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Big
Noise, Embarrassing Silence: Why is no one talking about filmic sound
in sculpture?
- Ellen Wetmore
Sean Langlais’ Untitled (Mills Gallery, Boston, 2003) is
a cork stuck in the wall: so minimal as to be missed by many gallery visitors.
When you remove the cork, a loud roar overtakes you, as if you had just
let a very mean genie out of the bottle. Others in the gallery turn and
stare. The contrast between the small, unassuming cork and the big noise
is embarrassing. We are accustomed, aurally, to a sense of scale (small
sounds for small things, big for big) and that custom is contradicted
here in a surprising way. How does this work on us?
In thinking of sound and installation, consider how cinematic sound constructs
a space. In narrative film, the sound designer combines dialogue, sound
effects, and music to create a coherent environment. There are many technical
and aesthetic effects: volume or reverb can indicate distance from the
audience, panning can indicate direction of movement, ambient sounds can
indicate an environment. It is up to the sound designer to choose the
“right” sounds to characterize that space. Was that closing
door heavy? Wood? Metal? Closed softly or loudly in anger? Did it have
glass in the pane and did the glass break? Here we begin to describe not
just a literal event but the psychological perspective as well. These
sounds illustrating actions can fill us in on how characters are feeling
or can trigger responsive emotions in us.
Typically the sound mix is subservient to the visual image and is meant
to enhance it. How does filmic sound work in conjunction with objects
in an installation? Since dialogue and sound effects are always created
by something or someone, they have a concrete quality. This, along with
our learned audio vocabulary, can introduce complimentary mental images
and a visceral response to the audience experience of a sculptural installation.
(I am purposely ignoring music here because the long tradition of musicians
and musical sculpture is better addressed elsewhere.)
In “Blood in the Gutter,” Scott McCloud describes the process
of closure as it relates to comics (Understanding Comics First
Harper Perennial, 1994:68). The “gutter” is the missing link
between two visual frames in a series of comic frames - for example in
a murder sequence. He illustrates the scene: we see the victim in one
frame, then we see a frame depicting a scream. As viewers, he writes,
each of us is responsible for mentally describing (seeing) the victim’s
fate: type of weapon, number of wounds, body position on the ground, amount
of blood, whether there were any witnesses … Each person will have
their own unique interpretation, attributing the cause of the scream to
a different referent (in this case, a gruesome murder), and so the readings
of the piece will multiply, one for every reader. The mental images caused
by a sound will be different for every viewer, unlike the fixed physical
aspects of a given sculpture. These evoked mental images influence our
reading of the sculpture; we perform a closure where the whole is greater
than the sum of its parts.
Physically, sound evokes still further mental images because we experience
sound waves with our whole body, so our bodies call up related memories
independent of images in the mind’s eye. We can’t close our
ears or “look away” from a noise. Take for example Langlais’
cork and its big vacuum or jet engine sound. When we each individually
first learned a similar sound we also would have experienced a host of
related physical associations – taking off in an airplane or watching
a big industrial machine. There was probably some fear and awe involved.
Standing in front of the gallery wall, with a cork in your hand, and big
noise in front of you causes you to revisit those other moments and link
them to the cork and the gallery wall in front of you.
In “Stretching Sound to help the Mind See,” sound
design pioneer Walter Murch writes that “the re-association of image
and sound is the fundamental pillar upon which the creative use of sound
rests and without which it would collapse.” Typically, our experience
of sound is very visual: a person speaks and we watch them talk. A glass
breaks and we look around for the fragments on the ground. Film theorist
Michel Chion, in Audio-Vision, Sound on Screen, describes this
process as “synchresis” or the mental fusion of a sound to
an image when they occur at exactly the same time. We have learned a cause-and-effect
language of sounds similar to our verbal and visual languages and this
language can be subverted and re-created.
The best part is that this is already happening when we watch narrative
films. Most sound effects are not literal samples taken from life to flatly
illustrate what the filmmaker shows us onscreen. Often, one sound is substituted
for another. As audience we do not typically stop in the middle of a film
and ask ourselves: is that what a horse really sounds like or are those
just coconuts being tapped on a table? Is that a fire burning or just
a cellophane wrapper crackling? “The audience,” Murch writes,
“is disposed to accept, within certain limits, these new juxtapositions
as the truth.” And we will do the work to link the sounds and images
together though the process of synchresis. Our brains will try to make
sense of almost anything.
The potential dissonance between audio and visual material is a ripe artistic
space to produce new meaning. Dissonance occurs when the sound we hear
and the corresponding object (or film image) we see don’t match.
Imagine if your dog meowed or a small parakeet spoke with gruff voice
like Tom Waits. It would be an unusual, humorous, or surreal juxtaposition.
Consider Magritte’s Key to Dreams. In a simple series of
illustrations he assigns the “wrong” word to the image depicted.
A bowler hat becomes “snow” and a glass is a “storm.”
He uses a realistic illustration style (there’s no mistaking it
- that shoe is not a moon!) to underline the mismatch between the word
and image. It’s like a kid’s language book gone bad. Magritte’s
gesture points out that language, both verbal and visual, is an artificial
convention that we choose to agree to (or not). What he leaves for us
to deal with is the anxiety of everyday signs and symbols failing, by
which we mark rationality and sanity. Due to the customary substitution
of one sound for another in a filmic sound mix, we’re asked to believe
that a bowler hat really is snow. Sound incorporated into sculpture can
achieve the same effect.
Oracle, by Robert Rauschenberg and Billy Klüver, 1965, (Centre
Pompidou, Paris) is a series of sculptures meant, among many things, to
mimic a walk on a summer evening in New York: apartment windows open,
radios blaring. It was designed in one respect to re-create a physical
and sonic space that the artists and their contemporaries would have been
familiar with. The space is populated by modified found-object sculptures:
a car door, a metal industrial pipe on a pair of bicycle wheels, a storm
window. There is an urban familiarity to the carefully selected refuse.
Within each object is an AM radio receiver; these are controlled by a
central source and respond to audience manipulation at a central control
sculpture. Note the choice of radio for the sound mix. Instead of mimetically
illustrating the things they once were: cars, bicycles, storms, these
sculptural characters enforce a re-association of sounds from radio airwaves
to the objects in the installation.
Radio, with its constantly shifting tuning channels, is an illusive and
always changing sound mix. Each audience member will learn, through synchresis,
a different language of images and sounds. Presumably Oracle
spoke largely English in New York 60’s radio-eese (and also music,
commercials, static, talk shows, etc.), but now speaks contemporary, commercial
French radio (being now housed at the Pompidou). The sculpture is 40 years
old, but the radio voices will always be current (current news, music,
and politics)– and the jarring effect this will have on an audience
will increase as the stylistic age of the found objects becomes more pronounced.
At Mass MoCA in North Adams, MA, Ronald Kuivila’s Visitations
is a sound art installation set outside the windows of a former production
facility for the defunct Sprague Electric Plant. As we look over Sprague
relics on a dusty, broken down factory floor, we hear former workers and
townspeople reminisce about working there and what the shutdown meant
to them and the town. The building “speaks” (literally, the
speakers are installed on the wall, with eight channels of audio to discover)
and takes us somewhere else in time. Visitations evokes nostalgia for
lost jobs, lost identity, lost lifestyle, and, due to its use of interviews
and news footage, also functions in a documentary capacity. The old building
is fused to the voices and acquires their characteristics. We, as audience,
agree to forget that sound is coming from the loudspeaker and that the
visual is a separate entity in the space around us. We fuse the two; see
them as one entity and that makes Visitations more evocative. In our minds,
we bring the missing factory employees back to work. (* This is an example
of Chion’s audio-visual contract.)
Janet Cardiff’s collaboration with George Bures Miller, titled the
Dark Pool, 1995-6 looks like a messy lab or apartment that someone
vacated suddenly. There are tables full of books on the paranormal, a
single sleeping cot, a tray of dirty teacups and a book explaining how
to read tea leaves; there’s a flapping bird wing, a book with a
huge, bare speaker on it (making noise, of course); a chair between two
giant old fashioned phonograph horns (they also transmit a message, very
quietly); an old typewriter with a barely begun paper in it. The Dark
Pool, supposedly named for a black pond where some bathers have been
known to disappear completely (as if through a vacuum), is depicted in
a diorama model in a trunk. Several objects in the room are locally mined
with audience triggered sounds: detached, first person narrations, interviews
as if from the news radio, random sound effects, piano music, a piece
of “Somewhere of the Rainbow.” The samples of audio and the
objects triggering and transmitting them bear no apparent relationship.
There is no complete and simple explanation offered by any object or sound
sample, so we play detective. We fill in the missing causal events ourselves.
The audience, Murch writes, can be brought to “bridge with their
own imagination such an extreme distance between picture and sound that
they will be rewarded with an even greater dimensionality of experience.”
The question for installation artists is how evoke that dimensionality.
For artists interested in the adventures of their audience, how else might
this game, as Cardiff puts it, “ of constructing realities”
be played? And who’s doing the constructing? What the audience gets
will be different from the artist’s intent. How can an audience’s
knowledge of a sound source add to the meaning of a sculpture? In film,
the audience is rarely really informed about the sleight of hand happening
in the studio, but if this were revealed in sound installation, what effects
would it have? Sound functions invisibly and it can’t be fixed to
an instant of time - sound is always diachronic- it will always seem ghostly
for people who privilege their eyes over their ears. Sounds are hard to
remember, or remembered only selectively, and easier to free associate.
This makes it a riper medium with which to create a greater dimensionality
of experience in sculpture.
Ellen Wetmore is a Boston-area artist and teaches at Fitchburg State College.

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