Bob Ostertag Why Computer Music Sucks

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Bob Ostertag: Why Computer Music Sucks.

2001

This paper was published in LMC, Texts on improvised and experimental Music
from Resonance Magazine. Volume 5 Number 1

"Computer Music" per se is, at least for the moment, at something of a dead
end. This is the result of a bizarre sort of inverse development over last few
decades.

Back in the "old days," the electronic technology used in music was quite
primitive, yet the range of music that was attempted was staggering, and a
freewheeling spirit of adventure was prevalent.

Today, we have computers with technical capabilities inconceivable at the time


of Varèse and the early works of Cage and Stockhausen. Yet as the technical
capabilities have expanded, the range of musical possibilities which are being
explored has become increasingly restricted.

Similarly, in the "old days" access to the electronic music-making technology


was limited to a handful of individuals working in a few research institutions.
Today, computers are ubiquitous in music. There is almost no recorded music
that does not involve the use of a computer somehow or other, and the ever
decreasing cost of the technology means that a bona fide home computer
music studio is within the means of any erstwhile member of the middle class
of the western world.

Yet just as computers' presence in music has mushroomed from nearly


invisible to downright unavoidable, the range of music considered to be
Computer Music has become increasingly fixed and rigid.

Why this contradictory evolution, which seems to impose social restrictions as


fast as technology seems to offer new freedom?

Why this emergence of Computer Music, instead of an openness to all the


musics which computers make possible?

Two reasons: one having to do with artistic stasis, and the other to do with
social self-interest.
1. Artistic Stasis. For all the self-professed interest in using digital technology
to create new musical forms, in fact the agenda of "computer music" quickly
ossified around the concerns of the Western avant garde prevalent at the time
of the introduction of computers into music (in fact, concerts which pre-dated
the appearance of the computer in music): algorithmic composition (which is
really a digital extension of serial music), and extended timbral exploration.

When considering the 287 works submitted for the Ars Electronica prize this
year, it is remarkable how little the focus of Computer Music has strayed from
these early concerns over the intervening decades. This is even more apparent
when one considers that, formally speaking, the large majority of pieces
involving computer response to live instrumentalist are simply variations in
algorithmic composition. (Though also the influence of the increased interest in
improvisation which has recently spread through the Western avant garde is
also a factor, at least in some cases).

2. Social Self-Interest. The emergence of Computer Music as a thing we isolate


off to consider on its own, to confer advanced academic degrees in, publish
journals and organize conferences about, and award prizes to, is of course
intimately linked to the careers, salaries, and prestige of the individuals and
institutions which benefit. Here the logic of the inverse development of the
broadening use of computers in music against the narrowing of the concerns of
Computer Music at least has a clear and rational basis in the self-interest of
those involved. In fact, it is a phenomenon seen time and time again in
academia: the more an area of knowledge becomes diffused in the public, the
louder become the claims of those within the tower to exclusive expertise in
the field, and the narrower become the criteria become for determining who
the "experts" actually are.

The cul-de-sac these trends have led "Computer Music" into is a considerably
less enjoyable place to tarry due to a technological barrier that is becoming
increasingly obvious: despite the vastly increased power of the technology
involved, the timbral sophistication of the most cutting edge technology is not
significantly greater that of the most mundane and commonplace systems. In
fact, after listening to the 287 pieces submitted to Ars Electronica, I would
venture to say that the pieces created with today's cutting edge technology
(spectral resynthesis, sophisticated phase vocoding schemes, and so on) have
an even greater uniformity of sound among them than the pieces done on
MIDI modules available in any music store serving the popular music market.
This fact was highlighted during the jury session when it was discovered that a
piece whose timbral novelty was noted by the jury as being exceptional was
discovered to have been created largely with old Buchla analogue gear.
The problem of greater technological power failing to produce more interesting
timbral results would not be so central were it not for the fact discussed above
that Computer Music has made timbral exploration its central concern. To put
the matter in its bluntest form, it appears that the more technology is thrown
at the problem, the more boring the results. People set out for new timbral
horizons, get lost along the way in the writing of the code, the trouble-shooting
of the systems, and the funding to make the whole thing possible, then fail to
notice that the results do not justify the effort.

It is interesting to note that the jury for computer animation found an opposite
result: in animation at least, the difference in quality between work done with
cutting edge versus commonplace technology is immediately apparent to even
the untrained observer. Even, in fact, to an 8-year old. Thus the success of Toy
Story. In Computer Music, on the other hand, the merits of the works done
with cutting edge versus commonplace technology are certainly opaque to the
uninitiated, and often discernible only to those who have invested time and
effort in acquiring expertise in the very same technology.

(It must be said, however, that due to the enormous financial returns which
hinge on visual innovation, the resources thrown at computer animation dwarf
those involved in even the most high end music systems. Who knows what
might result if the resources put into developing the two hours of Toy Story
animation were put into two hours of music?)

If, however, we leave the confines of the Computer Music tower and look at
what is happening outside in the rest of world, what do we see? Computers are
revolutionizing the way music is made.

Take dance club music, for example. Techno, hip-hop, trip-hop, trance, etc.
Here we have genre upon sub-genre upon micro-genre of music which is based
almost entirely upon, and impossible to conceive of without, the absolute
regularity of tempo computers are capable of producing.

But this development is not limited to music with the regularity of beat of
those I just mentioned. The funkiness of almost every groove on every Prince
record would not have been possible without the timing resolution offered by
computers. Or to go to a different extreme, the drum machine extravaganza's
of Ikue Mori, with their almost absurdly complex tempo and meter
juxtapositions, usually determined on the fly, are unthinkable without
computers.

Or to take yet another development: automated mixing consoles and effects


processors have brought a sea change in the subtlety and nuance possible in
the mixing of popular music, as immediately becomes apparent upon
comparing recordings made before and after their emergence. This has opened
up a whole new range of studio artistry.
All these developments and more are cases in which the introduction of
computers has revolutionized the way music is conceived, played, recorded,
and appreciated, creating new genres, new fields of expertise, new forms of
experiencing a performance, and so on. All of it is unimaginable without
computers. And none of it is Computer Music.

And up to now we have not even added sampling into the discussion. Of all the
ways that computers have been applied to music, sampling has had the most
radical impact. Sampling has taken musique concrete, blown it open, and
showered the debris down on the entire musical world. New genres been
spawned and existing ones changed forever. New terrains of collaboration and
appropriation have been opened. Even more profoundly, fundamental notions
of authorship and artistic ownership have been shattered, leaving for the
moment no clear heir in their place.

It may not even be an exaggeration to say that the entire "post-modern"


aesthetic has been shaped in important ways by this technology.

Yet sampling is not Computer Music. Why? Precisely because it sampling is


everywhere. If sampling is the legitimate domain of any teenager working on
the family Macintosh, no one can claim a monopoly on its knowledge. Thus it
falls from the rarefied heights of Computer Music, its vast impact and
consequences notwithstanding.

I wish to be very clear here: I am not arguing that the market in which popular
music is bought and sold is a valid arbiter of artistic excellence. As a composer
who has worked for years with no institutional connection or support, surviving
on the fringes of the music market, I am acutely aware of how the market
imposes its own constraints, and discourages the kinds of creativity that
interest me the most. It is the weight of these very market constraints that
make it so important that those musical arenas which operate according to
non-market criteria be as open and flexible as possible.

The very existence of all those kids goofing around with sampling on the family
Macintosh has helped to stir an interest in novel musical approaches in general
and music made with computers in particular that is broader than ever.

Isn't it ironic? On the one hand we find market constraints squeezing popular
music with an unprecedented vigour, and on the other hand we have a public
with an equally unprecedented fascination with computers and their
possibilities. And yet Computer Music can find no audience beyond those who
make it.

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