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CLAUDIA GORBMAN
Aesthetics
and
Rhetoric
Two terms, aesthetics and rhetoric, identify two distinct ways in which
musical multimedia can be considered. Though they are certainly not
opposites, they designate two kinds of discourses, and concomitant
sets of assumptions, about musical multimedia. Aesthetics, of course,
is the study of what is pleasing and beautiful. In its Kantian, apolitical sense, aesthetics sees the work as an object to be admired, as a
gateway to the sublime, to be explored and perhaps poked and prodded for the secrets of formal beauty and meaning that it can reveal.
Rhetoric is the art of persuasion. Considering the rhetoric of the work
focuses on its manipulations of the audio-viewer, perhaps as a function of where those manipulative designs came from and how they
are embedded in the work.
Until relatively recently, academics have mobilized primarily aesthetic discourses in examining music for film, especially in the art cinema. Scholar Jeff Smith observed in 1996 that within the field of film
studies, film-music scholarship was "the last bastion of aesthetics."
Film studies were by then already dominated by a scholarly paradigm
that views films as cultural products, indissociable from their historical and social context. Smith was struck by the recalcitrance of filmmusic scholarship to get with the cultural studies program. By and
large, film-music scholars persisted in such pursuits as auteur analyses of Bernard Herrmann and Erich Korngold and studying the forClaudia Gorbman is professor of film studies at the University of Washington, Tacoma.She is the author of UnheardMelodies:NarrativeFilmMusic (Indiana and BFI, 1987) and over fifty articles and book chapters on film music and film sound. Her activities as a translator and editor include three
books by Michel Chion, and she is currently writing a book on the cinema
of Agnes Varda.
American Music
Spring 2004
? 2004 by the Board of Trustees of the University of Illinois
15
mal coherence and unity of scores and films. Smith proposed a number of factors to explain the conservatism of film-music studies. First
and foremost, its parent discipline was not psychoanalysis or literary criticism or political science, but musicology, which lagged a generation behind literary and film studies' embrace of psychoanalysis,
Marxism, feminism, queer studies, and other culturally politicized
approaches.1 When musicologists turned to film music as a genre
worthy of study, they were obliged to treat it as high art in order to
maintain credibility in their institutional milieu, just as twenty years
before film studies latched on to auteurism, considering the director
as autonomous artist, as a crucial step in establishing film studies itself as a worthy pursuit in the academy.
A second factor contributing to the emphasis on aesthetics in the
film-music field is that to a much greater extent than film studies in
general, film-music scholarship has relied on the participation of practitioners. Composers have maintained a regular presence in the field,
in the form of interviews in scholarly publications and attendance at
conferences. This participation is eagerly sought by scholars, since
many composers have a gift for explaining what they do, and they
also prove more generous than directors or stars in actually showing
up and engaging in dialogue. It is more difficult to take an analytical
approach to a film score predicated on the death of the individual
autonomous subject if the composer himself has been telling you how
he got the idea for the musical gangster joke in the final scene. The
obvious temptation is to drop the theory and adopt an auteurist position with respect to the composer. This tradition of composer participation in academic activity-the Film Music Society's conferences in Los Angeles, Lukas Kendall's lively publication Film Score
Monthly, and several annual film sound conferences in Melbourne
(Cinesonic) and London (The School of Sound) spring to mind as exexplain the aesthetic emphasis in film-music studies
amples-helps
until recently.
In contrast, the academic study of such multimedia forms as television music and computer music, while scant, has forsaken the aesthetic approach to go full bore into music's rhetorical dimensions, its
functions and effects.2 Again, much of this is circumstantial, based on
the prevailing academic paradigm, which threw its weight toward
cultural studies by the time scholarly attention turned to the newer
forms. Furthermore, the composers of television quiz-show music,
music for commercials, and most other TV genres, as well as the composers of video game music, have worked in anonymity as far as the
public is concerned, aside from a very few such as Mike Post (numerous TV drama themes from Magnum, PI and Hill Street Blues to NYPD
Blue, Dragnet, and Law and Order and its spinoffs) and W.G. Snuffy
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Walden (Thirtysomething, The Drew Carey Show, Sports Night, Providence, The West Wing, The Norm Show, Mister Sterling), and film composers whose credits include TV work.
But also, from the perspective of the actual formal features of each
audiovisual medium-or, more accurately, those features as determined by the specific historical and economic factors of their evolution-it is understandable that both aesthetic and rhetorical discourses have been used to address film music, and a more purely
rhetorical approach has characterized the discussion of music in
such environments as video games, mediated sports events, and television commercials.
Using the model presented in Rick Altman's essay on television
sound, one may inventory a media form and message, its formal constraints and its relationship to its audience, as a crucial first step to
understanding how its music functions.3 With video games, for example, music and sound effects are determined largely by the game's
genre and content, the presumed taste of the user, the physical nature of the medium, and the temporal dimensions of its use.
In a video game the player is usually the main character in the
fictional action world, moving through interactive space filled with
dangers and rewards, obstacles and goals, and disasters to be averted by evasion or by striking first. Sound effects are very important:
they lend credibility and dynamism to collisions and other events in
the digital imagery onscreen; they provide physical cues for fast response in playing; and of course ray-gun blasts and explosions inherently provide pleasure to adolescent players. Music provides dynamism, tension, genre identity, and occasionally mood in the manner
of movie underscoring.
A television drama, on the other hand, is consumed in highly regulated discrete eight-minute chunks timed to the second for the commercials that are the raison d'etre of television's economy. During program segments, television drama scoring behaves similarly to film
scoring. But the show's signature tune is all-important in establishing and maintaining the show's identity and viewer identification.
Unlike a film whose normal consumption pattern is to be seen once,
the dramatic TV series is a weekly ritual, announced and demarcated by the theme.
Television music also has a pragmatic function that has been called
hailing. As Altman says, the television is a box in domestic space; unlike the cinema, the TV must compete for the user's attention with
other events and activities in the home-and, since the advent of the
remote control, other channels, too. As you answer the phone or look
into your refrigerator, the TV cues you when something "important"
is about to happen that you ought not to miss, and music may be part
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of this "hailing." You can get the dishes done during the half-hour
commercial break of The West Wing, and when you hear the familiar
Coplandesque theme, you can make it back to the living room and
not miss a beat of the dedicated presidential staff's scrappy dialogue.
The film's one-time consumption, its sustained and controlled unfolding over a hundred minutes, and the room its dramatic form provides for musical elaboration, allow the scholar or critic easily to consider it from an aesthetic perspective, using language inherited from
nineteenth-century discourses about concert music. But television (especially in its more highly segmented forms) and commercial digital
media use more fragmentary, rationalized bits of music and much
more repetition than do the sustained narrative forms. It is difficult
to invoke the sublime or think about internal coherence every time
you hear the jolly tick-tock tune of Jeopardy. The medium and functional music define each other. Music for TV commercials is so patently and concentratedly rhetorical that the commercial often disregards even the most elementary considerations of musical coherence.
Commercials deploy music for its evident cultural meanings in compact and often complex semiotic bonding with image and text.
Can we perceive any common points of critical intersection in understanding these disparate musical multimedia? While no one would
disagree that rhetorical considerations are important for the art film
and for popular film, would we also want to argue for an aesthetics of
the TV signature tune, the car commercial, or the corporate website?
The most important work on musical multimedia in the last decade
has been done by the British music scholar Nicholas Cook. His dense
and suggestive book, Analysing Musical Multimedia, expressly takes
on all the musical genres, regardless of technological basis or sociological category, though he restricts his examples for analysis to opera, music video, television commercial, and film.4 Cook attempts to
forge a common language and theoretical framework for all musical
multimedia. He proposes the model of metaphor as the basic mechanism of the creation of meaning in multimedia. A metaphor works
by presenting two separate terms and asking us to identify their
shared attributes, the shaded area where circles intersect, if you will,
to make sense of the metaphor. "My father is a lion": rather than take
this phrase literally, we understand an area of signification where the
two spheres of "father" and "lion" converge: pride, strength, nobility, courage. A metaphor does not "mean" those shared attributes, but
rather its meaning consists in the transfer of attributes from one term
to the other. From having made sense of the father/lion metaphor,
we can perceive the father in a new way. The two terms of a metaphor give meaning to each other in a dialectical process. Likewise, argues Cook, music and the other media mutually inflect each other
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visual narrative in a scene from Grosse Pointe Blank (1997).7 A professional hit man returns to his childhood home only to discover that
the house was demolished to make way for an eyesore of a convenience store. Martin (John Cusack) has just run into an old high school
teacher; he is feeling expansive and nostalgic as he drives into his
neighborhood, as the beginning of "Live and Let Die," performed by
the band Guns 'n' Roses, is heard on the soundtrack. The lyrics and
music both start out calmly and reflectively enough. The lyrics begin, sung melodically:
When you were young
And your heart was an open book
You used to say "Live and let live"
You know you did
But in this ever changing world in which we live in
Makes you give in and cry...
This is where Martin sees the damnable convenience store and realizes it has obscenely obliterated the home of his youth. Both the musical properties (loud guitars, loud drums, and anarchic shouting/
singing) and lyrics give expression to Martin's rage and murderous
impulses:
Say live and let die
Live and let die.
The presence of Guns 'n' Roses on the soundtrack throws an anchor
of identification for the generation of viewers who constitute the film's
core audience in the early 1990s, and the timing of the onscreen action and the song (with its burst of angry passion) is delicious for
those familiar with the song. Since Guns 'n' Roses' version of the song
is itself a cover of Paul McCartney and Wings' original title song for
a James Bond movie of a decade before (1973), associations with a cool
hero (in the event, an antihero), and spying and surveillance, are also
brought into the picture-reinforcing the comic absurdity of this quotidian blight on the American landscape. Like the Psycho example, the
metaphor-like work is that the viewer has "sought out" a correspondence of the visual term with the audio, and the only possible point
of convergence is the character's feelings.
The category that Cook holds up as the paradigmatic model of
multimedia interaction (note that his is an aesthetics, too, in its hierarchization of types of music-media relationships) is what he calls
contest. Contest, he writes, involves some capacity of contradiction
between the media, wherein "the different media are, so to speak,
vying for the same terrain, each attempting to impose its own characteristics upon the other."8 I am interpreting Cook's definition quite
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Gorbman
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this context of the decadence of the rich, we then see the poor striker
reach through a hedge and attempt to grab the humble piece of bread
on the restaurant's terrace. He is caught, he struggles, he frees himself and runs, panicked, into traffic where he is hit and killed by a
passing automobile.
The music accompanying the brief sequence is extraordinary in its
refusal to "match" the action. The busy, Felliniesque music that plays
as the rich man sits unmoving at his table provides comically ironic
contrast and emphasizes all the more his comatose indolence. But
when the worker takes the bread, and once he has been killed, a parodic-sounding musical passage, complete with slide trombone, plays
then, too. Surely Pudovkin and Shaporin did not intend audiences to
chuckle at this grotesque class tragedy. To what should we attribute
the tone of the music and the resultant meaning of the sequence?
Shaporin and Pudovkin seem to be aiming for the same kind of Brechtian modernism advocated by Eisler in connection with Kiihle Wampe
in creating an alienation-effect that foregrounds the divergence of the
media. Again, though, the metaphor-like work might not get off the
ground, since it does not provide sufficient navigational cues, or the
shared attributes between music and images which Cook calls "enabling similarities," for the audio-viewer to make meaning from.
Another example of extreme conflict between music and image as
they vie for control is found in Akira Kurosawa's Rhapsody in August
(1991), made when Kurosawa was in his early eighties. Rhapsody's
protagonist, Kane, is an old woman who survived the bomb at Nagasaki fifty years before because she and her husband lived well outside of town on the far side of a mountain. Her husband, working in
the city that fateful day, was killed. The film's action is set in the
present, 1991, in the few days of August leading up to the anniversary of the atom bomb. This year, Kane's grandchildren and other family members have been visiting, asking questions, and stirring up
memories. Kane starts showing signs of dementia, and in the last few
minutes of the film a clap of thunder convinces her she is reliving the
atomic trauma of five decades past. Rhapsody's ending is as daringly
lacking in closure as it can be. The confused old woman runs and runs
in a driving rainstorm, protected in vain by a broken umbrella, her
family members running after her. When the umbrella breaks in the
rain and wind, a Japanese school version of the Schubert "Heidenroslein" takes over the soundtrack, replacing all previous diegetic
sounds of the rain and the relatives calling after the old woman. The
song's performance is sprightly, in an almost march-like rhythm; a
simple, bright orchestration accompanies the children's chorus. The
film crosscuts among all the characters running in the downpour and
slows to a horrific ballet in slow-motion shots, until it slows to stop
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ond pseudo-Bach invention every time, with generally logical Bachlike harmonic progressions and a pretty acceptable harmonic resolution at the end. Such was the power and sophistication of this music
engine eight years ago, and it has evolved since then. Now, as Direct
Music Producer, it is enormously smart and flexible. It allows the
practitioner to "compose," and to input sounds and set parameters,
and to draw on a large library of downloadable sounds.
The music that results is termed nonlinear, or dynamic, in that it exists as a complex set of parameters and possibilities. There is no tape
playing within that can be extracted; the computer never generates
the same piece of music. Linear music, on the other hand, is the same
every time: once you have made a CD recording of even the wildest
jazz improvisation, it is fixed as those notes and no others. People
developing dynamic music envision a home stereo component that
might be called a dynamic music player, which would allow the consumer to insert a CD-ROM and hear music that is a different performance each time.
Since 1995 how has this technology fared, what niches did it find?
To be sure, a new generation of composers has embraced the technology. But thus far the most widespread immediate application of
dynamic music lies in computer video games. As mentioned earlier,
the problem with video-game music has been, precisely, its linearity
in a nonlinear environment. One game composer likens the music of
most 1990s video games to old Flintstones cartoons: as characters
move, you keep seeing the same tree go by. The music is normally
stored and played in ten- or twenty-second loops that repeat endlessly. Dynamic music can be programmed with triggers in the game to
respond to what occurs in the player's game experience. For example, it can respond as the player reaches a new location in the game
space, or to a new action, or to the approach of a threat.
Up front, in the composing, arranging, and programming phases,
the logistics appear impossibly daunting to linear music thinkers. The
composer must develop seamless musical transitions in anticipation
of every eventuality. Suppose that the player in the game, who has
been walking down a path, decides to turn and causes a villain to
appear. The previous ambient music can suddenly take on more sinister tones, or pause ominously, all in ways that make musical sense.
The easy way out for the dynamic composer would be to keep the
whole "score" in more or less the same key, but some game composers are interested in working with more key changes, thereby making all the more complex the combinations of possible directions the
music can take as it encounters new triggers.
The two revolutionary advantages of dynamic music in games,
then, are interactivity and variability. Because of its interactivity, it
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9. Hanns Eisler,Composing
for theFilms (New York:Oxford University Press, 1947),
26-27.
10. For this example I am indebted to Amy Sargeant.See her book, VsevolodPudovkin:
Classic Films of the Soviet Avant-Garde (London: I.B. Tauris, 2000).