version
Well-known member
Mark Fell's talked about his dislike of the linear/horizontal timeline and workflow in standard music software, which is why he opts to use stuff like Max/MSP, but is genuinely non-linear music possible? Something like drone seems the closest we can get to it, but even that has slight variations and runs the length of a given timeline.
There's a Oneohtrix Point Never interview where he talks about having made "vertically dense" music in the past, but ultimately it's still operating on the horizontal axis, runs for a fixed period of time and goes from Point A to Point B. It seems impossible to escape.
There's such a thing as nonlinear acoustics, but the non-linearity seems to be down to the equations underpinning them rather than them actually being able to swerve the timeline altogether in the way I'm talking about.
You also get "non-linear" music in video games, but that seems to be a case of arranging sections and elements in such a way that they can be inserted according to something other than the timeline whilst ultimately still operating on it.

Isn’t your Sensate Focus material an exploration of what you can do with presets, or the ‘recognisable’ sounds that repeat themselves throughout club music history to a certain extent?
Fell: Sensate Focus was really about my difficulty with timeline editing environments. Most of what I do is not done in DAWs like Logic or Pro Tools where you have time going along an axis and you draw notes in. I can’t actually work with those environments. I think it’s some kind of neurological disorder that I’ve got, a bit like dyslexia where I just cannot function in that environment. I find it painful and horrible. So the Sensate Focus stuff was me deciding to do something in that environment that is the most structurally convoluted stuff you could possibly do.
For example, the Sensate Focus material doesn’t adhere to a 4/4 grid. So, just to loop things and work out where things start and end is an actual nightmare. I was doing that in order to think about the narrative structures that are present in house music, but also the sounds as well. It’s not just about sound though, it’s equally about doing a musical analysis of those structures, without trying to sound too sort of grandiose. Ultimately it’s just meant to sound good.
How exactly were you working in the DAW?
Fell: All those records are done completely in a timeline, just with the pencil tool drawing individual notes in and then cutting and pasting notes. So there are no Max/MSP-based automated processes, there’s no playing in real time. It’s all just a pencil tool drawing a note in. Like I said, each loop wasn’t a 4/4 structure that was divided into 16 equal bits. So there are all these unusual loop ends and timing divisions within the loops, which made it quite torturous to edit, but I liked the idea of what would come out of the music. What would the music end up being like if the process is as unpleasant as possible and as cognitively difficult as possible? Some of them are not as successful as others, but there’s one or two moments in that series that I think worked really well.
There's a Oneohtrix Point Never interview where he talks about having made "vertically dense" music in the past, but ultimately it's still operating on the horizontal axis, runs for a fixed period of time and goes from Point A to Point B. It seems impossible to escape.
There's such a thing as nonlinear acoustics, but the non-linearity seems to be down to the equations underpinning them rather than them actually being able to swerve the timeline altogether in the way I'm talking about.
You also get "non-linear" music in video games, but that seems to be a case of arranging sections and elements in such a way that they can be inserted according to something other than the timeline whilst ultimately still operating on it.

Last edited: