Sy. 9185 - Bernhard Lang - GAME 15 - Mirror Games (2023)

Page 1


Bernhard Lang GAME 15

Mirror

Games

für Vokalquartett und Streichquartett

2023

Partitur

CopyrightbyG.Ricordi&Co./Forperusalonly

master processed on 02.01.2024

Sy. 9185/01

ISMN 979-0-2042-9185-4

Copyright © 2023 by G. Ricordi & Co. Bühnen- und Musikverlag GmbH, Berlin

Alle Rechte vorbehalten

All rights reserved / Tutti i diritti riservati

Part 1

Vokalquartett

Sopran

Mezzosopran

Tenor

Bass und Streichquartett

STRUKTUR / STRUCTURE

Streichquartett

Interlude I Bass + Violoncello

Part 2

Gesangsstimmen + Streichquartett

Interlude II Sopran + Violine I

Part 3

Gesangsstimmen

Interlude III Mezzosopran, Bass + Viola, Violoncello

Part 4

Streichquartett + Sopran, Mezzosopran

Interlude IV Sopran, Mezzosopran

Part 5

Part 6

Gesangsstimmen + Streichquartett

Gesangsstimmen + Streichquartett

Interlude VI Tenor, Bass + Violoncello

Part 7

Gesangsstimmen + Streichquartett

Epilogue Gesangsstimmen + Streichquartett

TEXT / TEXT

Part 2 Veritas ita se habet et non est dubium, quod inferiora superioribus et superiora inferioribus respondent.

Part 3 Operator miraculorum unus solus est Deus, a quo descendit omnis operatio mirabilis. Sic omnes res generantur ab una sola substantia, una sua sola dispositione. Quar um pater est Sol, quarum mater est Luna. Que por tavit ipsam naturam per auram in utero, terra impregnata est ab ea. Hinc dicitur Sol causatorum pater, thesaurus miraculorum, largitor virtutum.

Part 5 Ex igne facta est terra. Separa terrenum ab igneo, quia subtile dignius est grosso, et rarum spisso. Hoc fit sapienter et discrete. Ascendit enim de terra in caelum, et ruit de caelo in terram. Et inde interficit superiorem et inferiorem virtutem.

Part 6 Sic ergo dominatur inferioribus et superioribus et tu dominaberis sursum et deorsum, tecum enim est lux luminum, et propter hoc fugient a te omnes tenebrae. Vir tus superior vincit omnia. Omne enim rarum agit in omne densum.

Part 7 Et secundum dispositionem major is mundi currit haec operatio, et propter hoc vocatur Hermogenes triplex in philosophia.

Gesamtdauer / duration: ca. 40 Minutes / ca. 40 minutes

gesungen sung

falsetto

Vorzeichen gelten, den traditionellen Gepflogenheiten entsprechend, jeweils für den ganzen Takt in der jeweiligen Oktave.

Sprechgesang (Tonhöhen erkennbar) Sprechgesang (pitch recognisable)

Diese Regel gilt auch für Mikrotöne. Warnvorzeichen werden durchweg gegeben und bedeuten keine Aufhebung dieser Regel. Following common practice, accidentals apply for the whole measure in that particular octave. This rule applies also to microtones. Cautionary accidentals are given frequently and do not cancel this rule.

geflüstert (Tonhöhe erkennbar) stage whisper (pitch recognisable)

Dritteltonvorzeichen (Tonhöhe um ca. 66 Cent erniedrigt/erhöht) third-tone accidentals (pitch ca. 66 cents lower/higher)

geflüstert (Tonhöhe nicht erkennbar) stage whisper (pitch unrecognisable)

Vierteltonvorzeichen (Tonhöhe um ca. 50 Cent erniedrigt/erhöht) quartertone accidentals (pitch ca. 50 cents lower/higher)

Flatterzunge / flutter-tongue

kleines Glissando, mit einer leichten Inflektion (nach oben), ohne bestimmten Zielton

GENERAL EXPLANATION OF SIGNS IN BERNHARD LANG’S MUSIC

Flatterzunge / flutter-tongue

Flatterzunge / flutter-tongue

Klarinette: Slap tone

Sechsteltonvorzeichen (Tonhöhe um ca. 33 Cent erniedrigt/erhöht) sixth-tone accidentals (pitch ca. 33 cents lower/higher)

Flatterzunge / flutter-tongue

Klarinette: Slap tone

kleines Glissando, mit einer leichten Inflektion (nach unten), ohne bestimmten Zielton

Doppelrohrblattinstrumente: slapartiges, geräuschhaftes staccato double reed instruments: slap-like noisy staccato

Klarinette: Slap tone

Stimme / Voice

Saitenhalter

Saitenhalter Steg

Saitenhalter

Streicher / Strings

Streicher / Strings

Doppelrohrblattinstrumente: slapartiges, geräuschhaftes staccato double reed instruments: slap-like noisy staccato

Klarinette: Slap tone

Stimme / Voice

gesprochen, mit annäherndem Tonhöhenverlauf spoken, with approximate pitches

Doppelrohrblattinstrumente: slapartiges, geräuschhaftes staccato double reed instruments: slap-like noisy staccato

Doppelrohrblattinstrumente: slapartiges, geräuschhaftes staccato double reed instruments: slap-like noisy staccato

Multiphonic; wenn kein spezieller Griff angegeben, ein freier Überblasklang, von der angegebenen Tonhöhe ausgehend.

Multiphonic; wenn kein spezieller Griff angegeben, ein freier Überblasklang, von der angegebenen Tonhöhe ausgehend.

gesungen sung

Streicher / Strings

Streicher / Strings

Multiphonic; free, with audible fundamental (unless a specific fingering is given).

Multiphonic; wenn kein spezieller Griff angegeben, ein freier Überblasklang, von der angegebenen Tonhöhe ausgehend.

gesprochen (ohne bestimmten Tonhöhenverlauf) spoken (unpitched)

Multiphonic; free, with audible fundamental (unless a specific fingering is given).

falsetto

falsetto

Übergang vom ord. zum Multiphonic transition from ord. to multiphonic

Multiphonic; free, with audible fundamental (unless a specific fingering is given).

Multiphonic; wenn kein spezieller Griff angegeben, ein freier Überblasklang, von der angegebenen Tonhöhe ausgehend. Multiphonic; free, with audible fundamental (unless a specific fingering is given).

Übergang vom ord. zum Multiphonic transition from ord. to multiphonic

inalando: hörbares, nich stimmhaftes Atemholen breathe in audibly, not voiced

Übergang vom ord. zum Multiphonic transition from ord. to multiphonic

Übergang vom ord. zum Multiphonic transition from ord. to multiphonic

Sprechgesang (Tonhöhe erkennbar) Sprechgesang (pitch recognisable)

Sprechgesang (Tonhöhen erkennbar) Sprechgesang (pitch recognisable)

Einatmend Singen breathe in while singing

mit Stimme (die untere rautenförmige Note bezeichnet den zu singenden, der obere with voice (the lower diamond-shaped note is to be sung, the upper to be played)

mit Stimme (die untere rautenförmige Note bezeichnet den zu singenden, der obere with voice (the lower diamond-shaped note is to be sung, the upper to be played)

geflüstert (Tonhöhe erkennbar) stage whisper (pitch recognisable)

mit Stimme (die untere rautenförmige Note bezeichnet den zu singenden, der obere with voice (the lower diamond-shaped note is to be sung, the upper to be played)

mit Stimme (die untere rautenförmige Note bezeichnet den zu singenden, der obere with voice (the lower diamond-shaped note is to be sung, the upper to be played)

hörbares, nicht stimmhaftes Atemholen audibly draw breath (no voice)

Stimmhaftes Einatmen breathe in, voiced

geflüstert (Tonhöhe nicht erkennbar) stage whisper (pitch unrecognisable)

ungestützte Stimme unsupported voice

Streicher / Strings

Grundsätzlich ist, außer wenn ausdrücklich anders angegeben, von einer non vibrato Spielweise auszugehen. Generally non vibrato, unless otherwise indicated.

kleines Glissando, mit einer leichten Inflektion (nach oben), ohne bestimmten Zielton

halbgestützte Stimme (Pierrot) voice semi-supported (Pierrot)

Grundsätzlich ist, außer wenn ausdrücklich anders angegeben, von einer non vibrato Spielweise auszugehen. Generally non vibrato, unless otherwise indicated.

Grundsätzlich ist, außer wenn ausdrücklich anders angegeben, von einer non vibrato Spielweise auszugehen. Generally non vibrato, unless otherwise indicated.

Grundsätzlich ist, außer wenn ausdrücklich anders angegeben, von einer non vibrato Spielweise auszugehen. Generally non vibrato, unless otherwise indicated.

c.l.t. + crini

c.l.t. + crini

c.l.t. senza crini

c.l.t. + crini

CopyrightbyG.Ricordi&Co./Forperusalonly

Grundsätzlich ist, außer wenn ausdrücklich anders angegeben, von einer non vibrato Spielweise auszugehen. Generally non vibrato, unless otherwise indicated.

Mit dem Holz gestrichen, mit Haar wood, bowed, with hair

c.l.t. + crini

c.l.tr.+ cr.

c.l.t. senza crini

c.l.t. senza crini

? [Retrograde singing?] gesungen / sung

gestützte “klassische” Stimme fully supported “classical” voice

Mit dem Holz gestrichen, mit Haar wood, bowed, with hair

kleines Glissando, mit einer leichten Inflektion (nach unten), ohne bestimmten Zielton

Mit dem Holz gestrichen, ohne Haar, non vibrato wood, bowed, no hair

Mit dem Holz gestrichen, mit Haar wood, bowed, with hair

Mit dem Holz gestrichen, mit Haar wood, bowed, with hair

Mit dem Holz gestrichen, mit Haar wood, bowed, with hair

n.v. non vibrato

gesprochen, mit annäherndem Tonhöhenverlauf spoken, with approximate pitches

Mit dem Holz gestrichen, ohne Haar, non vibrato wood, bowed, no hair

c.l.t. senza crini

c.l.tr.-cr.

Mit dem Holz gestrichen, ohne Haar, non vibrato wood, bowed, no hair

n.v. non vibrato

Mit dem Holz gestrichen, ohne Haar, non vibrato wood, bowed, no hair

Mit dem Holz gestrichen, ohne Haar, non vibrato wood, bowed, no hair

flaut. flautando

gesprochen (ohne bestimmten Tonhöhenverlauf) spoken (unpitched)

flaut. flautando

n.v. non vibrato flaut. flautando

non vibrato

flautando

s.p. sul Ponticello

n.v. non vibrato flaut. flautando

s.p. sul Ponticello

inalando: hörbares, nich stimmhaftes Atemholen breathe in audibly, not voiced

s.p. 1.66 = 2/3 toward total s.p. = 2.00

sul Ponticello

s.p. sul Ponticello

s.p. 1.66 = 2/3 toward total s.p. = 2.00

s.t. sul Tasto

s.p. sul Ponticello

sul Tasto

Einatmend Singen breathe in while singing

s.p. 1.66 = 2/3 toward total s.p. = 2.00

s.t. sul Tasto

s.t. 0.2 = 4/5 toward extreme s.t. = 0

s.p. 1.66 = 2/3 toward total s.p. = 2.00

s.t. 0.2 = 4/5 toward extreme s.t. = 0

s.t. sul Tasto

s.t. sul Tasto

ord.

ord.

ord.

Stimmhaftes Einatmen breathe in, voiced

s.t. 0.2 = 4/5 toward extreme s.t. = 0

s.t. 0.2 = 4/5 toward extreme s.t. = 0

normale Spielposition (oder auch normale Spielweise, wenn nicht anders angegeben) normal position, also normal playing technique

1.00 = ord

normale Spielposition (oder auch normale Spielweise, wenn nicht anders angegeben) normal position, also normal playing technique

1.00 = ord.

ungestützte Stimme unsupported voice

s.p. → s.t.

s.p. → s.t. s.t. → s.p. ord. → s.p./s.t.

normale Spielposition (oder auch normale Spielweise, wenn nicht anders angegeben) normal position, also normal playing technique

normale Spielposition (oder auch normale Spielweise, wenn nicht anders angegeben) normal position, also normal playing technique 1.00 = ord

1.00 = ord

Übergang von einer Spielposition/Spielweise zur anderen

Übergang von einer Spielposition/Spielweise zur anderen transition from one playing position/technique to the other

sul Ponticello

s.p.

s.t. sul Tasto

s.t.

ord.

ord.

s.p. → s.t. s.t. → s.p. ord. → s.p./s.t. s.p./s.t. → ord.

s.p. → s.t. s.t. → s.p. ord. → s.p./s.t. s.p./s.t. → ord.

s.p. 1.66 = 2/3 toward total s.p. = 2.00

s.t. 0.2 = 4/5 toward extreme s.t. = 0

sul Tasto

s.t. 0.2 = 4/5 toward extreme s.t. = 0

normale Spielposition (oder auch normale Spielweise, wenn nicht anders angegeben) normal position, also normal playing technique

normale Spielposition (oder auch normale Spielweise, wenn nicht anders angegeben) normal position, also normal playing technique 1.00 = ord

normale Spielposition (oder auch normale Spielweise, wenn nicht anders angegeben) normal position, also normal playing technique 1.00 = ord

Übergang von einer Spielposition/Spielweise zur anderen transition from one playing position/technique to the other

Übergang von einer Spielposition/Spielweise zur anderen transition from one playing position/technique to the other

Übergang von einer Spielposition/Spielweise zur anderen transition from one playing position/technique to the other

natural harmonics

0.00 (extrem s.t.) 1.00 (ord.) 2.00 (extrem s.p.) z. B./ for ex: s.t. 0.2 = 4/5 Richtung ganz s.t. / 4/5 toward total s.t. s.p. 1.66 = 2/3 Richtung ganz s.p. / 2/3 toward total s.p.

press. 1.99

natural harmonics

+ multiphonics

Bogendruck/bowing pressure: 1.0 = ord.; 2.0 = extremer Bogenüberdruck / extreme overpressure

+ multiphonics

0.5 = Erstickung/mute, medium flautando

Halbflageolett (halb gedrückt) half-flageolet (low pressure)

Halbflageolett (halb gedrückt) half-flageolet (low pressure)

Halbflageolett (halb gedrückt) half-flageolet (low pressure)

„choke“: Saiten ganz erstickt, nur Geräusch strings completely muted, only noise

„choke“: Saiten ganz erstickt, nur Geräusch strings completely muted, only noise

xiii

Pression: mit Überdruck: „Distortion“ – erkennbare Tonhöhe, nicht bloßes Knirschen! Exaggerated bowing pressure, pitched sound as a result, not just gnashing!

press. 1.99 bowing pressure: 1.0 = ordinary; 2.0 = total pression; 0.5 = Erstickung/mute, medium flautando

Synthesizer

am Steg / on the bridge

chromatischer Cluster / chromatic cluster

muted string noise ord.

Zarge / corpus

VII. 7th har monic

gebrochener Cluster / broken cluster

RULESET

Part 1 (--00:00:00-00:05:00)

CopyrightbyG.Ricordi&Co./Forperusalonly

Asynchronie: All players play asynchronously, each with an individual interpretation of MM=80, avoiding synchronisation with other players.

Synchronie: All players play synchronised with each other.

For each Round the Cuemaster cues the next Round, as well as the Interlude or the next Part, accordingly.

Round 1–2, 3–4

Game starts at 00:00.

Each player selects one of the 4 models A-D, repeats it n-times as indicated (4x means play four times) before selecting another model, resulting in any permutation, till all 4 models have been played.

Entrance Sequence: Violin II, Viola, Violin I, Violoncello.

Stop/Switch Rules: Violin II is cuemaster and cues the next round as soon it has finished all models. Should a player complete the model before the cuemaster, he/she must wait until cue (“Cue Standby”); should a player find him/ herself in the middle of a model at switch time, he/she must finish his/her model and jump to the next round (“Finish and Go”).

Each of the 4 Rounds last about 00:01:00 minutes; between round 2 and 3 there is Interlude I, which is played synchronously [duration~00:01:00].

Part 2 follows attacca

senza cr. (h..) behind the bridge (q) &4 9 ˆ8 1

Interlude I

Violine I

Violine II CUEMASTER

RULESET

Part 2 (--00:05:00-00:10:34)

Asynchronie: All players play asynchronously, each with an individual interpretation of MM=50, avoiding synchronisation with other players.

Synchronie: All players play synchronised with each other.

For each Round the Cuemaster cues the next Round, as well as the Interlude or the next Part, accordingly.

Round 1–3, 4–6

Part starts at ~05:00 on cue, some of the players have entrance delay values, meaning they have to start after the cue with a defined number of quarter rests; if a model starts with a rest, this has to be added, too, to the initial delay.

Each player repeats each Round n-times, as indicated (4x means play four times).

Stop/Switch Rules: Soprano is cuemaster.

Should a player complete the round before the cuemaster, he/she must wait until cue (“Cue Standby”); should a player find him/ herself in the middle of a model at switch time, he/she must finish his/her round and jump to the next round (“Finish and Go”).

Between Round 3 and 4 there is Interlude II, which is played synchronously [duration~00:01:00].

Part 3 follows attacca

Interlude II

respon

respon

respon

senza cr.

p c.l.tr. senza cr.

p

c.l.tr. senza cr.

p

c.l.tr. senza cr. p

RULESET

CopyrightbyG.Ricordi&Co./Forperusalonly

Part 3 (--00:10:34-00:16:01)

Asynchronie: All players play asynchronously, each with an individual interpretation of MM=50, avoiding synchronisation with other players.

Synchronie: All players play synchronised with each other.

For each Round the Cuemaster cues the next Round, as well as the Interlude or the next Part, accordingly.

Round 1–3, 4–6

Part starts at 00:10:34 on cue, some of the players have entrance delay values, meaning they have to start after the cue with a defined number of quarter rests; if a model starts with a rest, this has to be added, too, to the initial delay.

Each player repeats each Round n-times, as indicated (4x means play four times).

Stop/Switch Rules:

Mezzo-soprano, Tenor, Bass are cuemaster in the first 3 Rounds; Soprano is cuemaster in Rounds 4–6.

Should a player complete the round before the cuemaster, he/she must wait until cue (“Cue Standby”); should a player find him/ herself in the middle of a model at switch time, he/she must finish his/her model and jump to the next round (“Finish and Go”).

Between Round 3 and 4 there is Interlude III, which is played synchronously [duration~00:01:30].

Part 4 follows attacca

Interlude III

Interlude III

pushed

RULESET

CopyrightbyG.Ricordi&Co./Forperusalonly

Part 4 (--00:16:01-00:22:30)

Asynchronie: All players play asynchronously, each with an individual interpretation of MM=150, avoiding synchronisation with other players.

Synchronie: All players play synchronised with each other.

For each Round the Cuemaster cues the next Round, as well as the Interlude or the next Part, accordingly.

Round 1–4, 6-7, 11

Part starts at ~00:16:01 on cue, some of the players have entrance delay values, meaning they have to start after the cue with a defined number of quarter rests; if a model starts with a rest, this has to be added, too, to the initial delay.

Each player repeats each round n-times, as indicated (4x means play four times).

Stop/Switch Rules:

Violin I is cuemaster.

Should a player complete the round before the cuemaster, he/she must wait until cue (“Cue Standby”); should a player find him/ herself in the middle of a model at switch time, he/she must finish his/her model and jump to the next round (“Finish and Go”).

Round 5 is synchronous.

Round 8–10

Players try to synchronise a common loop-length (Sync-Loop).

Between Round 7 and 8 there is Interlude IV, which is played synchronously [duration~00:01:30].

Part 5 follows attacca

Entrance

Interlude IV

RULESET

Part 5 (--00:22:30-00:27:41)

This is a completely determined section (Dufay-Quote).

Part 6 follows attacca

& V ? & & B ?

5)

& & V ? & & B ?

RULESET

CopyrightbyG.Ricordi&Co./Forperusalonly

Part 6 (--00:27:41-00:34:30)

First section is synchronous, till Interlude VI.

Interlude VI (Round 1, 2)

All players play asynchronously, each with an individual interpretation of MM=75, avoiding synchronisation with other players. Each player repeats each round n-times, as indicated (4x means play four times). For each round the cuemaster cues the next round, and the next Part, accordingly.

Stop/Switch Rules: Bass is cuemaster.

Should a player complete the round before the cuemaster, he/she must wait until cue (“Cue Standby”); should a player find him/ herself in the middle of a model at switch time, he/she must finish his/her model and jump to the next round (“Finish and Go”).

The last section is synchronous, again.

Part 7 follows attacca

Interlude VI

& & V ? & & B ?

& & V ? & & B ?

omnedensum.

omnedensum.

omnedensum.

6)

RULESET

CopyrightbyG.Ricordi&Co./Forperusalonly

Part 7 (--00:34:30-00:42:00)

Asynchronie: All players play asynchronously, each with an individual interpretation of MM=50, avoiding synchronisation with other players.

Synchronie: All players play synchronised with each other.

For each Round the Cuemaster cues the next round, as well as the Interlude or the next Part, accordingly.

Round 1–4, 6-7

Part starts at 00:34:30 on cue.

Each player repeats each round n-times, as indicated (4x means play four times).

Stop/Switch Rules:

Violin I is cuemaster.

Should a player complete the round before the cuemaster, he/she must wait until cue (“Cue Standby”); should a player find him/ herself in the middle of a model at switch time, he/she must finish his/her model and jump to the next round (“Finish and Go”).

At the end there is an Epilogue, which is played synchronously [duration~00:01:30].

q = 50 p p p p

con sord.

arco st. flaut. nv.

arco st. flaut. nv.

arco st. flaut. nv.

arco st. flaut. nv. con sord. con sord. con sord.

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