27 (01): 59-70.
Wallis, R Dr. 2001. “Best practice cases in the music industry and their relevance for government policies in developing countries.” Paper presented at the United Conference on Trade and Development, Brussels, Belgium, May 14-20, 2001.
Wikström, Patrik. 2013. The music industry: music in the cloud, Digital media and society series. Cambridge: Polity.
Young, Sherman and Steve Collins. 2010. “A View from the Trenches of Music 2.0.” Popular Music and Society 33 (3): 339-355.
– ©David L Page 28/08/2015
Copyright: No aspect of the content of this blog or blog site is to be reprinted or used within any practice without strict permission directly from David L Page.

Research Practitioner Part 1 – effective and best practice for the contemporary music practitioner

Pro Tools 11screenshot

Standards of effective practice have played an important part in the audio industry, even though these may be challenged by DIY culture and practices. Historically, the music and audio industry’s standards have addressed commercial and technical criteria. In commercial terms a “successful record producer is, by definition, someone who has had multiple hits” (Burgess 1997, 162; Grammy Awards 2015), while technical standards have been formulated through industry bodies such as The Audio Engineering Society (Gibson 2006, 42) and more recently, the Recording Producers and Engineers Wing (2008).

Historical development of practice

The Audio Engineering Society {AES} was formed in 1948 in New York as a governing body, and to offer industry expertise to the developing recording and broadcast industry (AES 2015). A significant outcome of the AES was the creation of standards for which the industry could operate, and that manufacturers of any recording and broadcast industry equipment could comply with. This was very beneficial as the development of certain equipment such as microphones were being constructed with a variety of unique fittings that meant that microphones were not universal, requiring different microphone cables for each manufacturer’s device. The AES was instrumental in influencing a universal standard over time (AES 2015; Huber and Runstein 2010, 111-179). However, the majority of standards developed, were technical or theoretical to audio engineering, not process or workflow-based for the more global discipline of music production (AES 2015). As access was limited to recording studios up until the 1980’s, such music production process or workflow remained to those in the one of the specific skilled roles previously referred to, or as an artist. Practice was aligned to the typical corporate organisational effectiveness objectives, to maximise profitability. Music production practice was controlled by the management of the commercial radio and television studios or the recording studios; the skilled scientists, technicians or manufacturers creating the technology or the processes, with the focus on ‘correct’ use and application of technology, inline with the studio management’s directives of conservatism to preserve the organisational objectives; or the music producers who had successfully produced recordings for artists, contracted to abide by management’s directives to meet the organisational objectives (Robbins et al 2009, 708-710; Burgess 2014, 38-41, 42-55, 82-97; Emerick and Massey 2007, 54).
As technology developed and music production related equipment became available to the prosumer market, user manuals provided by the manufacturer instructing the user how they were best to use the unit was one of the few mediums of effective practice being made available outside of the professional studio environment[1]. One of the first units with such a user manual was for the TASCAM series 144 model Portastudio user manual (TEAC 1979); A decade later, the first industry functional text, sponsored by one of the major manufacturers on the sector was released. Initiated by two audio engineers, arranging sponsorship from the Yamaha Music Corporation to be able to write it, the “Yamaha-The Sound Reinforcement Handbook” was at the time the only comprehensive audio engineering textbook of its kind, and instantly became a standard reference book to the industry (Davis & Jones 1990). The text remained for more than a decade as the only text book comprehensively, outlining audio engineering theory and techniques for ‘sound reinforcement’[2]. The third service and support more recently provided for budding DIY music producers is a range of instructional courses, vocational courses such as the likes of the Australian-based SAE, the School of Audio Engineering (2015), and JMC Academy (2015). In order to teach subject content, audio engineers with studio experience had to be employed to teach the industry standard practices. Whilst it may have taken some decades for this process to become refined and consistent, Burgess confirms their relevance in the discipline: “combined with a proactive DIY approach, a good school program can fill in knowledge gaps and instill a deeper understanding of the fundamentals while increasing awareness of best practices” (Burgess 2013, 35).
The industry to date has only a few disparate best practice documents such as The Recording Producers and Engineers Wing (2008) “Digital Audio Workstation Guidelines for Music Production” advice but it does not comprehensively cover contemporary music production practice. The industry has progressed from the traditional music production model, where exemplars existed across the different roles and skills. However, now within the decentralized music production era, the disparate roles across the music production process tend to be fused and completed by the one person, the contemporary DIY music producer. Music production practitioners have access to a large range of ancillary services and products, such industry trade magazines, texts, forums and blogs. Audio industry magazines such as “Sound on Sound” and “Audio Technology” are recognized as reputable magazines within the audio industry and music production discipline. But do they truly reflect the contemporary music production practice, or are their roots from the traditional music production model causing a widening gap of relevance? Alternative press options such as “Computer Music” (2015) and “MusicTech Focus” magazines have their origins in the development of digital technology. But do their roots limit their relevance by not including the more creative and musical requirements of the contemporary music production practice? Other alternative press includes “Wire”, which focuses more on the cultural and aesthetic aspects of music culture and practice. There is a vast range of support for music practitioners in the form of forums and blogs, with some of these operated by recognised industry professionals[3]. However, many of these are run by hobbyists with well intentioned advice, whilst others are commercially driven, with some of their marketing tactics, products and advice is at best, questionable.

Current practice

Some scholars refer to the current field of DIY music production as being in transition (Hracs, 2012), although it can also be thought of as a fusion or hybrid of two prior developments: that of traditional large format console studio music production and computer-based sound generation. Irrespective of the definition, twenty-first century contemporary DIY music production illustrates the ways that practitioners have broken with previously accepted industry practices, with consensus about effective or best practice now difficult to identify, or indeed where the idea of best practice has been actively challenged through social and cultural changes in the practices of cultural production. As such, the discipline of contemporary DIY music production lacks the infrastructure of an established and mature industry where consensus of what effective practice is, might be found.
target
The notion of effective practice [4] originated in business centred on notions of effectiveness, efficiency, and productivity (Montana and Charnov 2000,12; Robbins et al 2009, 313; Griffin 1996). In this way, effective practice is a quantifiable measure and assumes the ‘organisation’ or practice has commercial or technical objectives. In contrast, contemporary DIY music production practitioners may not be motivated by either commercial or technical objectives, and therefore effective practice measures may not apply to many practices within the discipline (Rogers 2013, 168). In fact, contemporary DIY music production is a discipline in which notions of effective practice may actually be actively disregarded due to the perception that other motivations such as creativity, emotional connection and free-spiritedness are more important (McWilliam 2008, 38; Davie 2012, 41). As a result, the term best practice is perhaps more appropriate in the discipline of contemporary DIY music production, bringing with it the idea of benchmarking, or “analysing and copying the methods of the leaders” in the field (Robbins et al 2009, 313). However, without accepted discipline standards, and consensus of what best practice is, it makes it difficult, if not impossible, to accurately and effectively benchmark amongst the discipline and its practitioners. Further, if the contemporary DIY music production practice is lacking in organisational characteristics of a mature industry such as robust management processes and procedures, sophisticated vision and strategic planning, then the contemporary DIY music production practitioner is less likely able to measure quality standards should they exist, nor consciously position their practice within the field in order to optimise the chance of success (Robbins et al 2009, 708-710, 716-717).
Note [1]: The manufacturer’s user manual described ‘effective practice’ for the user to operate that unit safely, following a technically correct process
Note [2]: Sound reinforcement is a term used to describe the live audio industry function which still remains today
Note [3]: Pensado’s Place (2015) is operated by Dave Pansado who has had a recognized audio industry career
Note [4] :The notion of effective practice originated in business and post-War Japan, centred on notions of effectiveness (“doing the right thing”), efficiency (the effort exerted in “doing the right thing”), and productivity (the relationship between input and output) (Montana and Charnov 2000, 12; Robbins et al 2009, 313; Griffin 1996).
This blog series is planned to continue next month with Research Practitioner Part 2.
References
AES. 2015. “Audio Engineering Society (AES) History.” Accessed  May 3,2015
Audio Technology Magazine. 2015 http://www.audiotechnology.com.au Accessed August 15, 2015
Burgess, Richard James. 2014. The history of music production. New York: Oxford University Press.
Burgess, Richard James. 1997. The art of record production. London: Omnibus Press.
Computer Music. 2015. http://www.musicradar.com/computermusic Accessed August 15, 2015
Davie, Mark. 2012. “The diy revolution.” Audio Technology (91): 98.
Davis, Gary and Ralph Jones. 1990. Yamaha-The Sound Reinforcement Handbook. Milwaukee: Hal Leonard Publishing Corporation.
Emerick, Geoff and Howard Massey. 2007. Here, there and everywhere: my life recording the music of the beatles. New York, NY: Gotham Books.
Gibson, Bill. 2006. The s.m.a.r.t. guide to becoming a successful producer/engineer Boston: Thompson Course Technology.
Grammy Awards. 2015. “The 2015 Grammy Awards.” Accessed May 20, 2015. https://www.grammy.com/nominees.
Griffin, RW. 1996. Management. 5th ed. Boston: Houghton Mifflin Company.
Hracs, Brian J. 2012. “A creative industry in transition: the rise of digitally driven independent music production.” Growth and Change 43 (3): 442-461.
Huber, David Miles and Robert E Runstein. 2014. Modern recording techniques. 8th ed. Burlington: Focal Press.
JMC Academy. 2015 http://www.jmcacademy.edu.au/?gclid=CN636-HnmcsCFQGbvAod7GoMDQ  Accessed August 15, 2015
McWilliam, Erica. 2008. The creative workforce: how to launch young people into high-flying futures. Sydney: UNSW press.
Montana, Patrick J and Bruce H Charnov. 2000. Management. 3rd ed. Vol. 333, Business Review Books. New York: Barron’s Educational Series.
MusicTech. 2015. http://www.musictech.net Accessed August 15, 2015
Recording Producers and Engineers Wing, The. 2008. “Digital Audio Workstation Guidelines for Music Production.” Accessed May 27, 2015. https://www.grammy.org/files/pages/DAWGuidelineLong.
Robbins, Stephen, Rolf Bergman, ID Stagg and Mary Coulter. 2009. Management 5. Sydney: Pearson Education Australia.
Rogers, I. 2013. “The hobbyist majority and the mainstream fringe: the pathways of independent music-making in Brisbane, Australia.” In Redefining mainstream popular music, edited by Sarah Baker, Andy Bennett and Jodie Taylor, 162-173. New York: Routledge.
SAE. 2015. “SAE Institute.” https://sae.edu.au/ Accessed August 15, 2015
Sound on Sound. 2015 http://www.soundonsound.com Accessed August 15, 2015
Target image courtesy of: http://www.clipartpanda.com/clipart_images/target-skills-53658831 Accessed 15th August, 2015
TEAC. 1979. “TEAC Tascam series: model 144 Portastudio manual”, edited by TEAC Inc. www.tascam.com: TEAC Inc.
Wire. 2015. http://www.thewire.co.uk Accessed August 15, 2015
– ©David L Page 16/08/2015
Copyright: No aspect of the content of this blog or blog site is to be reprinted or used within any practice without strict permission directly from David L Page.

History Music Production Part 5b – Rise of the DIY Practitioner

Following substantial technological development from the late 1960s to today, music practice has diversified exponentially in a variety of social and cultural contexts (Wallis 2001; Watson and Shove 2008). Limited access to major corporate record label and broadcasting studios in the 1970’s and 1980’s aligned with the broader social and cultural developments of DIY culture from the 1970s, and with the ever-increasing available range of technology. This enabled the process of music creation and production to exponentially develop, with musicians in the new era of project and portable studios, emerging as a new generation of music practitioners (Theberge 1997, P3; Hracs 2012). Increased access to digital recording and production technology has enabled aspiring music practitioners from diverse backgrounds and interests to participate in a do-it-yourself (DIY) capacity, resulting in a significantly more fragmented industry (Kuznetsov and Paulos 2010; Spencer 2005; Moran 2011; Watson 2014). Wallis (2001, 13) observed that practitioners’ access to user-friendly technology has “resulted in many creative artistic talents achieving a high degree of IT literacy, leading to an even broader market”. Music production technology is now accessible to most people who has any degree of interest in music practice, irrespective of their social status or professional role, their musical or sonic training or experience, or the social and cultural context. This enables a truly diverse and eclectic music practice society (Burgess 1997, 34; Rogers 2013). Practitioners now access and use broad range of music production and instrument technology, have vastly different workflows, for a broader range of music styles, and use a range of creative locations to create their EP’s. This diversity of practice now exemplifies contemporary industry (Ritzer and Jurgenson 2010; Purdue et al. 1997). As a result, recorded music is now created in ways that contrast with previous models, where cultural products resulted from established industrial hierarchies and imperatives (Burgess 1997).
AE Project Studio
Multiple options to play and produce music have implications on what elements of music production are used at any point in time: the creative technologies that can be used, the music style that emerges naturally out or certain technology, the creative location that practice occurs within, and the practice workflow. Further, as practitioners tend to assume all of these creative labour roles in their home-style project studios, contemporary music practitioners continue to extend their knowledge, skill level and technology, in obvious contrast with previous models (Izhaki 2013; Théberge 1997).
With the fragmentation of the industry, and the attracting diverse peoples in music practice, the contemporary practitioner’s motivations to practice music have also diversified. Rogers’ study highlighted varying orientations of motive amongst participants: professional, semi-professional, emerging and several non-commercial aspirational levels – including amateur or hobbyist practices. By far, the largest group was the amateur category (2013, 168). The term amateur is adopted “not as a reflection on a hobbyists’ skills, which are often quite advanced, but rather, to emphasise that most of DIY culture is not motivated by commercial purposes” (Kuznetson and Paulos 2010, 295). The “status and position of the amateur have been redeemed and a new, less aristocratic, breed of amateur has emerged .. (who) .. are technologically literate, seriously engaged, and committed practitioners” (Prior 2010, 401).
With DIY perspectives on cultural production being particularly influential in music practice, in many ways redefining the field today (Frith 1992; Watson and Shove 2008; Watson 2014; Ritzer and Jurgenson 2010; Purdue et al. 1997), traditional standards of practice are now being challenged. Music industry standards (Burgess 1997, 162; Grammy Awards 2015; Gibson 2006, 42; Recording Producers and Engineers Wing 2008) appear to be less valued by DIY music practitioners. Notions of effective practice appears to be actively disregarded due to the DIY practitioners prioritizing of motivations such as creativity, emotional connection, networking, and free-spiritedness (Hracs, 2012; Kuznetsov and Paulos 2010). Burgess found contemporary music practitioners are likely to be: self-taught, and of a ‘discoverer’ learning style (2013, 29); with a preparedness to reject accepted industry practice (eg: technical or music style standards); and a willingness to borrow at will any music or sonic characteristics from other cultural approaches to fuse into their practice, leading to “unprecedented diversity” (Rogers 2013, 168; McWilliam 2008, 38; Davie 2012, 41).
With this diversity comes the portability of both production and performance technology. For example; producing a full EP on a beach, only needing to retreat to a location to get some electricity when my laptop battery runs empty; dance festivals in a forest where the artists arrive with as little gear as a laptop, or perhaps a USB stick and perform in front of 1,000 people for up to several hours; or, as a result of the technological developments, a new music style emerges because practitioners use the digital virtual technology as an instrument and performance tool, rather than for what it was originally designed for by the manufacturer {data management} (Hewitt 2008, xv). One of the best examples of this would be the creation of electronic music and its sub-genres of Electronic dance music, trance music and chill music.
It could also be stated that in Electronic Music Production (EMP), musicians and producers generally use portable technology, accessing synthetic or digital instruments, and compose typically in a structured process (Gunderson 2004; Johnsen et al 2007; Davie 2014, 38; Duckworth 2005, 148; Goyte 2011a; Goyte 2011b; Davie 2015, 34; Holder 2011; Huber and Runstein 2013, 78). In contrast, Indie Rock musicians and producers generally use project studios, access acoustic or electric instruments, and quite often compose in an organic process (Emerick and Massey 2006, 306; Burgess 2014, 93; Dandy Warhols 2010; Leyshon 2009, 1309; Davie 2012, 44-45; Tame Impala. 2012).
Unlike the traditional motive of commercial – volume sales – success, the new amateur’s motives are diverse, and yet highly motivated, possessing an impassioned commitment to their practice, with a high level of focus on developing their knowledge, skill level and technology.
This blog will continue next month History of Music Production Part 6 – DIY Culture & Music.
References
Burgess, Richard James. 2014. The history of music production. New York: Oxford University Press. 
Burgess, Richard James. 2013. The art of music production: the theory and practice. New York: Oxford University Press. 
Burgess, Richard James. 1997. The art of record production. London: Omnibus Press. 
Dandy Warhols, The. 2010. The Dandy Warhols: best of the capitol years 1995-2007. Capitol Records. Compact Disc. 
Davie, Mark. 2015. “DIY: don’t be a tool.” Audio Technology 2015 (106): 98.
Davie, Mark. 2014. “Danger Mouse: producer of the decade.” Audio Technology (100): 98.
Davie, Mark. 2012. “The diy revolution.” Audio Technology (91): 98. 
Duckworth, William. 2005. Virtual music: How the web got wired for sound. New York, NY: Routledge.
Emerick, Geoff and Howard Massey. 2007. Here, there and everywhere: my life recording the music of the beatles. New York, NY: Gotham Books.
Frith, Simon. 1992. “The industrialization of popular music.” Popular Music and Communication 2: 49-74. 
Gibson, Bill. 2006. The s.m.a.r.t. guide to becoming a successful producer/engineer Boston: Thompson Course Technology. 
Gotye. 2011 (a). “Making, making mirrors – a short documentary.” Accessed May 5, 2015. https://www.youtube.com/watch?v=2ZXLyeatI0s&list=PL2qcTIIqLo7WEHIeJ0s2Y21jgIKoQahkD&index=64. 
Goyte. 2011(b). Making Mirrors. Eleven May 5, 2015. Compact Disc.
Grammy Awards. 2015. “The 2015 Grammy Awards.” Accessed May 20, 2015. https://www.grammy.com/nominees.
Gunderson, Philip A. 2004. “Danger Mouse’s “grey album”, mash-ups, and the age of composition.” Postmodern Culture 15 (1): 7. 
Hewitt, Michael. 2008. Music theory for computer musicians. Boston: Cengage Learning Course Technology.
Holder, Christopher. 2011. “Goyte.” Audio Technology (84): 98. 
Hracs, Brian J. 2012. “A creative industry in transition: the rise of digitally driven independent music production.” Growth and Change 43 (3): 442-461. 
Huber, David Miles and Robert E Runstein. 2014. Modern recording techniques. 8th ed. Burlington: Focal Press.
Izhaki, Roey. 2013. Mixing audio: concepts, practices and tools. 3rd ed. Oxford: Focal.
Johnsen, Andreas , Ralf Christensen and Henrik Moltke. 2007. “Good Copy, Bad Copy.” Copyright and Culture Documentary. Accessed June 7, 2015. https://www.youtube.com/watch?v=WEKl5I_Q044&list=PL2qcTIIqLo7WEHIeJ0s2Y21jgIKoQahkD&index=72.
Kuznetsov, Stacey and Eric Paulos. 2010. “Rise of the Expert Amateur: DIY Projects, Communities, and Cultures.” In Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries, Reykjavik, Iceland, October 16-20, 2010, edited, 295-304. http://dl.acm.org/citation.cfm?id=1868914&picked=prox: ACM.
Leyshon, Andrew. 2009. “The Software slump?: digital music, the democratisation of technology, and the decline of the recording studio sector within the musical economy.” Environment and Planning 41 (6): 1309.
McWilliam, Erica. 2008. The creative workforce: how to launch young people into high-flying futures. Sydney: UNSW press.
Moran, Ian P. 2011. “Punk: the do-it-yourself subculture.” Social Sciences Journal 10 (1): 13.
Prior, Nick. 2010. “The rise of the new amateurs: Popular music, digital technology and the fate of cultural production.” Handbook of cultural sociology. London: Routledge: 398-407. 
Purdue, Derrick, Jörg Dürrschmidt, Peter Jowers and Richard O’Doherty. 1997. “DIY culture and extended milieux: LETS, veggie boxes and festivals.” The Sociological Review 45 (4). 
Recording Producers and Engineers Wing, The. 2008. “Digital Audio Workstation Guidelines for Music Production.” Accessed May 27, 2015. https://www.grammy.org/files/pages/DAWGuidelineLong.
Ritzer, George and Nathan Jurgenson. 2010. “Production, consumption, prosumption: the nature of capitalism in the age of the digital prosumer.” Journal of Consumer Culture 10 (1). 
Rogers, I. 2013. “The hobbyist majority and the mainstream fringe: the pathways of independent music-making in Brisbane, Australia.” In Redefining mainstream popular music, edited by Sarah Baker, Andy Bennett and Jodie Taylor, 162-173. New York: Routledge.
Spencer, Amy. 2005. DIY: The rise of lo-fi culture: Marion Boyars London.
Tame Impala. 2012. Lonerism. Modular. Compact Disc. 
Théberge, Paul. 1997. Any sound you can make: making music/consuming technology. Hanover: University Press of New England. 
Wallis, R Dr. 2001. “Best practice cases in the music industry and their relevance for government policies in developing countries.” Paper presented at the United Conference on Trade and Development, Brussels, Belgium, May 14-20, 2001.
Watson, Allan. 2014. Cultural Production in and Beyond the Recording Studio. New York, NY: Routledge.
Watson, Matthew and Elizabeth Shove. 2008. “Product, Competence, Project and Practice DIY and the dynamics of craft consumption.” Journal of Consumer Culture 8 (1): 69,74.
– ©David L Page 05/08/2015
Copyright: No aspect of the content of this blog or blog site is to be reprinted or used within any practice without strict permission directly from David L Page.

History Music Production Part 5a – Rise of the DIY Practitioner

Ever increasing levels of access

Throughout the 1970’s technology continued to advanced with “quality digital recording equipment more widely available” at progressively decreasing cost to the consumer (Wallis 2001, 11). Offering an alternative music production option to the large format console studio continued, all levels of the field actively engaged with the technology. Springsteen released his solo album ‘Nebraska’, made in his bedroom. Intended to be a ‘demo’, it was decided the aesthetic of the DIY recording was preferred to the studio-produced album (TEAC 2015; Burke 2011, 119,188). “Evidence from the 1980’s showed that multi-track cassette based recording technologies spread at a high pace to virtually every nation” (Wallis 2001, 11). A decade later, low cost digital synthesisers and samplers were available with a single key trigger for sounds, chords or multiple instrument emulation. Whilst initially limited, over time development has been exponential, allowing music producers innumerable instrumentation options to integrate into any one of their music productions as their creativity desires. This technological development enabled the creation and development of specific electronic music genres, and social and cultural events such as the 1990’s based rave parties (Kuznetsov and Paulos 2010, 295). Technology continued to develop at an exponential rate, with increasing “interest and wider adoption of DIY cultures and practices through 1) easy access to and affordability of tools and 2) the emergence of new sharing mechanisms” such as the internet having a prolific effect on the widespread interest of music production (Kuznetsov and Paulos 2010, 295; Wallis 2001,10). Numerous companies commenced manufacturing to fill “a tremendous need for good and affordable sound equipment”, entrenching the “prosumer or home-recording market” (Music Group 2015). Continuing technological developments influenced the increase of music production setups in the home, based around a personal computer, a sound card, and some form of digital audio workstation to either record or arrange the music. Referred to as project studios, “the hiring of expensive studios was no longer a requisite” (Izhaki 2013, xiiii), and more major artists were being recorded in these environments [1]. As Leyshon highlighted, “the recording studio sector is not a particularly profitable or efficient part of the musical economy overall” (Leyshon 2009, 1315), and therefore from an industry perspective, it was positive that alternative options evolved [2]. The development of the digital audio workstation, along with virtual instruments and sample libraries, provided resources ready to include into productions (Gilreath 2010). The project studio now had virtual technology accessible by both novice and professional producers alike. This “brought about monumental changes in the business of music and professional audio”, with music producers able to “select from a wide range of tools and toys to generate specific sounds – or to get the particular sounds that he or she likes”, without needing to have that instrument or musician capable of playing that instrument, on hand (Huber and Runstein 2013,76). Other professionals3 moved their workflow entirely within a digital audio workstation.
Perhaps motivated by the power imbalance and limited access to studios in the 1970’s and 1980’s, aligned with the broader social and cultural developments of DIY culture from the 1970s, the ever increasing available range of technology enabled the process of music creation and production to exponentially develop, with musicians in the new era of project and mobile studios, emerging as a new generation of prosumers – both producers and consumers (Theberge 1997, P3; Hracs, 2012).
AE Project Studio
Technological developments have provided multiple outcomes, such as choices of musical style and music production processes. In an article on best practice within the music industry, Wallis (2001, 13) observed that access to user-friendly technology has “resulted in many creative artistic talents achieving a high degree of IT literacy, leading to the emergence of the combined studio producer/ writer role. Max Martin from Sweden…is such an example”. Today, continuing technological developments have further opened the field and discipline to an even broader market. Music production technology is now accessible to anyone who has a degree of interest in the creation and production of music, irrespective of their background {social status or professional role}, their musical or professional audio training and/or experience, or the genre of music they may be interested in attempting to produce, making for a truly diverse and eclectic music production society (Burgess 1997, 34; Rogers 2013).
The acknowledged diversity of backgrounds of the DIY music production practitioner expanded the previous music producer list several decades earlier of artist/musician, audio engineer, songwriter, entrepreneur and multipath, to now include: DJ, self-taught/school-trained and discoverer (Burgess 2013, 29). In addition, as Rogers in his 2010 study on local musicians in the Brisbane scene found, there are now varying levels of professionalism found amongst the participants: professional, semi-professional, emerging and several non-commercial aspirational levels – including amateur or hobbyist practices (Rogers 2013, 168). By far, the largest group is the amateur category. I adopt the term amateur “not as a reflection on a hobbyists’ skills, which are often quite advanced, but rather, to emphasise that most of DIY culture is not motivated by commercial purposes” (Kuznetson and Paulos 2010, 295) . The “status and position of the amateur have been redeemed and a new, less aristocratic, breed of amateur has emerged .. (who) .. are technologically literate, seriously engaged, and committed practitioners” (Prior 2010, 401).

The emergence of DIY, and the challenges of discipline-accepted standards

With DIY perspectives on cultural production being particularly influential in music production, in many ways redefining the field today (Kealy 1982; Hemphill and Leskowitz 2012; Frith 1992; Watson and Shove 2008; Watson 2014; Kuznetsov and Paulos 2010; Ritzer and Jurgenson 2010; Purdue et al. 1997), traditional standards of effective practice, which have played a central role in the music production industry, are now being challenged. Music and audio industry’s standards of commercial sales and technical criteria (Burgess 1997, 162; Grammy Awards 2015; Gibson 2006, 42; Recording Producers and Engineers Wing 2008) appear to be less valued by contemporary DIY music production practitioners. Breaking with previously accepted industry practices (Hracs,2012), the notion of ‘effective practice’ appears to be actively disregarded due to the prioritizing of other motivations such as creativity, emotional connection, networking, and free-spiritedness. That is, creative practice, affective practice and social practice, with a preparedness to reject accepted effective practice (eg: technical or genre standards) as the contemporary DIY music production practitioner sees fit (Montana and Charnov 2000,12; Robbins et al 2009, 313; Griffin 1996; Rogers 2013, 168; McWilliam 2008, 38; Davie 2012, 41).

The emerging discipline of contemporary DIY music production practice, and their practitioners

In summary, prior to my own research study and planned interviews, the contemporary DIY music production practitioners can be said to be: proactive, resourceful, tenacious and rebellious practitioners with eclectic backgrounds, musical tastes and skill levels. They most certainly possess a just do it spirit as the Nike slogan has encouraged since 1971. They are likely motivated by creative, affective or social practice, rather than effective practice, making aesthetic choices over technical standards, and working in what could be once considered, ineffective or inefficient workflows. They are more likely to be passionate hobbyists, who want to create, express and be heard, using project or portable technology as either a studio or an instrument, probably in a way that was not originally intended by the manufacturer, and yet creating unique sonic qualities or textures, influencing new genres to emerge (Wallis 2001,13; Burgess 2013, 29; Huber and Runstein 2013,76; Izhaki 2013, xiiii; Gilreath 2010; Watson 2014; Burke 2011; Doyle 2008; Wallis 2001,11; Kuznetsov and Paulos 2010, 296; Spencer 2005, 226-273; Moran 2011, 1; Rogers 2013, 168; Kuznetsov and Paulos 2010, 295; Watson 2013, 334; Prior 2010, 401; Watson 2013, 331; Braithwaite alluded in Tingen 2014; Theberge 2012, 6; Hracs et al 2013, 1144).
Note [1]: In 2005, Stuart Price used his home-based project studio, based around an Apple computer with a range of analogue outboard hardware and synthesizers to produce Madonna’s commercially successful ‘Confessions On A Dancefloor’ album. Madonna’s ‘Confessions On A Dancefloor’ album” achieved commercial success reaching the US Music charts (Doyle 2008)
Note [2]: Grammy award winning Mix Engineer Leslie Braithwaite mixed the Grammy Award winning song “Happy” entirely within a digital audio workstation. He explains his recent change of workflow to a DAW-only workflow: “With my workload increasing and me also trying to meet the demands for smaller budget projects, going into the box made total sense” (Tingen 2014).
This blog will continue next month History of Music Production Part 5b – Rise of the DIY Practitioner.
 References
Burke, David. 2011. “Heart of Darkness : Bruce Springsteen’s Nebraska”. London: Cherry Red Books.
Burgess, Richard James. 2013. The art of music production: the theory and practice. New York: Oxford University Press.
Burgess, Richard James. 1997. The art of record production. London: Omnibus Press.
Davie, Mark. 2012. “The diy revolution.” Audio Technology (91): 98.
Doyle, Tom. 2008. “Stuart Price: producing Seal & Madonna.” Accessed May 2, 2015. https://www.soundonsound.com/sos/feb08/articles/stuart_price.htm.
Frith, Simon. 1992. “The industrialization of popular music.” Popular Music and Communication 2: 49-74.
Gilreath, Paul. 2010. The guide to midi orchestration. 4th ed. Oxford: Focal.
Gibson, Bill. 2006. The s.m.a.r.t. guide to becoming a successful producer/engineer Boston: Thompson Course Technology.
Grammy Awards. 2015. “The 2015 Grammy Awards.” Accessed May 20, 2015. https://www.grammy.com/nominees.
Griffin, RW. 1996. Management. 5th ed. Boston: Houghton Mifflin Company.
Hemphill, David and Shari Leskowitz. 2012. “DIY activists: communities of practice, cultural dialogism, and radical knowledge sharing.” Adult Education Quarterly 63 (1): 57-77. doi: 10.11.77/0741113612442803.
Hracs, Brian J. 2012. “A creative industry in transition: the rise of digitally driven independent music production.” Growth and Change 43 (3): 442-461.
Hracs, Brian J, Doreen Jakob and Atle Hauge. 2013. “Standing out in the crowd: the rise of exclusivity-based strategies to compete in the contemporary marketplace for music and fashion.” Environment and Planning A 45 (5): 1144-1161.
Huber, David Miles and Robert E Runstein. 2013. Modern recording techniques. 8th ed. Burlington: Focal Press.
Huber, David Miles and Robert E Runstein. 2010. Modern recording techniques. 7th ed. Boston: Focal Press.
Izhaki, Roey. 2013. Mixing audio: concepts, practices and tools. 3rd ed. Oxford: Focal.
Kealy, Edward R. 1982. “Conventions and the production of the popular music aesthetic.” The Journal of Popular Culture 16 (2): 100-115.
Kuznetsov, Stacey and Eric Paulos. 2010. “Rise of the Expert Amateur: DIY Projects, Communities, and Cultures.” In Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries, Reykjavik, Iceland, October 16-20, 2010, edited, 295-304. http://dl.acm.org/citation.cfm?id=1868914&picked=prox: ACM.
Leyshon, Andrew. 2009. “The Software slump?: digital music, the democratisation of technology, and the decline of the recording studio sector within the musical economy.” Environment and Planning 41 (6): 1309.
McWilliam, Erica. 2008. The creative workforce: how to launch young people into high-flying futures. Sydney: UNSW press.
Moran, Ian P. 2011. “Punk: the do-it-yourself subculture.” Social Sciences Journal 10 (1): 13. http://www.behringer.com/EN/Our-Story/index.aspx
Montana, Patrick J and Bruce H Charnov. 2000. Management. 3rd ed. Vol. 333, Business Review Books. New York: Barron’s Educational Series.
Music Group. 2015. “Behringer : our story.” Accessed May 2, 2015.
Prior, Nick. 2010. “The rise of the new amateurs: Popular music, digital technology and the fate of cultural production.” Handbook of cultural sociology. London: Routledge: 398-407.
Purdue, Derrick, Jörg Dürrschmidt, Peter Jowers and Richard O’Doherty. 1997. “DIY culture and extended milieux: LETS, veggie boxes and festivals.” The Sociological Review 45 (4).
Recording Producers and Engineers Wing, The. 2008. “Digital Audio Workstation Guidelines for Music Production.” Accessed May 27, 2015. https://www.grammy.org/files/pages/DAWGuidelineLong.
Ritzer, George and Nathan Jurgenson. 2010. “Production, consumption, prosumption: the nature of capitalism in the age of the digital ‘prosumer’.” Journal of Consumer Culture 10 (1).
Robbins, Stephen, Rolf Bergman, ID Stagg and Mary Coulter. 2009. Management 5. Sydney: Pearson Education Australia.
Rogers, I. 2013. “The hobbyist majority and the mainstream fringe: the pathways of independent music-making in Brisbane, Australia.” In Redefining mainstream popular music, edited by Sarah Baker, Andy Bennett and Jodie Taylor, 162-173. New York: Routledge.
Spencer, Amy. 2005. DIY: The rise of lo-fi culture: Marion Boyars London.TEAC. 2015. “TEAC TASCAM history.” Accessed June 7,2015. www.tascam.com.
Tingen, Paul. 2014. “Inside track: Happy – secrets of the mix engineers: Leslie Braithwaite.” Accessed May 1, 2015. http://www.soundonsound.com/sos/may14/articles/inside-track-0514.htm.
Théberge, Paul. 1997. Any sound you can make: making music/consuming technology. Hanover: University Press of New England.
Wallis, R Dr. 2001. “Best practice cases in the music industry and their relevance for government policies in developing countries.” Paper presented at the United Conference on Trade and Development, Brussels, Belgium, May 14-20, 2001.
Watson, Allan. 2014. Cultural Production in and Beyond the Recording Studio. New York, NY: Routledge.
Watson, Allan. 2013. “‘Running a studio’s a silly business’: work and employment in the contemporary recording studio sector.” Area 45 (3): 330-336.
Watson, Matthew and Elizabeth Shove. 2008. “Product, Competence, Project and Practice DIY and the dynamics of craft consumption.” Journal of Consumer Culture 8 (1): 69,74.
– ©David L Page 24/07/2015
Copyright: No aspect of the content of this blog or blog site is to be reprinted or used within any practice without strict permission directly from David L Page.