Sy. 4803, ISMN 979-0-2042-4803-2
Copyright © 2018 by G. Ricordi & Co. Bühnen- und Musikverlag GmbH Berlin Alle Rechte vorbehalten / All rights reserved / Tutti i diritti riservati
Auftragswerk des
œnm . österreichisches ensemble für neue musik
Flöte (auch Piccolo und Bassföte) Klarinette in B (auch Bassklarinette in B)
Posaune
Perkussion
Glockenspiel, Rassel, 2 Styroporstücke, Gong (D), 3 TamTam Drumset (snare drum, 3 cymbals: ride, splash, crash; foor tom, mid tom, 3 toms, woodblocks)
Sampler
Der Sampler wird mit einem Masterkeyboard angespielt, die individuellen Samples sind Tasten zugeteilt, die Kästen über der Note zeigen den Namen des Samples.
Synthesizer / Klavier
Eines der folgenden Synthesizer Modelle ist zu benutzen: Yamaha SY77, SY99 oder TG77 (mit Masterkeyboard).
Violine 1 Violine 2 Viola Violoncello Kontrabass
fute (also piccolo and bassfute) clarinet in B b (also bassclarinet in B b) trombone percussion
glockenspiel, rattle, 2 pieces of styropore, gong (D), 3 tam-tam drumset (snare drum, 3 cymbals: ride, splash, crash; foor tom, mid tom, 3 toms, woodblocks)
sampler
The Sampler is controlled by a master keyboard, the individual samples are allotted to the keys: the label above the note shows the sample name.
synthesizer / piano
The Synthesizer to be used is a Yamaha SY77, SY99 or TG77 (with master keyboard). violin 1 violin 2 viola violoncello double bass
general explanations
All scenes and patterns (A B C D) should be sequenced without any intermissions!
designate the 4 patterns of each scene etc. designate the order of entrance for all instruments involved designate the numbers of loops being played designate approximately 3 loops designate exactly 4 loops asynchrony: player plays his/her own part independently from others “neighbours”: players form synchronized groups sync with sample: try to pick up the samples beat/tune sync metre: synchronize the metre sync rhythm: try to synchronize the rhythm, not necessarily the loop-phrase sync loop: try to play with the loop as exactly as possible (loop start/end included)
repeat on cue: wait for sign by either neighbour, patternmaster or scenemaster add rests with each loop, so varying loop-length play mute loop: rest for the precise duration of the loop-phrase approximate rhythm values within bar boundaries
Following common practice, accidentals apply for the whole measure in that particular octave. Cautionary accidentals are given frequently and do not cancel this rule.
Generally, non vibrato playing is assumed (except when instructed otherwise).
morph/transform to explicit vibrato, then back to n.v.
improvise , graphics to be understood as a suggestion only interrupt the repetitions by interpolating “mute loops”
pick one of the pitches contained in this chord, change pitch with each loop quartertone lower / higher (+/- 50Cent) - for longer passages: play Ab (quartertone lower) in any octave , change with each loop phrase noise with a significant formant: “[s] sound”
chromatic clusters in the approximate range
strings
col legno tratto + crini bowed with the wood and hair col legno tratto senza crini bowed with the wood only, no hair c.l.b. col legno battuto (strike with the wood only, no bowing) bartok pizz. s.p. sul ponticello / on the bridge s.t. sul tasto / on the fingerboard + left hand pizzicato muted pizzicato, approximate pitches half flageolett (low pressure, half pressed string) woodwinds/brass
add voice: + singing at a definite interval (octave can be adjusted according to vocal range) unisono voice: sing the same pitch while playing a multiphonic is produced by singing the upper or lower voice M multiphonic morph towards multiphonic (also with voice) slaps or slap like sounds air-sound , with discernible pitch drumset
Sampler Sounds
The Sampler is controlled by a master keyboard, the individual samples are allotted to the keys: the label above the note shows the sample name.
Scene I A game_one_scene1_A_2.wav
B game_one_scene1_B2.wav
C game_one_scene1_C2
D game_one_scene1_D.wav
Scene II A game_one_scene2_a
B game_one_scene2_B1.wav C game_one_scene2_C.wav D game_one_scene2_D.wav
Scene V A B game_one_scene5_A.wav C game_one_scene5_B.wav D
Scene VI A game_one_scene6_A.wav
B game_one_scene6_B.wav C game_one_scene6_C.wav D game_one_scene6_D.wav
Scene IX A game_one_scene9_A2.wav
B game_one_scene9_B2
C game_one_scene9_C2.wav D game_one_scene9_D2.wav
Scene X A game_one_scene10_A2
B game_one_scene10_B
C game_one_scene10_C
D game_one_scene10_D
Scene XI A game_one_scene11_A2
B game_one_scene11_B1
C game_one_scene11_C1
D game_one_scene11_D1
Synthesizer Sounds
All the sounds provided are programmed exclusively for Yamaha SY77, SY99 or TG77 (with master keyboard). The sounds are available both as Sounddiver Lib or SysEx Midi Files.
name description
Scene I A GAME1org1 Crystal Organ B GAME1org2 Marimborgel C GAME1_Ab4t Orgel "Farfisa" (tuned quartertone lower) D GAME1_Snoi S-Noise
Scene II Scene IV
A GAME1PcfM Percussive FM B GAME1PcfM Percussive FM C GAME1PcfM Percussive FM D GAME1PcfM Percussive FM
A GAME1org4t Non Vibrato Organ (tuned quartertone lower) B GAME1org4t Non Vibrato Organ (tuned quartertone lower) C GAME1org4t Non Vibrato Organ (tuned quartertone lower) D GAME1org4t Non Vibrato Organ (tuned quartertone lower)
Scene V A GAME1hBras HardSilverBrass B GAME1hBras HardSilverBrass C GAME1hBras HardSilverBrass D GAME1hBras HardSilverBrass
Scene VI A GAME1_Adro A-Drone B GAME1_Adro A-Drone C GAME1_Adro A-Drone D GAME1_Adro A-Drone
Scene VII A GAME1Fendr FunkyRhodes B GAME1Fendr FunkyRhodes C GAME1Fendr FunkyRhodes D GAME1Fendr FunkyRhodes
Scene X A GAME1_Ncrs NoiseCrescendoSynth B GAME1_Ncrs NoiseCrescendoSynth C GAME1_Ncrs NoiseCrescendoSynth D GAME1_Ncrs NoiseCrescendoSynth
Scene XI A GAME1org1 CrystalBell
B GAME1org1 StringOrgan C GAME1org1 StringOrgan D GAME1org1 CrystalBell
Series Six : Theory of Games
Rules Scene I
Player 1 (numbers in squares) starts with Model A, repeats it for the indicated times, interrupting/interpolating it three times with either Model B, C, D in a free sequence; player 2 starts after player one with Model A, repeats it for the indicated times, interrupting/interpolating it three times with either Model B, C, D in a free sequence; the following players 3-8 start sequentially with Model A, repeat it for the indicated times, interrupting/interpolating it three times with either Model B, C, D in a free sequence.
At the end of each Model there is a number of rests indicated: these should be added to each loop with each repetition.
Double Bass is SCENEMASTER: after having executed the designated repetitions, SCENEMASTER cues other players to Scene II; if other players have not yet finished or have already finished Scene I, they either cut off or wait until SCENEMASTER cues other players.
asynchrony 1x
pitch-class A flat quartertone low in any octave, with respects to dynamics
asynchrony 1x
asynchrony game_one_scene1_C2 play mute loop 1x
Orgel "Farfisa" tuned quartertone lower
asynchrony 1x
asynchrony 1x
play pitch-class A flat quartertone low in any octave, with respects to dynamics
π
asynchrony 1x
play pitch-class A flat quartertone low in any octave, with respects to dynamics
asynchrony 1x
play pitch-class A flat quartertone low in any octave, with respects to dynamics
play π
asynchrony 1x
asynchrony 1x
play pitch-class A flat quartertone low in any octave, with respects to dynamics
3 Sy. 4803/01 CopyrightbyG.Ricordi&Co./Forperusalonly