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University of Iowa

Iowa Research Online

Theses and Dissertations

Spring 2015

Percussion and Max: a collection of short works for solo


percussion and live electronics
Andrew Thierauf
University of Iowa

Follow this and additional works at: https://ir.uiowa.edu/etd

Part of the Music Commons

Copyright 2015 Andrew Thierauf

This dissertation is available at Iowa Research Online: https://ir.uiowa.edu/etd/1774

Recommended Citation
Thierauf, Andrew. "Percussion and Max: a collection of short works for solo percussion and live
electronics." DMA (Doctor of Musical Arts) thesis, University of Iowa, 2015.
https://doi.org/10.17077/etd.e0e8pdtm

Follow this and additional works at: https://ir.uiowa.edu/etd


Part of the Music Commons
PERCUSSION AND MAX: A COLLECTION OF SHORT WORKS FOR SOLO

PERCUSSION AND LIVE ELECTRONICS

by
Andrew Thierauf

An essay submitted in partial fulfillment of


the requirements for the Doctor of Musical
Arts degree
in the Graduate College of
The University of Iowa

May 2015

Essay Supervisor: Professor Daniel Moore


Copyright by
ANDREW THIERAUF
2015
All Rights Reserved
Graduate College
The University of Iowa
Iowa City, Iowa

CERTIFICATE OF APPROVAL

D.M.A. ESSAY

This is to certify that the D.M.A. essay of

Andrew Thierauf

has been approved by the Examining Committee


for the essay requirement for the Doctor of Musical Arts degree
at the May 2015 graduation.

Essay Committee:
Daniel Moore, Essay Supervisor

David Gompper

Lawrence Fritts

Jennifer Iverson

William LaRue Jones


To my parents, who have no idea what I am doing but trust me nonetheless

ii
ACKNOWLEDGMENTS

I would like to thank all those who have helped, and are helping me on my journey. I

would like to thank those on my committee for their time, support, and wisdom. I have learned a

great deal from each through academic courses, rehearsals, and performances that will stay with

me for a long time. I would like to especially thank Dan Moore for allowing me the freedom to

choose my own path and helping me along the way. I have had some fantastic experiences at the

University of Iowa and I am truly grateful for the opportunities afforded me here.

I have had the pleasure to be taught by some fantastic individuals who have given so

much encouragement. I am so fortunate to have had Bob Browning and Chris Zerges as music

teachers in high school; their musicianship, passion, and humor will stay with me forever. I am

grateful to have studied with such a genuine musician and person as Rusty Burge.

To be sure, I would be nowhere without the unending love and support from my parents.

From beginning band concerts in fifth grade to graduate recitals and beyond, they sat through

many performances and I could not be happier to have them in the audience. They are truly

amazing people who inspire me everyday.

iii
PUBLIC ABSTRACT

The combination of solo percussion with live electronics is one of the newest genres of

music today. An outgrowth of the instrument and fixed media genre, live electronic music

combines a musician on stage performing with a computer or other technology performing real-

time processes. This document is a collection of five works scored for percussion and the

computer program Max intended for the collegiate level. In addition, there are explanations and

schematics of the patches to help the performer learn how to use Max. This document could

serve as supplemental material for an undergraduate percussion curriculum to help students gain

experience performing with live electronics.

Most students in university music departments are not exposed to technology unless they

seek it out themselves. This may cause many student instrumentalists to be hesitant to play works

with technology. However, as performing with electronics becomes more common, music

students without this experience are at a disadvantage. Basic knowledge of audio equipment,

having experience using a microphone, sound recording, and other technical know-how is

essential to becoming a successful performer in a contemporary setting. Being able to perform

with electronics creates new opportunities for repertoire, collaboration, and performance.

Many universities are starting new programs dedicated to interdisciplinary studies such as

digital humanities. These collaborative efforts bring together musicians, dancers, writers, visual

artists, computer scientists, and others to create new work. Music students who have some

background in performing and working with electronics could be a part of these collaborative

efforts and help produce compelling, original work.

iv
TABLE OF CONTENTS

Chapter 1: Introduction ................................................................................................................... 1  


Background Information ........................................................................................................................... 1  
Purpose ..................................................................................................................................................... 2  
Description of Project and Limitations ..................................................................................................... 2  
Related Literature ..................................................................................................................................... 3  
Justification ............................................................................................................................................... 5  
Chapter 2: A Brief History of Percussion and Electronics ............................................................. 7  
Chapter 3: Getting Started ............................................................................................................ 16  
An Introduction to Max .......................................................................................................................... 19  
Chapter 4: Original Compositions for Solo Percussion and Max ................................................. 26  
Introduction to the Works ....................................................................................................................... 26  
Tambourine Dream – for Tambourine and Fixed Media........................................................................ 27  
Sirens – for Timpani and Max ................................................................................................................ 31  
Wooden Blossoms – for Marimba and Max ........................................................................................... 34  
The Seafarer – for Snare Drum and Max................................................................................................ 38  
The Universe Expanded – for Vibraphone and Max .............................................................................. 42  
Chapter 5: Conclusion and Further Research ............................................................................... 47  
Bibliography ................................................................................................................................. 51  
Appendix A: Recommended Placement ....................................................................................... 52  
Appendix B: An Introduction to the Descriptions of the Max Patches ........................................ 54  
Appendix C: Tambourine Dream Max Patch Description ............................................................ 55  
Appendix D: Sirens Max Patch Description ................................................................................. 59  
Appendix E: Wooden Blossoms Max Patch Description ............................................................. 65  
Appendix F: The Seafarer Max Patch Description ....................................................................... 74  
Appendix G: The Universe Expanded Max Patch Description .................................................... 85  
Appendix H: Scores .................................................................................................................... 101  

v
LIST OF FIGURES

Figure 1 – Configuring the Foot Switch Max Patch ..................................................................... 18  


Figure 2 – Different Appearances of Max, MSP, and Jitter ......................................................... 20  
Figure 3 – Object and Argument .................................................................................................. 20  
Figure 4 – Triggering Messages in Order ..................................................................................... 22  
Figure 5 – Float Numbers vs. Integers Max Patch........................................................................ 23  
Figure 6 – Max Window ............................................................................................................... 24  
Figure 7 – Audio Status Window.................................................................................................. 25  
Figure 8 – Tambourine Dream Max Patch ................................................................................... 30  
Figure 9 – Sirens Max Patch ......................................................................................................... 33  
Figure 10 – Wooden Blossoms Max Patch ................................................................................... 37  
Figure 11 – The Seafarer Max Patch ............................................................................................ 41  
Figure 12 – The Universe Expanded Max Patch .......................................................................... 46  
Figure A1 – Recommended Configuration ................................................................................... 52  
Figure C1 – Tambourine Dream Max Patch ................................................................................. 55  
Figure C2 – Tambourine Dream Max Patch Detail ...................................................................... 56  
Figure C3 – Tambourine Dream Max Patch Detail ...................................................................... 56  
Figure C4 – Tambourine Dream Max Patch Detail ...................................................................... 57  
Figure C5 – Tambourine Dream Max Patch Detail ...................................................................... 58  
Figure D1 – Sirens Max Patch ...................................................................................................... 59  
Figure D2 – Sirens Max Patch Detail ........................................................................................... 60  
Figure D3 – Sirens Max Patch Detail ........................................................................................... 62  
Figure D4 – Soundfiles Subpatcher .............................................................................................. 63  
Figure D5 – Soundfiles Subpatch Detail ...................................................................................... 64  
Figure E1 – Wooden Blossoms Max Patch .................................................................................. 65  
Figure E2 – Pedal Subpatcher ....................................................................................................... 65  
Figure E3 – Tempo Subpatch ....................................................................................................... 66  
Figure E4 – Events Subpatch ........................................................................................................ 67  
Figure E5 – One Subpatcher ......................................................................................................... 68  
Figure E6 – One Subpatch Detail ................................................................................................. 69  
Figure E7 – Delayblooms Subpatch ............................................................................................. 70  
Figure E8 – Two Subpatch ........................................................................................................... 71  
Figure E9 – Two Subpatch Detail ................................................................................................. 72  
Figure E10 – Three Subpatch ....................................................................................................... 73  
Figure F1 – The Seafarer Max Patch ............................................................................................ 74  
Figure F2 – Event Trigger Subpatch ............................................................................................. 74  
Figure F3 – Events Subpatch ........................................................................................................ 75  
Figure F4 – Events Subpatch Detail ............................................................................................. 75  
Figure F5 – Events Subpatch Detail ............................................................................................. 76  
Figure F6 – Events Subpatch Detail ............................................................................................. 77  
Figure F7 – Pitch Change Subpatch.............................................................................................. 77  
Figure F8 – Events Subpatch Detail ............................................................................................. 78  
Figure F9 – Echo Very High and Very Low Subpatch ................................................................. 78  
Figure F10 – Events Subpatch Detail ........................................................................................... 79  
Figure F11 – Events Subpatch Detail ........................................................................................... 80  
vi
Figure F12 – Events Subpatch Detail ........................................................................................... 80  
Figure F13 – Room Filter Subpatch.............................................................................................. 81  
Figure F14 – Events Subpatch Detail ........................................................................................... 81  
Figure F15 – Loops Ascending Subpatch ..................................................................................... 82  
Figure F16 – Loop Subpatch......................................................................................................... 83  
Figure F17 – Filter Subpatch ........................................................................................................ 84  
Figure G1 – The Expanding Universe Max Patch ........................................................................ 85  
Figure G2 – Expanding Universe Max Patch Detail .................................................................... 86  
Figure G3 – Events Subpatch ....................................................................................................... 87  
Figure G4 – Event Control Subpatch ............................................................................................ 87  
Figure G5 – Looperase Subpatch .................................................................................................. 88  
Figure G6 – Expanding Subpatch ................................................................................................. 88  
Figure G7 – Expanding Subpatch Detail ...................................................................................... 89  
Figure G8 – Expanding Subpatch Detail ...................................................................................... 90  
Figure G9 – Expanding Subpatch Detail ...................................................................................... 90  
Figure G10 – The Expanding Universe Detail ............................................................................. 91  
Figure G11 – Pitch Set Subpatch .................................................................................................. 92  
Figure G12 – Expanding Subpatch Detail .................................................................................... 93  
Figure G13 – Filter Subpatch with Band Pass Filter .................................................................... 94  
Figure G14 – Filter Subpatch with Oscillator ............................................................................... 95  
Figure G15 – Events Subpatch Detail ........................................................................................... 96  
Figure G16 – Tapseg Subpatch ..................................................................................................... 96  
Figure G17 – Playloop1 Subpatch ................................................................................................ 97  
Figure G18 – Segment Subpatch .................................................................................................. 98  
Figure G19 – Expansion Stages Subpatch .................................................................................... 99  
Figure G20 – Loop Expansion Stage 1 ......................................................................................... 99  
Figure G21 – Expand Audo File2 Subpatch ............................................................................... 100  

vii
Chapter 1: Introduction

Background Information

The combination of solo percussion with live electronics dates back to 1939 with

Imaginary Landscape No. 1 by John Cage.1 Since then there have been many pieces composed

for electronics and percussion but it is still a relatively new genre. As the field of computer

science advances, the technology used to create and perform music also develops. Faster

processors, smaller computers, and more integration between performer and computer make

performing with electronics easier for the performer and possibly more compelling for the

audience. Though solo percussion and electro-acoustic music have co-existed for several

decades, they have only recently become so common as to be programmed on student recitals. In

2001, the Percussive Arts Society International Convention Focus Day presented a session titled

“Wired for Percussion,” that featured works using electronics. Then in 2013 and in 2014, PASIC

included an extra daylong session dedicated to electronic music including numerous

performances, demonstrations, and clinics. At the time of this writing, there are relatively few

performers who can be found regularly using interactive technology. However, the computer

programs composers use to create these works are becoming more reliable and easier to use in

performance.

Most composition departments at major universities have an electronic music studio and

most utilize programs such as Max,2 yet the study of electronics are often omitted from the

curricula of instrumental studios in these same schools. Though not the only software available,

Max is arguably one of the most popular programs used by composers for live electronic music.

1
Peter Manning, Electronic and Computer Music, 4th ed. (New York: Oxford University
Press, 2013), 41.
2
Max, also known as Max/MSP and Jitter, is distributed by the company Cycling ’74.

1
This unique computer software allows composers to create a patch or graphic interface that a

performer can then use in conjunction with other devices such as a microphone and foot pedals

or other triggers. Using Max or other programs in a live performance gives more expressive

control to the performer than fixed media works, which have a set duration. The idea, though, is

not to abandon fixed media practices but rather empower the performer’s musicality and

interpretation.

Classically trained musicians are often hesitant to play live electronic music for a variety

of reasons – established large body of repertoire, negative attitude toward electronic music,

aesthetics, lack of experience or accessibility to name only a few. However, percussionists are

often more inclined to perform with electronics due to the similarity in sounds, the relatively

small repertoire that exists for percussion, and experience in experimental music, i.e. works of

Cage, Varese, etc. If composers can use Max effectively to create works that are musical,

expressive, engaging, and perhaps most importantly glitch free, then other musicians might

choose to perform them.

Purpose

The purpose of this document is to help percussionists unfamiliar with technology

perform works for percussion and live electronics through a hands-on, progressive approach.

Students may then be emboldened to perform other repertoire in the genre and create their own

works with Max.

Description of Project and Limitations

This project consists of five original works for percussion and Max based on specific

techniques found in the current repertoire, starting with simple techniques such as using a pedal

2
to start a sound file, then moving towards more complex interactions with the computer. This

document describes the necessary equipment and explains how to use it in each work. Each

composition is scored for a different instrument: tambourine, timpani, marimba, snare drum, and

vibraphone respectively. In addition, each patch is described in detail with schematics and

illustrations to explain how the program works.

This collection of works only addresses the program Max and its use with percussion

instruments. The compositions are at an undergraduate collegiate level. It is not within the scope

of this document to include in depth discussions of the hardware needed to perform the works

such as microphones, speakers, and digital audio converters, however brief descriptions are

included. All patches in this document were created using Max 6. At the time of writing, Max 6

Runtime was the current version hence all examples use Max 6 graphics. Max 6 and later

versions of Max are able to run the patches in this document, however Max 5 or earlier may not.

Related Literature

A search of World Cat revealed that there are no etude books currently available that

cover performing works for percussion and Max. Several articles in Percussive Notes mention

Max and percussion but only one is specifically dedicated to the topic. The Percussive Arts

Society Technology Committee is currently collecting scores for percussion and electronics to be

entered into a searchable catalog. There was also a call for scores from the University of

Wisconsin-Whitewater that included works written for percussion and Max in 2005.3 Though

only a handful of solos for Max and percussion turn up in a search of World Cat there are

numerous unpublished works listed on programs from past percussion conventions and past

electronic music conventions. As an example there were five works scored for electronics and

3
“Call for Scores,” Percussion News July 2005: 12.

3
percussion during the 2007Society for Electro-Acoustic Music in the United States conference4

and seven in the 2009 conference.5

J. B. Smith, percussion professor at Arizona State University, wrote an article for

Percussive Notes specifically mentioning Max. In the article he discusses the flexibility of the

program, being useful in pedagogy, developing new works, and performing works for outdated

technology.6 He begins by explaining how the program uses a graphic interface to create patches

that can do various processes including sound file playback, audio recording, and real-time audio

processing. One use he gives of Max is to preserve older electronic pieces whose equipment

needs have become obsolete or cumbersome, such as pieces with tape recorders that require an

extra audio engineer. Dr. Smith describes how he set up a Max patch to work with Daniel

Levitan’s Can’t See the Forest…music (1971) scored for speaker, wine glass, and multi-track

recorder. Another use is to make works that use looping foot pedals and other pedal effects, like

Nigel Westlake’s Fabian Theory, more easily played by eliminating the outboard gear and using

only Max. This article has many compelling arguments for the use of Max both in performance

and pedagogy, however it is limited to a short article.

There are several shorter articles, from 2001 to the present, that mention the use of Max

with percussion, most discussing concerts incorporating live electronics. Other articles are about

specific performers who use Max in their concerts, specifically Fernando Rocha from Brazil and

Joby Bergess from England both of whom have given clinics and performances at past PASICs.

4
“2007 SEAMUS Program,” http://www.music.iastate.edu/seamus/main.html
5
“2009 SEAMUS Program,” http://seamus.sweetwater.com/wp-
content/uploads/seamus_2009_program.pdf
6
J. B. Smith, “Max/MSP: A Software Tool for Percussionists,” Percussive Notes 46 no 6
(2008): 64-69.

4
These articles mention briefly how the performers interact with the program but omit in-depth

discussions or examples.

The information and literature written about percussion and Max suggests an interest in

the topic, though mostly in small, specialized circles. A pedagogical, hands-on approach is

needed for percussion teachers and students to gain a thorough understanding of the program and

how to perform with it. As more performers learn to use Max (and similar programs), the genre

of live electronics and percussion will continue to develop.

Justification

In a collegiate percussion curriculum, etude and method books are commonly used to aid

students in developing proficiency on marimba, snare drum, and timpani – the three most

common percussion instruments. As of yet there are no method or etude books that incorporate

live electronics. Method books are often written as either pedagogical etudes for teachers to use

in lessons or as supplemental materials that students can work on outside of lessons. Today there

are etude books that have become standard materials for undergraduate percussion curricula such

as Anthony Cirone’s Portraits in Rhythm for snare drum, the etudes of Clair Omar Musser for

marimba, and Michael Udow and Chris Watts’s Contemporary Percussionist for multiple

percussion, to name only a few. These etudes facilitate the student gaining technical proficiency

when working with a teacher.

Supplemental pedagogical materials that the student can study independently from his or

her professor are becoming increasingly important as the scope of percussion is continuously

expanding. There are a vast number of disparate percussion instruments from all over the world

making it nearly impossible for a particular teacher to be an expert in all areas. Supplemental

materials can aid professors unfamiliar with certain techniques, instruments, or styles they deem

5
important for students to know. Method of Movement, published in 1979 by marimba virtuoso

Leigh Howard Stevens, is one example of supplemental pedagogical material. The book explains

how Stevens holds four mallets and includes detailed pictures and explanations of how the hands

should function. Professors who use a different grip would not necessarily need to be proficient

using this technique but could still discuss musicality and expression.

Similarly, this document is intended to be a supplemental method book explaining how to

perform with Max. Works for percussion and Max are becoming more common especially on

collegiate recitals. Pieces such as Prime Ordinals by Jim Casella, Mare Tranquillitatis by Mark

Berry, both available through TapSpace publications, as well as Music for Snare Drum and

Computer, Music for HiHat and Computer, and Music for Cajon and Computer all by Cort Lippe

are becoming popular. Max can also be used to perform tape pieces as demonstrated in the first

piece, Tambourine Dream. The goal of this document is to provide a sequential pedagogical

approach that will aid students who are interested in performing with electronics develop a basic

understanding of the program. With this understanding and experience they could then continue

to perform more repertoire for percussion and live electronics or perhaps compose original

works.

6
Chapter 2: A Brief History of Percussion and Electronics

A brief discussion about the development of electronics and percussion will serve to

contextualize the works in this document. This chapter is not meant to be a complete history of

electronic music but will summarize the path of electroacoustic music and highlight moments of

intersection with percussion. There are several authors who have written much more detailed

historical accounts of electroacoustic music such as Joel Chadabe, Peter Manning, and Thom

Holmes.

Electronic music and percussion have followed similar lines of development. Although

percussion is one of the oldest instrument groups, composers only recently began writing for solo

and chamber percussion groups. The first compositions for the modern percussion ensemble, that

is, an ensemble that uses Western notation, were written around 1930. In the same way, the

repertoire of electronic music has only recently begun to develop. In a paper presented by

Fernando Rocha at a percussion conference at the University of California San Diego, he

suggested that electronic music and percussion offer composers new timbre options – the “all-

sound” world of Varèse and the Futurists.7 The development of both percussion and electronic

music are subject to hardware advancements; electronic music with regard to technological

changes, and percussion with regard to instrument development. But it is also often the

imagination of composers, like Edgard Varèse, that spurs advancements. In 1936, Varèse wrote:

Moreover, the new musical apparatus I envisage, able to emit sounds of any number of
frequencies, will extend the limits of the lowest and highest registers, hence new organizations of
the vertical resultants; chords their arrangements, their spacings – that is, their oxygenation … The

7
Fernando Rocha and D. Andrew Stewart, “Collaborative Projects for Percussion and
Electronics,” (paper presented at Roots and Rhizomes: Seventy-Five Years of Percussion Music,
San Diego, California, February 21-24, 2007)

7
never-before-thought-of use of the inferior resultants and of the differential and additional sounds
may also be expected. An entirely new magic of sound!8

Electronic music, or as some refer to it, electroacoustic or acousmatic music, began at the

turn of the twentieth century with Thaddeus Cahill’s Telharmonium, patented in 1896.9 This

massive device used telephone cables to transmit sounds from the machine to the audience.

Though most of the repertoire performed were light classics, other composers saw the beginning

of a new era in which new tunings could arise allowing an infinite number of tones to the octave.

In his book, Sketch of a New Aesthetic of Music, Ferrucio Busoni lauds the Telharmonium and

wonders about music of the future – new timbres, tunings, and methods of listening. He also

mentions that it will take a new audience to appreciate these advancements.10

The first documented examples of live percussion with electronics come from John Cage

and his Imaginary Landscapes. The first Landscape (1939) is scored for cymbal, piano,

amplified coil, and variable speed records along with two audio technicians who control the mix.

The audience would be in another room where the dancers of Merce Cunningham’s company

would perform to the transmitted sounds.11 Cage’s later Landscapes incorporated the

percussionists as on-stage performers. Credo in US (1942) is another example of percussion with

live electronics – scored for electric buzzer and record player. Cage instructs the performers to

choose a record, in this case a 33 1/3 RPM LP record, of a great symphonic work such as

8
Edgard Varèse, “new Instruments and New Music,” The Liberation of Sound ed. Chou
Wen-chung Perspectives of New Music, v. 1 (Fall-Winter 1966), 11-19.
9
Thom Holmes, Electronic and Experimental Music: Technology, Music, and Culture.
th
4 ed. (New York: Routledge, 2012) 45.
10
Paul Sanden, Liveness in Modern Music (New York: Routledge, 2013) 93.
11
Ibid. 95.

8
Antonin Dvořák’s New World Symphony and have it play during the performance indicating in

the score when to change the volume.

The first electronic music studios were founded in Paris and Cologne. Pierre Schaeffer,

an electronic engineer at Radiodiffusion Télévision Française, was a pioneer in electronic music

and founder of the Groupe de Recherches Musicales (GRM) in 1948.12 He would record the

sounds of trains, boats, and ambient noises of cities then manipulate the tape in different ways –

changing playback speed, reversing sounds, and cutting off the attacks of notes. This genre of

electronic music became known as musique concrète.13 Soon after in Cologne, Herbert Eimert,

Dr. Werner Meyer-Eppler, Robert Beyer, and Fritz Enkel started an electronic music studio in

1951 under the auspices of the West German National Radio dedicated to producing

elektronische Musik – music produced exclusively by electronic oscillators and recorded onto

magnetic tape.14 The process often involved several sine-wave oscillators sounding at the same

time to create complex sounds, known as additive synthesis.15 In the first few years, the engineer/

composers of each studio worked using different means: those in Paris used sampled audio as

compositional material while the Cologne studio opted to use sounds they created often in a

serial manner.16 Though the two studios were founded on opposing philosophies of electronic,

the composers soon began using both techniques in their works. For example, Stockhausen uses

prerecorded sounds of a boy’s voice, musique concrète, along with additive synthesis,

12
Thom Holmes, Electronic and Experimental Music, 87.
13
Peter Manning, Electronic and Computer Music, 20.
14
Ibid. 40.
15
Ibid. 37.
16
Nick Collins and Julio d’Escrivan, eds. Cambridge Companion to Electronic Music.
(Cambridge: Cambridge University Press, 2007) 26.

9
elektronische Musik in the work Gesang der Jünglinge (1955-56). Other important studios

developed in Italy and America. Most notable was the Columbia-Princeton Electronic Music

Center formed by Vladimir Ussachevsky, Otto Leuning, Roger Sessions, and Milton Babbitt,

which was the home of the RCA Mark II synthesizer.17

Shortly after the founding of these studios, in 1952, one of the first tape and instrument

works was premiered, Musica su due Dimensioni. It was composed by Bruno Maderna and

scored for flute, percussion, and tape.18 Soon after this premier, composers began writing more

tape pieces with instruments. In 1954, Edgard Varèse wrote, Déserts, perhaps the first work for

orchestra and tape.19 One of the most revered tape pieces even today is Stockhausen’s Kontakte

(1960), scored for piano, percussion, and a four-channel tape created using sound generators,

modifiers, and other analog devices.

Composers were also experimenting with tape recorders in performance. One of the first

compositions was Mauricio Kagel’s Transicion II (1959). This work is written for a piano and

percussionist playing the inside of the piano with the aid of two technicians using tape recorders.

One tape recorder would record sounds as they occurred during the performance and then play

the tape back later in the work. The other tape would have prerecorded sounds consisting of

material that would be played by the live performers later in the piece. This technique brings

together past, present, and future.20 Stockhausen also used tape recorders in Mikrophonie I

17
Peter Manning, Electronic and Computer Music, 95.
18
Otto Leuning, “Origins,” The Development and Practice of Electronic Music, eds. Jon
Appleton and Ronald Perera (New Jersey: Prentice-Hall Inc., 1975), 13.
19
Leuning, “Origins,” 18-19.
20
David Ernst, The Evolution of Electronic Music (New York: Schirmer Books, 1977)
153.

10
(1964) in which percussionists play a tam tam with multiple implements in various beating areas

to create a wealth of different timbres. The tape recorders then amplify and electronically filter

those sounds.21

During the 1960s several improvisatory, electronic music ensembles formed in Europe

and America. In Cologne, Stockhausen had assembled several performers to play his music. In

Rome there were two competing ensembles, the Gruppo di Improvisaziono Nuova Consananza

and Musica Electronica Viva (MEV) – the latter made up of American expatriates including

Frederick Rzewski. Cornelius Cardew set up the Scratch Orchestra in England and Robert

Ashley and Gordon Mumma founded the Sonic Arts Union in America. These ensembles wrote

their own music and experimented with various kinds of theatrics and sound production. Many

of these ensembles incorporated electronic as well as acoustic instruments. The improvisers in

MEV often attached contact microphones to found objects to expand their timbrel palette.

Though the members of the MEV, Scratch Orchestra, and the Sonic Arts Union were often

conservatory-trained musicians, they began democratizing music by allowing and encouraging

audience participation in concerts.22 In December of 1967, the University of California Davis

and Mills College produced the first Festival of Live Electronic Music.23 Also during the 1960s,

percussion virtuoso, Max Neuhaus, recorded several works incorporating electronics such as,

Earl Brown’s four systems, Bussotti’s Couer pour Batteur, and Cage’s Fontana Mix-Feed.

21
Gordon Mumma, “Live-electronic Music,” The Development and Practice of
Electronic Music, eds. Appleton and Perera (New Jersey: Prentice-Hall Inc., 1975), 299.
22
Robert Adlington, ed. Sound Commitments, (New York: Oxford University Press,
2009), 110.
23
Gordon Mumma, “Live-electronic Music,” 299-300.

11
During the 1960s and 70s, voltage-controlled synthesizers that used transistors allowed

composers and performers to more quickly and accurately create music through sine wave

oscillators. The invention of transistors decreased the size of components and voltage-controllers

allowed for precise manipulation of sound.24 These new synthesizers were more compact and

portable than previous electronic devices increasing their potential to be used in performance.

Robert Moog, one of the first and most well known audio engineers, developed the Moog

Synthesizer in 1966.25 John Chowning, working at Stanford, conducted research using

frequency modulation to mimic musical instruments.26 This opened up a new avenue for

musicians and it soon found its way into popular music. In 1983, Yamaha began manufacturing

the DX series of synthesizers that were portable and used MIDI controls.27 MIDI, or Musical

Instrument Digital Interface, was developed in 1982 by a coalition of several companies

interested in codifying a communications protocol for musical electronic devices, such as

synthesizers.28 The MIDI language allows computers, controllers, interfaces, and synthesizers to

communicate regardless of the manufacturer of each component. The Yamaha synthesizers were

just the beginning of what have come to be known as MIDI controllers. Common percussion

MIDI controllers include the MalletKat and DrumKat by Alternate Mode and the XyloSynth by

Wernick. As synthesizers were developing in the 1970s, Max Mathews, working at Bell

24
Thom Holmes, Electronic and Experimental Music, 161-162.
25
Manning, Electronic and Computer Music, 102.
26
Ibid. 195.
27
Ibid. 281.
28
Ibid. 267.

12
Laboratories in New Jersey, was developing computer-assisted synthesis.29 This was the

beginning of computer music and paved the way for programs such as Pro Tools, Ableton, and

Max/MSP.

Composers continued to write many tape pieces and works with tape recorders during

the 1970s and 80s. Mario Davidovsky’s Synchronisms No. 5 (1974) has become an important

work for percussion ensemble and tape. James Tenney wrote deus ex machine in 1982 for tam

tam and tape delay system, somewhat similar to Stockhausen’s Mikrophonie I. In 1984, Javier

Alvarez wrote one of the seminal works for percussion and tape, Temazcal. Scored only for

maracas, the tape part moves from various manipulated bell like sounds and other electronic

sounds to a folk melody at the end. The percussionist has some freedom with several ad lib parts

but there are also moments that must by synchronized with the tape. Another work for tape

recorder is Space Model (1992) by Marta Ptaszynska, which requires multi-track recording and

playback abilities.

During the last quarter of the 20th century Max Mathews, along with many other

engineers at Bell Labs, continued to develop computer based music synthesis. Starting with the

MUSICn series, consisting of MUSIC1, MUSIC2, and continuing through MUSIC 11, Mathews

used IBM computers to create music electronically.30 He eventually developed GROOVE which

used knobs and buttons to control the music synthesis as opposed to using a programming

language.31 Others also developed their own computer music programs such as Music Mouse by

29
Ibid. 187.
30
Nick Collins and Julio d’Escrivan eds., Cambridge Companion to Electronic Music,
58.
31
Peter Manning, Electronic and Computer Music, 207-208.

13
Laurie Spiegel and the programs M and Jam Factory by Joel Chadabe.32 IRCAM, in France,

continued research in computer music and in 1988 developed the 4X, a computer peripheral that

could process an audio signal in real-time. This was not feasible on earlier computers because

they did not have enough processing power.33 Miller Puckette, also working at IRCAM,

developed a program later named Max (named for Max Mathews) as a language to control the

4X. After much research and experimenting, the company Cycling ’74 came out with Max/MSP

in 1999 and has since added Jitter, a video-editing program. Other software that was created and

is being developing concurrently with Max includes Pure Data, Supercollider, ChucK, and

Csound.

Although live interactive music is relatively new, there are already works for percussion

and Max that have become common repertoire, such as 6 Japanese Gardens by Kaija Saariaho,

Music for Hi Hat and Computer and Music for Snare Drum and Computer both by Cort Lippe,

and Prime Ordinal by Jim Casella.

Though still in its infancy when compared to other genres, electronic music has taken

over especially in popular music. Electronic instruments are as common as acoustic instruments,

hence the need for composers to call for “acoustic” guitar or “electric” bass to be clear what

instrument is intended. Though the music being produced in popular music is much different

than that of Stockhausen, the technology and techniques musicians and sound engineers use

today are results of early electronic music experiments. In fact one could argue that almost, if not

all, popular music is electronic music due to the production, distribution, and consumption of

popular music via electronic means. There is, however, a clear distinction between music in

32
Nick Collins and Julio d’Escrivan, eds. Cambridge Companion to Electronic Music,
92-93.
33
Peter Manning, Electronic Computer Music, 232.

14
Academia and popular music – the former pushing electronic music to the fringe and the latter

using electronic music to entertain. For music students today, it is imperative to have a basic

understanding of electronics and music technology regardless of their intended careers.

15
Chapter 3: Getting Started

This chapter will explain what the performer will need in terms of hardware and

software. In order to perform the works in this document the performer needs a laptop with Max

Runtime available for free from Cycling ’74 to run the patches written for these works34, a digital

audio interface, powered speakers, a microphone, a foot pedal, and all assorted cables. An in-

depth discussion of these items is not within the scope of this document, however a brief

explanation of the devices is included as well as a recommended set up in Appendix A.

The laptop should be able to run Max Runtime. The requirements can be found at the

Cycling ‘74 website, though almost all newer computers, manufactured within the past five

years, are well equipped to run the program. To perform the works in this document the

performer needs only to download Max Runtime.35 In order to alter existing patches or create

new ones, the full version of Max is required. Another option is to use the open source program

Pure Data, also created by Miller Puckette, to create new works. It is almost identical to Max

with the exception that objects have different names. Max will be discussed in more detail later

in this document.

A digital audio interface connects the microphone and speakers to the computer.36 It

transforms the audio signal into a digital signal using an analog to digital converter (ADC) and

vice versa by means of a digital to analog converter (DAC). Often the audio interface connects to

the computer via USB or FireWire. The interface needs at least two inputs and two outputs to

perform all of the compositions in this document.

34
The Max patches are online at http://www.andythierauf.com/max-patches.html
35
https://cycling74.com/downloads/runtime/
36
Recommended brands: MOTU and M-Audio

16
In lieu of using an audio interface, an XLR-USB converter or USB microphone could be

used to connect a microphone directly to the computer.37 The audio from the earphone jack on

the computer would then need to be routed through a mixer and into speakers. However, this

method may limit the number of microphones that can be used, and the audio quality depends on

the sound card in the computer.

All of the works in this project require two speakers to produce a stereo sound field.

There are several types of speakers that fall into some combination of powered or unpowered,

and active or passive. Though powered, active speakers are recommended, any kind of speaker

system will work. Budget, venue, and other factors may determine the specific amplification

requirements.

The first two works presented in this document do not use microphones. The third work,

Wooden Blossoms, uses two while the last two compositions require just one microphone. Like

speakers, there are many different types of microphones, and most will work.38 When using a

microphone, make sure it is placed above the instrument and pointed towards the middle of the

playing area.

A USB foot switch is suggested to trigger events in these patches.39 While there are many

different kinds of switches or pedals that will work, the Max patches need to be configured

properly. Open the Max patch, “Configuring the Foot Switch” shown in Figure 1, and follow the

instructions. Generally most human interface device (HID) foot switches act like a keyboard

37
For example: Blue Icicle converter
38
A common and reliable instrument microphone is the Shure SM-57
39
For example: Delcom HID Products. Other HIDs are available through electronics
stores, often marketed to gamers or as handicap accessibility

17
outputting an ASCII40 number such as 32 for “enter” or 97 for the letter “b” on the keypad. Other

HIDs send MIDI information, outputting 127 when activated and 0 when deactivated.41 For the

patches in this document, if the HID outputs ASCII numbers then it should not output 32

“spacebar” or 127 “delete/backspace” as those keys already have assigned functions. The

“Configuring the Foot Switch” patch accepts both ASCII numbers and MIDI information.

Figure 1 – Configuring the Foot Switch Max Patch

40
ASCII, or American Standard Code for Information Interchange, is the numerical
representation of keyboard characters.

18
An Introduction to Max

Max is an object based programming environment that allows the user to create patches,

or programs, that control audio and visual processes. “Patches” get their name from the patch

cords composers and engineers used (and still use) in synthesizers to connect components in

order to achieve certain sounds and effects. Unlike other computer music programs like Csound

and ChucK, there is no programming language per se, but instead uses an intuitive graphic user

interface to create patches. A performer does not need to know how Max works but only how to

interact with the computer, such as how and when to hit a certain trigger. The following chapters

describe how to use a Max patch, explain many common objects, and provide examples of works

for percussion and Max.

Before delving into Max, a few basic functions and terms must be explained. The name

“Max” is short for Max/MSP and Jitter – three programs in one. “Max” controls discrete

messages and MIDI, “MSP,” controls audio signal in the program, and “Jitter” controls video

signal. Although the three elements run within the same program, they each have unique traits

illustrated in Figure 2. Max objects only connect to other objects and messages via gray colored

patch cords. MSP objects send audio signal via yellow patch cords and have a “~” after their

name, e.g. DAC~. Jitter objects send video signal via green patch cords and start with “jit.” e.g.

jit.qt.movie.

19
Figure 2 – Different Appearances of Max, MSP, and Jitter

“Objects,” found in Max, create connections that result in sound generation, sound

manipulation, computations setting parameters for algorithms, and other procedures.

“Arguments,” found after the name of an object, control the functional parameters. For example,

in Figure 3 the cycle~ object produces a sine wave and the argument controls the frequency in

Hz, here 440 Hz.

Figure 3 – Object and Argument

There are hundreds of objects in Max and programmers are constantly creating new objects to do

new processes. The best way to figure out what an object does is to open its “helpfile patch” that

explains what it does and how to use it. When writing patches, composers often copy the

contents of the helpfile patch and paste it directly into a new patch. For composers, Max also has

many tutorials; however this document will serve as a tutorial for performers who may not want

to learn how to write patches but simply perform with Max. In addition to help files and tutorials,

20
there are forums on the Cycling ’74 website dedicated to helping new and experienced Max

users troubleshoot issues.42 Many questions have answers in the forum archives and experienced

programmers are quick to answer new questions. The forums also offer a space to share ideas

and upcoming projects with fellow Max users.

Messages appear in grey ovals and carry information that can change or be changed by an

object. A common message in Max is the “bang” message. A bang is much like a dot in

geometry - it happens at an exact time and has no length. Often a bang causes other things to

happen. For example, if a sound file is playing and a stop message is “banged,” then the audio

file will stop playing. Making sure all of the bangs happen in the correct order, also known as

“scheduling” in Max, is an important aspect of the program. Figure 4 illustrates how scheduling

works to play an audio file using an sfplay~ object. In this scenario, the audio file, named

audiofile.aif, needs to be played at half speed. The button at the top sends a bang to the trigger

object abbreviated “t” followed by the argument “b” three times. The “b” stands for bang and

each “b” is correlated with an outlet – the left “b” with left outlet, the middle “b” with the middle

outlet and the right “b” with the right outlet. When the trigger object receives a bang it then

sends a bang out of each of its outlets in order from right to left almost simultaneously. Novice

users may become frustrated when a patch does not work because the operations are happening

in the wrong order. Here, the order is important because the speed at which the file is played and

the audio file name need to be specified before the sfplay~ object can do anything. The trigger

object in Figure 4 sends out bangs from right to left, first hitting the message “0.5” setting the

speed, then “open audiofile.aif” selecting the audio file, and finally “1” activating sfplay~.

42
https://cycling74.com/forums/

21
Figure 4 – Triggering Messages in Order

In Max, punctuation and other syntax is critical – small details may cause drastically

different outcomes. One of the most important differentiations to make is between an integer

(abbreviated int) and a float number as demonstrated in Figure 5. An integer is a whole number

without a decimal point whereas a float number is a number with a decimal point. Though

seemingly insignificant at times it can mean the difference between a smooth decrescendo and an

abrupt cut off. Opening the patch “Float Numbers vs. Integers” will demonstrate the differences.

Clicking on the messages under “Using float numbers” create a smooth crescendo and

diminuendo, while the messages under “Using integers” cause immediate starts and stops of the

sound.

22
Figure 5 – Float Numbers vs. Integers Max Patch

Comments are also useful in Max in order to remember or explain what is happening in a

patch. Comments do not affect objects or messages and can be placed anywhere to explain what

a certain object is doing, explain what numbers mean, or as a reminder for future uses. In Figure

5 there are comments above each message explaining what they will initiate. Adding notes with

text is very helpful, since Max patches can become complex and even the most advanced

programmers may forget how a patch functions after spending some time away from it.

Almost everything in Max is customizable including font size, background color, object

size, and position. In order to make changes to a patch it must be unlocked by clicking on the

small lock icon in the bottom left corner of the screen. However, it is best to have the patch

locked when performing. Patches cannot be unlocked using the Runtime version, only with the

full version of Max.

It is important to keep the objects organized and keep the flow of information clear from

the top down. In some cases this becomes impossible but in general, knowing how the patch is

designed to flow can make troubleshooting easier later. It is also essential to keep in mind that

these patches will be used in a live performance situation and making reliable patches that have

23
fail-safes is critical. If something is not working, then the Max Window (Figure 6), found under

the Window menu, may show the error in red.

Figure 6 – Max Window

In order for Max to communicate with the audio interface the correct audio driver must

be selected. The Options menu includes the Audio Status where the Audio driver, input, and

output can be changed (Figure 7). As a default, it is set to Core Audio with built in Microphone

and built in output corresponding to the microphone and speakers in the computer. To use an

audio interface, select the correct device in those categories. Each audio interface is different, but

it should be listed in either the driver menu or the input or output device menus. Everything else

in the Audio Status should be ready to use.

24
Figure 7 – Audio Status Window

The following original compositions and patches expand on these basic concepts,

introducing more objects that process sound in myriad ways. Though the patches become

progressively complex, the interaction between the performer and computer remains relatively

simple in that the only trigger in use is a foot switch. However, as the processes become more

complex and algorithmic, the performer gains more expressive freedom, able to choose tempi,

play out of time, and at times improvise. The performance instructions should be followed

closely in order to avoid technical issues. Familiarity with the hardware builds confidence.

Electronic works should be practiced similarly to a duet, learning one’s own part first then

putting it together with the second player, in this case the computer.

25
Chapter 4: Original Compositions for Solo Percussion and Max

Introduction to the Works

This chapter contains five compositions scored for solo percussion and Max covering

several different instruments and real-time music processing techniques. The first piece is for

tambourine and fixed media, and demonstrates fundamental elements of Max. The second work,

Sirens, for timpani, incorporates a foot switch to begin and end sound files allowing the

performer more expressive possibilities. The third work, for marimba, utilizes microphones for

live sound processing including digital delay. The Seafarer, for snare drum, also manipulates

sound in real time such as changing the pitch and timbre of the recorded audio signal. The final

work, The Universe Expanded, is a guided improvisation for vibraphone that incorporates

looping and manipulated playback.

A brief introduction, program note, performance directions, and a troubleshooting aid

accompany each work. The introduction and program notes give background information about

the piece while the performance directions and troubleshooting explain how to use the Max

patch. Detailed explanations and schematics of the Max patches are included in appendices to

help students who want to learn more and build their own patches; however, they are not

necessary to performing these works. The scores are in Appendix H.

26
Tambourine Dream – for Tambourine and Fixed Media

Tambourine Dream serves as a fundamental Max patch on which the subsequent works

in this collection build. Tambourine Dream could also be performed without Max since it uses

fixed media but it introduces some basic functions of the program. This also familiarizes the

performer with the scenario of playing with electronic sounds, a duet between the instrument and

computer. Since this patch can play any sound file on a computer, it could be used to perform

any standard fixed media and percussion repertoire, such as Temazcal by Javier Alvarez,43

Garage Drummer by James Campbell,44 and EDGE (corrugated box) by Bruce Hamilton.45

Program Note

Tambourine Dream explores the secret life of the be-jingled frame drum. Though the

tambourine and its ancestors have a long, fascinating history they are now relegated to the back

of the orchestra with little hope of being seen. Although some composers have chanced to

explore the musicality and virtuosity of the tambourine, by and large it remains underappreciated

at best. Percussion students scoff at the thought of practicing the tambourine when such grand

and instruments as the marimba and snare drum must be mastered – not to mention the hallowed

timpani. The tambourine, it seems, is fated to the hands of the second, third, or even fourth chair

percussionist, far beneath the proclivities of the principal player. For a moment though, the

43
Javier Alvarez, Temazcal – for tape and amplified maracas (Black Dog Editions:
London, 1984).
44
James Campbell, Garage Drummer – multiple percussion solo with soundscape
(HoneyRock: Everett, PA, 2005).
45
Bruce Hamilton, EDGE (Corrugated Box) – for multiple percussion solo with tape
(Non Sequitur Music Publishing: Bellingham, WA, 1991).

27
tambourine will show adept versatility and beautiful nuance in a through-composed stream of

consciousness.

Key Ideas and Performance Directions

- Turning the DAC~ on and off, allowing the patch to send sound to the speakers

- Selecting and playing an audio file from the computer

- Adjusting the volume using sliders in the Max patch

To perform this piece, first turn on the DAC~ by hitting the spacebar – notice an “x”

appears in the toggle above the DAC~. Next, click the “open” message above the sfplay~ object.

This will bring up a window to choose an audio file on the computer. Choose the audio file

named, “Tambourine Dream.aif,” to be loaded into the sfplay~ object.

The rightmost slider object, or gain~ object is the master volume control. When the patch

is opened it is automatically set to 127, equivalent to 0 dB. 0 dB does not mean “no sound” and

could be quite loud depending on the speakers. If the volume needs to be softer or louder, use the

master volume slider to adjust the level. The number box below the slider shows the current

volume level and can be duplicated if typed into the box above the slider. For example, if during

a sound check the volume is too loud, move the slider down to the desired level, perhaps 100.

Before the performance, after opening the patch and loading the sound file, type “100” into the

number box directly above the master volume control slider to set the same level as from the

sound check. To begin the audio file, press the play button on the playbar. The meters located

below the sfplay~ object should be indicating the audio signal level via colored bars.

28
Troubleshooting

The Max Window (Figure 6) will report any issues that may occur. Text highlighted in red

indicates an error. A possible error that could occur in this patch would be that an audio file was

not loaded before pressing play. In that case, click the “open” message and select the appropriate

sound file. The Max Window is helpful as long as the problem lies within the Max patch, but

there are other possible technical issues that will not cause an error report.

One common problem is a lack of sound coming from the speakers. Make sure the

speakers have power and are on. The meters below the sfplay~ object will indicate if a signal is

passing through. If there is no signal then there may not be a sound file loaded or the DAC may

be off. Make sure the DAC is on and an audio file is loaded. If the meters indicate a signal is

passing through but no sound is heard there are two places to check. First make sure the gain~

objects are turned up and make sure the volume on the computer or mixer is also at an

appropriate level. The second place to check is the Audio Status window (Figure 7). To check

the audio status double click on the DAC~ object. This shows where the sound is being routed. If

using an audio interface, it should be selected in the driver menu or possibly the input and output

menus. It is important that the appropriate inputs and outputs are selected. If there is still an issue

with sound, try closing Max and reopening the patch.

29
Figure 8 – Tambourine Dream Max Patch

30
Sirens – for Timpani and Max

In this work, the performer uses a foot switch to start and stop sound files at various points

in the score, a similar technique is found in 6 Japanese Gardens by Kaija Saariaho.46 Unlike

traditional tape pieces that are fixed, using a foot pedal allows the performer to progress through

the work at their own pace. There are two ways the patch plays audio files in this piece: looping,

which creates ambient sounds through looped repetition of the electronics, and non-looping, in

which the performer plays along with the electronics, as in a fixed media work.

Program Note

Sirens is scored for timpani and the computer program Max. The performer controls the

computer via a foot switch that triggers sound files. Unlike fixed media works, this piece gives

the performer control over pacing and interpretation. There are moments when the performer is

rhythmically independent of the recorded audio files and other times when the two are

rhythmically aligned. The title alludes to both the modern concept of a storm warning and the

ancient mythological beings who lured sailors to their death through mysterious songs. Both

carry a sense of beauty and anxiety; the serenity of the calm before the storm undermined by the

knowledge of what is to come.

Key Ideas and Performance Directions

- Using a foot switch to start and stop sound files

To perform this work, first, type in the trigger number as discussed earlier in the

document or open the Max patch, “Configuring the Foot Switch” and follow the instructions.

46
Kaija Saariaho, Six Japanese Gardens – for percussion and electronics (Chester
Music: London, 1995).

31
Pressing the switch advances the Current Event number box forward triggering the next sound

file and/or stopping the previous sound file. The pedal remains inactive for a half-second after it

is pressed to prevent accidental triggering.

Next, drag the folder named “Sirens,” which contains the audio files, over the box

marked “Drag Folder Here.” It is located towards the upper right corner of the patch. An “X”

should appear in the box next to the words “Audio File Status” indicating that the files were

loaded.

Finally, set the master volume control to the appropriate level if necessary then press the

space bar to turn the DAC on. If the Current Event number box is not at “0,” press Backspace (or

Delete on Apple computers) to reset the counter. The patch is now ready.

The score specifies when to press the foot switch with large circled numbers corresponding

to the Current Event Counter on the screen. The computer should be in eyesight to make sure the

event numbers correlate. Some of the triggered sound files are ambient while others are

rhythmic. To practice the rhythmic sections, enter the corresponding number into the “start on

event” box then the next trigger will start that particular sound file.

Troubleshooting

First check the Max Window to see if there are any error messages. This will show if the

sound files were not loaded prior to starting the piece. If there is an issue try reloading the sound

files by dragging the “Sirens” folder back into the patch. It is important that none of the files

within the folder are renamed.

If the foot switch is not advancing the Current Event counter, check that the correct trigger

number has been entered. To determine what trigger number the foot switch is sending, open the

32
“Configuring the Foot Switch” patch and follow the instructions.

Make sure the DAC is on and audio files are loaded. If the meters do indicate a signal is

passing through but no sound is heard there are two places to check. First make sure the gain~

objects are turned up and make sure the volume on the computer or mixer is also at an

appropriate level. The second place to check is the Audio Status window (Figure 7). To check

the audio status double click on the DAC~ object. This shows where the sound is being routed. If

using an audio interface, it should be selected in the driver menu or possibly the input and output

menus. It is important that the appropriate inputs and outputs are selected. If there is still an issue

with sound, try closing Max and reopening the patch.

Figure 9 – Sirens Max Patch

33
Wooden Blossoms – for Marimba and Max

In this composition, the Max patch uses digital delay with feedback creating textural

backgrounds from the acoustic marimba sound inputs. Similar to the previous work this patch

also uses event-triggering techniques. Digital delay is a process of continual recording and

playback at a specified interval. Feedback is often added to the process to produce an echo effect

by routing the delayed sound back into the digital delay. The feedback level determines the rate

at which the subsequent iterations will decrease in amplitude or volume. For example, a feedback

level of 10% produces iterations that are each one tenth the amplitude of the previous – a

relatively short echo. On the other hand, a feedback level of 100% continues the iteration

indefinitely with no decrease in amplitude – useful for looping. It is important to keep in mind

that an amplitude greater than 1 causes the sound to increase in volume eventually causing

distortion. There are a number of works that utilize a digital delay, such as Nigel Westlake’s

Fabian Theory, for marimba, three toms, and delay pedal.47 Though scored for delay pedal,

performers also use computer programs like Ableton Live or Max to create the digital delay and

feedback.

Program Note

Wooden Blossoms, scored for marimba and Max, follows the journey of the hero archetype.

Our hero is a group of four notes that undergo a number of transformations beginning as a

consonant, diatonic pitch set and gradually shifting to a dissonant collection. As the pitch set

changes it also becomes engulfed in the electronic sound being captive to the rhythmic echo. The

47
Nigel Westlake, Fabian Theory – for solo percussion (amplified marimba/ 3 tom toms)
and digital delay (Rimshot Music: Australia, 1987 rev. 2003).

34
notes finally begin emerging, with more exuberance than before, breaking free from the

electronic sound as a new pitch set.

Key Ideas and Performance Directions

- Using Max to create digital delay and feedback

- Changing tempo settings for rehearsal purposes and expressive interpretation

- Recording live sound with Max using microphones

For this work, two microphones are needed – the first placed above the marimba pointing

towards the lower end and the second pointing towards the higher end. The ADC~ object or

analog-to-digital converter, located in the top left corner of the patch, routes the microphone

inputs into the Max patch. To check that the microphones are going into the correct inputs, turn

on the DAC~ and play the lowest note of the marimba. The left meter in the upper left corner of

the patch should be showing audio signal more loudly than the right. Now play the highest notes

and the right meter should indicate a stronger audio signal than the left. If the opposite happens

then switch the microphone inputs in the audio interface.

The meters under the ADC~ object will show how loud the incoming signal is via

colored bars. Adjust the gain sliders so the loudest attacks reach the suggested level – a louder

sound may cause clipping and distortion. It may also be necessary to adjust the gain of the

individual microphones on the audio interface. Consult the user manual for information on how

to adjust microphone levels.

Digital delay inherently creates a rhythm determined by the delay time. In order to

facilitate practicing and to give the performer more freedom of expression, the tempi can be

changed in the main patching window under the words “Tempo I” and “Tempo II.” These are

35
also marked in the score to identify where the tempo changes.

Once the levels for the microphones and the tempi have been set, the patch is ready. Like

the previous works in this document the spacebar turns on the DAC and backspace or delete key

resets the patch. The score is marked with large circled numbers to indicate when to press the

foot switch.

The beginning of the work, up to m. 45, does not need to be precisely in rhythm with the

digital delay but should be close to the chosen Tempo I. Starting in measure 45, the low notes

echo in the rhythm of quarter notes at the chosen Tempo II. The “pesante” sections should all be

in time with the bass note echo. Meaures 64, 76-77, 86-87, and 95 are rhythmically free and

should last between 8 to 15 seconds. These sections are recorded and subsequently layered on

top of each other. At m. 104 the delay effect should be clearly audible and the following

measures, up to m. 114, should be played in rhythm. From m. 114 to the end, the acoustic

marimba part does not need to be aligned with the digital delay, yet should be in a similar tempo

as the beginning, or slightly faster.

Another challenge of performing with digital delay is the need to play slightly ahead of the

beat due to the delay, or latency, inherent in audio interfaces. The speakers should be placed in

front of the microphones, facing away from the performer to avoid feedback. The performer

should use earphones to hear the electronic sound.

Troubleshooting

First check the Max Window for any errors. Make sure the DAC is on before checking the

volume levels. The meters next to the gain~ objects will indicate if there is an audio signal

coming from the ADC~ or going to the DAC~. If there is no audio signal shown in the meters by

36
the ADC~, check if the audio interface is receiving any signal from the microphones. If there is

no signal coming into the audio interface consult the user manual for trouble shooting advice. If

the interface is indicating an audio signal from the microphones but not the Max patch then

check the Audio Status window. Make sure the audio interface is selected in the driver menu or

in the input and output menus. If the foot switch is not working, make sure the trigger key is on

the correct number. To get the trigger key number, open the patch titled Configuring the Foot

Switch and follow the instructions.

Figure 10 – Wooden Blossoms Max Patch

37
The Seafarer – for Snare Drum and Max

The Seafarer uses filters and digital delay with feedback to manipulate the pitch and

timbre of the acoustic sound. There are many different types of filters but this work uses mostly

bandpass filters. A bandpass filter changes the timbre of a sound by allowing only specified

frequencies, or a band, to pass through, isolating and removing various harmonics. Bandpass

filters have two parameters that affect the sound – the center frequency and the Q, or curve. The

center frequency is the most prominent frequency allowed to pass through. The curve or Q

determines the width of the frequency band around the center frequency. A very narrow Q can

isolate one frequency (the center frequency) whereas a wide Q allows many frequencies through,

only altering the timbre of the sound slightly. The patch utilizes both fixed and constantly

changing center frequencies and Qs.

Pitch is manipulated by constantly changing the delay time, a phenomenon better known as

the Doppler effect. If the delay time decreases, the pitch ascends and vice versa. A chorus pedal,

a common effect used on electric guitars, uses this same principal. Often a chorus effect is used

to give a “shimmery” sound by adding several different iterations of the sound each being

slightly different in pitch. This work uses a chorus effect but with much larger pitch variations

than commonly found in popular music.

Algorithms in the patch control the processes that change the pitch and timbre of the sound.

The algorithms take inputs and transform them into outputs using a specified mathematical

expression. For example, one algorithm determines the center frequency for a bandpass filter by

adding 100 to a given random input and the Q by dividing an input by 1000 then adding 0.2 to

the resultant. Random number generators provide inputs within a predetermined range for the

algorithms creating unique realizations for each performance. The computer then has a guided

38
improvisation whereas the live performer has a specified score.

Another technique used toward the end of the piece requires live feedback from the

speakers to the microphone. This technique, taken directly from Alvin Lucier’s work I am sitting

in a room, causes the performing space to become a resonant filter. Other filters within the patch

take out high frequencies that could become over powering.

The performer uses a foot switch to trigger events though it may not be evident that a new

event has started immediately. Due to the random processes, the performer should listen to the

computer part while playing to be as expressive as possible. Composer Cort Lippe has a number

of works for percussion instruments and Max in a similar configuration such as Music for Snare

Drum and Computer, and Music for Hi-Hat and Computer.48

Program Note

The snare drum is often the first instrument a percussionist learns to play, whether as a

single entity or as part of a drum set. Though an important part of ensembles, the snare drum is

not often seen as a solo instrument. As some composers have discovered, the beauty of the snare

drum lies in the many nuanced sounds of the head, rim, and even the sticks. In The Seafarer, the

computer expands the pitch and timbre of the acoustic drum sound through processes of filtering

and digital delay. The sound processing algorithms are somewhat random allowing the performer

to take liberties with the score – exploring the sounds as they happen.

Key Ideas and Performance Directions

- Performing with algorithmic processing with unpredictable qualities

48
The scores and patches are available on his website:
http://www.music.buffalo.edu/faculty/lippe/compositions#nav

39
Only one microphone is needed, placed anywhere above the drum and pointed towards

the center of the head. The acoustic part and electronic part do not rhythmically align and so in-

ear monitors are not necessary. After the microphone level has been set, the patch is ready. The

score indicates when to press the pedal but pacing is left to the performer. Random number

generators control most of the processes and therefore each realization is similar yet unique.

Circled numbers in the score indicate when to press the foot switch. Any empty measure

indicates that the performer may take time to allow the processed sounds to fade away slightly

before beginning again. The times will vary due to the randomness of the algorithms. The ending

“room filter” event should be sound checked so as not to be too loud yet still allowing the

microphone to pick up sound from the speakers. If the “room filter” event does become

overpowering, the next event quickly lowers the amplitude to zero.

Troubleshooting

First check the Max Window for any errors. Make sure the DAC is on before checking the

volume levels. The meters next to the gain~ objects will indicate if there is an audio signal

coming from the ADC~ or going to the DAC~. If there is no audio signal shown in the meter by

the ADC~, check if the audio interface is receiving any signal from the microphone. If there is

no signal coming into the audio interface consult the user manual for trouble shooting advice. If

there is an indication of a signal on the interface but not on the Max patch, then check the Audio

Status window. Make sure the audio interface is selected in the driver menu or in the input and

output menus. If the foot switch is not working, make sure the trigger key is on the correct

number. To get the trigger key number, open the patch titled Configuring the Foot Switch and

follow the instructions.

40
Figure 11 – The Seafarer Max Patch

41
The Universe Expanded – for Vibraphone and Max

This composition is a guided improvisation, that is, the performer is given certain

parameters from which he or she will extemporize. For example, at the beginning the computer

displays note names that the performer may play in any order, octave, and rhythm. The formal

structure of the work is also predetermined as ABA.

The A sections consist of undulating sound clouds generated by sine and triangle wave

oscillators as well as sound files passing through very narrow bandpass filters. The center

frequencies of the filters and the frequencies of the oscillators are slightly out of tune with

tempered pitches. The computer displays the pitch names of the tones within the sound clouds

and the performer improvises using those notes. To create the sounds the computer randomly

chooses four pitches, an octave for each, and a slight deviation in frequency all based on an

algorithm. Pitch options for the computer expand as the work progresses, beginning only with

“B” and ending with all twelve pitches. The acoustic sound and electronic sound produce beating

patterns due to the slight differences in frequency.

In the B section, the performer records small rhythmic cells that are then looped. The

loops are stretched and compressed changing the length and pitch creating a rich tapestry of

chaotic sounds. The performer continues to improvise until deciding to end the looping section

and begin the final A section – a retrograde process of the beginning in which the pitch options

for the computer change from all twelve pitches to only “B.”

The vibraphone is ideal since it has the ability to sustain a relatively pure tone and to be

staccato, both qualities necessary for an effective performance. However, due to the

improvisatory nature of the work, it could be performed by any instrument or combination of

instruments.

42
Program Note

The title is an homage to Laurie Spiegel, one of the many women who made significant

contributions to computer music. The work uses oscillators and filters to create waves of sound

that crash over the vibraphone. The pitches of the acoustic vibraphone blend and interact with the

electronic tones; slight differences in frequencies create various beating patterns. The energy

increases as the performer records short segments that repeat with small variations. The speed of

the segments is then varied expanding the frequency range of the electronic sounds. The score is

a guided improvisation giving the performer freedom of interpretation. Though scored for

vibraphone, any instrument could perform this work.

Key Ideas and Performance Directions

- Performing a guided improvisation with parameters given by the computer.

- Recording into a buffer to create loops

- Changing speeds of recorded samples to change pitch and length

Before playing, drag the audio file titled “The Universe Expanded.aif” onto the dropfile

object in the top left of the main patching window. Then set the level of the microphone(s) if

needed.

At the beginning of the work, the computer plays swells of four pitches while displaying

the note names on the screen. The performer then improvises on those notes, beginning sparsely

with long sustaining tones and moving towards more energetic gestures. As time progresses the

computer adds different pitches, starting with the note B and ending with the aggregate. The

performer should improvise in a way that leaves space for the vibraphone and electronic sounds

43
to interact.

Once the computer has reached all twelve pitches (two minutes into the piece) an X will

appear in the toggle box under the words Loop Ready. At this point the performer starts

recording samples to be looped. Keeping the vibraphone pedal up is recommended to produce

clear rhythmic patterns.

Recording loops can be difficult as the slightest variance in time can cause an unwanted

rhythm. For the first recorded sample, try playing the first sample several times then record the

fifth or sixth iteration. To do this, press the foot switch in the rest on beat 5 then again on beat 5

of the following measure. To record the subsequent samples, press the foot switch any time

during a rest before the gesture. The loop time is already set so it will stop recording and begin

playback automatically. The red LED in the patch illuminates when recording. To stop a loop

and re-record, the performer can press any key (other than space bar or the triggering key) to stop

playback then press the footswitch again to record. When recording loops two through seven

slightly anticipate the beat to compensate for any lag caused by the audio interface. Earphones

are suggested to aid the performer in syncing the loops.

In the main patching window next to the recording light there is a loop counter to aid the

performer. There will be seven loops total. Once the performer has recorded seven loops the X in

the toggle box will disappear. The author has composed a series of segments for the loops,

however the performer may compose unique cells. Once all of the loops have been recorded and

are playing the performer has the option to improvise over the recordings or continue directly to

the next event: expanding the loops.

Expanding the loops consists of three processes that occur in twenty second intervals.

The first process increases the amount of dynamic variation and the duration of each loop,

44
causing them to move out of phase. To increase duration, a random amount of silence is added to

the end of each loop as to not alter the pitch. The next process adds a duplicate iteration of each

loop at a slower speed thus lowering the pitch and lengthening the loop proportionally. The final

process adds a third iteration of each loop at a faster speed. During this time the performer may

improvise in an increasingly animated and energetic style.

The next event, triggered at the discretion of the performer, causes the loops to stop every

five seconds in reverse order. Once all of the loops have ended, the sound clouds from the

computer (which have been occurring the whole time) also shift from being comprised of the

aggregate to only B. The performer again improvises on the notes shown on the computer screen

until the sound fades away entirely.

There are a few quirks in this patch that may not be intuitively obvious. The “Loop

Number” will not coincide with the “Current Event” number. The Current Event number

coincides with the circled numbers on the score whereas the “Loop Number” refers to which

loop is about to be recorded. Once event 10, “stop loops,” has been triggered, the Current Event

Number and the Loop Number will count down as the loops are stopped and the work comes to

an end.

Troubleshooting

First check the Max Window for any errors. Make sure the DAC is on before checking the

volume levels. The meters next to the gain~ objects will indicate if there is an audio signal

coming from the ADC~ or going to the DAC~. If there is no audio signal shown in the meter by

the ADC~, check if the audio interface is receiving any signal from the microphone. If there is

no signal coming into the audio interface consult the user manual for trouble shooting advice. If

45
there is signal showing on the interface but not on the Max patch, then check the Audio Status

window. Make sure the audio interface is selected in the driver menu or in the input and output

menus. If the foot switch is not working, make sure the trigger key is on the correct number. To

get the trigger key number, open the patch titled Configuring the Foot Switch and follow the

instructions.

Figure 12 – The Universe Expanded Max Patch

46
Chapter 5: Conclusion and Further Research

The primary goal of this document is to help percussionists perform works for percussion

and live electronics by providing a hands-on, progressive pedagogy that will then allow them to

perform other repertoire in the genre. At the same time, the secondary goal, is to demonstrate

how Max patches can be built and used with live performers. The appendices contain detailed

schematics and descriptions of the patches for each work, explaining what processes are taking

place and how they are achieved.

The patches in this document are examples of how to use Max with live percussion,

however they only scratch the surface of what Max can do. The techniques used do not overly

task the computer’s CPU granting a higher probability that they will run on a variety of

computers. One technique not used is that of Fast Fourier Transform, or FFT, which can perform

a spectral analysis of a sound, picking apart the individual frequencies and their amplitudes.

FFTs tend to be taxing on the CPU of a computer but that is becoming less of a concern as the

processing speed and power of laptop hard drives continually improves. FFTs offer the ability to

change many different aspects of a sound such as pitch without changing the duration. If the

computer has a sufficient amount of RAM, then Max can also run video through Jitter that can

affect or be affected by sound. Tutorials, Cycling ’74 forums, and experimentation are effective

methods to continue learning about Max.

Works for Max, especially these, are often unique realizations each time they are

performed or even rehearsed, yet they retain the same identity. They have a controlled chaos –

the computer generating material randomly upon each performance, but within a certain set of

rules that guarantees that the end result will be similar to previous iterations. This compositional

technique is similar to statistical form, which was developed by those in the Darmstadt School,

47
namely Stockhausen, Ligeti, and Boulez.49 While each composer in the Darmstadt School had a

slightly different implementation of statistical form, the basic principle is that large shapes or

gestures were composed but the fine details were left to chance. The shapes might define density,

pitch, volume, or any number of different musical aspects. One reason composers began using

statistical form was due to the imprecise, manually-controlled technology in the Cologne studio.

For example, Stockhausen would write a general contour for a sine wave oscillator and an

assistant would try to follow the contour in real time as the oscillator was being recorded.50 For

these composers, statistical form was born in part through necessity, yet became influential in

how they continued to compose both electronic and acoustic music.51

The works in this document are intended to be an introduction to performing with Max

and other real-time sound manipulation programs, limited to a basic set up. There are works that

use more complex systems utilizing various sensors and triggering devices. Using other

electronic sensors, such as light or sound sensors, with products like Arduino, an open-source

electronics platform, allow the performer to focus on the music rather than the triggering. These

products can connect light, motion, touch, and other sensors to the computer that Max or other

programs can then access. Wireless devices such as smartphones and tablets can connect

multiple performers and the audience in a real-time musical environment, revolutionizing

performance art. Computer programs can do almost anything in a relatively quick and easy way

though the creativity and ingenuity of composers and performers in deploying the technologies

remain essential.

49
Jennifer Iverson, “Statistical Form Amongst the Darmstadt School,” Music Analysis
33/iii 2014: 376.
50
Ibid. 345.
51
Ibid. 376-377.

48
Computer music programs such as GarageBand and Audacity allow anyone to make

electronic sound, though composers and producers must still strive for quality and creativity.

Digital Audio Workstations such as Pro Tools and Logic and programing environments like Max

and Pure Data are instruments in themselves and must be practiced in order to produce music at a

high artistic level. Original ideas and creativity come from the mind, while technology allows

those ideas to come to life.

Many electronic works from the mid- to late-twentieth century are rarely or ever

performed due to outdated technology and in fact the works in this document may have the same

demise. To counteract obsolescence, composers can include schematics and explanations of how

the technology should work in order to replicate the processes using whatever technological

method is in vogue. In the score for Kontakte, Stockhausen described what devices he used and

how he used them to make the electronic tape part e.g. a low frequency oscillator, continuously

variable belt speed magnetic tape player, four-track tape player, impulse generator, and

sinusoidal-rectangle oscillator to name a few.52 One would be hard pressed to find those devices

in proper working order today; however, programs like Max can replicate those devices. Pulitzer

prize winning composer Roger Reynolds has written many works using live electronics but

instead of using a specific program, he explains how the sound should be processed in a

technical score. The performer or audio engineer then uses their own preferred computer

program to create the prescribed effects. Explaining how the electronics operate may help live

electronic compositions outlast current technology.

Using electronics in performance opens up the door to working with other disciplines as

well. Not only can a musician interact with other performing artists but also visual artists, film

52
Karlheinz Stockhausen, Kontakte, (London: London Universal Edition, 1966), 1-4.

49
makers and even computer scientists and electrical engineers. At IRCAM, composers have been

collaborating with computer scientists for years with remarkable success. Universities could use

that model to create collaborative situations that intermingle many disciplines – music, dance,

theatre, visual arts, literary arts, and computer science – thus helping create new works and

exposing students to working in other disciplines. Cross-pollination of the arts stimulates

innovative ideas, augmenting the knowledge and artistry of those involved. Collaborative

projects have the potential to enrich the performing arts department, the university, and

community.

Electronic works are well suited for visual components since the synthesized sound

emanating from the speakers has no corporeal presence. Max and other programs include video

editing tools to create multi-media works in which video and audio can be interrelated. Motion

capture technology allows a dancer or other live performer to interface directly with a computer,

controlling parameters of various algorithmic processes. Likewise, using motion sensors such as

accelerometers and light sensors also allow technology to be seamlessly integrated into

performance. As more complex processes are developed, there must still be an overarching

thought process in order that the final work be a fleshed out composition and not a run on

sentence of novel technology. A recommended text in the aesthetics of electronic media is

Listening Through The Noise by Joanna Demers. In order for this genre to flourish more so than

it already has, performers must be willing and able to perform with live electronics and

composers must be able to write thoughtful, meaningful works with reliable electronics.

Likewise, the audience must also be willing to listen to new compositions and continually

develop ears for electronic music in the 21st century.

50
Bibliography

Addlington, Robert, ed. Sound Commitments. New York: Oxford University Press, 2009.

Appleton, Jon and Ronald Perera, eds. The Development and Practice of Electronic Music. New
Jersey: Prentice-Hall Inc., 1975.

Benkeser, Peggy. “New Music/ Research Day: Wired for Percussion.” Percussive Notes 39 no. 5
(2001)

Collins, Nick and Julio d’Escrivan, eds. Cambridge Companion to Electronic Music. Cambridge:
Cambridge University Press, 2007.

Deal, Scott. “Percussion on the Internet Teaching and Performing in Cyberspace.” Percussive
Notes 32 no. 2 (2005).

Ernst, David. The Evolution of Electronic Music. New York: Schirmer Books, 1977.

Garcia, Jacob Adam. “The Advent of Artificial Accompaniment.” Percussive Notes 51 no. 2
(2013).

Gartner, Kurt. “Fernando Rocha: Performing with computer-based electronics.” Percussive


Notes 45 no. 5 (2007).

_______. “PowerPlant: Joby Burgess.” Percussive Notes 48 no. 5 (2010).

Holmes, Thom. Electronic and Experimental Music: Technology, Music, and Culture. 4th ed.
New York: Routledge, 2012.

Iverson, Jennifer. “Statistical Form Amongst the Darmstadt School,” Music Analysis 33 no. iii
(2014).

Manning, Peter. Electronic and Computer Music. 4 ed. New York: Oxford University Press,
th

2013.

Rocha, Fernando and D. Andrew Stewart. “Collaborative Projects for Percussion and
Electronics.” (paper presented at Roots and Rhizomes: Seventy-Five Years of Percussion
Music, San Diego, California, February 21-24, 2007).

Sanden, Paul. Liveness in Modern Music. New York: Routledge, 2013.

Smith, J.B. “Cymbal Solutions.” Percussive Notes 47 no. 3 (2009).

_______.“Max/MSP: A Software Tool for Percussionists.” Percussive Notes 46 no. 6 (2008).

Stockhausen, Karlheinz. Kontakte. London: London Universal Edition, 1966.

51
Appendix A: Recommended Placement

Figure A1 – Recommended Configuration

Figure 13 illustrates a suggested set up for the works in this document. Because neither

Tambourine Dream nor Sirens use microphones, the speakers may be placed behind the

performer for those works. Otherwise, the speakers should be positioned in front of the

microphone(s). Balanced XLR cords connect the speakers to the audio interface, however an

adapter may be needed if the interface does not have XLR outputs.

The computer and audio interface should be adjacent and placed where the performer can

see the computer screen. The audio interface and computer communicate by either a USB or

FireWire connection. One or both may need to be plugged into a power source as well. The

footswitch, also connected via USB, should be placed in an easily accessible location.

The microphone will be plugged into the audio interface by an XLR cable. Similar to the

52
speakers, if the audio interface does not have XLR inputs an adapter may be needed. Point the

microphone towards the center of the instrument or area of the instrument to be recorded.

53
Appendix B: An Introduction to the Descriptions of the Max Patches

The following explanations and schematics for the Max patches are intended to help

performers and composers understand how the computer program works. Knowing the

mechanics of Max facilitates both troubleshooting and sound checks. The following diagrams

and figures explain how the patches function, however having the Max patches open on a

computer is recommended.

In Max there are often several different methods of writing patches to accomplish the same

process, however this document presents robust and foolproof patches geared towards ease of

use for the performer. An important feature in each patch is the reset button. Throughout the

patches, there are receive objects with the argument “clear” that receive a bang when the

backspace button is pressed. This resets the patch to the beginning, ending any sounds without

the need to close and reopen the patch. In addition, each patch has the ability to start on any

event throughout the work to facilitate rehearsal.

Explaining how Max patches work can become tedious, as there are many details that need

to be taken into consideration. For example, as the patches become more complex there are

patches within patches and it may be necessary to refer to different layers. To aid understanding,

the figures are labeled in order and are used as references throughout the descriptions. Another

issue that arises is that some patches are too large to fit legibly on a page. In these instances,

detail boxes enclose portions of the patch and are labeled with the figure number corresponding

to the figure showing those objects more closely.

54
Appendix C: Tambourine Dream Max Patch Description

Figure C1 – Tambourine Dream Max Patch

The DAC~ object, or digital to audio converter, allows Max to send an audio signal to

speakers. Illustrated more in more detail in Figure C2, notice it has two black inputs, these

correspond to channels 1 and 2 or Left and Right on the audio interface or computer speakers.

Double clicking on the DAC~ object will bring up the Audio Status window (Figure 7).

55
Figure C2 – Tambourine Dream Max Patch Detail

A toggle object, which looks like a square in Figure C3, sends out the messages “1” when

switched on and “0” when switched off. When it receives a bang it will change states and send

out the corresponding message. In this instance it activates the DAC~ by sending the message

“1.” Conversely, it deactivates the DAC~ when switched off by sending the message “0.” The

DAC~ object must be on to produce any sound. If something goes wrong in performance,

turning off the DAC~ will stop any sound. The key object reports when a key has been pressed

and its corresponding number out of the leftmost inlet. The select object, hereafter abbreviated

sel in the patches, matches incoming data to its arguments then sends a bang when it receives the

specified argument – in this case 32. If the input does not match any arguments, it is sent out of

the rightmost outlet. Using the key and select objects, the spacebar can start and stop the DAC~.

Figure C3 – Tambourine Dream Max Patch Detail

The sfplay~ object, in Figure C4, will play an audio file, more specifically it will play the

fixed media part of the tambourine work. It is important to specify an argument of 2 meaning

that it will play a 2-channel or stereo file. The open message allows the performer to choose a

56
sound file from the computer and the playbar object controls the sound file. Both are connected

to the left inlet of sfplay~. The left two outlets of sfplay~ correspond to Left and Right channels

and should be connected to the appropriate inlets of the DAC~. The rightmost outlet sends a

bang when the audio file ends.

Figure C4 – Tambourine Dream Max Patch Detail

Gain~ objects (Figure C5) are one way to control volume in Max and function like a fader

on a mixer. In this patch they are placed between the sfplay~ object and the DAC~ object to

control the sound of the audio file. A third gain~ object connects to both and acts as a master

control. This configuration ensures both channels have the same volume. During a sound check

the master gain~ can be manipulated to get the best balance between the acoustic and electronic

sound. Notice an integer box below the master gain~ object gives the exact volume so it can be

easily replicated. Another important aspect of the gain~ object is that 127 is equal to 0dB. After

being scaled, the audio is sent to the DAC~ object.

The loadmess object, in Figure C5, sends an argument as a message when the patch is

opened. In this case the master gain~ is set to 127 or 0dB automatically. If a different level is

needed, it should be changed every time the patch is loaded. Beside the gain~ objects are meter~

objects that show the level of the signals going into the DAC~. Meters are one way of testing

whether a signal is passing through and at what amplitude.

57
Figure C5 – Tambourine Dream Max Patch Detail

58
Appendix D: Sirens Max Patch Description
This Max patch is slightly more complex than the previous work, utilizing new objects

such as the send and receive, counter, delay, subpatcher, line, loadbang, dropfile, and amplitude

objects.

Figure D1 – Sirens Max Patch

The dropfile object, shown more closely in Figure D2, sends out the file path of a file or

folder dragged onto the patch. This ensures that the sfplay~ objects will open the correct sound

files without the performer manually loading each one. The toggle object is switched on when

the audio files have been loaded.

The trigger object, abbreviated “t” sends messages out of its outlets from the rightmost

outlet to the leftmost outlet; the program reads right to left. Trigger objects schedule bangs to

happen in a specific order but almost simultaneously. The arguments of trigger objects

59
correspond to the outlets and ascribe the type of message to be sent out of each. There are several

different kinds of messages including, bang (b), symbol (s), integer (i), float number (f), and list

(l). A constant message can be sent as well, for example in Figure D2 the left outlet will always

send the message “1.” This is to ensure the toggle object stays switched on after audio files have

been loaded, even if the audio files are loaded more than once. Performers may be anxious and

drag the file onto the patch numerous times.

When the trigger message receives a message, it immediately sends out the appropriate

message types in order from the rightmost outlet to the leftmost outlet. For example, in Figure

D2, when a folder is dragged onto the dropfile object it sends the file path to the trigger object.

The trigger object, with arguments 1 and s, first sends the file path as a symbol out of the right

outlet then sends the integer “1” out of the left outlet.

The send object, abbreviated s, will send a message, in this case the file path, to a receive

object with the same argument or name – here “folder.”

Figure D2 – Sirens Max Patch Detail

Figure D3 shows the triggering mechanism in this patch. As discussed earlier, the

argument in the select object, here 13, needs to be the same as the number outputted by the foot

switch trigger. The number box labeled “set trigger number” will change the argument for the

60
select object.

The next objects in Figure D3 are designed to guard against an accidental double trigger.

When the foot switch is pressed the select object sends out a bang to both the counter object and

the delay object. The counter object counts in order from the specified minimum to the specified

maximum, in this case 1 to 10. The delay object holds a bang for a specified amount of time,

here five hundred milliseconds, then sends it out. When the counter object receives a bang it

sends out 1 since that is the minimum number. The select object matches that 1 with its argument

and sends a bang out of the left outlet. The second counter object then sends out the next number

triggering the next event. Meanwhile, the delay object is set to five hundred milliseconds after

which it sends a bang to the message “0” resetting the first counter. If there are any extra trigger

hits within those five hundred milliseconds, it would cause the counter to output higher numbers

which the select object would send out of the right outlets – essentially discarding them.

The next counter object, with arguments 1 and 21, controls which event will be triggered

next. The loadbang object, located above that counter object, sends out a bang when the patch is

opened. It is connected to a 1 message and a 0 message. The 1 message sets the counter object to

start at 1 on the next bang and 0 makes it output a 0 immediately. Directly above the loadbang

object is a receive object, abbreviated “r” and followed by the argument “clear.” Receive objects

pair with send objects that have the same argument to transfer messages without patch cords.

This reduces clutter on the screen and allows one send object to communicate with many receive

objects. In this case the send object is located to the left of the DAC~. It is configured in such a

way that hitting backspace or delete causes a bang to be sent to any receive objects with the

argument “clear.” Thus if the patch needs to be reset, then the receive object activates the

loadbang object resetting the counter. Another important aspect of the patch is the ability to start

61
on any cue to facilitate rehearsal. A number entered into the number box by the comment “start

on event” will cause the counter to send out that number on the next bang.

The lowest object in Figure D3 is a subpatcher object, abbreviated “p” and followed by a

name for the subpatch. A subpatch is a patch within a patch often performing processes that

would otherwise clutter the main patching window. In this case it is named “soundfiles” since it

plays the sound files throughout the work. Notice the counter object is connected to the inlet and

sends numbers to the subpatch. The next section explains what the “soundfiles” subpatch is

doing.

Figure D3 – Sirens Max Patch Detail

The “soundfiles” subpatch, illustrated in Figure D4, contains all of the sfplay~ objects and

messages needed for the events. The mechanism for starting the first sound file is shown in detail

in Figure D5. The first object at the top is an inlet object that corresponds to the first inlet of the

subpatch object in the main patching window (Figure D3). Within the subpatch, the inlet is

connected to a select object that has several different outputs corresponding to the Current Event.

The first outlet of the select object as shown in Figure D5 is connected to a “1” message

62
just above the first sfplay~ object that starts the sound file. A “0” message will stop the sound

file. As part of the reset mechanism for the patch, a receive object with the argument “clear” is

connected to a “0” message which in turn is connected to each sfplay~ object. When the receive

“clear” object receives a bang, it stops any audio files the sfplay~ objects are playing. A “loop 1”

message is also connected to the sfplay~ object enabling looping for that sound file. The

performer can play freely during the beginning since the sound file is ambient and on a

continuous loop. A later trigger will lower the volume by using the *~ object or amplitude

multiplier. When triggered, the line object sends a continuous stream of numbers from 1 to 0 to

the *~ object creating a smooth decrescendo. Other sfplay~ objects do not loop the audio files

and the performer must play along.

Send~ and receive~ objects allow the audio signals in the subpatcher to be sent to the

DAC~ in the main patching window, removing the need for extra patch cords. The last trigger

ends the electronic part by lowering the volume of the last audio file.

Figure D4 – Soundfiles Subpatcher

63
Figure D5 – Soundfiles Subpatch Detail

64
Appendix E: Wooden Blossoms Max Patch Description

Figure E1 – Wooden Blossoms Max Patch

This patch is more complex than the previous two, utilizing several subpatches. However

the main patching window is similar to the previous works and the triggering mechanism works

in the same way. The “pedal” subpatch, shown in Figure 18, contains the same objects that

receive information from the foot switch as the timpani work but condensed into a single object.

Figure E2 – Pedal Subpatcher

65
In the main patching window (Figure E1), the ADC~ object, or analog to digital converter,

routes the microphone audio signal into the patch. Arguments for the ADC~ object determine the

input channels, for example this work needs two microphones therefore inputs 1 and 2 are

assigned. These inputs correspond to the audio interface microphone inputs. The signals are sent

directly into gain~ objects to control the level before being sent into the rest of the patch via

send~ objects.

The “tempo” subpatch, shown in Figure E3, turns the numbers from beats per minute to

intervals of milliseconds using arithmetic objects. For example, 60 BPM translates to 1000

milliseconds or one second between every beat. Dividing 60,000 by either BPM or the

millisecond interval yields the other. In this piece, the first tempo is set at 108 BPM, the subpatch

then divides 60000 by 108 resulting in approximately 555.6. Other subpatches use this

information to create digital delays. The performer may change the tempi when learning the

work and may choose different tempi for performance.

Figure E3 – Tempo Subpatch

66
Figure E4 – Events Subpatch

The “events” subpatch, appearing in Figure E4, contains a number of other subpatches that

perform certain processes when triggered. The subpatches are triggered in order via the select

object from left to right. A brief explanation of the processes is given below and in the figures

following.

Tapin~ and tapout~ objects, found in the middle of Figure E6, are used together to create

digital delays. The argument for the tapin~ object is the maximum delay time and the argument

for the tapout~ object is the actual delay time. The receive~ objects send the audio signals from

the microphones into an amplitude (*~) object initially set at 0 or muted. The first trigger causes

the amplitude to increase from 0 to 1 allowing the sound to be delayed by the tapin~ and tapout~

objects.

To create a short feedback loop, the output of the tapout~ object is routed through an

amplitude multiplier then back into the tapin~ object. At first the amplitude multiplier is set at .2,

making each iteration 20% less than the previous, but it gradually increases eventually reaching

.99 creating a cacophony.

The other subpatches named “volvariation,” “filter,” and “randompan” create small

67
variations in volume, timbre, and panning respectively. These subpatches give the sound nuance

before being sent to the DAC~ via send~ objects. The “One” subpatch continues this technique

weaving an intricate background.

Figure E5 – One Subpatcher

68
Figure E6 – One Subpatch Detail

The “Delayblooms” subpatch, Figure E7, consists of more tapin~ and tapout~ objects that

randomly add small bursts of sound, varying the density of the electronic part. The random

quality comes from the urn object, a non-repeating number generator, controlled by a metro

object, or metronome. The argument of urn is the number of possible integers starting with 0. In

this case the metronome is set at 6000 milliseconds sending a bang every 6 seconds to the urn

object. The urn object sends a random number between 0 and 6 to the select object which then

sends any message that does not match one of its arguments out of the rightmost outlet. For

example, when the urn object sends “2,” to the select object, the select object sends a “2” out of

69
its rightmost outlet activating the counter object. The urn and select objects create a random

amount of variation in the density of sound. Without the urn and select objects, there would be

an increase in sound every six seconds when the metro object sends a bang.

Figure E7 – Delayblooms Subpatch

The “Two” subpatch (Figure E8 and E9) isolates, delays, and feeds back the lower notes of

the marimba. At m. 45 the whole notes in the marimba are delayed and fed back into the system

creating quarter notes at Tempo 2. A bandpass filter centered at 200 Hz isolates the lower notes

of the marimba though some of the higher notes will also be faintly present.

70
Figure E8 – Two Subpatch

71
Figure E9 – Two Subpatch Detail

Subpatch “Three,” shown in Figure E10, creates a loop of mm 58-60 by using a digital

delay with feedback at 100% volume of the original. This means that each iteration has the same

volume as the original creating an ambient loop. The loop lasts six seconds, including a 500

millisecond crescendo at the beginning and a 1000 millisecond diminuendo at the ending. These

amplitude changes from 0 to 1 then 1 to 0 ensure there will not be a click in the loop. To mask

72
the amplitude changes, a second iteration of the loop is also played but delayed by 2500

milliseconds. Since the feedback is set to 100% this looping system will continue indefinitely.

Subpatches “Four,” “Five,” and “Six” perform the same process as “Three.” The messages

on the right side of the subpatch control the volume of the loops. The loops are recorded and

consequently layered during the “Adagio” sections: mm. 58-60, 72-73, 82-83, and 91-93 then

muted during the “Pesante” sections.

Figure E10 – Three Subpatch

From mm 102-112, the performer starts rhythmic ideas and the digital delay repeats those

ideas filling in the space in between entrances. To be effective, the performer must play this in

time. The ending is similar to the beginning: a digital delay with feedback creates a background

sound with varying densities.

73
Appendix F: The Seafarer Max Patch Description

Figure F1 – The Seafarer Max Patch

The main patching window for the snare drum and Max piece, though similar to the

previous patches, is more streamlined. The “events” subpatch and the counter object are both

within the “Event Trigger” subpatch shown in Figure F2.

Figure F2 – Event Trigger Subpatch

74
This work uses digital delay with a constantly changing delay time and bandpass filters to

change the pitch and timbre of the recorded sound. The “Events” subpatch, illustrated in Figure

F3, contains all of the objects that will process the sound.

Figure F3 – Events Subpatch

The select object, shown in detail in Figure F4, receives a number message from the

“events trigger” subpatch and relays the message to the corresponding event. The send objects

send bangs to the corresponding receive messages – in some cases more than one location. This

alleviates the need for a tangle of patch cords. The last trigger sends a message causing the

master control gain~ object to decrease from 127 to 0 in 3 seconds.

Figure F4 – Events Subpatch Detail

The first triggered event, shown in Figure F5, starts a digital delay whose audio signal is

75
connected to a bandpass filter. The filter changes the timbre of the drum sound by constantly

varying the center frequency and thus varying the harmonics. When sent a bang the receive

“start1” object sends a bang that raises the volume of the microphone audio signal, allowing it to

pass through to the tapin~ object. Then the volume is decreased to 0 when the receive “start2”

object is sent a bang.

Figure F5 – Events Subpatch Detail

The second triggered event, Figure F6, uses a digital delay with a constantly varying delay

time to change the pitch of the sound. Each of the “pitch change” subpatches use the same

objects but the random and rand~ objects cause unique outputs. The computer can perform a

controlled improvisation by using random number generating objects and arithmetic objects.

76
Figure F6 – Events Subpatch Detail

The “pitch change” subpatch is illustrated in Figure F7. The rand~ object outputs a

constant, continuous stream of numbers between -1 and 1. The multiplier object, when activated,

multiplies those numbers by 1000 yielding a range of -1000 to 1000. These numbers are then

added to a random number between 1000 and 3700. The new possible range would be from 0 to

4700. That is then sent to the tapout~ object and becomes the new delay time.

Figure F7 – Pitch Change Subpatch

Comprised of several different processes, the third event (Figures F8 and F9) begins ten

77
seconds after the second event is triggered. The first process consists of a digital delay with two

band pass filters dramatically changing the timbre of the drum. The Q or curve of the band pass

filters is set to 55, producing a very narrow frequency range. The center frequencies are

constantly changing, one moving between 2500 and 4500 Hz and the other moving between 125

and 275 Hz hence the subpatch name, “echo very high and very low.”

Figure F8 – Events Subpatch Detail

Figure F9 – Echo Very High and Very Low Subpatch

The next four processes each happen 20 seconds apart - timing being controlled by a metro

object. They appear in Figure F10. The processes are in the subpatches “sweepz,” “loopz,”

“strettoz,” “chorus,” and the previously described “pitch change.”

78
Figure F10 – Events Subpatch Detail

The “sweepz” subpatch uses a digital delay and a bandpass filter with a narrow frequency

range. When activated, the center frequency moves from high to low or vice versa at a randomly

decided pace. The “loopz” subpatch consists of five sets of digital delays with 99% feedback

creating loops. The delays are activated in a one second interval creating a five second snapshot

of sound that continues for approximately 10 to 12 seconds. When activated the “strettoz”

subpatch uses three digital delays each with a different delay time. The volume is automated so

the beginning of the delay is loud then quickly diminuendos producing three similar attacks of

the same sound in swift succession. The chorus effect uses the same technique as the pitch

change subpatch.

The next section, triggered by the send object “start3,” uses the same processes but in a

random order. The rate at which processes are activated increases through this section. It is

79
shown in more detail in Figure F11.

Figure F11 – Events Subpatch Detail

The next trigger causes the main volume to decrease immediately then slowly crescendo

back to the previous level. This coincides with the main theme being played in its entirety on the

snare drum. Immediately following this event is a roll on the snare drum and the “room filter”

event (Figures F12 and F13). The room filter event increases the gain on the microphone creating

a feedback loop from the speakers. The room acts as a resonant filter slowly changing the timbre

of the snare drum roll into an unrecognizable sound. Low pass filters guard against any

overpowering high frequencies.

Figure F12 – Events Subpatch Detail

80
Figure F13 – Room Filter Subpatch

The final event is a variation on the “loopz” process. There are sixteen different digital

delays, each one creating a short loop at a one second interval. The digital delays also have

bandpass filters, each one having a slightly higher center frequency than the last. This process is

described more fully in Figures F14, F15, F16, and F17.

Figure F14 – Events Subpatch Detail

81
Figure F15 – Loops Ascending Subpatch

82
Figure F16 – Loop Subpatch

83
Figure F17 – Filter Subpatch

84
Appendix G: The Universe Expanded Max Patch Description

Figure G1 – The Expanding Universe Max Patch

The main patching window for The Universe Expanded is configured slightly differently

than the previous patches. The DAC~, ADC~, and gain~ objects are present but the triggering

mechanism is entirely hidden within a subpatch. The information on the right guides the

performer through the work and shows the status of the patch.

Figure G2 includes configuration and preliminary steps to be taken before starting the

piece. It also contains the “events” subpatch where the computer processes are stored. The

dropfile object in the upper left of the patch works in the same way as in Sirens (Figure B2) and

configuring the trigger key is also the same as previous patches. Since the score is open to

improvisation and interpretation, the event list acts as a guide for the performer.

85
Figure G2 – Expanding Universe Max Patch Detail

The “events” subpatch, shown in Figure G3, contains the processes that occur during the

work and the mechanism used to activate and deactivate each. The triggering involves first

starting each event then moving in retrograde to stop each one. The subpatch “event control” in

Figure G4 sends out the current event number to the gates in the “events” subpatch. The

“looperase” subpatch allows the performer to easily delete a recording and re-record. The

subpatch also stops each event in the reverse order, shown in Figure G5.

86
Figure G3 – Events Subpatch

Figure G4 – Event Control Subpatch

87
Figure G5 – Looperase Subpatch

The first event is called “expanding” and causes swells of sound via oscillator objects and

narrow band pass filters. The subpatch is shown in Figure G6 and explained below.

Figure G6 – Expanding Subpatch

In Figure G7 a play~ object is initialized, playing a sound file that has been read into the

buffer~ object and normalized. The normalization process ensures the sound file will be at an

88
adequate amplitude. The “loop 1” message attached to the play~ object causes the file to

constantly repeat. Two digital delays mask the looping point by delaying the file, thus creating

three iterations of the same file one offset by 2 seconds and the other by 4 seconds. The audio

signal is then sent to the “filter” subpatches explained later in Figure G12.

Figure G7 – Expanding Subpatch Detail

Figure G8 shows how the swells of sound are initiated every 9 to 10 seconds by a metro

object. The bangs from the metro object are then sent to the “filter” subpatches (Figure G12) to

activate the oscillators. Figure G9 shows how the pitches are determined.

89
Figure G8 – Expanding Subpatch Detail

Figure G9 – Expanding Subpatch Detail

90
In Figure G9, the line object receives a message causing it to output the numbers 1

through 12 at a regular interval over two minutes. These numbers determine the range of the

random number generator. The random number generator sends outputs to a select object that

then matches the input to the corresponding outlet. Each outlet is connected to a different

frequency. The order of pitches is as follows: B, E, C#, F#, A, D, F, G, C, Eb, Ab, Bb. The first

sound cloud is comprised entirely of Bs at various octaves and slightly out of tune. The

subsequent undulations include E, then C#, and so on until all twelve pitches are possible. This

process is reversed at the end of the piece when the line object receives the message “12, 1

100000” causing it to output 12 through 1 evenly over 100,000 milliseconds.

The frequencies are also sent to the main patching window and translated into pitch

names for the performer. Figure G10 illustrates that part of the main patch more closely and

Figure G11 shows the subpatch “pitch set” that translates the frequency information.

Figure G10 – The Expanding Universe Detail

91
Figure G11 – Pitch Set Subpatch

Figure G12 illustrates how the swells of sound are produced. There are two sets of

“filter” subpatches that create sound shown in Figures G13 and G14. The first set uses a narrow

band pass filter on the audio signal sent from the play~ object in Figure G7. The random number

generator in Figure G9 determines the center frequency of the band pass filter. That frequency

may then be transposed to a different octave and shifted slightly out of tune. The second set of

“filter” subpatches use sine and triangle wave oscillators to create the sound. The frequency of

each oscillator is determined in the same way as the center frequency from the other “filter”

subpatches.

An increase in amplitude from 0 to 1 in a randomly determined time followed by a

decrease back to 0 in the same amount of time causes the undulating effect. The variable, “$1,”

in the message to the line~ object sets the duration of the ramp up to 1 and down to 0. The

92
random number generator preceding the message determines the variable. Each “filter” subpatch

has a different duration when activated, varying between twelve and eighteen seconds. There are

eight “filter” subpatches with oscillators and eight with a band pass filter so while the first four

diminuendo, the second set of four different pitches crescendos.

Figure G12 – Expanding Subpatch Detail

93
Figure G13 – Filter Subpatch with Band Pass Filter

94
Figure G14 – Filter Subpatch with Oscillator

Figure G15 shows the second inlet of the “expanding” subpatch. Once the “looperaser”

subpatch (Figure G5) has stopped all of the loops it sends a bang to this inlet and thus into the

send object named “contract.” There is a receive “contract” object in the “looperaser” subpatch

that receives the bang and turns off the metro object. There is also a receive “contract” object in

the “expanding” subpatch that in turn is connected to a delay object. The delay object holds the

bang for 100,000 milliseconds while the line object, having received the message “12, 1

100000,” returns the possible pitches to 1. The delay then sends the bang turning off the gate

attached to the metro object (Figure G8) stopping the sound.

95
Figure G15 – Events Subpatch Detail

The second event after “expanding” is recording the samples that are looped. The

subpatch titled “tapseg” in the “events” subpatch (Figure G3) controls the first loop. The

“segment” subpatches that follow control one loop as well but will all have the same length as

the original sample in “tapseg.” Figure G16 illustrates how the initial loop is recorded and played

back.

Figure G16 – Tapseg Subpatch

96
Figure G17 shows the subpatch “playloop1” that plays back the recorded sample.

Figure G17 – Playloop1 Subpatch

The subpatches titled “segment” in the “events” subpatch each record a new loop. They

are identical except for the name of the buffer~, record~, and groove~ objects, which need a

unique name for each recording. The first “segment” subpatch, in Figure G18, will serve as an

example for the rest.

97
Figure G18 – Segment Subpatch

After all of the loops have been recorded and are playing, the performer triggers the next

event – “expand loops.” This event happens in the three stages and the subpatch “expansion

stages” (within the subpatch “events” in Figure G3) controls when each stage is triggered. The

“expansion stages” subpatch is illustrated in Figure G19. The first stage lengthens the loop

duration of each iteration by a unique amount. This is explained in Figure G20.

98
Figure G19 – Expansion Stages Subpatch

Figure G20 – Loop Expansion Stage 1

Figure G21 shows the subpatch “expand audio file2” from the first “segment” subpatch.

This subpatch contains expansion stage 2 and 3, both add a new groove~ object playing the

recorded sample at a different speed. The “tapseg” subpatch and all “segment” patches have the

same “expand audio file2” subpatch except that the groove~ object will have a unique name.

99
Figure G21 – Expand Audo File2 Subpatch

The final event, “stop loops,” sends a bang to the “looperase” subpatch (Figure G5)

starting the metro object. The “looperase” subpatch then sends bangs into the second inlet of the

event subpatches in reverse order every five seconds. This causes the loops to stop, the

“expanding” subpatch to diminish the number of possible pitches in the swells, and finally to

stop the sound entirely – ending the work.

100
Appendix H: Scores

101
Dedicated to Dan Moore

Tambourine Dream
For Multiple Tambourines or Various Ethnic Tambourines Andy Thierauf
and Fixed Media

Tuning note q = c 60

U
Approx. 30" Carmen - Habanera (Vlns)

b 42 œ œ œ Œ œ bœ œ œ œ nœ bœ
3

?
& w œ. œ bœ œ
œ. œ œ œ. œ œ œ. œ œ
Fixed Media &

U 2
(Basses)
ad lib warm up

ã 4 ! ! ! !
Keep strict time
w œœ œ œœœœ œœœœ œ œ
@
Tambourine

P
Clarinet

œ bœ œ œ œ nœ bœ œ bœ
3

& b œœœœ œ œ œ œ. œœ œ
8
3

œœœœ œ œ œ
3

œ œ

ã œ œ œ œ œœœœœ
@ @
œœ œœœœœ œœœœœ œ œ œ œ œ œœœœœ
@ @ @

& b œ œ œ nœ bœ œ bœ œ œ œ nœ
3 3

œ. œ bœ bœ
14

œ œœœœ œ œ œ
3

ã œ œ œ œ œ œ œœ . œœ . œœ . œ œ œ œ œ œ œ œ œ œ œ œ œ œ œ œ œ . œ œ . œ œ . œ œ .
@ @

¿ ¿ ¿ ¿ ¿ ¿ ¿ ¿ ¿ ¿œ ¿
& b œ. œœ œ n## Œ œ Œ Œ
19 (Tamb)

œœœ œ œ œ œ Œ œ
3

œ œ œ œ œ œ " œ œ " œ œ œ œ œ " œ œ œ. œ " œ œ


(Tpt)

ã œ œœœ œ œ œ œ œœœ œ œ œ
3 3 3 3 3

(Vlns)

# ¿ ¿ ¿ ¿ ¿ ¿ ¿œ ¿ ¿ œ. œ
& # œ Œ Œ Œ Œ œ œ. œ œ œ
25

œ œ œ œ. œ œ œ

ã " œ œ " œ œ " œ œ œ œ œ œ œ œ " œ œ œ. œ œ œ œ. œ œ Œ œ. œ œ Œ


© 2015

102
2 Tambourine Dream

>
## > > >œ œ .
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32

& .

ã œ. œ œ Œ œ. œ œ Œ œ. œ œ Œ œ. œ œ. œ œ œ œ œ œ. œ œ œ
>> > >
ƒ
> > U Drone
q = 72

## > œ œ. nn
œ œ œ œ œ œ œ. œ œ
(Tambourine)

4 œ œ œ œ œ œ œ œ œ œ œ œ œ œ 78
Approx. 10"

œœ œ œœœœ 4 ˙
40

& ˙ ã

shake roll, allow roll to slow down

" œ. œ œ œ œ œ œ œ œœ œœ œœœ œ ˙ 4 ˙ Ó 7
ã 4 ! 8
during decrescendo

J æ æ
p
To Riq
3 or tamb with a loose, resonant head

¨j j
ã 78 œ œ œ œ œ œ œ œ œ œ œ œ œ œ œ œ œ œ " œ œ œ œ œ œ œ œ œ œ œ œ 44 œ œ
46

œ œ œ œ
top notes at edge (high tone)

7 4 œ œœœœœœ œœœœœ
ã 8 œ œ œ œ ‰ œJ ‰ œJ " œ œ œ œ ‰ " œ œ ‰ œœ œœ ‰ œ 4
bottom notes in center of head (low tone)

R J

j j ¨j j
œ 78
50

ã œ œ œ œ œœ œ œœ œœœœ œœœœœ œ œ œ œ œ

ã œ œœœœœœ"œœœœœœ œœœœœœœ œœœœ"œœœ œ œ œ œ œ " œ œ œ œ œ 78

¨ ¨j ¨
7 2
ã 8 œ œ œœ œœ œœ ‰ 4 œ 85 œ 3 42 œ œ œ œ œ œ . 38
53

œ œœœœœœ 8 œ œ

7 2 5 3 2 3
ã 8 "œ œœ œ œœ œœ 4 œ œœœ œœ 8 œœœœœ œ œ 8 œ œœ 4 "œœœœœ œ 8

103
Tambourine Dream 3

¨ ¨
ã 38 œ . œ œ œ œ œ œ œ 45 œ Œ
58

œ œ œ œ œœœœœ œœœœœ

ã 38 " œ œ œ œ œ . œ œ 45 œ œ œ œ œ œ œ " œ œ œ œ œ œ œ . œ œ œ œ œ œ œ. œ œ œ œ œ

¨
‰ ‰ 4 45
62

ã œ œ œ œ œ œ œ œ œ œ œ œ œ œ 4 œ œ œ œ œ œ œ œ

4 œ œ œ œ œ œ œ œ œ œ œ œ œ 45
ã œ œ. œ œ œ œ œ œ œ " œ œ œ œ œ œ œ 4 œ œ œ œ œ œ œ œ
3

5 4 œ 5
ã 4 œ œ œ œ œ œ œ œ œ œ œ œ œ œ œ œ œ. œ œ. " œ œ
65

4 œ 4

5 œ ‰ œ ‰ œ œ 44 " œ œ œ ‰ œ œ œ . œ " œ œ œ 45
ã 4 œ œ. " œ. œ.
J J
¨
ã 45 œ œ œ œ " œ œ œ œ
U bb C
67

œœœœ œœœœ œ œ œ œ œ w &


Continue riffing
on previous material

5
ã 4 ‰ œœœœ œ œ œœœœ œ œœœœ " œ œœœ œ œ œœœ œœœœ œ C
until interrupted by tape

/ / / /
3 3 3 3 3

Carnival Overture

b œ œ ˙ #œ œ œ œ #œ œ œ œ œ œ œ œ #œ œ œ œ œ œ
&b C œ ˙
Vlns

#œ œ œ œ #œ œ œ œ œ
70

ƒ Molto rubato, follow recording

ã C ! ! ! ! !
To concert tambourine

b œ œ #œ œ œ œ œ œ œ œ #œ œ œ œ œ œ œ œ #œ œ œ œ œ œ œ œ œ œ œ œ œ œ
&b
75

ã ! ! ! !

104
4 Tambourine Dream

Winds

œ œ œ œ œ œ #œ œ #œ œ nœ œ œ œ œ œ œ œ œ œ œ œ œ
b œ œ œ œ œ œ œ œ œ
&b
79

ã ! Œ œ œ œ œ Œ œ œ œ Œ Ó
P
b œ œ œ œ œ œ #œ œ œ #œ œ nœ œ œ œ œ œ œ œ œ œ œ œ œ œ ˙.
Strings

b œ ˙.
83

&

ã ! Œ œ œ œ œ Œ œ œ œ Œ Ó !

j
Winds

b œ ˙. ˙. j
&b œ œ œ œ œ œ œ œ œ #œ œ œ œ œ œ. œ œ. œ
88

ã Œ œ œ œ œ Œ œ œ œ Œ Ó ! Œ œ œ œ

w j
w œ œ . n œj œ . j 3
Strings

b j j œ. œ #œ œ nœ
Winds

& b œ. œ w
93

œ nœ.

ã œ Œ œ œ œ Œ Ó ! Œ œ œ œ œ Œ œ œ œ Œ Ó

j œ œ œ œ œ nœ
Vlns. I

bb w œ œ . n œj œ . j œ ˙. œ ˙.
99

& œ.
3

œ #œ œ nœ

ã ! Œ œ œ œ œ Œ œ œ œ Œ Ó ! Œ œ œ œ

œ œ œ œ œ nœ œ œ
Winds

b œ œ œ #œ œ œ nœ œ nœ œ œ œ œ #œ œ #œ œ nœ œ œ œ œ
&b œ
105

ã œ Œ œ œ œ Œ Ó ! Œ œ œ œ

105
Tambourine Dream 5
q = 132

œ #œ —. j —. j
Marimbula

b œ
&b œ œ œ œ œ œ œ œ œ œ œ œ œ ?
n n 45 — — Œ — — — Œ —
109

œ Œ œ œ œ Œ œ œ 5 Toœ Pandeiro
Œ Ó . Ó. œ ‰œ
ã 4
or very dry tamb.

j j j j
? —. —. —. œ ‰ œj ‰ œ œ œ
Marimba

— — Œ — — — Œ — — — —Å — œ œ
113

¿ ¿ ¿ ¿ ¿ œ. ¿ ¿
Hi Hat

ã Ó. œœ‰œ ‰œŒ
J J
œ œœ‰œ ‰œŒ
J J
œœ˙ œœ Œ œ œœ‰œ
J
æ
F
j j j
? œ œ œ ‰ œj ‰ œ œ œ bœ œ œ ‰ œ ‰ œ œ œ
117

œ. ¿ ¿ bœ. ¿ ¿

ã œ œœ œœœ ‰ œœœ œœœœœœ œœ œ"œœœœœ œœœœ œ œ

j j j
? œ ‰ œj ‰ œ œ œ œ ‰ œj ‰ œ œ œ œ — œj — œ œ œ
b œ . b œ œ¿ œ œ œ œ
119

¿ œ . ¿ ¿ œ . —¿ ¿ ¿

ã @œ œ !œ !œ œ @œ ‰ œJ œ @œ . œ œ œ œ œ ‰ œJ œ œ . " œ œ œ œ œ œ Œ œ œ œ œœœ
finger rolls

3 3

j
j
? b œ . b œ œ œ ‰ œj ‰ œ œ œ
j
b œ . b œ œ œ ‰ œj ‰ œ œ œ œ œ b œ œj œ œ œ
œ . ¿ ‰ ‰¿
122

¿ ¿ ¿ ¿

ã @œ œ !œ !œ œ @œ ‰ . œR œ œ . œ œ œ œ œ œ " œ œ ‰ œ œ œ œ . " œ œ œ œ . œ ‰ œJ ‰ . œR ‰ œJ " œJ .


3

106
6 Tambourine Dream

j j b œ j œj j j
? œ. œ œ bœ ‰ œ ‰ œ œ œ œ. œ œ œ œ bœ œ. œ œ bœ œ œ œ

‰ ‰ ‰ ‰
125

¿ ¿ ¿ ¿ ¿ ¿

ã ‰ œJ œ œ . ‰ œ œ œ œ œ œ œ ‰ œJ œ . œ œ œ ‰ œJ œ . œ œ œ œ œ œ œ œ œ œ œ œ " œ œ œ œ œ œ œ
3 3 3 3 3

j j
? b œ . b œ œ œ ‰— œj —‰ œ œ œ b œ . b œ œ œ ‰ œj ‰ œ œ œ œ ‰ œj ‰ œj œ
128

¿— ¿ ¿ ¿ ¿ œ œ
¿ ¿ œ
œ.

ã œ ‰ œ ‰œ ‰" œ. œ œ œ œ œ œ œ ‰ œ œ œ œ œ œ œ œ œ œ œ œ œ œ ‰ œ œ œ. œ œ œ œ œ œ
J J J @ ! ! @
3 3

j j
? j j œ ‰ œj ‰ œ œ œ œ ‰ œj ‰ œ œ œ
œ œ¿ œ ‰ œ ‰¿ œ œ œ œ œ œ œ
131

œ. œ. ¿ ¿ œ. ¿ ¿

ã œ œ œ œ œ œ œ œ œ œ œ œ " œ œ œ œ œ œ œ œ œ œ œ œ œ " œ œ " œ œ œ ‰ œJ ‰ . œR Œ œ . œ ‰ œJ

j œj j
b œ œj œ œ
? œ. œ œ bœ œ œ bœ œ. œ œ bœ
j
œ ‰ œj ‰ œ œ œ
‰ ‰ ‰ ‰ b œ œ
134

¿ ¿ ¿ ¿ bœ. ¿ ¿

ã " œ œ œ œ œ ‰ œ œ œ œ œ " œ œ œ ‰ œJ œ œ œ œ . œ ‰ @œJ œ œ œ œ œ œ " œ œ ‰ . œR œ œ ‰ œJ


3 3

j j j j
? bœ œ œ ‰ œ ‰ œ œ œ œ œ œ ‰ œ ‰ œ œ œ
137

bœ. ¿ ¿ œ. ¿ ¿

ã œ œ œ œ œ œ œ œ œ œ œ œ " œ œ œ œ œ œ œ " œ œ œ œ . œ œ œ œ œ œ œ œ œ ‰ œJ
3 3 3 3 3

107
Tambourine Dream 7

j j
? œ œ œ ‰ œj ‰ œ œ œ œ œ œ ‰
j
œ ‰ œ œ œ
139

œ. ¿ ¿ œ. ¿ ¿

ã œ œ œ œ œ œ ‰ . œR ‰ œJ " œJ . " œ œ œ œ œ œ. œ œ œ œ œ œœ
finger rolls

@ @ ! @ @ ! ! @
F
j
? œ ‰ œj ‰ œ œ œ ˙.
U ### C
approx 15"

œ œ ˙ w œ w œ
141

œ. ¿ ¿ &

To concert tambourine

ã @œ œ!œ !œ œ @œ œ@œ . !œ œ@œ @œ œ œ œ @œ @œ œ œ œ @œ œ wæ œ U


Ó ˙. C
shake rolls

æ æ æ
P ƒ #
(All metric modulations are approximate) (h=q)
Carnival Overture
## œ œ œ œ œ œ ˙ nnnb 3
Carmen - Aragonaise

& # C œ ˙ œ œ œ œ œ œ œ œ œ œ œ Œ 8 œ œœœ
145

ƒ
C œ ˙ œ Œ 3 œ œœœ
ã œ œ œ œ œ œ œ œ œ ˙ 8
æ æ
ƒ (q=h)
Carnival Overture
### #œ œ
& b œ œ œ œ œœœ œ œ œ œ œœœ œ œ œ œ œœœ œ œ œ n C œ ˙
150

ã œ œ œ œ œœœ œ œ œ œ œœœ œ œ œ œ œœœ œ œ œ C œ œœœ œ

(h=q)

### œ ˙ #œ œ œ ˙ #œ œ œ ˙ # œ œ n n # 43 œ œ œ ##
Carmen - La Boheme

41 # œ # œ œ œ # 38
158

&

3 1 3
ã œœœ œ œœ œ œ œœœ œ œœœ œ 4 œœœœœœ 4 œ œ 8

108
8 Tambourine Dream
Roman Carnival Overture Nutcracker

œ œ œ œ
(Œ=q.) (‰=e)

## œ œ œ œ
œ œ œ œ nn# 3 œ œ œ œ 2 œ œ œ œ œ œ # œ œ œ
& # 38 ! 42
163

8 4
3 œ. 2 3 "œœ œ 2 œ œ œ
ã 8 4 œœœœ œœœœ œœœœ 8 R 4 œ œ œœ œ
æ
Carnival Overture
(q=h)
# ## œ œ ˙ œ œ ˙
& œ œ œ œ œ # 21 œ œ œ C œ œ œ œ œ œ œ œ 68
170

1 œ œ Œ œ œ Œ 68
ã œœœ 2 œœŒ C œœŒ œœŒ œœŒ œœŒ

Roman Carnival Overture


(h=q.)
## œ. œœ .. œœœ .. œœ .. œœœ .. œœ .. n
n # 43
& # 68 œœ .. œ. 38 œœ œœ œœ
175

œ. . . œ. œ œ œ

6 œ. œ. œ. œ. œ. œ. 3 œ œ œ 3
ã 8 8 4

Carmen - La Boheme
(Œ.=Œ) Nutcracker

# 3 œ œ œ #œ œ œ #œ œœœ œœœ œœœ œœœ œœœ œœœ


41 42 œ œ œ œ œ œ
179

& 4 œœœ œœœ œœœ œœœ

3 1 2
ã 4 œ œ œ œ œ œ 4 œ œ 4 œœœ œœœ œœœ œœœ œœœ œœœ
Carnival Overture Carmen - La Boheme
(q=h)
# œœœ œœœ ### 1 nœ œ Œ n n # 43 œ œ ‰ œ œ œ œ œ 42
! 42 œ œ Œ
184

& œœœ œœœ 4


1 2 3 2
ã œœœ œœœ 4 œœœ 4 œ œœœ œ œœœ 4 œœœœ œœ 4
3 3 3

109
Tambourine Dream 9

j
Roman Carnival Overture

# 2 œ œ œ #œ ### 6 j j j j 44
8 œœ œœ œœ œœ œœ œœ œœ œ.
189

& 4 œœ œ.

ã 42 œ œ œ œ 68 œ œ œ
J
œ œ
J
œ œ
J
œ œ
J
‰ œ ‰ 44

Bob Dylan - Mr. Tambourine Man

p
## nnnb œ œ
subito

œ œ œ
& # 44 w œ œ œ œ. œ œ. œ œ œ œ
193

œ œ.
ƒ Hey Mis - ter Tam - bou - rine Man play a song for me in a

U
4 wæ Œ Œ Œ Œ
Crescent/ Rock and Roll tambourine

ã 4 œ œ œ œ
subito p

& b œ. œ œ. œ œ œ œ œ. œ œ œ !
196

œ ˙
jin - gle jan - gle mor - ning I come fol - low - ing you.

ã Œ œ Œ œ Œ œ Œ œ Œ œ Œ œ

110
Dedicated to Wannapha Yannavut

Sirens
Andy Thierauf
For Timpani and Max
Freely q = c 80

4 ! ! Ó
(Ambient noise)

&4
*
Max

1
? 44 œœ ˙ Œ œœ œ. j Œ œœ ˙ !
Timpani œœ œ œœ œ œ œœ œœ ˙
f
5

&

?‰
somewhat freely

œ ‰ œ œ œ Œ ‰ œ œ œ Œ œ œœœœŒ Œ
5

œ ‰ œ
3

w œœœ
P
(Electronic sounds, bells, ambience)

gggggggggggggggggggggggggggggggggggggggggggggggggggg
9

&
2

? œœŒ œœ œ " œ‰œœ œ ‰ j Ó œ ®œ œ œ ‰ . œr


9 3

œœ œœ œ ˙ œ. œ
>
F
3

g
gggggggggggggggggggggggggggggggg gggggggggggggggggggggggggggggggggggggggggggggggggggg Ó Œ
(Tam tam)

&
*
3 4

? œ œ œ œ@ œ UŒ U
5

‰ œ œ œ œ œ œ œ@ œ@j ‰ œ œ œr œ " œ œ œr œ æ
œ ˙
13 3

Ͼ
3

œ œœ æ
> >
œœœœ

Allegro q = 120

˙˙ œœ >o >o >o >.


‰ #J Ó
(Gongs)

o Ó
(Resonant Metals)

Ó. –
(Metal)

Œ ˙˙˙ œœœ
17 (Wood)

&
~~~~~~

*
~~~~

? æ >œ ,
˙. œ œ œ
6
Œ Œ "œœœœœœ œ œ ‰ œœœ
17

œ ˙æ æ æ
> Í F
© 2015

111
2 Sirens

o o
&– ‰ #J Ó o o # " #J . ‰ øJ ‰ . ø Œ – – –
21 (Cymbals)

?œœ œœ œ j j
œ œ ‰ œœœœ œ œ œ œ. œ œ œ œ ‰ œ œ œ " œ œ œ ‰ œ œ œ. œ œ œ. "œ œœœ œ ‰ œ
21
3 3

o o o Ó #.
& o. ‰ – – – – – – 78 # Œ # . 6 #. 5
25

8 8
*
? œ œ œœœ œ Œ j j3 ‰ j 7 œ œ œ 6 œ œ œ 5
25 3

œœœœ œ œ œ œ. œ œ œœœ œ 8 œ œ œ œ 8 >œ œ œ 8


3

>
f > > > F > > >

5 2 4 #
&8 # #. 4 # Œ Œ Ó Ó Œ
29

4 *
fl
sfz in normal playing area
Move to center all others in center

?5 œ œ œ 2 œ œ 4 œ œ œ œ œ œ œ œ œœ œœ œ
29 3 3 3

8 œ œ 4 œ œ 4 œ œ œ œ œ œ œ œ
> > > > ß

&Œ Ó Œ Œ 78 ˜ Œ 68 ˜ . ˜. 85
33

* * * ˜.
fl fl fl
? œ œ œ œ œ œ œ œ œ œ œ œ œ œ 7 j œ j >œ j 6 œ œ œ 5
33 3 3 3 3 3 Normal playing area

œ œ œ œ œ œ œ œ œ œ œ œ œ 8 œ œ œ 8 >œ œ J 8
ß ß ß f> >

& 85 ˜ ˜. 38 ˜ . 44 ˜
37

?5 >œ j 3 4 œ ‰ œœœ œ ‰œ
œ 8 >œ œ œ 4 œ œ œ œ œ œ
37 3

8 œ œœœœ
3

>

112
Sirens 3

41

&

U
rit. 7 Freely

?‰ œ . œ œ œj œ ‰ œ œ œ œ œ " œ œ œ œ œ . j
œ œ œ Œ ˙ Œ
41 3
3
œœ
œœ œ œ œœ œ
3 3 3
P

~ ~ ~~~~~~~~ ~~~~
~~ ~~ ~ ~ ~ ~ ~
45 (Glissandi in fixed media)

& ~~~~~~ ~~ ~~ ~~ ~~ ~~ ~ ~ ~ ~
8

? œ. j Œ ˙
45 (ad lib glissandi)

w ~~~~~~~~ ~~~ w
œœ œœ
œœ œ œ œœ ˙
~~ ~
œœ
æ

7 ooooooooooooooooÓoooooooooooooooooooooooooo6ooooooooooooo
(Bubbles and Water Sounds)

5
& ~~~~~~~~~~~~~~~~ 8 oooooo 8 8

~~~
9 10

j
? wæ ~~ ~~~~~ ~~~~ w
29" 23"

7 œœ œœ 6 œœ j 5
49

~ ~~~ 8 œœ œœ J 8 œœ .. œœ 8
p J
32" 26"

~~~~~~~~~~ 7
& 85 42 44 ~~ ~~~~
~~~~ ~~~~
~~~~ 68
53 simile

~~~~~~~~ 8
j 6
11
? 85 œœ j œœ 42 œœ œœ 44 78 œ œœ œ œJ 8
œ
~~~~~~~ ˙˙
53

œœ œœ ˙˙ ~~~~~ œ œ
J
P

6 5 2 4 ~~~~~~~~~~~~~~~~~~~~~ 7
57

&8 8 4 4 ~~~~~~~~~~~~~ 8
12

? 68 œ . j j ~~~~~ ˙˙
œœ œ 85 œœ œ œœ 42 œœ œœ œ 44 ˙˙ ~~~~~~~ 78
57

œ. œ œ œ

113
4 Sirens
rit.

7 ! 6 ! 5 ! 2 ! 4
61

&8 8 8 4 4
^ ^
œœ œœ œœ j j
?7 œ œ 6 œ. œ 85 œœ œ œœ 2
4 œœ
œœ œ 4
61

8 œ œ J 8 œ. œ œ œ 4
F
˜˜Ó – ‰ –J Ó #– # ø̃ ø̃ ø̃ ø̃ ø̃
Allegro q = 120
4 ‰ –J Ó
&4 ––
3

? 4 Œ Œ ‰ . œr œ œ œ ‰ œ œ œ ‰ œ œ œ œ ‰ j‰. r œ œ œ ‰ 3 œ œ. œ >
13

œ œ œ œ œ ‰œ
65 3 3

4 J œ œ œ. œ œœœ 3 J
f 3

ø ~~~~~~~~~~~~~~
& *o Œ Ó ‰ o ‰ o Œ ‰ o o ~~~~~~~~~~~~~~ ~
69

? œ œ œ œ . ‰ >œ >œ >œJ >œ >> ˙˙æ ~~~~ b ˙˙


14 15 Freely

œ œ œœœ‰ ‰ œ œ œ œ œ œ œ Œ Ó
5
69 3

œ œ > > > >œ > > æ


p f 3
3
p 3
ƒ ß p

42 85 68 44
73
~~~~~
& ~~~~~~~~
~~ ~~~~~~
16

? ˙æ ~~~ 2 5 j 6 b œ .. ~ ~ ~ ~ œ . 4
4 b œœ b œœ œœ 8 b œœ b œœ
73

˙ ~ ~ ~ b ˙˙ œœ
J
8 b œ ~~~~ œ . 4
æ

4 " """""""""""""
& 4 """""""""""""""" """""""""""""""
77 (Ambient, percussive, metallic sounds in background)

"""""
"
$ " "
? 44 b œ œ . b œ Œ œ œ œ ‰ j Œ " œ b œ b3œ b œ œ b œ " j Œ œ œ b œ Œ œ œ œ
œœœœ .
77 rubato 3 3

œ œ œ œ œ. œ
p Blend with ambient background

114
Sirens 5

""""""" """"""""""""" """""


& """"""""""""
81

" " " " " " " """


""""
, 17
? ‰ bœ ˙
accel.

œ ‰ b œ b œ œ œ œ œ b œ b œ œ œ œ œ œ œ œ œ œ œ ˙ ~~~ b( œ̇ )
81 3 3 3

Jæ œ œ œ œ ˙
F Gliss only to C
Strike G and Eb

85

&
P
j
Freely

? œ Œ œ œ Œ ˙
85

œ.
bœ bœ œ bœ
œ bœ
œ
˙ œ bœ
œ
œ bœ ˙ œœ

– # – # "˜ ˜ ˜ ˜ ˜ ˜ ˜
Allegro {m q = c 120}
‰ ø ø Œ
88

& J J ˜ J
3 3
Continuous roll and gliss
move from drum to drum as indicated 18

? j j >œ
æœ . ~ b œ œæ. ~~ œ œæ. ~ œJ bæ˙ ~ næ˙ J ‰Œ Ó ‰ œ œ œ bœ. " œ œ œ œ
88

P ƒ f

– – – – ˜ ˜ ˜ j
& Ó ‰ ˜ Œ ˜
93

˜ ˜ ˜
3

? œ . œ œ " b œ œ œ ‰ . œr œ œ œ œ œ ‰ œ œ œ . œ œ œ . œ œ b œ œ " œ œ œ b œ œ œ " œ œ œ œ œ œ


93 3

subito p
3 3 3 3

˜ ˜ Œ
& ‰ J̃ Œ Œ Ó Ó Œ Œ Ó
96

* *
(Strike sfz in normal area,

? " œ œ œ œ œ œ œ œ œ œ œ œ ˙> œ^ ‰ Œ
all others at center)

bœ œ œ œ œ œ œ œ œ œ œ œ œ œ œ œ bœ œ œ œ œ œ œ œ œ œ
96 3 3 Dampen 3 3 3 3 3 3

bœ œ æ J
subito p ß ß
3
f

115
6 Sirens

Œ Œ 7 ø ø ø ø 6 ø ø ø
j j
ø 85 ø ø 2
100

& 8 J 8 J ø 4
* *
Normal playing area

? œ œ b œ œ œ œ œ œ œ œ œ œ œ œ 78 b œ œ œ œ 6 œ œ œ 85 œ œ œ œ œ 42
3

œ bœ œ 8 œ œ œ
100

ß 3 ß f Pedal notes down

2 3 4 ! ! Ó
104

&4 ø ø 8 4
*.
^ ^ ^
poco rit. Freely

?2 3 4
19

4 œœœœ 8 œœœ 4 ˙ Œ œ. j Œ ˙
104
œœ œœ œœ
œœ œ œœ œ œ œœ œœ ˙
ƒ
7 3 5 ooooooo2ooooooooo ooooooooooooo28ooooooooooooooo ooooooooo " 4 !
4 oooooooooooooooooooooooooooo8ooooooooooooooooooooooooooooooooooooo
oo 4 gggoogggoogggoogggoooogggoooogggoooooooo
ogggo gggggggggoogggoogggooo
109

& 8 4
gggg
Ï 20
? æ 7 œ œ œ œ æ 3 œ œ œ œ @ æ 5 œ œ œ œ æ 2 œ œ œ œ æ 2 >œ >œ >œ >œ >œ 4dampen
Take enough time that electronics become almost unbearable by the penultimate measure

¿¿
109

8 œ. 4 œ œ 8 œ. 4 œ 8 4 w¿
all but G

w
P >
3 3 3
ƒ

116
Dedicated to Johnny Mendoza

Wooden Blossoms Andy Thierauf


For Marimba and Max
(Tempo I)
Playful {q = c 108} 1

4 bœ
bœ bœ bœ œ
Delayed sound fades in

&4 bœ bœ
? 4 bœ bœ bœ bœ œ œ œ œ ‰ œ œ œ œ ‰ ! bœ bœ bœ bœ œ.
Marimba
4
F
b œ bœ bœ bœ
bœ b œ ‰. œ œ bœ bœ bœ
3

& R bœ
bœ bœ œ
? ‰. bœ ! œ œ bœ œ
R bœ

œ
& bœ œ œ bœ bœ œ œ bœ bœ ‰ jbœ bœ œ œ bœ bœ œ œ œ œœœ
5

bœ bœ bœ œ
? bœ œ bœ bœ
œ
‰ œ bœ 3
3

3
3

j bœ bœ œ
&‰ œ œ œ œ bœ bœ
8

œ bœ bœ bœ œ
b œ b œ bœ œ
? bœ bœ œ bœ œ ! bœ bœ œ œ
3

œ 3

œ bœ œ bœ
11

& œ bœ bœ bœ bœ
œ bœ œ œ bœ œ œ
? bœ bœ œ œ bœ ‰ œ bœ œ œœ
bœ ! œ œ bœ bœ. œ !
J
3

© 2015

117
2 Wooden Blossoms

bœ bœ
& ‰ bœ bœ œ bœ ! bœ œ bœ bœ œ ‰
14
3 3

œ œ
? bœ bœ bœ œ. bœ bœ œ œ œ ! œ bœ bœ bœ œ bœ
bœ œ bœ
3

bœ bœ bœ œ œ œ bœ bœ œ œ
‰ b œj œ b œ . œ bœ bœ bœ œ
17

& bœ œ œ œ. bœ bœ
3

? bœ bœ
‰ bœ œ ‰
3

! bœ bœ
20

& bœ œ œ
3 3

œ j
b œ b œ œ œ bœ bœ œ bœ œ œ bœ œ œ œ
?
bœ bœ bœ œ œ œ. bœ bœ ! œ
œ œ 3
3

‰ bœ . ‰ b œ
23 3

& J bœ bœ bœ bœ œ
3

bœ bœ bœ bœ œ bœ œ bœ
? bœ bœ bœ œ bœ
3

5
25

& bœ œ œ bœ œ 4
? bœ bœ bœ bœ œ œ œ œ œ bœ œ bœ œ œ œ 5
! œ œ œ bœ œ 4
3

& 45 44
27

? 45 b œ b œ b œ b œ b œ œ œ œ œ œ œ œ œ œ œ œ Œ 44 œ b œ œ b œ b œ œ œ b œ œ œ n œ œ n œ
3 3

118
Wooden Blossoms 3

29

&
? bœ. bœ œ œ bœ œ œ nœ œ ! bœ œ œ œ. œ œ œ bœ œ œ œ œ œ ! bœ bœ œ nœ œ œ œ œ œ
œ
3 3 3 3

32 Electronic sound becomes very dense

&
? # b œœ œœ œœ œœ œœ œœ œœ œœ Ó bœ œ œ œ œ œ
# œœœœœœÓ
bœ œ œ œ œ œ œ
# œœœœœ œ œ Ó
bœ. œ. œ. œ.
# œ. œ. œ. œ. Œ
3 3 3

36 Electronic sound begins to fade out

&
? # b œœ œœ œœ œœ œœ œœ œœ œœ œœ œœ œœ œœ œœ œœ œœ œœ # b œœ œœ œœ œœ œœ œœ œœ œœ œœ œœ œœ œœ œœ œœ œœ œœ
> > > >
2

& œ #œ #œ
b œ œ œ œ œ œ œ œ
?# œœœœœœœœœœœœœœœœ œ œ œ œ œ œ œ œ œ bœ bœ œ œ œ
œ #œ #œ œ
> > > > 3 3
3

œ bœ œ bœ bœ nœ bœ bœ œ bœ bœ
bœ bœ nœ bœ œ bœ œ bœ bœ œ œ bœ bœ
40

& œ bœ

? bœ œ œ bœ œ

bœ nœ bœ œ œ bœ
& œ bœ bœ œ bœ bœ œ œ œ nœ bœ bœ œ œ bœ bœ
42

? bœ œbœ œ œ U
bœ œ bœ œ bw
œ

119
4 Wooden Blossoms

(Tempo II)
3 Pesante {m q = c 92}

85 44
The bass notes echo as quarter notes through the speakers - play in time with them

&
? œ ( © © © ) #œ ( © © © ) œ Œ Ó 5 œ. œ 4
bœ ( © © © ) 8 4
f simile


4 œ bœ œ œ bœ œ #œ œ #œ œ œ #œ œ œ #œ #œ œ œ
50

&4 œ œ
? 4 #œ b œJ œ
4 J J


bœ œ bœ bœ nœ œ œ bœ œ bœ œ œ bœ œ œ œ
#œ œ œ œ œ 98 44
53

&
? œJ œ 98 b œJ 44
J

œ œ œ œ œ #œ
4 bœ bœ œ œ 5 bœ bœ bœ œ 3 bœbœ œ 4
56

&4 8 4 4
? 4 œJ 5 œ 3 4
4 8 J 4 œJ 4


4 œ # œ œ # œ œ 7 œ bœ œ bœ bœ bœ 4 œ #œ œ #œ #œ 3
#œ œ
59

&4 8 4 œ #œ 8
? 4 #œ 7 œJ 4 œJ 3
4 J 8 4 8

120
Wooden Blossoms 5

#œ œ œ #œ ,
nœ #œ œ
& 38 œ #œ #œ 78 œ
62

? 3 b œJ 7 œJ
8 8

4 Freely
,
Echo ends, computer records for five seconds
5 Echo resumes

4 œ #œ œ 5
a tempo

œ
(ad lib rhythmic hiccups)

& 4 œ #œ œ 8
? œ œ bœ bœ œ œ.œ œ œ œ œ œ œ.œ œ œ œ œ œ œ.œ œ œ.œ œ œ œ œ œ œ œ œ œ œ 4 œ ( © © ©) 5
4 J 8
" F " F
Approx. 8"

5 6 œ œ œ #œ 7 œ œ œ œ bœ 4 œ #œ œ œ œ bœ œ œ nœ œ 5
& 8 œ bœ œ œ
66

8 #œ 8 #œ 4 8
?5 œ 6 œJ 7 œ 4 œ 5
8 J 8 8 J 4 J 8

bœ œ œ. œ.
5 œ . 44 œ œ œ b œ œ 16
9 œ œ bœ œ œ 5 # œ . œ œ 12
70

&8 #
œ œœ 8 16
? 5 b œJ 4 œ 9 œ 5 12
8 4 J 16 J 8 16


6 Freely

opt roll notes

œ bœ. œ. œ. , b ˙˙ ˙
# ˙˙
#˙ ,
12 œ . œ œ # ˙˙ # # ˙˙˙ 4
& 16 J bœ œ œ J ˙ ˙ # ˙
74

4
j p
? 12 œ. j 4
œ.
Approx. 15"

16 J J 4
Echo ends, computer records for five seconds
and also plays back m. 64

121
6 Wooden Blossoms

7 Echo resumes

bœ bœ œ
a tempo

4 b œ œ # œ b œ œ # œ œ œ œ 98
&4 bœ bœ œ œ bœ #œ œ #œ œ
? 44 b œ ( © œ #œ 98
© ©) J J
J
F

œ bœ œ bœ œ #œ œ œ bœ. # œ œ bœ bœ œ œ œ œ
& 98 9 J bœ 6 44
81

16 16
? 98 b œJ 9
16
j
bœ. 6
16 44
J
8
bœ bœ bœ œ œ œ , b˙
#œ œ œ œ œ bœ œ œ œ
Freely

& 44 bœ b œ # œ . œ . œ b ˙˙˙ b ˙˙˙˙


84

J
p
? 44 b œJ #œ
J
9

#˙ ˙ ,
# ˙ b ˙˙ bœ œ 4
a tempo

7 5 9
& ˙˙ 4 œ œ #œ œ œ bœ œ 8 œ œ #œ œ 8
87

8 bœ œ œ #œ
˙
? 7 4 œ 5 9
8 œ 4 J 8 # œJ 8
J
F
,
9 œ #œ œ bœ œ œ œ 5 œœ 7 œ j
œ œ œ 11 # œ . œ œ b œ œj
8 œ œ bœ 8 œ œ œ bœ
91

&8 œ 16
j
? 98 œJ 58 œ 78 11 œ
16 J .
J œ
J

122
,
Wooden Blossoms 7
10 Freely 11

bœ œ œ œ œ œ œ œ œ œ œ œ œ œ.œ œ œ œ œ œ œ œ 3 œ œ œ œ œ 4
a tempo

& œ bœ œ œ. œ œ œ. œ œ œ œ œ œ œ 4 4
! F !
? 3 œ 4
4 J 4
F

œ œ œ #œ œ œ nœ œ œ œ bœ. œ.
4 #œ œ œ œ nœ 7 7
œ œ 16
œ
œœ œœ 5 J J 12
97

&4 8 8 16
? 44 œJ 78 œJ 7 œ
16

85 J 12
16
J

œ œ œ #œ nœ œ
12 j œ œ.
œœ J 6 œ 4 b b œœœ b œ œ œ 7
& 16 œ .
101

8 4 œœ b œ 8
j j œ
? 12 œ . 6 J.
b œ 4 œ œ œ œœ 7
16 J 8 4 bœ 8

3 œ bœ ‰ ‰ bœ nœ Œ
12
7 7 (œ b œ b œ n œ œ œ b œ n œ ) 5
&8 4 8 4
b œ œ b œ ( Ì 3Ì Ì )
?7 3 7 Œ. 5
8 b˙ ( © © ; 4 ; b© ) ‰ Œ 8 4
f 3

œ . œ œ # œ œ # œ .( œ œ œ œ œ œ œ œ )
5 4 3 #œ 4
4 #œ #œ #œ Œ Œ 4
107

&4 4 #œ
#œ #œ
? 45 44 œ Œ Ó 43 44

123
8 Wooden Blossoms
13

# œœ .
opt. roll notes

& 44 42 œ # œ # œ Œ 44 43 Œ . # œœ ...
110 3

? 4 œ #œ œ Ó 2 4 œ œ #œ #œ œ Œ Ó 3 œ #œ œ Œ Œ #œ. Œ.
4 4 4 4
5
p
œ. # œœœ ...
3

# # œœœ ... # # œœœ ... # œ. œœ .


#. # œœ .. # #### 4
.
& Œ œ. .
Œ œ. Œ # œ. Œ . # œ .. Œ. œ. 2
4 Ó
115

4
? œ. Œ. #œ. Œ. œ. Œ. #œ. Œ.
#œ. Œ. 2 #### 4
4 Ó 4
ƒ

#### 4
14 Allegro {m q = c 120}
3 2 3
& 4 œœ œœ œœ œœ 4 œœ œœ œœ 4 œœ œœ 4
? #### 4 œ œ œ œ œ œ œ œ 3 œœ œœ œœ 2 œœ œœ 3
4 4 4 4
p

##
& # # 43 44 42 œ œ œ œ œ œ 43
124

œ œ œ œœ œœœ œœœ œœœ œ œ œ


œ œ
? #### 3 œ œ œ œ œ œ œ 4 œ œ œ œ 2 3
4 4 4 4
P

#### 3 2 4 2
4 œœœ œœœ 4 œœœœœœœœœœœœœœœœ
127

& 4 œœœ œœœ œœœ 4


œ œ œ œ œ
? # # # # 43 42 44 42

##
& # # 42 œ œ œ œ œ œ œ œ 43 œ œ œ œ œ œ œ œ œ œ œ œ 42 œ œ œ œ œ œ œ œ 44
130

? #### 2 3 2 4
4 4 4 4

124
Wooden Blossoms 9

##
& # # 44 œ œ œ œ œ œ œ œ œ œ œ œ œ œ œ œ 43 œ œ œ œ œ œ œ œ œ œ œ œ 42 œ œ œ œ œ œ œ œ 43
133

? #### 4 3 2 3
4 4 4 4
F

#### 3 œ œ œ œ œ œ œ œ œ 2 œœœœœœœ 4 œœœœœœœœœœœœœœœœ 3


4 œ œ œ 4 œ
136

& 4 4
? # # # # 43 42 44 43

# ## 3 œ œ œ œ œ œ œ œ œ œ œ œ œ œ
2 œœœ œœœ 3 œœœ œœœ œœœ 2
& # 4 œ œ œ
139

4 4 4
? #### 3 2 3 2
4 4 4 4
f

œ œ œ œœ œœ œ œ œ œ
#### 2 œ œ œ œ 3 œ œ œ œ 4 œ œ œ œ œ œ œ œ 2
4 œ œ
142

& 4 œ œ œ 4 œ œ œ œ 4
? #### 2 3 4 2
4 4 4 4
poco allargando

œ œ œ œ œ
#
# # 2 œ œ œ œ œ œ œ œ œ œ
3 4
& # 4 œ
145

œ 4 œ œ œ 4
? #### 2 3 4
4 4 4
ƒ

125
10 Wooden Blossoms

15

œ œ œ œ
#### 4 œ œ œ œ œ œ œ œ œ œ œ œ œ œ œ œ
3
& 4 œ œ œ œ 4
? #### 4 3
4 6 6 6 6
4

œ œ œ
# ## 3 œ œ œ œ œ œ œ œœœ œœœ
œ œ œœœ œ 2 œœ œœœ œ 4
& # 4 œ
148

œ 4 4
? #### 3 2 4
4 4 4
6 6
6 6
6

œ œ œ œ
150
#### 4 œ œ œ œ œ œ œ œ œ œ œ œ œ œ œ œ œ œ œ œ 3
& 4 4
? #### 4 3
6 6 6 6

4 4

rallentando

151
#### 3 œ œ œ œ œ œ œ œ œ œ œ œ œ œ œ œ œ œ 2 œ œ œ œ œ œ œ œ 4
& 4 4 4
? #### 3 2 4
6 6 6

4 4 4

# ## œœœ œœ œœ œ œ
Delayed sound

4 œ œ
& # œ œœ œœ œœœ
3

œ
fades away

œ
153

4
3

œ œ œ
? #### 4 œ œ œ ggg www
4 œ ggg w
3

126
Dedicated to Chris Zerges

The Seafarer
Andy Thierauf
For Snare Drum and Max
Snares off
with Timpani mallets
U U
4 œ. œ œ œ œ. U 5
1 (Wait for delay)

ã 4 wæ
(Wait for delay)

œ Œ Œ Œ Ó ‰ œ œœœ œ Ó
q = c 60
Snare Drum
J 4
ƒ P F3 3

Moving q = c 72
5 Play in time independent of delayedœsound œ . œ œ œ œ . ‰ !œ Œ
ã 4 œ. œ œ œ œ. Ó. . œ œ œ œ. Ó x x. x x.
5 stick click
on rim

J
3 3 3

! 7 ! 4
ã œ . œ œ œ œ . ‰ œJ " œJ . x x . 4 œ . œ œ œ œ . Œ œ œ œ œ ‰ œJ " œJ . x x . 4 œ œ Œ œ œ œ œ ‰ . œR
8

3 3 F 3

ã œ œ œ . Œ ‰ !œJ œ œ œ œ œ œ œ œ Œ ‰ !œJ œ œ œ œ 46 œ œ œ œ œ œ œ œ œ œ œ ‰ !œJ œ œ œ œ x x .


11
r r r

3 3 3
F 3

4 U
ã œ. œ œ œ œ œ œ œ. œ œ. œ ˙
14 Allow electronic sound to fade
2
4 $
Approx. 6"

æ
#
To sticks
3 3

2 5 4
ã œ œ œ ‰œ œ ‰ . >œR œ œ œ œ ‰œ œ œJ ‰ œ . >œ œ œ œ œ 4 ‰œ œ œ >œ œ . >œ œ œ œ œ 8 ‰ œ œ œ >œ œJ 4
16 Faster q = c 88
r r r r
œ

f P3 f P3 f P3 f P3
one hand

4 6 . 4
ã 4 x x x œ œ . >œ œ œ œ œ ‰ œ œ œ >œ œ >œ Œ œJ x x x œ 4 œ . >œ œ œ œ œ ‰ œ œ œ >œ œ >œ zœ
21
r r
4
press roll

3
f P3 3 3
f P3
4 3 3 . 4
ã 4 œ œ œ x x x œ œ . >œ œ œ œ œ 4 ‰ œ œ œ >œ œ >œ 8 zœ œJ 4 " œJ . œ œ œ x x x œ œ . >œ
24
r

3 3
f P3 3 3
f
© 2015

127
2 The Seafarer

.
ã œ œ œ œ ‰ œ œ œ >œ œ >œ 42 zœ œ g^ 44 ‰ œJ " œJ . œ œ œ x x x œ œ . >œ œ œ œ œ ‰ œ œ œ >œ 78
28
r r

P
3 rim shot 3 3
f P3
7 . 4 .
ã 8 œ >œ zœ œ œ g^ œJ 4 ‰ œJ " œJ . œ œ œ x x x œ œ . >œ œ œ œ œ ‰ œ œ œ >œ œ >œ zœ œ œ g^ ‰ œJ
32
r

3 3
f P
3

ã !œ œ ‰ œ " œJ . œ œ œ x x x œ œ . >œ œ œ œ œ ‰ œ œ œ >œ œ >œ zœ. œ œ g^ 85 ‰ œJ " œJ . œJ 44


36
r

3 3
f P3
4 ! .
ã 4 œ œ ‰ œ " œJ . œ œ œ x x x œ œ . >œ œ œ œ œ ‰ œ œ œ >œ œ >œ zœ œ œ g^ ‰ œJ " œJ . œ " x œ
40
r

3 3
f P3 F P
! .
ã œ œ ‰ œ " œJ . œ œ œ x x x œ œ . >œ œ œ œ œ ‰ œ œ œ >œ œ >œ zœ œ œ g^ ‰ œJ " œJ . œ ‰ œ œ
44
r r

3 3
f P
3
F 3
! .
ã " x œ œ " œ œ œ œ ‰ œ " œJ . œ œ œ x x x œ œ . >œ œ œ œ œ ‰ œ œ œ >œ œ >œ œ œ œ g^ ‰ œJ " œJ .
48
r
æ
P 3 3
f P3

ã œ ‰ œ œJ ‰ ‰ ‰ œJ œ œzœ. " x œ œ " œ œ !œ œ ‰ œ " œJ . œ œ œ x x x œ œ . >œ œ œ œ œ ‰ œ œ œ >œ œ >œ


52
r r

F 3 3 3 3 3
f P3
. ! . !
ã zœ œ œ g^ ‰ œJ " œJ . œ ‰ œ œ Œ œJ œ œ œ œ œzœ " x œ œ " œ œ œ œ ‰ œJ " œJ . œ œ œ x x x œ
56
r

F
3 3 3 3 3

. 5 ! 4
ã œ . >œ œ œ œ œ ‰ œ œ œ >œ œ >œ zœ œ œ g^ ‰ œJ " œJ . œ ‰ œ œ Œ œJ 8 œ œ œ g^ œ œ œ œ œ 4
60
r r

f P3 F
3 3
F P

128
The Seafarer 3

. " .
ã 44 œ œzœ ! x œ œ ! œ œ œ œ ‰ œJ ! œJ . œ œ œ x x x œ œ . >œ œ œ œ œ ‰ œ œ œ >œ œ >œ zœ œ œ g^ ‰ œJ
64
r

3 3 3
f P3
7 . 2 " 4 . "
ã ! œJ . œ ‰ œ œ Œ œJ 16 œ œ œ g^ œ œ zœ 4 œ œ œ œ œ œ œ 4 œ œ zœ ! x œ œ ! œ œ œ œ
68
r

F 3 3
F P 3

ã ‰ œJ ! œJ . œ œ œ x x x œ œ . >œ œ œ œ œ ‰ œ œ œ >œ œ >œ zœ. œ œ œ^ ‰ œJ ! œJ . œ ‰ œ œ Œ œJ 43


72
r r

3 3
f P3 F
3 3

3 . 3 " 3 . 2 " 3
ã 4 œ œ œ g^ œ œzœ œ œ œ œ œ 8 œ œ œ œ œ 4 œ œ œ g^ œ œzœ œ œ œ œ œ œ 4 œ œ œ œ œ œ œ 4
3

F P 3
FP

3 . " 4 . 5
ã 4 œ œ œ g^ œ œ œ œzœ œ œ x x œ œ œ œ œ œ œ œ œ œ œ 4 œ œ œ g^ œ œ œ œzœ œ œ x x œ œ œ œ 4
80

3
f P 3

5 œ œ +Y ! œr œ . œ œ œ œ œ œ œ œ "œ œ œ 4 œ œ œ g^ œ œ œ œ œ. œ œ x x œ œ œ œ 6
z
83 stick shot

ã4 J 4 4
F p f P 3

+ r
ã 46 zœ œ œ œ œ Y œ œ œ . œ œ œ œ œ œ œ œ "œ œ œ 44 œ œ œ g^ œ œ œ œ zœ. œ œ x x œ œ œ œ 45
85

FP f P 3

5 + U 4
ã 4 œ >œ œ zœ œ œ œ œ Y ‰ ! œR œ œ œ .
87 (allow electronic sound to
r
# 4
dissipate in empty bars)

F P
4 . 6 + 4 "
ã 4 œ œ œ g^ œ œ œ œzœ œ œ xxœ œ œ œ 4 œ >œ œzœ œ œ œ œ Y œ œ œ œ . œ œ œ œ . 4 œ œ œ œ œ œ œ œ Œ œ œ œ
89
r

3
F p3 P f P

129
4 The Seafarer

. +
ã œ œ œ g^ œ œ œ œ zœ œ œ x x œ œ œ œ œ >œ œ zœ œ œ œ œ Y œ œ œ 43 œ œ œ œ . œ œ œ œ .
92
r

3
F p3 3

! 4 . 3 +
ã œ œ œ œ œ œ œ œ œ œ œ 4 œ œ œ g^ œ œ œ œ zœ œ œ x x œ œ œ œ 4 œ >œ œ zœ œ œ œ œ Y
95

f P 3
F
44 œ x œ œ œ œ œ œ . œ œ œr œ . U
ã œ œ œ œœœœ Œ 43
98

$
p 3 3
P 3

3 ! 4 . 3 . + 4
ã 4 œ œ œ œ œ œ œ œ œ œ œ 4 œ œ œ g^ œ œ œ œ zœ œ œ x x œ œ œ œ 4 œ >œ œ zœ œ œ œ œ Y 4
101

f P 3
F
4 3 g^ œ œ œ x 3 œ œ œ œ œ œ . œ œ œr œ . œ œ œ œ œ œ œ œ !œ œ œ
ã 4 œ œ œ œœœxxxœ Œ
104

8 4
p3 3 3 P3 3
f P
108
U 4 œ œ œ œ œ œ x x x œ œ œ œ !œ ‰ 5 œœ œ g^ œœ œxœ œ œ œœ œ . œ œ œr œ . 3
ã $ 4 4 4
p3 3 3 3
F
3 3
P
3

+
ã 43 œ >œ œ zœ. œ œ œ œ Y 85 œ œ œ œ œ œ x x x œ 68 œ œ œ !œ œ œ œ œ x ‰ 46
111

F p 3 3 3 3 3

6 3 . + 5 6
ã 4 œ . >œ œ œ œ g^ œ œ œ x œ œ œ œ œ œ . œ œ œ œ . 4 œ >œ œ zœ œ œ œ œ Y 8 œ œ œ œ œ œ x x x œ 8
114
r

F
3 3
P
3
F p3 3 3
6 ! 6 U 7
ã 8 œ œ œ œ œ œ œ œ x x x 4 œ . >œ œ œ œ g^ œ œ œ x œ œ œ œ œ œ . œ œ œ œ .
117
j r
$ 4
3 3
F 3 3 P 3

130
The Seafarer 5

+ !
Electronics drop out and slowly fade back

7 ..
ã 4 œ zœzœ œ œ g^ œ œ . œ œ œ œ x Y œ œ . >œ œ œ œ g^ œ œ œ x œ œ œ œ œ œ . œ œ œ œ . œ œ œ œ œ œ œ œ
4 in over next several measures
r

Í 3 3
F 3 3 P 3 f
! . !
ã œ œ œ œ œ zœ " x œ œ " œ œ œ œ ‰ œJ " œJ . œ œ œ x x x œ œ . >œ œ œ œ œ ‰ œ œ œ >œ œ >œ
122
r

P 3 3 3
f P3
. . . œ œ œ œ +Y 2 œœ œr œœœœ 3
ã zœ œ œ g^ ‰ œJ " œJ . œ ‰ œ œ Œ œJ œ œ œ g^ œ œ œ œzœ œœ xxœ œ œ œ œ >œ œœ
124

z
r
4 8
F3 3 3
F p 3 3
U
3 5 ! 6 4
8 >œ œ œ œ œ œ œ œ 8 œ œ œ x x x œ œ œ œ œ œ œ œ œ 4 wæ
127
j
ã 8 œœœxxxœ
3 3 3 3
F
3 3 3 3
ƒ #

U U
5 Room Filter - Allow electronics

U 6
ã wæ wæ
to fade until almost silent

$ 4
ƒ To timpani mallets
F
6

ã 46 œ œ œ œœ œœœ œœ œ‰ !œJ œœœ œx x . 44 œ . œœœœœœ œ . œ œ . œ œ œ œ œ œ . œ œ . œ Œ 43 ‰œ œ œ . œ Œ


7
r

P
3 3 3 3 3 3

131
Dedicated to Rusty Burge

The Universe Expanded Andy Thierauf


For Vibraphone and Max

Improvise using notes on screen, in any octave


Start sparsely and increase energy

b œœœ
œœœ n œœœœ n œœœœœ # n œœœœœ # n n œœœœœ n n # b œœœœœœ
1
œœ # œœœ œœœ œœœœœ # n n n œœœœ
Approx. 2'

&œ # œ œœ # œœ # œœ n # œœœ n b # œœœœ # b n œœœœ n b # œœœœ


2 Samples to record 3

5
& 4 .. œ œ Œ Œ Œ .. .. Œ bœ bœ ‰ bœ œ œ Œ ..
start and stop recording in rests

nœ œ J
4 œ œ #œ œ 5

J
& .. ‰ Œ Œ .. .. Œ ‰ j œ œ
..
#œ œ nœ œ
bœ œ nœ œ
6 7 8

& .. Œ Œ Œ .. .. Œ b œ œ Œ œ œ Œ .. .. Œ ‰ b œJ œ œ ‰ œJ œ œ ..
Improvise over loops (may use suggested notes below)
9 Loop expansion

œ
or continue to loop expansion

œ #œ nœ
[ #œ ]
Improvise in a wild and free manner

& œ #œ #œ
10

n n # b b œœœœœœ # n n œœœœœ # n n œœœœ # n n œœœœ # n œœœœ n œœœ œœ œœ


& # b n œœœœ n b # œœœœ b # œœœœ # œœœ # œœœ # œœœ # œœœ n œœœ œœœœ œœœ œœ œ
n œ n œ n œ n œ
Stop Loops
Decrease energy
improvise on notes on screen
until the sound fades away
Approx. 2'

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