Audio App Programing For Fun And Freedom
With the introduction of Files, Apple opened a door to a possible improvement by using iCloud made useful by purchasing a subscription for more space. The file management system should work through USB, its faster more secure... not going to happen. Apple's walled garden is becoming an amusement park. Multitracking music in GarageBand is primarily an invitation to purchase sample packages. Pay for your ticket, ride an ever more uniform and homogenized ride. The proffessional path is buy ProTools and a massive Waves library. Pay your slowly increasing subscription fee to Adobe Creative Cloud and get on with making high end studio quality productions with the prescribed tools, buy your ad space on Facebook so that your creation can be visible in the algorithm. Surely the only conflict arises from trying to beat the system. Individual success has no standing in the profits of the machine. You paid for admission to be creative. By using the machine, the machine uses you. Downloading a bunch of stuff not only will clutter things up but it increases the risk of viruses and and what not. All paths open doors for malicious code. Piracy isn’t what it used to be. Cracked software is becoming harder to find and so many apps are "free", but is anything really free? Is anything risk free? Free steals your privacy sold to your ads. Using someone else's software means they own you. Big Companies prey on this. Monoliths of software steal and replicate lines of once open source code, compiling giant collections of tools the basic user may never get around to using. The giant economic model of printing money, selling digital copies at top dollar or worse: Subscriptions. How many minds contributed to the development of that technology built upon the creativity of the many who have come before? Ethically shouldn't the creator be rewarded for making something useful rather than the assimilation snowball of marketing and gate keeping.
For this and many other reasons, we wish to know the back doors. We do not wish to be used by the tools. We seek the SDK. - and its all here:
https://developer.apple.com/documentation
Knowledge can convert a future of app consumerism and generic AI rearrangement of cookie cut samples into your own profit and freedom. The new craft advancing technology will be interfacing multiple systems, utilizing strings of code like brushes in an illustration app. Knowing is a matter of immersion, and of having some one walk you through the process. The Open source programming multimedia and arts community is a small cult around the world. Hackers, musicians, animators, gamers, they are those on the other side of the veil.
There is a world of Java shells for hacking the unfamiliar into open connection. Converting the hard storage 8 bit programming of a NES cartridge and Atari game controllers on a 64bit iPhone, MacOS, Windows, Android to GNU/Linux, UNIX, Arduino, Raspberry Pi, Xbox, IP addresses, SSL, New neural pathways for porting the information to and from different devices, comprehending components usage of libraries of code. Single run functions, objects, arrays, storyboards, library locations, endless variations breaking all the way down to hexadecimal and binary machine code and eventually to electrons flowing through switches, potentiometers, microchips. The jargon itself is intimidating. A quantum physicist might argue that technology eventually becomes spiritual...or not. Soon we will need to interface with robots and automated cars. The future will become ever more modular for those in the know the rest will be consumers changing out devices every two years. The only question is how deep do you want to go into what the foundation is built upon?
The open source environment can be daunting when considering what to download. To click or not to click. Navigating GitHub, using Terminal, information overload. The Rabbit hole is endless. countless programming languages, a million flavors of ice cream. I don’t for see myself building PC chips, but how deep into the controls do you want to go. Is this a means or an end? Time and daily effort is required, so much information to acquire, watching online tutorials, reading documents as the technology keeps moving knowledge from under your feet. I started out wanting a simple looping delay on my phone and end up doing research on how to install a VirtualBox on my laptop to investigate Linux Kernel hacking...WTF. Keep asking: "If only I had this thing I would be able to create properly" if someone makes a reliable instance of that specific tool. What is it worth? How do I acquire that one single simple tool. A string of code like a hammer. Besides getting around Apple's ridiculous controls, I wanted to make programs from laptop portable through the phone. I want to be able to build them for myself.
My initiation to multimedia programming was MAX/MSP/Jitter heavy. Max allows a certain level of autonomy and a baseline for coding knowledge. It acts similar to Reactor or modular synths with a visual signal flow. Seeking ways to port Max projects into IOS I found the MobMuPlatform and PDParty which both run PD music files. PD is by Miller Puckett’s simplified and free version of MaxMSP. PD Vanilla is the most basic architecture.
http://puredata.info/
http://www.pd-tutorial.com/english/
Pdparty vs mobmuplat
MobMu by Daniel Iglesia requires you to build your user GUI interface with in the MobMu Editor.
It also appears that MobMu will actually let you you access a folder "On My iPhone"
http://danieliglesia.com/mobmuplat/doc/index.htm
PDParty
http://danomatika.com/code/pdparty/guide
PDParty seems ports the user interface directly from your PD Project.
Both methods utilize Libpd http://libpd.cc/ which allows porting of PD into mobile devices. This is a library you would want to put into your own swift projects if you were to get serious about making your own app. Rather than running your PD projects though a 3rd party app.
https://github.com/libpd/libpd/wiki/Working-with-libpd-in-Xcode
I had some familiarity with Xcode, but knew nothing of the Swift IOS programming language. I had minimally experimented with object oriented code with Supercolider, Javascript, C in Cocoa. HTML and CSS gave some advantage but not much. So practically starting form scratch, I started going through tutorials like Coding with Chris and The Swift Guy.
TO BE CONTINUED...
in the meantime
https://thehelloworldprogram.com/
What Musicians Can Teach Us About Employment In A Digital World
I don't think of coal mining as an emotionally rewarding task. Not particularly good for the environment either. Coal miners are, however, losing their lucrative jobs like musicians did thanks to changing technology. Like musicians they are in need of day jobs. Gainful employment.
Constantly seek personal improvement with persistence and focus. A siren song of media and marketing seeks to convert your efforts into their profits. Don't fall for it. Pursue your goal diligently. Find interest in the cloud surrounding your path and grow from where you are. Become the best at what you want to be, if you are not that then the propping up will blow down in the first wind. Change is inevitable, the skills of today will become obsolete tomorrow. If you are not climbing you are sliding down hill. A good investor will tell you to diversify... the same goes for skills and talents. Never stop learning.
Musings On Old Art
The Cooky Creativity of OddBlossom
Drinking on the Job is no good for any performer but sometimes, just sometimes, it works out for the audience.
"4 CM Off Reality"
Armed with the artistic vision and commercial aspirations of Damien Hirst and Andy Warhol, Bram Urban set his sights on making a statement on the disposibility of popular music. Fueled by the Outsider Music notion of finding perfection in imperfection OddBlossom achieves the state of songwriting rawness lost in the blasé standards of modern plastic production techniques, Bram Urban's post contemporary sound is born of what the french labeled as " Poubellisme". The junk art aesthetic manifests itself through out his works as Bram Urban destroys multi tracks after early development preventing revision or the endless polishing of trite origins. By releasing the first creation and making a decision not to censor the muse, Bram Urban thins the barriers between Composition and Improvisation. Instead the artist turns to a perpetual reuse of a vast collection of old material, remixing again and again recordings, remixes, previous creations in cycles until out of chaos and assembly a natural shape emerges. Thus Bram Urban serves as the mirror on celebrity and narcissist culture while maintaining a sound that its completely distinctive.
Blanton's Greatest Hits!
Autoharp Etude
A Demonstration of Electro-Acoustic Digital Concréte
An Art Film To Accompany Cheyenne by Mesquite Treason
the Joshua Tree Studio and the stick art I'm building on the side.
This is a Return to Etudes In Construction Of Timbre, The second album Released as Mesquite Treason.
Desert Wanderings with Peyote, Windmills, and Lobo
This is a short abstract video cut to a very old track off of my first official album.
"Dream Travel" was originally released as Kyle Blanton Ross in 2009 and has recently fallen under the SynaFleur categorization. The footage was shot on an iPhone shortly after my migration out to the desert. Wait for the ending and you can get up close and personal with the desert's favorite dog, Lobo Borealis.
My New Backyard
Avant-Americana's Native Leanings
I have drawn from a number of sources, from Scandinavian Folk, Irish folk to Tuvan throat singing, and the pulsing trance world of the Navajo nation distorted by drifting in and out of range as you drive across the Mojave Desert late at night. I have also leaned close to Harry Partch in the construction of my own instruments both acoustic and electronic, though I primarily use the electronics for the manipulation of acoustic sound.
Ride that Raven is so far one of the most commercial pieces I have released under the moniker Mesquite Treason, and I have yet to find it suitable companions to accompany the track on the Album "Shadows Of The Wind". So it currently exists as a stand alone.
I cut the video using archive footage from D.W. Griffith's "Battle of Elderbush Gulch" against footage I shot out by Joshua Tree and Processed using Jitter. In my version though, the natives win.
Whether representative of the whole or not, Ride That Raven Flies as Mesquite Treason's flag for the masses. Enjoy.
EQ Suggestions
BY FREQUENCY
50Hz
1. Increase to add more fullness to lowest frequency instruments like foot, toms, and the bass.
2. Reduce to decrease the "boom" of the bass and will increase overtones and the recognition of bass line in the mix. This is most often used on loud bass lines like rock.
100Hz
1. Increase to add a harder bass sound to lowest frequency instruments.
2. Increase to add fullness to guitars, snare.
3. Increase to add warmth to piano and horns.
4. Reduce to remove boom on guitars & increase clarity.
200Hz
1. Increase to add fullness to vocals.
2. Increase to add fullness to snare and guitar ( harder sound ).
3. Reduce to decrease muddiness of vocals or mid-range instruments.
4. Reduce to decrease gong sound of cymbals.
400Hz
1. Increase to add clarity to bass lines especially when speakers are at low volume.
2. Reduce to decrease "cardboard" sound of lower drums (foot and toms).
3. Reduce to decrease ambiance on cymbals.
800Hz
1. Increase for clarity and "punch" of bass.
2. Reduce to remove "cheap" sound of guitars.
1.5KHz
1. Increase for "clarity" and "pluck" of bass.
2. Reduce to remove dullness of guitars.
3KHz
1. Increase for more "pluck" of bass.
2. Increase for more attack of electric / acoustic guitar.
3. Increase for more attack on low piano parts.
4. Increase for more clarity / hardness on voice.
5. Reduce to increase breathy, soft sound on background vocals.
6. Reduce to disguise out-of-tune vocals / guitars.
5KHz
1. Increase for vocal presence.
2. Increase low frequency drum attack ( foot / toms).
3. Increase for more "finger sound" on bass.
4. Increase attack of piano, acoustic guitar and brightness on guitars (especially rock guitars).
5. Reduce to make background parts more distant.
6. Reduce to soften "thin" guitar.
7KHz
1. Increase to add attack on low frequency drums ( more metallic sound ).
2. Increase to add attack to percussion instruments.
3. Increase on dull singer.
4. Increase for more "finger sound" on acoustic bass.
5. Reduce to decrease "s" sound on singers.
6. Increase to add sharpness to synthesizers, rock guitars, acoustic guitar and piano.
10KHz
1. Increase to brighten vocals.
2. Increase for "light brightness" in acoustic guitar and piano.
3. Increase for hardness on cymbals.
4. Reduce to decrease "s" sound on singers.
15KHz
1. Increase to brighten vocals (breath sound).
2. Increase to brighten cymbals, string instruments and flutes.
3. Increase to make sampled synthesizer sound more real.
By Instrument:
Drums
Kick
40 to 60 Hz - Bottom: The tone of the reverberation in the shell, sometimes too rumbly, can be undefined/indeterminate depending on the mic'ing/speakers
60 to 100 Hz - Thump: The "punch you in the chest" range of the kick
100 to 200 Hz - Body: This is the "meat," if you will, of the kick sound
200 to 2,000 Hz - Ring/Hollowness: Wide open bandwidth for ringing and muddy kick sounds. Happy hunting.
2,000 to 4,000 Hz - Beater Attack: This is the range to look for the "thwack" sound of the beater, critical for getting that "basketball bouncing" kick sound.
Snare
200 to 400 Hz - Body/Bottom: The central fundamental of most snares
400 to 800 Hz - Ring: The hollow "ring" in snare tone is oft unwanted but it may give life in the mix
2,000 to 4,000 Hz - Attack: stick on head "crack" often found around 8,000 Hz (Sizzle and Snap). The overtone sound of the snares themselves can be accented or dampened around this point. Gates/Compressors, Comb Filtering? Toms
100 to 300 Hz - Body: Tuning Matters... controls variations between "boom" and "cardboard box"
3,000 to 4,000 Hz - Attack: Crack, stick on the head...
Cymbals
200 to 300 Hz - Clank: Here's where, especially on your hi-hats, the "chink" sound of the cymbal lives.
6,000 Hz and up - Sizzle: This range is where the "tssssssss" part of the cymbals can be brightened up to add some more life and "air" to a cymbal wash, or bleeding from the ears
Synth "Kick"
If someone went to the trouble of synthesizing it, they probably like the way it sounded. Don't mess with it.
Bass
I think of Kick and Bass as one unit dancing with one another. High passing everything else to make these dominate... May be a good idea, maybe not.
40 to 80 Hz - Bottom resonances
80 to 200 Hz - Fundamentals: The primary fundamental of the bass. Right around
180 to 200 Hz is where you can try to cut in on a bass that is too "boomy" to clean it up while preserving fundamentals
200 to 600 Hz - Overtones: These are the upper harmonics of most bass tones, depending on the sound you're interested in. If you're having trouble getting a bass to cut through in a mix, especially a low-end heavy one or one that's getting played back on smaller speakers, this can be where to look
300 to 500 Hz - Wood: Particularly in upright basses, it's that distinctive, woody bark
800 to 1,600k Hz - Bite: The growl and attack of most basses can be either emphasized or toned down around here
2,000 to 5,000 Hz - String noise: Pretty straightforward here, I think
Guitar
Acoustic
120 to 200 Hz - Boom/Body: This is where you'll find most of the explosive low end on a mic'd acoustic that tends to feedback in the live world or be disruptive in the studio. A little bit here adds warmth and fullness on a solo performance, but in a dense band mix, it's probably better to get it out of the way
200 to 400 Hz - Thickness/Wood: Core"body" of most acoustic tones. Too many cuts here, and you're going to lose the life.
2,000 Hz - Definition/Harshness: This double-edged sword band will give the definition to the acoustic tone to hear intricacies in chords and picking, but too much will make it harsh and aggressive
7,000 Hz - Air/Sparkle: A touch, and I mean a touch, of a shelf boost here can help open up an acoustic sound acoustic pickups (piezo) are a wild card. Huge cuts are completely normal. Season to taste.
Electric
Be Gentle that tone is often carefully chosen
80 to 90 Hz and below - Mud: High pass it. Nothing useful down there.
150 to 200 Hz - Thickness: "guts" of a guitar normally come from, but can quickly cloud a mix. Use sparingly, perhaps automate to beef up a solo and tuck it away when everything else comes in.
300 to 1,000 Hz - Life: I call this the "life" of the electric, as many of the things that make an electric sound like an electric live in this range. So attenuating needs to be taken into consideration carefully. Too much though, and you start fighting with your snare and things like that, so take note.
1,000 to 2,000 Hz - Honk: This is where honky and harsh characteristics can usually be smoothed out with a wide cut centered somewhere in this range.
3,000 to 8,000 Hz - Brilliance and Presence: shimmer and mix cut through when boosted. It can be cut to keep a guitar from conflicting with a vocal overtones. Boosts in this range may cause noise from distortion/effects pedals.
Piano
Mic technique is everything: Strings (low, high) hammers, resonator, close, distant... because it covers almost the entire range of perceivable sound you might need to dip it in places to make room for other things. Particularly human voice.
100 to 200 Hz - Boom: This can be a great place to add a little warmth to a solo piano in a studio environment, but more often than not will be the first place to cut some of the girth in a piano in a mix or help reduce feedback potential in a live situation
3,000 Hz and above - Presence: Adding a little "air" here can be great to brighten up a dark piano tone, depending on mic placement. Be careful not to bring out the noise of dampers on strings (particularly in the
3,000 to 5,000 Hz range), as this can quickly become distracting and jarring
If we're dealing with a real electric piano over a sample, things can be very situational as amp, mic'ing, and condition of the instrument itself can play such a huge role
100 to 200 Hz - Boom: As with its acoustic counterpart, the low end can go from lush to overgrown Jurassic underbrush quickly. Particularly with the rich, dense harmonics of something like a Rhodes, cutting "mud" is usually your first order of business
800 to 1,000 Hz - Bark: Managing the "bark" and damper noise can sometimes be an issue, but if things are cutting through too much, odds are it's somewhere in this range
Organ (B3)
good mic placement and drawbar settings. EQ should be applied only as a corrective measure. Look for clashing with the bass (80 to 180 Hz), if it's feeling a "chubby" in the middle or fit with other mid-heavy instruments or guitars, make cuts somewhere between 300 to 500 Hz.
Synths
This tone was a choice… Little more to do but make it fit in the mix.
400 to 600 Hz - Thickness: Many synth sounds can get kind of muddy in this range and mess with the clarity of the sound itself, especially when you start layering multiple synths. Searching somewhere in this range is a good place to start.
1,000 to 2,000 Hz - Cut/Bite: This is where you can usually find the attributes of a synth patch that are going to help it poke through the mix. Cut here to help tuck something back and out of the way, from guitars to vocals.
3,000 to 4,000 Hz - Presence/Clarity: Also like voice and guitar, this range helps add excitement to a sound. possible pain point.
Horns
Saxes
300 to 400 Hz - Honk/Woof: This somewhat depends on what type of sax we're dealing with, soprano to baritone. As we go lower, this point is also going to move lower.
1,000 to 2,000 Hz - Squawk: Again, the type of sax itself may cause this point to float a little more, but you can cut the "parrot on a 'roid-rage bender" tendency of some instruments here.
6,000 Hz - Reed noise: As saxes generate sound from a thin piece of wood vibrating in an air stream, there's a noise that sometimes accompanies this. Right around this point is where to start looking for that vibration.
Brass
100 to 200 Hz - Boom/Mud: particularly trombone, non- compete clause with bass and rhythm section. Getting it out of the way is usually best, as this range will serve little except to cloud most mixes.
4,000 to 10,000 Hz - Brightness: This top end can brighten up a dark horn section. However, trumpets can nearly take someone's head off in this range with a good blat, so managing this band is key here
Vocal
Male voices, though typically lower than female, have more complex overtone structures, meaning that at least equal attention needs to be paid to the high end of a male vocal as a female.
100 Hz and below - Rumble: For most vocals, all you'll find down here is mic-handling noise, stage/floor vibrations, air conditioners, etc. Get rid of it.
200 Hz - Boom: This frequency is usually where you'll find the "head cold" sound. The female voice may run a little higher, but this is the ballpark. Anyone with allergies or sinus issues knows exactly what I'm talking about.
800 to 1,000 Hz - Word Clarity/Nasality: Not enough and intelligibility of some lyrics may be unintelligible, too much and you get the teacher from Peanuts
3,000 Hz- Presence/Excitement: This is right around the point that tends to add some energy, or some "buzz" to a vocal. Not enough, and the vocal may sound deflated, flat, and dull. Too much, and your listener will feel like he or she is getting poked in the ear canal with a chopstick every time the vocalist opens his or her mouth.
4,000 to 8,000 Hz - Sizzle/Sibilants: Typically this is the range a de-esser is handling. If your vocalist sounds like meat hitting a hot pan at the end of any word ending in "s" or a similar sound, this is where to hunt
10,000 Hz and up - Air: Want to "open up" your vocal a little? Apply a light shelf boost around here and that should do it. This is not always necessary, though, and simply adding "air" for the sake of it can make things harsh, brittle, and introduce noise to the sound
Basketball With Animals
Day 1.
He comes to me with some absurd script and we spend hours in my studio recording voice overs and Improvising around the theme, laughing at our own silliness.
2 Months later.
I get the animatic and seeing the characters shape and form start to lump together a sonic landscape.
8 Months Later.
Receive Dave's meticulous one man hand drawn animations and starting cutting in sound effects. The overall process and collaborative element of our projects together is truly one of the most rewarding working relationships I have.
The fruit of that love and labor has resulted in one of our most polished and sleek shorts to date. "Duckhammer and Beavkid Get Buckets", Is the story of two roommates, a slacker Duck, and an average Beaver. In their Universe all problems are solved with Basketball. In this first Episode Duckhammer Learns how to dunk and Beavkid coerces him into face off against Rhino and Iguana for a futon.
Dave's rendering of 2D into 3D camera moves is particularly of note. We intend to continue this as a web series, or get a deal with one of the networks. If you like it, help spread it around. We are all grassroots here, doing this Independently as a labor of love. We hope you enjoy it as much as we did.
Song of the Open Road - Walt Whitman
by Walt Whitman
1
AFOOT and light-hearted, I take to the open road,
Healthy, free, the world before me,
The long brown path before me, leading wherever I choose.
Henceforth I ask not good-fortune—I myself am good fortune;
Henceforth I whimper no more, postpone no more, need nothing,
Strong and content, I travel the open road.
The earth—that is sufficient;
I do not want the constellations any nearer;
I know they are very well where they are;
I know they suffice for those who belong to them.
(Still here I carry my old delicious burdens;
I carry them, men and women—I carry them with me wherever I go;
I swear it is impossible for me to get rid of them;
I am fill’d with them, and I will fill them in return.)
Mesquite Treason Releases Etudes In Construction Of Timbre
The Bluebird - Charles Bukowski
there's a bluebird in my heart that
wants to get out
but I'm too tough for him,
I say, stay in there, I'm not going
to let anybody see you.
there's a bluebird in my heart that
wants to get out
but I pour whiskey on him and inhale
cigarette smoke
and the whores and the bartenders
and the grocery clerks
never know that he's in there.
there's a bluebird in my heart that
wants to get out
but I'm too tough for him,
I say,
stay down, do you want to mess me up?
you want to screw up the works?
you want to blow my book sales in Europe?
there's a bluebird in my heart that
wants to get out
but I'm too clever, I only let him out
at night sometimes
when everybody's asleep.
I say, I know that you're there,
so don't be sad.
then I put him back,
but he's singing a little
in there, I haven't quite let him die
and we sleep together like that
with our
secret pact
and it's nice enough to
make a man weep, but I don't weep,
do you?
Charles Bukowski
Tears of the Moosechaser - Pioneering Spirit For the Future of Country Music
Tears of the Moosechaser has embraced the Wild West fiber of anarchy in Outlaw Country lost in the days since country turned sterile and cross pollinated it with the chaos propelling 20th Century Classical, Free Jazz and Industrial Music for the last 50 years. They define themselves as Avant-Americana. It is not clear whether they are trying to salvage or obliterate the splinters of country western music, but It is nice to see a group of classically trained musicians knock at the door of something so home grown. It holds no irony that a band like this would form in the west. Los Angeles has been budding for some time now with both alternative country and experimental. TotM holds a cast covering a huge demographic of the US. The primary songwriters Blanton Ross and Antony DiGenarro hail from Texas and Connecticut. Other members of the band bring with them the character of Kentucky, Alaska, California, and Missouri. They also have a token German, Ulrich Krieger who holds some notoriety playing with Lou Reed, and his Metal Machine Music trio.
Orion Variations on Circ5 Glitch
I have been on an all acoustic tangent for the last little while. Partially due to Tears of the Moosechaser and partially due to a failing Macintosh Powerbook G4. The G4 has been replaced by an all new Macbook monster which has meant all new software or at least all those updates I couldn't get because of antiquity of my tools. I usually hold to the idea that tools are just a means to an end and it is the user that creates but I am not going to lie the toys really open up new doors.
So here is a little experiment with Max6 which has completely swallowed MSP and Jitter into one behemoth which after using a while has become quite a delightful change from the old version.
The idea was to create a custom controller using the Circle of Fifths. Of course it was inevitable to build an autopilot to play it with and the first and easiest was random chord and scale variations of the chord playing into perpetuity.
I used an object called urn to hold all the possible keys major and minor (24 total) and output them randomly with out repeating. Using the same object I built a melody engine to play notes of the scale selected. Some kind of autonomous 12 tone cycling music that is not 12 tone at all rather 24 tone. I had to cut out 7th notes because they made the transitions from chord to cord funny about half the time.
Basically all the program outputs is midi information. I connected it to a synth for a sound source like Bladerunner or some other Vangelis 1980s sci-fi movie so thus the name. The bug in the code though is the really interesting part, If Miles Davis says there are no mistakes in music just happy accidents this is definitely no exception. I haven't yet figured out what causes the notes to stick but it is in the MIDI send out to the synthesizer somewhere. Irrelevant to the chord playing or how long the cycle goes on.
Funny thing though was my computers almost aware willingness to play along I have the screen saver set to dictionary(considering myself the occasional wordsmith) and the computer went to sleep while I was filming the patch with my phone. Just after I got up to deal with the glitch. The word it chose was:
INJUNCTION
Happy to have this captured pretty much makes an entire conceptual performance piece out of an experiment.
Whale and Bird Song - The Biological Music of Sea and Air
The social ties of whales are strangely similar to those of a community of humans. Humpback whales continuously migrate thousands of kilometers throughout their life times back and forth, north in the summer for food and ever south towards the equator in the winter where they breed. They accompany their journey by singing elaborate group improvisations that actually seem to be the same songs over and over. The songs are usually 5 to 35 minutes and range from 30 to 4000 hertz. A song contains up to ten themes that are always sung in the same order. A pause that lasts over a minute is considered a cycle. The longest song cycle recorded (by Howard Winn) lasted 21 hours. The Choir of whales with no leader will change phrasing, often staying on a certain phrase for a long time or shortening others. Phrases evolve over time a phenomenon known as song drift which is closely related to language drift discussed in "A Language" by Edward Sapirs. Over time portions of the whale group songs will become completely different, sometimes unrecognizable from their earlier versions. However, the main context often remains the same. It has been observed that the song cycles have start and stop themes for the most complex songs. So why do the whales sing, maybe they just like the sound of it swelling in the water bouncing off under water mountains. Perhaps whales make aesthetic choices. It has been speculated that the chorus of whales sing for the purpose of building bonds between pods of males, but honestly no one knows why they sing the songs. Some think its for mating reasons but no one has observed those particular songs while mating. instead in the tropics during the mating time the whales will sing territorial songs.



