246 Max as a Digital Platform for Noise Music Performance Muhamad Hafifi Mokhtar1, Clare Suet Ching Chan2 1Universiti Pendidikan Sultan Idris, Malaysia 2Universiti Putra Malaysia, Malaysia Submitted: 2022-07-04. Revised: 2022-08-18. Accepted: 2022-10-28 Abstract This article explores Max as a digital platform for performing noise music through a practice-led research method. The practice-led research method was used to explore the possibilities of build- ing Max patches, while content analysis method was used to analyse the outcome of the patches. Several Max patches were created to explore the potential of Max as an alternative approach for performing noise music. Findings show that Max can replicate the audio processing methods used in conventional performance. Due to Max capabilities, some of these methods could be automated and arranged prior to the performance. In addition, Max patches featured changing sound, random pitches, mixture of pre-recorded audio source and live instrument, and drone sound combined with automatic constant real-time audio self-processing and automatic audio panning, a feature that seldom appears in the local noise music scene. In conclusion, this research argues that Max has much potential for creating a variety of digital sounds that are harsh and dissonant to the ears, therefore contributing to the musical diversity in noise music performance. These sounds are the results of the features of audio self-processing, random pitches, automatic audio panning object and self-changing pitched drone audio signals relying on random MIDI values that appeared in Max. Keywords: Max; noise music; music technology; performance; practice-led research How to Cite: Mokhtar, M. H. & Chan, C. S. C. (2023). Max as a Digital Platform for Noise Music Performance. Harmonia: Journal of Arts Research and Education, 23(2), 246-253 Harmonia: Journal of Arts Research and Education 23 (2) (2023), 246-253 Available online at http://journal.unnes.ac.id/nju/index.php/harmonia DOI: http://dx.doi.org/10.15294/harmonia.v23i2.37468 perimental music scene use synthesizers, guitar effect pedals, metal objects, and mixers to produce noise music. Not many local noise music performers have explo- red the digital platform in creating noise music. One such artist was File 106 who performed noise music using a mixture of laptop and guitar pedal effects. I believe that digital platforms would benefit many noise music performers, such as access to a wider range of sound manipulation and extra effects. In addition, mobility of travel would be enhanced by these lighter-weight instruments. This research focuses on exp- INTRODUCTION Noise music is a genre of music whe- re “unwanted” noises are used to create sound art. Noise music performers use analogue methods, including guitar pedal effects, contact microphones, and metal objects to perform. The analogue approa- ch limits the possibilities of creating more diverse noise music compared to the digi- tal approach of sound manipulation and audio signal processing available through programs such as Max. Most noise music performers in Malaysia’s underground ex- Corresponding author: E-mail: clarechan@upm.edu.my p-ISSN 2541-1683|e-ISSN 2541-2426 Muhamad Hafifi Mokhtar et al., Max as a Digital Platform for Noise Music Performance 247 loring Max as a platform for creating noise music performances. Max Max is a computer software that ope- rates as a visual computer programming language that can manipulate audio, vi- deo, graphic, and other data. Max allows users to connect the various independent objects through virtual patch cords to pro- duce interactive audio, visuals and custom audio or visual effects. These objects are categorized according to their functions: Max, MSP, Jitter, Gen, BEAP, and Vizzie. Each of these categories have their own functions (Cycling ’74, 2018). This article focuses on the MSP objects that is able to create and manipulate audio signal. MSP are the features in Max that allows the pro- cess of audio signal processing. MSP is a collection of 200 Max objects that could be used in performances or compositions for audio signal processing. By using MSP, users may build their own synthesizers, samplers, and effects processors using Max objects. In short, MSP allows users to create their own personalised design of di- gital audio devices (Cycling ’74, 2018). Noise Music Couprie (2020), Wolf (2011), Klett and Gerber (2014), Thompson (2010), and He- garty (2001) have each defined noise music from their own experience and understan- ding of it. Couprie (2020) defined noise music as contemporary music created by Futurist and Dadaist movements. He also referred to noise music as musique con- crète, experimental rock music, punk, live electronics, electronica music, and some of John Cage’s compositions. Wolf (2011) re- ferred to noise music as those mainly per- formed by Merzbow, a prominent Japa- nese noise music artist and his peers. This type of noise music allows audiences to lis- ten and experience the unending limits of sound art production. Wolf (2011) defined noise music as an arrangement of sounds such as hisses, crackling, and audio feed- back that does not need to be played with loud volumes for performances (p. 67). Sound can be perceived from an aest- hetic or artistic perspective. Some perceive sound as noise, while others hear it as mu- sic. Noise is referred to as chaotic, unusu- al, and aggressive sounds, while music is commonly perceived as pleasing, rich and wonderful. Both perceptions can be used in the performance of noise music. The noi- se music genre is associated with the har- sh frequencies and loud volumes usually used during music performances. It is also harsh, dissonant, and may be unbearable to the listener. Noise music is usually re- ferred to as “noise” by the performers and enthusiasts (Klett & Gerber, 2014, p. 276). The musical perspective of noise should be established to comprehend noise music. Noise occurs as a disturbance that occurred amid the music and sound. This perspective recognizes that noise music is situated between “music” and “sound”. In Japan, noise music is known as “Japanoi- se” and recognized as “music” that defies genre and category, with its highly ampli- fied and processed sound (Hegarty, 2007, p. 194). One of the philosophical aspects of noise music is that it functions as an indi- cator of boundaries. This boundary is the perspective that noise exists to threaten the limitation of music and noise music is viewed as something that is far-reaching and provocative. Due to this, noise music should maintain a certain distance from music by preserving its qualities to persist between the state of music and noise. Fai- lure to stay in between “music” and “noi- se” would make it become solely music or noise rather than noise music (Thompson, 2010, p.10). The noise music in this research is a form of experimental electronic music that embraced the potential of providing phy- sical experience of the sound to the liste- ners as suggested by Couprie (2020) and Wolf (2011), with characteristic as stated by Klett and Gerber (2014), Hegarty (2001) and Thompson (2010). Based on this, noise music is a type of music that typically uses electronic sound from the synthesizer, and guitar pedal effect, pre-recorded audio Harmonia: Journal of Arts Research and Education 23 (2) (2023): 246-253248 played through sampler or audio recorder. Usage of instruments such as the guitar could also be seen. All these sounds would be manipulated in real time through mul- tiple methods of signal processing such as amplifying, sweeping frequencies, spatia- lization and frequency filtration. Problem Statement Many noise music performers use guitar effects and metal objects to perform noise music. For example, Jerk Kerouac, a noise music performer uses the synthesizer combined with guitar effects pedals to per- form noise music (Mokhtar, 2015, p. 15). In Malaysia, I came across a local noise mu- sic performer utilizing a laptop to perform noise music. Noise music performers such as Merzbow and Krosot who have been using a digital platform somehow reverted to their typical setup for noise performan- ce by using multiple guitar effects pedals, metal objects, synthesizers, and a contact microphone through this research indi- rectly (Baily, 2012; Mokhtar, 2015). No ex- planations were presented on the reasons behind their choices. A standard and uni- form analogue approach that has been es- tablished during performances practises in the local scene results in a lack of diversity in sound production and techniques. I be- came curious over why local noise music performers do not utilize the digital plat- form to perform noise in this era where digital technology is advancing rapidly. Therefore, I seek to explore a simpler and mobile alternative setup for noise music performance to relieve the bulky setup that is used in the local Malaysian noise scene. This research aims to explore the potential of Max as a digital platform for the noise performance. I examine the use of Max as a platform for noise music pro- duction by 1) creating patches using Max 2) performing noise music though Max 3) reflecting and revising my usage of Max through the processes of creation and performance I hope to create more possi- bilities for noise music production among local noise artist setup, performance prac- tices, and sound characteristics. METHOD This research uses the practice-led methodology whereby planning, reflecti- on, revision, and action direct the research outcome. Practice-led Research Practice-led research is a method in art and design whereby researchers exami- ne their own practice. The practice-led re- searcher is responsible for both the role of the “researcher” and “practitioner” as the research conducted is based on their own practice (Nimkulrat, 2007). The process leading to the outcomes is important data that facilitate understanding the research problem. The research’s artifacts or pro- duct would be considered proof of the in- formation collected and preserved (Make- la, 2007). In this research, I will present the actions, reflections, and revision processes in my exploration of creating patches for noise music performances using Max. Content Analysis Audio content analysis assists in the investigation of musical influences (Col- lins, 2012). Çamci (2016) stated that defi- nitive audio analysis in electronic music could highlight important variations in different electronic pieces. This would help in analyzing the products of this ex- ploration of Max as a digital platform for noise music performance for the outcome could be recognized as noise music. Exploring Max This research models the workflow used by Bugge (2014) in his compositions using Max. The workflow begins with for- ming ideas for drawing techniques appli- cable to a computer programming setting, testing, evaluation, redefinition, recording, positioning materials into a musical com- position, and assessment process (pp. 62- 63). Concepts of Performance As a performer, I am inspired to per- form noise music based on the principles Muhamad Hafifi Mokhtar et al., Max as a Digital Platform for Noise Music Performance 249 of interactive composition, generative mu- sic, indeterminacy, and chance, as well as the usage of various sound sources that is collectively incorporated into this research. Interactive composition is the pro- cedure of creating and performing the composition and usually involves electro- nic devices operating a real-time softwa- re that would detect and respond to the input from the performers or composers. Technology usage is equally important to the composition itself to achieve the objectives set in the composition by the composers in interactive composition. The technologies itself would be producing the creative process, functioning as a catalyst for motivation and discovery (Settel, 2001). Chadabe (1977) stated that generati- ve music is not a new phenomenon becau- se it had been used for several decades in live musical performances and is related to generative art or G-art that refers to works that contains a segment or is entirely based on designs that are not directly organized by the artists. The term CG-Art or compu- ter-generated art is used when generative music involves computer usage. This art is completed by allocating a certain period for a computer program to self-operate in order to generate the art with zero to mi- nimal intervention from human (Boden & Edmonds, 2009). Indeterminacy and chance are utili- zed in the process of exploring Max as a di- gital platform for noise music performance because indeterminacy and chances would provide different outcomes from each per- formance (Neal, 2008). Cage noted that in- determinacy is used because it could relate to the uncontrollable chances humans en- dure in their everyday lives (Hoogerwerf, 1976). Xenakis employed chance with a more scientific approach to his compo- sition due to the usage of mathematical procedure to control and shape the sound masses in his composition (Paparrigopou- los, 2005). The noise music performance I pro- duced in this research would contain mul- tiple sound sources, such as electronic sound synonym with the electronic music. Electronic music is produced by a com- puter through the synthesis of the com- puter and processed digital audio signal (Puckette, 2007). The performance would also employ the usage of audio from field recording that is consists of human, ani- mals, material, natural sound phenome- non, and is different from the orthodox audio production of music, speech, and sound effects since it combines the method of listening, reviewing, adapting recor- dings, positioning, mixing, playback, and testing (Gallagher, 2015). Another type of sound source used is audio that had been transformed from analogue to digital to analogue through the usage of analogue to digital and digital to analogue converter. According to Cipriani and Giri (2010), the digitization process occurred at the regular interval where the number of amplitude measurements would be taken in one se- cond, also known as the sampling rate. RESULT AND DISCUSSION In this research, I created several pat- ches that could be used in the performance of noise music in the process of exploring Max as an alternative digital platform ac- cording to the concepts of the performan- ce that had been discussed. These patches were made during the period in which the researcher was developing as a perfor- mer and researcher. They are displayed through the technicality of seven Max pat- ches created to explore an alternative digi- tal platform for noise music performance. Patches built using Max My patch creations developed in analogy to my ability to use Max, as shown by the Max patches’ complexity. For easier understanding, the outcome from all the patches would be described at the end of the explanation. For the first patch, the idea started with the main idea of triggering random noise. To achieve this, several reading on how to achieve this had been done befo- re I had chosen the patch that was used in this research. This patch showcased sound Harmonia: Journal of Arts Research and Education 23 (2) (2023): 246-253250 changes according to the audio self-pro- cessing in the individual patches. The second patch was built around the idea of filtering audio using casca- de object while the signal-rate processor would change the audio signal-rate. The patch needed several revisions since the sound was not “noisy” and lack distortion. I had to make several tuning up and revisi- ons were made before an acceptable sound was produced by changing the parameter of the patch. There were sound changes according to the audio self-processing ap- peared in this individual patches. Besides that, for patches with random MIDI cont- rol such as patch 2, random pitches would be appeared as the random MIDI control independently changing their values. Patch 3 is a combination of the ide- as behind Patch 1 and Patch 2. Patch 3 is designed to play several random audio clips at once. At first, the progress did proceed as planned due to several miscon- nection and parameter that did not affect the sound drastically. Upon reflection, I double checked the connections and ad- justed the parameter to change the sound more drastically. There were sound chan- ges according to the audio self-processing appeared in this individual patches. Simi- lar to patch 2, patch 3 also contained ran- dom pitches appearing in response to the random MIDI control independently chan- ging their values. Patch 4 was used to create a wall of sound. This patch contained an audio self- processor that processed the audio recor- ding placed in the patch. After necessary editing was done, the patch had achieved what I had planned and anticipated in terms of sound diffusion. This action was a reflection of the researcher’s newfound knowledge of Max that enable the rese- archer to create a patch resembling noise music better than before. This need to be stated that the progression is unique to my experience and may not appear in ot- her person experience when they are using Max. After necessary editing was done, the patch had achieved what I had planned and anticipated in terms of sound diffusi- on. There were sound changes according to the audio self-processing appeared in this individual patches. This patch had also showcase one or more automatic au- dio panning object, with the appearance of constant real-time audio self-processing by Max. Patch 5 was built as a mix media patch that used the MSP and Jitter in Max. This action demonstrated the researcher’s developing knowledge of using Max as a digital platform for performing Noise mu- sic. The audio side of the patch works well, while the Jitter or video component nee- ded some adjustment for it to run smooth- ly. Necessary editing was done after the Max help files were referred. This patch had showcase sound changes according to the audio self-processing appeared in this patch, Besides that, self-changing pitched drone audio signal relying on random MIDI control was also a feature. This patch had also showcase one or more automatic audio panning object, with the appearance of constant real-time audio self-processing by Max. Patch 6 was the most complicated patch that I had built. It consists of seve- ral patches in one big patch such as pat- ches for audio self-processing, real time MIDI control, pre-determined parts using timepoint object and two types of audio panning. This patch demonstrates the potential of Max for a noise music artist with expanding knowledge of Max com- pared to earlier patches. This had showca- se sound changes according to the audio self-processing appeared in the individual patches. Besides that, for patches with ran- dom MIDI control such as patch 6, random pitches would be appeared as the random MIDI control independently changing their values. Patch 7 is the final patch built using Max for this research. Patch 7 uses live audio and live audio processing combin- ed with the usage of live vocal and instru- ments playing. The action taken for this patch was to look at it as a way of perfor- ming using live instruments or live audio input such as the common way noise music Muhamad Hafifi Mokhtar et al., Max as a Digital Platform for Noise Music Performance 251 being performed. However, this approach failed due to different mechanism involves in physical audio effect pedal and digital signal processing. The patch needs to be troubleshot in order to find suitable way of combining internal audio and external au- dio incoming and exiting the audio interfa- ce. Patch 7 tried to create a patch that com- bined the mixture of a pre-recorded audio source and live instrument playing with real-time audio processing in Max. Patch 7 also combine the usage of real instruments and real-time instruments playing with real-time audio processing. From all these patches, I conclude on that several characteristics were compulso- ry for the patches to be considered as sui- table for noise music. These characteristics had appeared in majority of most of the patches showcase sound changes accor- ding to the audio self-processing appea- ring in the individual patches. For patches with random MIDI control such as patch 2 and patch 6, random pitches would be ap- peared as the random MIDI control inde- pendently changing their values. Some of the patches such as patch 2, patch 3, patch 4 and patch 5 showcase appearance of dro- ne sound. In shorts, all the patches show- case one or more automatic audio panning object, with the appearance of constant real-time audio self-processing by Max. This would then create panned audio that is self-processed by Max. usually, there are two types of audios panning: in sequence and random Only patch 7 tried to create a patch that combined the mixture of a pre- recorded audio source and live instrument with real-time audio processing in Max. Reflection of performance using patches created. I had created Max patches with ele- ments of interactive compositions in them. This was successful through the explorati- on of Max objects such as button, toggle, number, slider, gain~, slider, and object box that enabled me to create Max patches that could stand alone without (or with minimal interference of) me as the perfor- mer. The button and toggle enabled me to interact with Max by sending a one shot and hold signal, respectively, to Max when there was need for this type of signal. Max objects or tools such as number, slider, gain~ and kslider enabled me to interact with Max when specific values needed to be processed in Max. These values usually were used to output integer values while the kslider would be used when a midi value needs to be sent to Max. Finally, the object boxes were used to type the name of Max objects that needed to be used to achieve certain elements of sounds that I wanted. I had successfully used multiple Max objects individually or collectively to produce generative sounds, enabling me to create Max patches with elements of generative music. One of it is the usage of the combination of clocker object, counter object and sel object. These objects would be connected in a series to inform Max to output a signal at certain intervals. Usual- ly, this combination will be connected in a series of objects that feed into the random or expr objects that represent the next ele- ments of performance, indeterminacy, and chance. The usage of indeterminacy and chance had been explored in this research by feeding a fix signal production into ob- jects such as random and expr objects that helped to achieve the indeterminacy and chances to enforce the elements of genera- tive music. For example, a value between 0-150 can be produced at a fixed period by setting the clocker, counter, and sel object value to trigger the random object set to 150. Setting the sel object value to 1 would trigger a fix signal production on the first count. A more precise alternative was con- necting an expr object that enables me to obtain value between two numbers at a fi- xed output rate, which is output in a smal- ler number range compared to the random object. For example, setting the expr object to expr random (10 – 20) enable the pro- duction of a value between these two num- bers at a fix output rate. All patches had used multiple sound sources such as electronic sound, field re- Harmonia: Journal of Arts Research and Education 23 (2) (2023): 246-253252 cording and analogue to digital to analo- gue audio with the intention of making it more diverse, clashing and jarring. These audios were pre-recorded (field recording), electronic sounds created in real-time in Max and from real instruments sending real-time signal to Max before being pro- cessed by Max and diffused by the amp- lifiers. One of the objects involved in this process is the cycle~ object. These objects would create periodic waveform (Cycling ’74, 2018). The values of this object could be set permanently but a number object (clocker, counter, sel, and random objects) connected to this object enable different values production at a fixed rate, ensuring that the frequency of the cycle~ changes by itself. In short, Max objects were utilized to achieve the objective of Max as a digi- tal platform for noise music performance as intended by the researcher although the result would be unique to the users. CONCLUSION Several criteria were implemented for the patches to be considered as suitable for Noise music performance. These crite- ria are such as they would: Be considered as interactive compositions with parts ge- nerated by Max itself to fit into the criteria of generative music. Utilize indeterminacy and chance to make the patches produce noise music that that crosses genre and music category, with highly amplified and highly processed sound. Contain multiple sound sources to make it more clashing and jarring. Such sounds sources are elec- tronic sound, field recording, and analo- gue to digital to analogue audio. These characteristics had been used to ensure that the outcomes of the patches fit into the definition proposed of noise music cited by Couprie (2020), Wolf (2011), Klett and Gerber (2014), Hegarty (2001), and Thompson (2010). All of this had been considered whi- le developing the Max patches. Several techniques to create patches that reflected the concept of intended The noise music performance that I wanted to implement and the Max objects that corresponded to the steps that I needed to take to achieve it was explored and discovered. I could also create random pitches and drone sound that could be combin- ed with automatic audio panning object. This combination utilizes the appearance of constant real-time self-processed audio by Max, with two types of audios panning: in sequence and random. I could also cre- ate patches that feature a mixture of a pre- recorded audio source and live instrument audio signal with real-time audio proces- sing in Max. 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