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‘A master class in understanding the use of production technology as an arena of musical practice.
In this fascinating and highly accessible account, Thomas Brett proves his skills not just as
a music maker, but also as a critical thinker on the subject of music production as a cultural
space. He experiments and samples widely. He blends. He makes forays into different disciplines
his own, creating an ongoing series of metaphors that repeatedly deliver insights into music
production as a field. More than simply offering a masterful introduction to production technology,
Brett teaches us to consider its sociological context and cultural resonances. His notion of the
producer-fan helps us rethink the out-dated dichotomy that artificially separates fans from music
makers, when we know those roles can and do overlap.
You could not ask for a better guide on your quest to fully understand the craft.’
Mark Duffett, University of Chester
The Creative Electronic Music Producer
The Creative Electronic Music Producer examines the creative processes of electronic music
production, from idea discovery and perception to the power of improvising, editing, effects
processing, and sound design.
Featuring case studies from across the globe on musical systems and workflows used in
the production process, this book highlights how to pursue creative breakthroughs through
exploration, trial and error tinkering, recombination, and transformation.
The Creative Electronic Music Producer maps production’s enchanting pathways in a way that
will fascinate and inspire students of electronic music production, professionals already working
in the industry, and hobbyists.
Thomas Brett is an electronic music producer, with a PhD in ethnomusicology from New
York University. His essays and book reviews have appeared in the journals Popular Music
and Popular Music and Society, as well as edited collections by Routledge, and Oxford and
Cambridge University presses. He has released numerous electronic music recordings, and his
compositions for marimba and vibraphone have been performed internationally by soloists and
university ensembles. Thomas has played percussion on Broadway since 1997 and writes about
music at brettworks.com.
Perspectives on Music Production
Series Editors:
Russ Hepworth-Sawyer
York St John University, UK
Jay Hodgson
Western University, Ontario, Canada
Mark Marrington
York St John University, UK
This series collects detailed and experientially informed considerations of record production
from a multitude of perspectives, by authors working in a wide array of academic, creative and
professional contexts. We solicit the perspectives of scholars of every disciplinary stripe, alongside
recordists and recording musicians themselves, to provide a fully comprehensive analytic point-
of-view on each component stage of music production. Each volume in the series thus focuses
directly on a distinct stage of music production, from pre-production through recording (audio
engineering), mixing, mastering, to marketing and promotions.
Mastering in Music
Edited by Russ Hepworth-Sawyer and Jay Hodgson
Innovation in Music
Future Opportunities
Edited by Russ Hepworth-Sawyer, Justin Paterson and Rob Toulson
3-D Audio
Edited by Justin Paterson and Hyunkook Lee
Thomas Brett
First published 2021
by Routledge
2 Park Square, Milton Park, Abingdon, Oxon OX14 4RN
and by Routledge
605 Third Avenue, New York, NY 10158
Routledge is an imprint of the Taylor & Francis Group, an informa business
© 2021 Thomas Brett
The right of Thomas Brett to be identified as author of this work has been asserted by him in
accordance with sections 77 and 78 of the Copyright, Designs and Patents Act 1988.
All rights reserved. No part of this book may be reprinted or reproduced or utilised in any
form or by any electronic, mechanical, or other means, now known or hereafter invented,
including photocopying and recording, or in any information storage or retrieval system,
without permission in writing from the publishers.
Trademark notice: Product or corporate names may be trademarks or registered trademarks,
and are used only for identification and explanation without intent to infringe.
British Library Cataloguing-in-Publication Data
A catalogue record for this book is available from the British Library
Library of Congress Cataloging-in-Publication Data
A catalog record for this book has been requested
ISBN: 978-0-367-90080-9 (hbk)
ISBN: 978-0-367-90079-3 (pbk)
ISBN: 978-1-003-02246-6 (ebk)
Typeset in Times New Roman
by Apex CoVantage, LLC
Contents
Thomas Brett is a musician and writer who holds a PhD in ethnomusicology from New York
University. His essays and book reviews have appeared in the journals Popular Music and
Popular Music and Society as well as edited collections by Routledge, Oxford, and Cam-
bridge University presses. He has released numerous electronic music recordings, and his
compositions for marimba and vibraphone have been performed internationally by soloists
and university ensembles. Thomas has played percussion on Broadway since 1997 and writes
about music at brettworks.com.
Figures
Thank you to the editorial staff at Routledge for their guidance; the Perspectives On Music Pro-
duction series editors Russ Hepworth-Sawyer, Mark Marrington, and Jay Hodgson for their
ideas, feedback, and support for this project; Russell Hartenberger for reading and comment-
ing on a manuscript draft; Ryan Lee West for graciously letting me use one of his track sketch
photos; and Jack Mansager for his diagram rendering. This book is dedicated to the producers,
composers, musicians, and software discussed in this book whose music, ideas, and potentials
have been sources of inspiration: Ableton, Actress, Afrika Bambaataa, Akira Rabelais, Alva
Noto, Amon Tobin, Andrew Huang, Aphex Twin, Arovane, Arturia, Autechre, Arca, Arvo Pärt,
Autechre, Au5, Beatrice Dillon, Ben Lukas Boysen, Biosphere, Boards Of Canada, Boris Brej-
cha, Boxcutter, Brian Eno, Burial, Caterina Barbieri, Clark, Culprate, deadmau5, Deru, DJ Kool
Herc, Dyalla, Floating Points, Flying Lotus, Four Tet, Frequent, Giorgio Moroder, Glenn Gould,
G Jones, Goodhertz, Guy Sigsworth, Hank Shocklee, Harold Budd, Harold Melvin & The Blue
Notes, 4Hero, Holly Herndon, Ikonika, Imogen Heap, Isao Tomita, Ital Tek, Jamie Lidell, J Dilla,
Jean-Michel Jarre, Jimmy Bralower, Jlin, John Cage, John Frusciante, Jon Hopkins, Joris Voorn,
JVNA, Kaitlyn Aurelia-Smith, Kara-Lis Coverdale, Keith Jarrett, King Tubby, Lanark Artefax,
Laurel Halo, Laxity, Logos, Lorenzo Senni, Loscil, Mark Fell, Matmos, Max Loderbauer, Miles
Davis, Modartt, Mr. Bill, New Order, Nils Frahm, Noisia, Nosaj Thing, Objekt, Ólafur Arnalds,
Oneohtrix Point Never, Philth, Phuture, Pierre Schaeffer, Pole, Prince Paul, Public Enemy,
Ransby, r beny, Ricardo Villalobos, Rival Consoles, Rob Clouth, Robert Henke, Roni Size &
Reprazent, Sam Barker, Skee Mask, Skrillex, SOPHIE, Squarepusher, Steinberg, Stenny, Steve
Duda, Steve Hauschildt, Steve Reich, Ted Macero, Terry Riley, The Winstons, Timbaland, Tim
Hecker, Tipper, TM404, Tom Cosm, Tom Holkenborg, Trevor Horn, U-he, Virtual Riot, and Wil-
liam Basinski.
Introduction
Electronic music production as infinite game
Picture an electronic music producer at work. S/he sits with headphones on, facing the glow of a
computer screen, a hand on the trackpad, pointing and clicking, drawing in notes, dragging parts
around, making adjustments inside music software, listening to what happens. Working with
synthesis and samples, beats and rhythms, textures, soundscapes, and ambiances, s/he’s building
a track of shape-shifting sonics whose virtual world of timbres and relations goes beyond the
acoustic. The producer is in Accra or Berlin, Chile or Toronto, designing sounds by collaborat-
ing with his/her tools, shaping the music, and evolving perception. The track could be pop or hip
hop, floating ambient or kinetic bass, but making it—producing it—is an experimental, future-
oriented process that takes risks, that runs counter to convention (Demers, 2010: 7). This is the
producer’s Quest: to create sounds, structures, and feelings that have never been configured this
way before.
This book is about the craft of electronic music production and how producers think about
it. Its impetus is my own curiosity about how other producers approach production. The chap-
ters herein offer reflections on practitioners’ experiences, configuring a mix of history, how-to
guide, auto-ethnography, and idea sampling from a broad span of practices about the dynamics
of invention and artistry in electronic music production. The book explores the uncertainties and
discoveries of the production process, particularly as it relates to using DAW (digital audio work-
station) software, the most significant development in music production since the invention of
tape recording in the 1930s. DAWs such as Live, Logic, Cubase, FL Studio, Pro Tools, Reason,
BitWig, Reaper, and others turn computers into studios, open up production to an ever-growing
community of practitioners, and give musicians a dynamic meta-tool with which to compose. It
is within this context that I explore electronic music production by considering the interactions
between producers’ thinking, their tools, their workflows for using these tools, and the music that
results. From sound design to improvising, from editing to arranging and mixing, the craft of
production lives in the production process itself.
Producing electronic music is open-ended—a kind of infinite game that is seemingly without
end. The reason for this is that, at any point in the process of making a track, there is so much a
producer can do. Whether recording audio, synthesizing sounds, sequencing a groove, or chop-
ping samples, the producer has options upon options as to what’s next. This open-endedness
sometimes creates a sense that one’s music will never have definitive point of being finished. In
the DAW, a track is an elastic composition in flux, always one mouse click away from a variation
or a reworking, as fungible as our understanding of its potential to become something else. It is
for this reason that the perceptual aspect of production is key: the shape our music takes is inex-
tricably connected to what we notice and how we respond to that noticing. The craft of electronic
music production, then, is an experience that expands in proportion to our interaction with the
music in progress: the music takes form as we think through what to do (or not to do) next, react
to happy accidents, and deliberately refine its sounds. When you are producing, the uncertainties
2 Introduction
you encounter are your navigational system for figuring out where to go next. What’s next? is the
most urgent question, a springboard for forward motion as you leap from how the music sounds
now to the future of what it might become.
I think that’s the best thing in production when you ask yourself questions, “Can I make this
go backwards but only the snares go forward?” And then you start to find out the answers to
those questions and that, I think, enables greater production.
(Schmidt, 2003)
The book’s third contention, which may sound obvious to some readers, is that the craft of elec-
tronic music production is learned through practice. The producer learns from doing, and more
specifically, from iterations over time. It is from doing and iterating over time that I have learned
about a software’s functionalities and how to make sounds feel one way or another. What may
not be obvious is that it is only from practice that a producer acquires tacit knowledge. Tacit
means understood or implied without being stated, and tacit knowledge is knowledge we arrive
at from personal experience that is difficult to verbalize and explain. The concept was developed
by Michael Polyani, who summarizes it as “we can know more than we can tell” (Polyani, 1966:
4). This book tries to tell more than I know by gathering and amplifying the tacit knowledge that
guides the practices of electronic music producers.
Following Prince Paul, each time you produce you set up a feedback loop between the ques-
tions you ask about sound and the answers you receive in sound, in effect developing your tacit
knowledge. This book is neither a how-to book nor does it proscribe a one-approach-fits-all
way to electronic music production, because such an approach does not exist. Moreover, even
though there are many established methods for how to make already recognized sounds (e.g. lo-fi
drums, or supersaw leads), I urge you to think of your production Quest as a way to evolve your
own processes and workflows for creating sounds you would like to hear—or didn’t know you
wanted to hear until you heard them, just now. In this sense, The Creative Electronic Music
Producer takes a How about? approach. As we will learn in the chapters that follow, there are
so many ways a producer can move. Some producers build upon beats, some work with melo-
dies or drones, some create sample libraries that become music, some sound design as they go
along, some prefer hardware synthesizers, some sample from field recordings, and some do a bit
Introduction 3
of everything. But since no production approach is comprehensive and not all approaches may
speak to you, there is no reason to commit to a single way of working. A distinguishing quality of
attuned producers is that they are tacit knowledge-based “creative technicians” who build tracks
with whatever they have at hand, paying close attention and making careful decisions based upon
what they hear (Harding, 2020: 58). Paying close attention is key because it leads us to compel-
ling sounds and helps us decide where to take them next. In sum, electronic music production is a
call and response between you, the producer, and a set of tools you have configured as a musical
system. Production lives in the space between the music and our responding to its sounds. It lives
in the craft of uncovering in our tacit knowledge what we didn’t know we already know.
Three aims
In the chapters that follow I interweave my work on Plentitudes with the history of electronic
music production and the practices of other producers whose sounds, approaches, ideas, and
sense of adventure have inspired me. (Examples of their music are provided in this book’s Sug-
gested Listening.) The chapters are roughly chronological, each one considering a different facet
of producing electronic music: setting up a musical system, choosing sounds, improvising and
recording ideas, rhythm programming, disruption, editing, arranging, and mixing. While these
production tasks are not necessarily distinct—in practice they often overlap and can happen in
Introduction 5
any order—by treating them separately I hope to convey the essentials of their workflows, guid-
ing concepts, and links to broader themes in the history of music production. In sum, I have three
aims:
Think of this book as a mixing console through which to combine ideas about electronic music
production. Think of its chapters as channel faders and effects send knobs on a mixing con-
sole, with each fader on the console raising the volume on a different theme of the text, each
knob routing these themes to the thoughts of other producers and back again, and blending this
shared tacit knowledge about production into a composite mix. Like a reverb+delay+distortion
chain of effects processing a sound, The Creative Electronic Music Producer routes sounds into
words, listens for ghost notes and reverb tails, and explains production processes as circuits of
understanding.
Chapter outline
This book’s chapters combine a mix of reflections, examples, and case studies to consider the
practice of electronic music production through a series of related topics. Chapter 1 works back-
wards from our current production moment to trace a brief history of audio production in which
I explore the figure of the music producer, the studio as compositional tool concept, and the
advent of MIDI, digital sampling, and the DAW. A case study on Ableton Live, the most influ-
ential DAW of the past two decades, explains how the software encourages an experimentalist
mindset in electronic music production. The chapter concludes with a brief discussion of basic
DAW topology and concepts to orient the novice producer.
Chapter 2 explains the importance of configuring complex musical systems and workflows for
interacting with them. I provide numerous examples of such systems, with a case study on Brian
Eno’s early systems of sonic treatments and generative loop machines. The chapter concludes
with suggestions for setting up a music production system, controllers, templates and sound sets,
and how to begin the process.
Chapter 3 considers the beginnings of a production project. I connect my experience working
on Plentitudes with insights from other composers and producers, describing broad concepts to
consider when starting a project that help the producer interact with a musical system. The con-
cepts are: devising the appropriate system for a musical gesture, discovering the dialectics among
our ideas and our musical system and how they “talk” to one another, focusing on a small thing
to discover everything musical in it, production placeholders and through-lines, finding permuta-
tions and combinations of a limited sound set to create series of variations, and letting tools and
their workflows guide and outsource creativity. I also consider how improvisation shapes many
facets of production: finding interesting sounds, happening upon accidental counterpoint, being
lost and getting un-lost, using call and response, emulating the sound of a virtual band, and cap-
turing maximum musicality. I conclude by discussing the importance of mindset, the value of
seeking out the unusual to allow for interesting production discoveries, and steps for resisting the
musically predicable.
6 Introduction
Chapter 4 examines presets and sound design in electronic music production. I trace a history
of preset sounds from the one-touch rhythms on home organs, 1980s synthesizer patches, to
today’s VST plug-ins, sample packs, and production “composing kits,” with a case study on Spit-
fire Audio’s Composer Toolkits. Building upon my experience designing sounds to accompany
my marimba playing, I consider how producers negotiate limited sound sets, production discon-
nects, the 80% lesson, synthesis thinking, the acoustic sound ideal, and sonic uncanny valleys. In
sum, despite the plethora of sounds available to producers today, designing one’s own sounds is
the surest path to finding one’s own production voice.
Interlude: YouTube electronic music tutorials considers representations of electronic music
production and fandom in online video tutorials. First I explain the role fandom plays in elec-
tronic music production, focusing on the specialized activity of producer-fans who are ama-
teur producers themselves. Some of these producer-fans create production tutorials, while others
watch the tutorials and leave comments. This fan activity offer us a way to assess how knowledge
about music production is conveyed and consumed. Next I turn to five production tutorial exam-
ples from the YouTube channels of Tom Cosm, Andrew Huang, Bill Day (Mr. Bill), Joel Zim-
merman (deadmau5), and Christian Valentin Brunn (Virtual Riot). These videos offer aspiring
producers a plethora of ideas about techniques and workflows for sound design, such as Brunn’s
six production concepts: Create the MIDI part first, Wet and dry contrast, Layering, Layers of
rhythmic movement, Random-sounding parts, and Make boring sounds more interesting. In sum,
producers’ workflows, techniques, commentary, and choice of sounds give us a sense of tacit
production knowledge in action, inspiring us on our own production Quests.
Chapter 5 traces a history of rhythm programming, one of the most intricate and impactful
components of electronic music production. The chapter explores how producers from the 1980s
onwards used drum machines, pad-based Grid controllers, and then DAWs to program rhythms.
I show how producers’ encounters with these technologies shaped how they think about rhythm
and beat construction. Next I discuss the anatomy of rhythmic grooves as constructions with a
limited set of sounds in tension and opposition that develop over time, and offer five rhythm pro-
gramming examples. I conclude with five general rhythmic principles applicable to any musical
context: play grooves, layer rhythmic parts, go beyond drum fills and short-term phrasing, think
in timelines and pulsation, and edit sounds and rhythms.
Chapter 6 examines moments of disruption in the music production process that can change
the direction of a track-in-progress. I explore the implications of disruption in the form of lin-
ear and nonlinear ways of working, creating variations from a single sound, reincorporating
mistakes, applying effects in layers, and musical transitions. Two case studies, on the musics of
producers Sam Barker and Lorenzo Senni, consider the disruptive techniques of muting four-on-
the-floor beats and isolating build-ups. I argue that disruption requires the producer to subvert
a workflow, question methods, deconstruct or distort too-clean or otherwise predictable sounds,
re-pitch and re-arrange sounds, or apply some other form of change.
Chapter 7 examines the craft of editing. As the alteration of sounds after their initial record-
ing, sequencing, or sound design, editing is the primary axis of producing electronic music dis-
persed along every stage of making a track. Building upon online fan discussion about the editing
prowess of producer David Tipper (Tipper), I consider editing from several perspectives: the
zoomed-in view in a DAW, as a meta-tool, as performance, as a way to develop phrasing, and as
a balancing of repetition with variation. I conclude by elaborating on producer Mr. Bill’s idea of
editing as a game of amounts.
Chapter 8 examines arranging and mixing, which comprise the organization of a track into its
final linear sequence and sonic balance. In Part 1, I build on two examples drawn from producer-
fan discussions on Reddit and Twitter to explore contrasting approaches to arranging: timed/
measured sections versus organized tapestries of parts. Next I consider the cons and pros of
Introduction 7
viewing the arrangement as a linear timeline in the DAW, producer Kara-Lis Coverdale’s idea
of arrangements as expressions of narrative and complexity, and producer TJ Hertz (Objekt)’s
idea of arrangements as by-products of effective automation of parts, transitions, and effects fills.
The section concludes with a case study on Autechre’s “bladelores”, a 2013 track that exemplifies
arrangement as an ever-changing process unto itself. In Part 2, I consider mixing in production as
a kind of perceptual conjuring that creates enchantment. I present a mixing checklist for hearing
the music’s unfolding as a sonic landscape that balances four dimensions: stereo field, frequency
spectrum, front to back depth, and movement of these dimensions over time. Next I consider les-
sons from mixing on headphones, the difficulty of balancing “objective” listening with subjective
experience, the power of muting and reducing sounds, and how a mix compresses the time of
its making. I conclude with six general arranging and mixing concepts relevant to any musical
context: contrast, compensations, musical lines, surprise, efficiency, and accumulations.
The concluding chapter brings together the book’s broad themes into a final mix. I build on
producer Amon Tobin’s concept of pushing forward to describe the urgency of hearing beyond
the particularities of our musical systems to learning how to think with, and through, them.
I begin with four lessons from the feedback loop of production: make many small errors through
experimentation, work on the most problematic thing, take note of what you are doing, and let
your changing perception of your work feed back into your process. Next I propose seven prin-
ciples by which to push forward one’s productions: play and capture, develop the simple into the
complex, notice and keep going, refine, reduce and arrange, assess quality, and take your time.
I conclude by considering types of failure and how to curate authenticity.
I hope that in this book’s gleanings on creativity in electronic music production you will find
resonant ideas you can use on your own production Quest. Let’s begin.
Notes
1 In an essay about advanced competency as a form of magic, the blogger autotranslucence suggests we
absorb “the alien mental models” of other artists: “When you are attempting to learn implicit knowledge
that by definition you don’t understand, it is important to have a bunch of examples in front of you to feed
your brain’s pattern-recognition systems” (autotranslucence, 2018).
2 Practitioners including architects, chefs, filmmakers, cartoonists, computer programmers, neuroscien-
tists, mathematicians, inventors, and high-wire walkers. Insights abound in Leski (2015), Adria (2010),
Catmull (2014), Lynch (2007), Snider (2017), Kocienda (2018), Eagleman and Brandt (2017), du Sautoy
(2020), Taleb (2014), Rubik (2020), and Petit (2015).
3 As you experiment, make mistakes, and disrupt yourself, you can also take notes on your production
practice to understand what is working and what isn’t. Like your production practice, your notes will cre-
ate their own feedback loop over time to steer you in a direction you want to go. In appendix to his 1959
book, The Sociological Imagination, C. Wright Mills explains the value of keeping a journal to capture
any “fringe thoughts” to lay the groundwork for “systematic reflection” on one’s work (Mills, 2000: 196).
1 Electronic music production, the
producer, and the enchanted DAW
disengaged production from real time, teased apart its component strands, and approached
it as an incremental composition in sound, conflating it with the songwriting, arranging,
orchestration, performance, and technical elements.
(Burgess, 2014: 51)
I was looking for a sound . . . so strong that if the material was not the greatest, the sound
would carry the record. It was a case of augmenting, augmenting. It all fitted together like
a jigsaw.
(Buskin, 2007)
Beginning in the 1960s and paralleling the rise of the music producer, recording sessions
took place mostly in acoustically treated studios equipped with microphones for capturing
the sounds of musicians, a mixing console for recording them onto multi-track reel to reel
tape machines, and an array of hardware signal processing devices (e.g. compressors, plate
reverbs, distortion boxes) through which to alter the sounds either during or post-recording.
Within the studio space, there were clear demarcations among musicians, sound engineer, and
producer: musicians performed the music, while the engineer and producer decided how to
best record and mix the performance. But technological tinkering in the studio blurred these
distinct musical roles. Consider a few examples: The Beatles’ production adventures with
Martin for Sergeant Pepper’s Lonely Club Hearts Band, Joe Meek’s boldly pushing compres-
sors “to create pumping and breathing effects” for his instrumental space age pop album with
The Tornados, Telstar (Cleveland, 2014), pianist Glenn Gould’s “post-performance editorial”
decisions to tape-splice together his best takes of Bach’s The Well-Tempered Clavier with
engineers at CBC Radio (Gould, 1966: 53), Osbourne Ruddock (King Tubby)’s dub remixes
that dismantled reggae tracks “into something else entirely” by using delay and echo effects
(Hebdige, 1987: 83), or engineer Ted Macero’s cut and paste recording collages for Miles
Davis’ In A Silent Way. Macero’s description of his production approach with Miles explains
the goal of this technological tinkering, and remains useful advice for producers today: “How
can I make this better? It’s good, but electronically can we do something to give it more
impact?” (Lee, 1997) Producers such as Paul, Martin, Meek, Spector, Gould, Ruddock, and
Macero understood how the techniques of music production could deeply shape a music’s
sound and feel.2
The centerpiece of recording studios had always been the mixing console, a device for com-
bining multiple audio signals on separate channels into a single stereo output. In 1981, Solid
State Logic (SSL) introduced the first consoles with total mix recall, which allowed producers to
“perform” their volume and effects changes to mixes in a DJ way and have the console remember
these moves through computerized automation, “thus eliminating the reliance on human memory
or indeed channel strip notes jotted on pieces of paper” (Bennett, 2019: 38). Crucially, with these
consoles the mixing component of music production “began to be an iterative process rather than
a performance” (Burgess, 2014: 101). In this way, SSL automation presaged the vast automation
capabilities that are now a standard feature of the DAW software on your laptop.
Fast forward back to Hebden’s home studio: electronic music producers create in the tradition
of record production, but they control and oversee every aspect of a musical project—from con-
ception, performance and recording, sound design and editing, to arranging and mixing. Indeed,
it is common practice, notes Richard Burgess, “for the same person . . . to write, perform, arrange,
engineer, and produce hit tracks” (Burgess, 2020: 95). Today, electronic music producers mostly
work alone using DAW-based musical systems, sometimes with additional hardware such as
synthesizers and signal processors. Playing the roles of musician, sound designer, and engineer
overseeing every aspect of their tracks, producers record, edit, and mix as they go, shaping and
refining the music at each step of the process. In short, in electronic music production, the pro-
ducer is the composer (Moorefield, 2005).
Electronic music production 11
Recording as the basis for composing
In 1979, the producer and production philosopher Brian Eno gave a talk in New York City titled
“The Recording Studio as a Compositional Tool” (Eno, 1979). Amplifying (though not acknowl-
edging) the studio-as-instrument approach of producers such as Les Paul and Joe Meek from a
few decades earlier, Eno explained the virtues of using the studio’s functionalities as a springboard
for composing. Eno, who once played synthesizers with Roxy Music, recognized the potential of
the studio not merely as a place for recording already composed music, but for recording as the
basis for composing. Rather than rehearse and arrange music first and then go into the studio to
record a completed track, Eno advocated for tape recording-based composing music in an addi-
tive way—for example, by overdubbing, sound designing, and editing the results—and being
responsive to the chance accidents and discoveries that inevitably arise while working among the
studio’s connected technologies. In a 2011 interview, he explained the approach:
You could make a piece over an extended period of time—it didn’t have to preexist the pro-
cess, you could make it up as you went. And you could make it like you would a painting—
you could put something on, scrape something else off. It stopped being something that
was located at one moment in time. It started being a process that you could engage in over
months, or even years.
(Baccigaluppi & Crane, 2011)
Eno had been putting this philosophy into play since the mid-1970s using his Oblique Strategies,
a set of aphorisms he devised with the visual artist Peter Schmidt that were printed on a deck
of cards and intended to help artists think differently about creative problems. Eno had used
these aphorisms and the studio as a compositional tool approach in his work with the ambient
keyboardist Harold Budd, King Crimson guitarist Robert Fripp, and later with David Byrne, U2,
and Coldplay. In these collaborations, a recurring theme in Eno’s producing was not so much
pursuing a particular sound, but rather encouraging artists to focus on the potentials of the pro-
cess at hand, and most importantly, maintain a supple awareness in the studio. For Eno, the most
important idea is attention:
I’ve come to think that attention is the most important thing in a studio situation. The atten-
tion to notice when something new is starting, the attention to pick up on the mood in the
room and not be emotionally clumsy, the attention to see what’s needed before it is actually
needed, the attention that arises from staying awake while you’re working instead of lapsing
into autopilot.
(Baccigaluppi & Crane, 2011)
MIDI
In the early 1980s, the processes of popular music production and the studio’s configuration as a
compositional tool expanded exponentially in response to two technological developments. The
first was an array of relatively affordable synthesizers, sequencers, drum machines, and samplers
from companies including Roland, Korg, Yamaha, Oberheim, Sequential Circuits, Linn Elec-
tronics, Ensoniq, E-mu Systems, and Akai. The second development was an electronics com-
munication protocol called MIDI, or musical instrument digital interface. Jointly devised by
Roland and Sequential Circuits’ founder Dave Smith, MIDI enabled electronic instruments to
be connected and synchronized with one another. MIDI remains essential to electronic music
production today. Smith explains that the reason MIDI has endured is simply that it was cheap
12 Electronic music production
to implement, and “still covers about 95% of what people need to do” (Schmidt, 2014). MIDI
and popular MIDI-compatible instruments like the Yamaha DX-7 synthesizer, notes Ryan Did-
duck, “helped reorganize the structure of musical data . . . altering the aesthetic qualities of music
subsequently made with them” (Didduck, 2017: 90). Being able to perfectly sync MIDI devices
was as fundamental to the aesthetics of 1980s music production as Les Paul’s incremental com-
position in sound technique had been to the making of classic rock records in the 1960s. With a
MIDI-connected synthesizer and drum machine, for example, a musician could trigger multiple
patterns that played together perfectly. Repeating patterns of MIDI notes known as sequences
could be recorded and stored onboard the instruments themselves, and soon, in MIDI sequencing
software such as Cubase (discussed further in this chapter). In short, MIDI opened up a new way
of thinking about composing in terms of “an unprecedented degree of post-performance control
to an instrumentalist or engineer” (Barry, 2017: 158).
From its inception, MIDI had its detractors who said that the protocol constrained the sound
of the music made with it by imposing a binary/on-off/one-zero grid. MIDI’s grid, notes Robert
Barry, suggested “certain ways of working—the use of quantized rhythms and discrete, tempered
pitch classes—by making them simpler to do, making them the ‘default’ settings” (Barry, 2017:
159). Yet it was precisely MIDI’s default constraints that freed music producers from the instru-
mental conventions of a traditional band of musicians, a topic we discuss further in Chapter 3.
MIDI shaped popular music’s sound by nudging musicians to recognize a new composing toolkit
comprised of programmed drum patterns, step-sequenced melodies, and chord progressions with
which to work. MIDI’s fixed grid, observes electronic music producer Stefan Goldmann, became
a structural feature, shifting producers’ attention onto a new field of play:
MIDI sequencing and looped audio hardly allowed for the micro rhythmic and dynamic vari-
ations a manual performance granted, yet any detail that was mere nuance before could be
fixed rigidly and thus become structurally relevant. It is precisely the repetitive grid that can
make minute variations as stable as pitches on a piano. New fields of play. This very shift-
ing of attention, the reallocation of both creativity and generic aspects is what keeps music
diverse, constantly evolving without surpassing its predecessors.
(Goldmann, 2015: 18)
Digital sampling
A few years prior to MIDI, digital sampling was developed by Kim Ryrie and Peter Vogel of
the Australian digital audio company Fairlight, whose Fairlight instrument, released in 1979,
combined synthesis and digital sampling into a kind of pre-DAW music workstation. “The digi-
tal memory recorder it contained was an important feature,” notes Paul Harkins in his history
of digital sampling, “anticipating the development of MIDI sequencing and the Digital Audio
Workstation (DAW)” (Harkins, 2020: 6-7). Although the concept and practice extends back to
the 1940s with Pierre Schaeffer’s musique concrète tape loops of train sounds, collage experi-
ments that “echo still in all contemporary sample-based music” (Brend, 2012: 24), Ryrie and
Vogel coined the term sampling to describe their process of digitally playing back short segments
of an audio recording at different pitches to reconstitute its sound. As Vogel summed up the seem-
ingly magical workings of their invention: “Just take the sounds, whack them in the memory and
away you go” (Hamer, 2005). The Fairlight was used by experimentally minded pop producers,
including Trevor Horn, Kate Bush, and Peter Gabriel, who wove samples of everyday sounds
and non-western instruments into their tracks (Harkins, 2020: 28–32). “Most other people didn’t
understand at the time,” said Horn, “sampling was like a mystical world” (Peel, 2005). Another
early sampling system was the Synclavier I and Synclavier II by New England Digital. Released
Electronic music production 13
in 1977 and 1980, both of these instruments were marketed as “Tapeless Studios.” While the
Fairlight and Synclavier cost tens of thousands of dollars and were used mainly by wealthy
pop stars, the instruments were harbingers of future ways of working with sound as a malleable
material.
By the mid-1980s, more affordable digital samplers, such Ensoniq’s Mirage, E-mu Systems’
SP-12 and SP-1200, and Akai’s MPC, were helping musicians devise new production workflows
for building tracks. Hip hop musicians, for example, moved from using turntables to samplers,
using the SP-12 /1200 and the MPC60 to create breakbeat- and sample-based song structures.
Samplers were becoming recognized as meta-instruments built from already recorded sounds
that “made sonic material much more reusable, malleable and open to transformation,” thereby
fundamentally changing the production process (Stratchan, 2017: 5). Here is drum and bass
producer Roni Size describing how he and his Reprazent production crew made their 1997 track,
“Brown Paper Bag”:
We wanted to make music that sounded like the future. . . ‘Brown Paper Bag’ started off as
samples of double bass licks. I chopped them up on the sampler and suddenly there was a
song.
(Simpson, 2018a)
Throughout the 1980s, 90s, and beyond, future-oriented producers used samplers and other
MIDI-connected electronic instruments to build tracks that would define the sound of new
wave pop, hip hop, and the myriad varieties of electronic dance music.
With ViSP you have a clear visual representation of your song at all times, you can watch
as your music takes shape from beginning to end and you have total accessibility, without
constraint, to go anywhere, anytime, in real-time.
(RetroSynthAds, 2019)
Displaying a song’s arrangement of MIDI parts was just one of the DAW’s many conveniences.
A 1989 review of Cubase in Music Technology magazine described the software as “the ulti-
mate expression of the programmer’s art” and declared, “the onus is on the machine to come to
terms with the often capricious temperament of its human operator rather than vice versa” (Lord,
1989). Curiously, the reviewer, Nigel Lord, got the relationship between the DAW and its user
backwards: over the subsequent decades the onus would be on electronic music producers to fig-
ure out ways of working around the quirks of computer-based production. Nevertheless, Lord’s
description of Cubase’s capabilities for recording, editing, and arranging MIDI still resonates.
The software, he said, “leaves you feeling slightly breathless is in its ability to see things quite
literally—your way. It can lay before you reams of fiendishly complex data in an astonishingly
accessible—and above all, human form” (ibid.). In his study of synth pop producer Trevor Horn,
Timothy Warner explains in broad strokes how MIDI sequencing’s reams of data impacted 1980s
electronic music production practices, recalling Eno’s composing in an additive way concept:
The development of MIDI, and particularly MIDI sequencing programs, during the 1980s
enabled the manipulation of musical material in new ways: ideas can be developed by work-
ing directly with sound and then copied, ‘pasted’ and, if necessary, modified wherever might
seem appropriate. Hence, rather than beginning with a specific structure in mind, musicians
can allow structures to evolve though an investigation of the potential for combining the
various ideas.
(Warner, 2003: 87, italics added)
The first version of Cubase for the Apple Computer was released in 1990, and in 1991 Cubase
Audio was released, which supported recording audio tracks as well as MIDI. In 1996, Cubase
introduced VST (Virtual Studio Technology), a protocol for virtual effects plug-ins to be used
inside the software, allowing Cubase “to use the host computer’s native processing power to
manipulate audio in real time” (Future Music, 2011). In 1999, Steinberg’s VST 2.0 protocol
allowed plug-ins to be controlled by MIDI. This functionality has had perhaps as profound an
impact on electronic music production as MIDI itself. VST 2.0 allowed producers to use MIDI-
mapped parameter automation in their productions—in effect, bringing the total recall of an SSL
mixing console into new sonic territories. Steinberg soon licensed the VST technology to other
third party plug-in developers, which in turn led to VST instruments and effects becoming a lead-
ing plug-in format. Finally, Cubase’s graphical user interface (GUI) introduced features that have
since become staples of all DAWs: it displayed the MIDI data on each track and allowed users
to move MIDI sequences around by clicking on and dragging them using their computer mouse,
while right-clicking brought up a toolbox of editing options (Figure 1.1).
Electronic music production 15
In the 1990s, as Steinberg was developing new versions of Cubase, other music technology
companies developed their own DAW software. In 1990, Mark of the Unicorn released Digital
Performer; in 1991, Digidesign launched ProTools; and in 1992, Emagic created Emagic Logic
(which became Apple’s Logic Pro). These programs were soon joined by Image-Line’s Fruity
Loops in 1997, Propellerhead’s Reason in 2000, and Ableton’s Live in 2001.
These DAWs looked visually similar, providing an Arrangement page in which to display
musical data on a horizontal, left-to-right timeline, coupled with a mixing console screen with
track volume faders, effects Sends, Pan knobs, Mute and Solo buttons, and other controls. With
their timelines, pop-up windows, database-style layouts, drop-down menus (Stratchan, 2017: 77),
drag-drop, cut-paste, and other audio editing functions (Holmes, 2008: 301), DAWs re-framed
music production as “a malleable digital landscape” (Prior, 2009: 87) in which the graphic rep-
resentation of musical events presented musicians with “sound as an object rather than a stream”
(Zagorski-Thomas, 2014: 134). Users of DAW software had to learn a new production workflow,
specifically: they “were expected to use the computer mouse to select and change parameters”
(Prior, 2008). The DAW, explains Nick Prior, required the producer learn to think digitally:
Thinking digitally . . . requires a shift in the attachments, modes and haptic efforts needed to
compose within techno-spaces comprising windows-type arrangements, menus, scroll bars
and cursors that are controlled with a mouse, trackpad or MIDI controller.
(Prior, 2018: 74)
All of this to say that the DAW + computers irrevocably introduced a new way of music produc-
tion: mouse pointing-and-clicking.
16 Electronic music production
The DAW
There are no theoretical limitations to the performance of the computer as a source of musical
sounds, in contrast to the performance of ordinary instruments.
—Max V. Matthews3
Three decades after Steinberg’s Cubase, the DAW remains the most significant development
in electronic music production since the advent of tape recording insofar as it changed how
musicians produce music, the sound of that music, and the experience of musician-music tech-
nology interaction. DAWs are “surely significant cultural objects,” notes Prior, “equivalent to
studios, guitars or synthesizers in the impact they have had on music and therefore appropriate
for detailed studies on their design, use and marketing” (Prior, 2018: 75). Between the develop-
ment of Cubase in 1989 and Ableton Live in 2001 (see the Case Study further in this chapter),
DAWs encapsulated the history of music production practices by reproducing and extending the
functionality of the recording studio. Using a DAW, MIDI sequencing, audio recording, editing,
and mixing “could now be done in one environment” (Stratchan, 2017: 77). At the same time,
the scope the electronic music producer broadened as his/her skills merged the practices of com-
poser, performer, DJ, arranger, producer, and engineer. By the 2000s, a generation of musicians
“with little or no experience of the hardware studio” were learning production in exclusively
software-based environments (Prior, 2008: 924). In fact, many of the artists discussed in this
book, including deadmau5, Virtual Riot, Mr. Bill, and Jlin, began their production careers in the
DAWs Cubase, Reason, FL Studio, and Live.
Like a microphone that picks up sounds from all over, the DAW is an omnidirectional compo-
sitional interface, inviting the producer into music making from multiple vantage points. Where
a band once composed and rehearsed a song and then went into a studio to record it, now the
production moment is fluid, connecting what were previously separate activities and domains of
musical or technical expertise into a single compositional experience. Moreover, a significant,
yet perhaps under remarked fact of the DAW is its broad accessibility. Using a DAW, a novice
musician can produce and learn about production techniques by recording audio, sequencing
MIDI, looping and arranging beats and chords, and mixing the results. Expensive hardware that
was once found only in professional studios (e.g. the Teletronix LA-2A compressor) or university
electronic music labs (e.g. the Buchla 100 Series modular synthesizer) is convincingly emulated
by affordable VST plug-ins inside the DAW. As Matthew Shelvock notes in his study of hip hop
production, “cumbersome analog processes which required bulky hardware” are now digitally
mimicked (Shelvock, 2020: 2). The DAW, summarizes Richard Burgess, “revolutionized the art
of music production. It bestowed upon many more producers, songwriters, and artists than ever
before the power to manipulate and optimize music, as easily they can words with a word proces-
sor” (Burgess, 2014: 134). In sum, a DAW encapsulates a plethora of production tools, awaiting
our creativity. Let us turn now to some of the DAW’s potentials and functionalities.
You can do automation with every knob you have on a synthesizer. And this makes your
track—it starts to live, because the sound is moving a lot, it’s changing a lot, and so it sounds
not all the time the same. I think this is the best choice: playing more with effects, for exam-
ple, or with automations than using more sounds.
(Brejcha, 2018)
The mixer
All DAWs include a mixing console page, where each audio and MIDI track is displayed as a
vertical channel strip with input/output routing options, a volume fader, a pan control, mute, solo
and record buttons, effects Inserts, and effects Send controls. Mixing is generally done on this
page, although mixing automation is drawn in on the project’s Arrangement page.
via an audio interface. Sounds for MIDI tracks can come from the DAW’s own VST instruments,
from third-party VSTs, or from external hardware sources routed into the DAW.
Automation
Automation refers to directing the DAW to perform specific production tasks over time. The
most common type of automation is mix automation—for instance, having the volume of an
individual track smoothly increase or decrease over a portion of the arrangement. However,
automation can be applied to virtually every parameter within the DAW and its VST instruments
and effects. For example, one might automate a reverb’s Size setting to change from a small to a
large space, a distortion effect from soft to heavy, or a granular sampler from subtle to glitched.
In general, automation is a way to add fluid and sometimes imperceptible changes to a track’s
20 Electronic music production
parts, and therefore a sense of life to a production. Producers use automation to shape dynamics
and add contrast, change which sounds are “in focus,” and morph parameters of audio samples
and synthesized sounds to create textural-timbral shifts impossible to achieve any other way. As
with signal routing and effecting processing, there is no end to the producer’s automation options.
Mixing
When a producer creates a track, s/he is designing a circuit in which a collection of sounds co-
exist and interact together in time. A mix can be as simple as a balancing the volumes of a beat
and a bass line, or as complex as blending dozens of sonic textures into an intricate, evolving
whole. Mixing is the process of combining signals from different audio and MIDI tracks to create
a composite stereo blend. Blending tracks together typically involves balancing their individual
volume levels, using equalization (EQ) to shape them, and applying signal processing (e.g. com-
pression) and effects processing (e.g. reverb) to create a sense of the music as a living and dimen-
sional space. We explore some general mixing concepts in Chapter 7.
Conclusion
This chapter has traced a brief history of music production, focusing on the role of the producer,
the development of MIDI, digital sampling, and DAW software, and provided a brief overview
of DAW topology and concepts. One broad theme that emerges over the history of record produc-
tion is that as technologies have evolved and gone digital, so too has the electronic music pro-
ducer, whose responsibilities now include overseeing every stage of a music’s production inside
the DAW. Techniques such as using an incremental/additive approach to recording, sequenc-
ing, and sample manipulation form the toolkit of most every producer who organizes and edits
reams of musical data in the laboratory that is their DAW. Producers are attuned to seeing and
thinking about tracks as malleable arrangements of MIDI and audio objects, and it is an every-
day production practice to discover new sounds and take creative cues by experimenting with a
music software’s functionalities, such as combining clips in Live’s Session view, for example.
In sum, let us return to Four Tet’s small laptop-based set up with which he recorded and mixed
his album. We might reflect on the fact that his studio is more than a reminder of the power of
21st-century electronic production tools. With a DAW and various VST instrument and effects
plug-ins, Hebden uses equipment available to any producer. It might not look like much. But of
course, the photo leaves out the considerable tacit knowledge, experience, and good taste that
informs Hebden’s producing. It leaves out a sense of how a producer uses a musical system, a
topic to which we turn next.
Notes
1 For a vividly detailed history of recording and recorded music, see Milner (2010).
2 Two excellent overviews of producers’ use of the recording studio, from the 1950s to the present, are
Moorefield (2005) and Bell (2018).
3 (M. V. Matthews, 1963).
4 This idea was articulated in 1975 by Jon Appleton and Ronald Perera in The Development and Practice
of Electronic Music. “Each parameter is associated with the devices and techniques of the tape studio,”
they note, “and suggest to the composer distinct creative possibilities” (Appleton & Perera, 1975: 70).
5 One metric of Live’s popularity: at the time of this writing, the software’s subreddit (“r/ableton”) has
175,000 subscribers, compared to 8,000 for Cubase (“r/cubase”).
2 Musical systems and production
workflows
The contemporary electronic music system has no pre-defined structure, but is initially a
collection of possibilities—a set of musical variables or parameters such as pitch, loudness,
space, timbre, etc., that exist in an undedicated state. The contemporary electronic music
system offers several potential means for pitch control; it has capabilities of shaping articula-
tion and loudness; it provides many methods for the control of timbre and density, and so on.
All of these possible sources and controls are components of a yet to be produced musical
event.
(Strange, 1971: 3)
More recently, Strange’s insight is picked up by composer and theorist Francois J. Bonnet in his
manifesto, The Music To Come. Bonnet’s observation of how music creation requires setting up
22 Musical systems and production workflows
“the conditions of possibility” speaks to the importance of musical systems in electronic music
production:
The challenge of any musical creation must be to invent the conditions of possibility for an
appearing of the musical, but nothing else, because that is all that lies within its power. You
don’t create music; you create environments conducive to the advent of music.
(Bonnet, 2020: 30)
Building upon Strange and Bonnet’s notions of musical systems as structuring conditions for
musical possibility, consider the idea even more holistically: imagine the musical system extend-
ing beyond the configuration of the equipment we use. Such a system would also include the
musics we listen to, how we approach and generate musical ideas, how we think about our work,
and our general mindset. The basis for your music production is who you are, and how you are.
This fact is humorously illustrated in a video interview by Telekom Electronic Beats with the
Belgian techno producer Peter van Hoesen in which Hoesen explains how he uses an extensive
collection of modular synthesizers and other equipment to make music. In the video’s comments,
an astute producer-fan named azmotronik reminds us of the real basis of Hoesen’s musical sys-
tem: “Actually, the most important piece of the equipment in this studio is PVH” (Hoesen, 2017).
Even a seemingly simple musical system then, is in fact complex in that it connects the techno-
logical with the biological, equipment with its user. Here, for example, is producer r beny con-
necting the two realms, describing his system as “searching for textures or sounds I like, inspired
by whatever I’m inspired by in the moment . . . emotions, other music, people, places, things”
(Stationary Travels, 2018).
A workflow is how you use your musical system by creatively interacting with it through a
sequence of decision-making, tinkering, and technical moves. As Nick Prior notes, the con-
figuration of a musician’s system favors “particular kinds of creative processes” by which to
use it (Prior, 2009: 82). At the same time, there are virtually endless ways to work, and by
configuring your system’s components variously, your workflows help you discover paths
of musical expression.1 Think of workflow, then, as your ways of producing music—which
includes sound designing, improvising and recording, sequencing, editing, arranging, and
mixing. Through your workflow, your work flows. “The goal,” says producer Jason Chung
(Nosaj Thing), “is to be able to output your ideas without thinking at all” (Future Music,
2018b).
The resulting flow is a complex pattern of tensions and relaxations which evolve as the musical
material is worked out. The words “controlled” and “worked out” do not really convey what
I mean. There seem to be no suitable English words. I am hunting for some word which brings
a hint of the skillful yachtsman in fierce mid-Atlantic, guiding and controlling his craft and yet
being taken along with it, sensing the best way to manage his vessel, freely changing his mind
as unforeseen circumstances evolve, yet always applying the greatest discipline to himself and
his seamanship. . . . The composer has to guide and evolve his material in all its aspects.
(Oram, 2016: 27)
With this in mind, consider electronic music production as an analogous kind of complex sys-
tem capable of generating unpredictable and fascinating cascades of sound with which you can
interact, derive ideas from, partially steer, and feed back into your tracks. In production, unpre-
dictable complexities—what producers usually call “happy accidents”—are always our allies. In
“Machines and Human Creativity,” the conclusion to his 1980 book, Introduction To Computer
Music, Wayne Bateman speculated on the conditions necessary for what he calls “creative inci-
dents” to transpire in computer-based music. Like Oram, Bateman hinted at complex systems
when describing how artistic works are produced as one interacts with accidental discoveries
unpredictably generated by some kind of system:
This idea of music production being a complex system, then, is not new, although today it is
somewhat obliquely referred to in the discourse of electronic music producers themselves.
Most producers do not talk about it explicitly. Instead, they tacitly engage with it through their
workflows. But some do talk about complexity in one way or another. For example, the idea is
explained by Mr. Bill (Bill Day), a producer and well-known online educator who uses the phrase
reactive artistry to describe how he approaches his DAW, Ableton Live. In interviews and tutori-
als, Day mentions a complexity-generating technique for avoiding creative blocks: whenever he
is unsure what to do next while working on a track, he tries out new ways of processing sound.
Day compares this processing to a Rube Goldberg machine that generates ideas despite its user’s
own uncertainty, giving the producer something to react to:
What I react to is just things that I make the computer do. So I set up some kind of sound
design system—like a giant chain of effects that acts like a Rube Goldberg machine: maybe
you’ll have a one-shot [sample] that goes into a reverb, and then that reverb gets sent through
some wave shaper, and the wave shaper glitches it out, and then the glitchy stuff gets re-
arranged by some weird plug-in. I’ll set up something like that and then just run tons of shit
through it and see what comes out. . . . In that sense, I don’t even believe that I had the idea.
I just set a thing up, press the button, and then it gave me the idea. . . . I don’t think creativity
is this sort of one way street.
(Gee, 2019).2
24 Musical systems and production workflows
Producer Tim Hecker explains how he connects a mixing console, guitar pedals, and other
hardware effects with a collection of software patches for Max (a programming environment
by Cycling’74) as a musical system through which to route sounds and produce unpredictable
results. Referring to it as a “data flow as a stream you can capture and mold on the fly,” Hecker
elaborates on his system:
they all connect in a network so you can wire all these things together, and have them all
modulate each other, and talk to each other. It’s kind of like modular synthesis but it’s com-
puter [-based], so you can just work with digital audio in a really fluid way. Treating it like
a river that flows between all these different things. It’s just a lot more flexible and open
sourced. . . . I just route things to each other and do feedback loops.
(Burns, 2016)
Another example: in a YouTube tutorial about Pigments, a VST synthesizer by the software
company Arturia, producer Das Glitch describes a process similar to that of Mr. Bill, configuring
the synthesizer’s sequencer settings to auto-generate randomizations on pitch, octave, velocity,
and other parameters. The GUI of Pigments’ sequencer includes “random” knobs, represented
by small dice icons (Figure 2.1). Glitch explains how he uses this randomization to guide his
workflow:
You can actually choose when to regenerate the different randoms . . . It’s insane what you
can do here in terms of experimenting to come up with a new idea, then write it to the preset,
and then the idea is there. For me, I would just keep generating these randoms until some-
thing cool is automatically spat at me, and then go with that.
(Glitch, 2019)
Producer TJ Hertz (Objekt), a producer we will hear from several times throughout this book,
goes one step further. Hertz understands his production system as doing the musical imagining on
his behalf. He allows the processes of his system to generate difficult-to-predict sonic complexi-
ties with which to work:
My approach to sound is more about letting processes and equipment do the imagination for
me, and arranging the results of that myself . . . A lot of the time it has to be something with
Figure 2.1 Sequencer for Arturia’s Pigments VST, with its small dice icons for randomization
Musical systems and production workflows 25
an element of unpredictability or uncontrollability . . . the results of which I can sculpt or
steer into the right direction rather than create the humanism to begin with.
(Martin, 2018)
Kaitlyn Aurelia Smith, who produces using modular synthesizers, approaches her musical sys-
tem as a kind of orchestra, conceptualizing its sounds as instrumental sections. She sees her crea-
tive role as both composer and conductor:
My favorite way to approach composition on the modular synthesizers is to imagine that I’m
a conductor. I like to set up all the voices and get them tuned and figure out who’s going to
have the high line, who’s going to have the middle line, the low line, the bass line, and what
the rhythms are going to be. And then what their textures are going to be and what are the
parts that I’m going to interact with and what are the parts that are going to interact with
themselves and trigger each other.
(Smith, 2016)
Producer Caterina Barbieri also uses modular synthesizers as the core of her musical system,
interacting with pattern sequences and generative random operations from her modules to make
music. “Playing with these machines,” she explains
means actively interacting with this stream of sound, tuning yourself to an ongoing sound
field and making it selective [. . .] What really interests me is finding an organic balance in
my working flow between predictability and un-predictability, structure and fluidity, logos
and chaos.
(Wilson, 2018a)
Barbieri’s view of the production process perfectly illustrates the feedback loop connecting com-
poser and technologies, in a circuit:
I see the compositional process as a system of feedbacks between technology and composer,
as if it implied the creation of a kind of integrated cognitive circuit in which the design of the
machine modulates the design of the musical thought of that specific person who “plays” it.
(Merrich, n.d.)
Like Hertz’s approach to letting processes and equipment do the work of imagination while he
assesses and develops its results, the way Barbieri works with her musical system harnesses the
dynamics of complexity’s happy accidents at the edge of chaos, building upon them:
Every form of computation requires the formal definition of a set of data to produce a larger
body of output. You work within a closed system but then you define a process, a generative
grammar able to generate an open system of possibilities . . . turning that practice of compu-
tation from being just a formal technique—an automatic procedure—into a creative process.
(Wilson, 2018a)
These examples illustrate how in electronic music production the producer steers the music,
yet the system also steers the producer back by providing ideas upon which to build, sounds to
respond to, and random operations to pursue or deviate from. Ideally then, your music producing
is a dialogue with the musical system you have configured. But for this to happen, your system
needs to be sufficiently complex to have nonlinearities and feedback opportunities built into it.
26 Musical systems and production workflows
Like unpredictable weather or traffic patterns, a sufficiently complex musical system is able,
notes Barbieri, to generate an open system of possibilities in the form of unanticipated compel-
ling sounds to which one can respond through trial and error experimentation. As Allen Strange
encouraged us 50 years ago in his study of electronic music composition, “Never wonder ‘should
I do this?’ Instead an attitude of ‘I wonder what will happen when I do this?’ may lead to an
expansion or development of a unique technique” (Strange, 1971: 5). Or as producer Beatrice
Dillon puts it, “So much of this is run on complete naivety. Cast the net, pull out loads of stuff
and then just see where it takes you” (Ravens, 2019). In sum, think about the production process
as a co-generated complex system that generates unpredictable events and creatively volatile
situations for you to interpret and build upon through your reactive artistry. The producer builds
music from the ground up, reacting to a complex musical system that s/he has set in motion,
moving towards discovery.
When I got this broken filter, it was connected to my mixing board, and at first I thought,
yeah, okay, it’s not working, it does weird stuff, leave it there. And then I forgot about it, and
I was working on rhythmic parts with my [Roland TR-] 808 and other rhythm machines. And
then, by accident, I unmuted the channel where this machine was connected to and I heard it
and thought, this is much better than every rhythmical thing I programmed in my 808.
(Grosse, 2020)
It started making all these crackles and hisses—it was running in the back of a track I was
working on, still with beats and everything, and I thought this is a nice atmosphere in the
background, so I muted the beats and the crackles came more upfront and I thought this
might be a good possibility to create something different—not working with beats but with
randomly made crackles and noises.
Since all the tracks were based on this broken filter that just crackles and hisses randomly
this was very often the beginning of the recording of a track—that gave the rhythm structure,
the main part. And then I simply started with some basslines or some atmospheres. In gen-
eral, I’m really working more in atmospheres than in song structures.
(Toland, 2009)
A second example is producer Andreas Tilliander (TM404). To make his music as TM404, Tillian-
der used a collection of renowned 1980s Roland hardware, including the MC-202 sequencer,
TB-303 bass sequencer, and the TR-606, 707, and 808 drum machines. For him, this collec-
tion of Roland instruments “turned out to be a concept. Having all these machines—or rather
Musical systems and production workflows 27
instruments—playing at the same time” (Attack, 2013). Tilliander explains the merits of creating
a unique system for one’s music producing:
When you can buy recorded hooks, drum beats and basses it means anyone can sound like
you. If you put together a unique set of musical instruments and effects, you’re bound to
create something special.
(Attack, 2013)
The sound is everything. And by building a studio with various different echoes, multi FX,
shitty digital synths, fantastic analog ones and so on, you will sound like nothing else.
(Blanning, 2016)
In terms of both its equipment (e.g. software and/or hardware) and its sound palette (e.g. a single
sound or many different sounds), a producer’s musical system can be minimal or maximal. The
producer Calum MacRae (Lanark Artefax) favors the kind of minimal system advocated for in
this book: “I have a really basic set up. Just a laptop, software and a MIDI keyboard, they’re all
more or less essential as one another” (Inverted Audio, 2016). Producer and multimedia artist
Mark Fell assembles a unique and minimal musical system for each project, the better to con-
strain his attention so that he can focus on how the system behaves and its components interact:
My methodology is to focus on one or two specific bits of equipment and to explore them in
detail. For any given project I usually assemble a collection of equipment and processes, and
explore how they behave and interact. Rather than a universally perfect and utterly flexible
studio setup, I opt for weird and peculiar.
(Fell, 2016)
I tend to be quite limited in the processes or technologies that I will use during the produc-
tion of a record. So I won’t think “I can add this and I can add that and maybe I can put this
over the top.” For me it’s always about one or two elements that you keep re-explaining
in detail, rather than adding another layer on top. It’s about I look at the process and the
technology and trying to just work with that, not confusing things by bringing too many
ingredients to the production.
(Wilson, 2018b)
At the maximal end of the continuum, Richard D. James (Aphex Twin), one of the most influ-
ential electronic music producers of the past 30 years, sets up a new musical system—which he
calls “studios” and “setups”—for each track or collection of tracks:
I realized I actually like making studios more than making music, because I like the pos-
sibilities of what you can do. I make these setups that will achieve some sort of purpose, so
the way I’ve wired it together becomes the track itself.3
If it takes you three years to set up a studio, and you’ve made one track with that setup, then
the logical thing to do is not change anything and just do another one using the same set of
sounds. Which I’ve done, and it’s always really good because it’s all ready to go. But I just
can’t keep it the same. I’ve always got to change something. All the tracks I’ve done in the
last five years were made in like six different studios. It gets a bit complicated.
(Sherburne, 2014)
28 Musical systems and production workflows
One of the most fascinating and it-gets-a-bit-complicated case studies for thinking about
musical systems is Autechre, the duo of Sean Booth and Rob Brown whose music sets a high
bar for creativity in electronic music production. Since the 1990s, Autechre have programmed
their own patches in Max, using these patches as an algorithm-based complex system to gen-
erate sound worlds that they develop into tracks. The group’s recordings, notes Brown, are
“just basically a modern output of our current rebuilt system . . . and some time spent with
it” (Pareles, 2020). In numerous interviews over 15 years, Booth explains how their musical
systems function, why they build and refine them, and how they interact with them to create
music:
We’ve built up a pretty extensive deep system now. . . . It’s not like we make music, then use
the system to replay it in new ways. The system itself is making the music each time, it’s all
about the capabilities of the system dictating what the music’s like.
(Muggs, 2016)
There’s no event generation taking place other than within the system we’ve designed. . . .
How we play the system dictates how the system responds.
(Tingen, 2004)
We build systems because it’s the most instinctive way of connecting things we invent.
These systems do not produce a specific genre of music, they host modules, and manage
all the protocols that allow them to communicate with each other. If we want to change the
protocol, we have to enlarge the system.
(Tsugi, 2018)
We know what we do, and we know our habits. We built habits into the system that allowed
us to be able to elaborate or expand the parameters or refine them, or perhaps closer define
what we were after incrementally, and it made a lot of recordings happen.
(Frame, 2013)
It has always been important to us to be able to reduce something that happened manually
into something that is contained in an algorithm. Then the algorithm allows us to add a bit
more flair or a bit more deviation that we would also do ourselves in a little script. Just a few
slight tweaks can spin it out into all sorts of recreations. It’s a great way to spawn yourself if
you like . . . and spawn your actions.
(Pequeno, 2010)
In sum, for Autechre, musical systems, technology, and creativity are inextricably intertwined.
Booth sums up this intertwining’s crux perfectly: “it gets a bit hazy in terms of what’s a musical
idea and what’s a piece of technology” (Sherburne, 2018).
In between these extremes of devotion to a musical system in the form of a single piece of
gear or sound profile such as Pole or TM404, and complex generative music patches such as
Autechre’s system, are most electronic music producers who configure a system to help them
make the music they want to make. Even if one does not have the resources to build new studios
for each musical project, or Max programming expertise, this book recommends the DAW as an
affordable, powerful, and protean musical system capable of creating enchanting sounds and the
conditions for creativity.
Musical systems and production workflows 29
Case study:
Brian Eno’s musical systems of sonic treatments and generative loop machines
By the time Brian Eno was explaining the studio as a compositional tool, he had already been
working with musical systems of one sort or another. In fact, the musical system concept is neatly
illustrated by the sonic treatments Eno began implementing in his ambient music production
work in the 1970s. Eno created these treatments by routing audio through a variety of signal
processing and effects units that were connected in a circuit. These treatments were essentially
bespoke musical systems with which to treat already recorded sounds and record the results.
Software designer Sean Costello (founder of the reverb and delay VST plug-in company, Val-
halla) explains how Eno set up “feedback paths through the mixing boards that incorporated
several hardware processors” to shape sounds (Costello, 2011). To illustrate such feedback paths,
Costello cites Eno’s “shimmer” treatment patch. This patch was constructed by routing a sound
output from a Lexicon 224 reverb unit through an AMS DMX 15-80s reverb with pitch shifting,
then into a Lexicon Prime Time delay unit, an EQ on the mixing console, and finally, back into
the 224. This circuit, notes Costello, “was just one of the ‘treatment’ topologies—[Eno] obvi-
ously put a fair amount of time into setting up different feedback configurations.”4
Another facet of Eno’s interest in musical systems is his work on generative music. In a 1996
talk on the topic, he traced its roots to the minimalist and process-oriented music of Terry Riley
and Steve Reich. Riley’s “In C” is a 1964 composition consisting of 52 bars of music, each of
which are repeated any number of times by any number of musicians who proceed through the
piece at their own pace. Eno noticed that the effect of the music’s layered pattern juxtapositions
created “a very complicated work of quite unpredictable combinations” (Eno, 1996). Eno also
cited the influence of Reich’s “It’s Gonna Rain”, a 1965 piece created using two copies of a tape
loop of a preacher intoning “it’s gonna rain” played simultaneously on two tape machines. As
the machines gradually go out of sync, the voice transforms into echoing canons with strange
textural-timbral qualities. Eno was inspired by both the music’s sound and its process, noticing
how Reich’s use of tape machines was a kind of system that transformed a simple input into a
complex output. The tape machines’ going out of sync generated “a huge amount of material and
experience from a very, very simple starting point.” Eno heard in “It’s Gonna Rain” an audio
analog of a moire pattern, a visual interference pattern produced when slightly offset templates
are overlayed. “It interested me that an artwork could be a system of amplifying detail,” he
noticed (Diliberto, 1988).
Building upon the music of Riley and Reich, Eno developed his ambient music concept, based
on “a system or a set of rules which once set in motion will create music for you” (Eno, 1996).
For his 1975 recording, Discreet Music, he configured two reel-to-reel tape machines into a
“long delay echo system” through which to process sounds (Eno, 1975). In the liner notes, Eno
described the album as “a technological approach to the problem” of how to create a musical
system “that, once set into operation, could create music with little or no intervention” on the
part of its producer. The producer’s own contribution was limited to composing “two simple and
mutually compatible melodic lines of different duration” and “occasionally altering the timbre
of the synthesizer’s output by means of a graphic equalizer.” On the album’s back cover, Eno
provided “an operational diagram” of the tape machine-based system he used to make the music.
This diagram is a kind of score that explains the processes by which the album’s sounds evolve
(Eno, 1975). In a way, the star of Discreet Music is the musical system used to generate it.
A final example of Eno’s approach to letting sounds evolve on their own is Music for Airports
from 1978, four compositions created using tape loops, some of which include three sung notes
30 Musical systems and production workflows
that repeat in cycles of varying lengths (roughly every 23, 25, and 29 seconds). In Airports and
other subsequent pieces, Eno configured loops that never repeat the same way twice, instead
generating ever new counterpoint and harmonies. Decades later, Eno’s longstanding interest in
generative musical systems culminated in the ambient music apps Bloom, trope, and Scape.
From his sonic treatments and delay echo systems to his generative music experiments, Eno was
ahead of the production curve in recognizing the creative power of musical systems.
In an analog studio we used to plug channels into other channels . . . and then worry about
feedbacking the channel into itself. Experimenting with signals in an analog studio was
essential. That is something that has been a little lost with software music. So try to use this
routing matrix—the I/O section in Ableton Live—as a creative tool. . . . Experiment with the
platform [the DAW itself]. Try to route things in different ways.
(Frogs, 2014)
When we route sounds, it generates further ideas for how to route sounds, and as we listen to
the effects of our routing we imagine yet more circuit paths to try. Within the DAW’s ecosystem,
one can also route sounds through and within VST plug-ins. Most VST synthesizers include a
modulation “Matrix” page to organize such routing options that connects a modulation source
(e.g. an LFO control) to one or more modulation targets (e.g. a Frequency Cutoff control). For
example, U-he’s Hive synthesizer has 12 slots in its modulation Matrix (Figure 2.2) and over
100 possible modulation targets (Figure 2.3). Such myriad possibilities for routing sounds from
various sources to various targets create conditions for complexity through feedback loops that
can lead the producer to unpredictable, cascading results. With the right treatments and routing,
remarkable timbres become possible in the DAW.
A second lesson from Eno’s work is to explore how “very, very simple rules, clustering together,
can produce very complex and actually rather beautiful results” (Eno, 1996). Generative music,
Musical systems and production workflows 31
Figure 2.3 Drop-down menu for U-he Hive’s Modulation Matrix targets
he says, “specifies a set of rules and then lets them make the thing” (Eno, 1996). In a DAW we
can implement the generativity idea via automation. For example, automating a parameter such
as the Dry/Wet control on a reverb effect so that it increases or decreases at a certain rate over
the time of a track specifies a changing set of transformations for the sound. Automating multiple
parameters simultaneously creates compelling and generative-like composite sounds from sim-
ple materials. This recalls producer Boris Brejcha’s point in Chapter 1, that through automation
a track “starts to live, because the sound is moving a lot” (Brejcha, 2018).
A third lesson from Eno: generative music seeks to avoid “a single chain of command” and is
instead “multi-centered” with “many, many, many web-like modes which become more or less
active” (Eno, 1996). As producers, we can consider how to incorporate various levels of inde-
pendent musical action into our tracks. Combining effects chains with automation of the param-
eters within the effects in the chains is one way to bloom multi-centered sonic complexities in
a track. The modular Rack system in Ableton Live helps us visualize such sonic complexities.
A Rack contains a chain of serially connected instruments and/or effects plug-ins with which “to
build complex signal processors, dynamic performance instruments, stacked synthesizers and
more” (Ableton, 2018: 283). One can even incorporate Racks within Racks to generate mag-
nitudes of multi-centered sonic complexity. In sum, no matter what style of music s/he makes,
32 Musical systems and production workflows
a producer can use his/her musical system to generate layers of simultaneous, hard-to-predict
activity via automated variations in a track’s timbral, rhythmic, melodic, and harmonic activity.
I think you could have a program that just sits in the background of your computer just look-
ing at the decisions that you’re making all the time and just build an average mean for what
it is you choose to do in every situation along the way. And after you’ve written a couple
hundred songs and it has seen you do all of that, this thing could just be like, “I know your
process” and just spit out new tunes.
(Day, 2020)
While such AI-based software does not yet exist, thinking about how it might work illustrates the
power of musical systems to generate complexity and help us produce.5 Pondering such a system
is a step towards learning how to make those sounds ourselves and, ultimately, curating our own
creativity by reflecting on the decisions we usually make in the midst of our workflows. Ask
yourself: What would my ideal musical system consist of? How would it work? And how might
I refine my existing system to bring me closer to this ideal?
Production Quest
1 Start simple. In your DAW, set up a musical system comprised of three tracks of synthesiz-
ers, each for one type of sound: chords, bass frequencies, and percussion. Make a piece (or
ten) with this system.
2 Expand this three track-based musical system by adding three Return channels for effects.
Insert a different effect on each Return channel so that the effect can be used in various
amounts on each of your track’s three elements. For example, Return 1 can be a reverb,
Return 2 a distortion, and Return 3 a delay. Shape the music you made in Step 1 by sending
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MADONNA DEL SOCCORSO.
BY SINIBALDO IBI
Photograph by Alinari, Rome
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