Digging Deeper Into the Sound of Sleep No More
I’ve received some interesting responses to my first two posts about the Sounds of Sleep No More. The SNM community are a thoughtful, reasonable bunch and have inspired me to dig a little deeper. (Special thanks to Kathryn Yu, who updated her set list of SNM tunes and helped me place a couple tracks, which gave me a chance to spend some quality time with the music while writing
this.) With the prospect of writing an entry for a journal article on the subject, this gives me a chance to thrash around some ideas. Fair warning to those who get angry when reading analysis and interpretations of artwork that they have enjoyed. Rest assured that your own experience is perfect and personal and this should in no way steal or diminish that. Oh, and I’m sure there will be spoilers of varying magnitudes. Okay? Good.
Just as no two viewings of SNM are the same, allowing for an individual to place a subjective “frame” around the experience, there are other frames we can apply to the use of sound in the production.
My earlier posting was framed by my perspective as a sound designer and composer who has used both original and “found” sources to create soundtracks for haunted attractions. I observed that Sleep No More uses entirely pre-existing music and sound for it’s soundtrack. (I also described how the sources are manipulated in many ways, and the overall effect is brilliant, but nonetheless derived from existing sources.) This surprised me because the overall production impressed me as so completely unique and ground-breaking that I expected the sound to be as well.
[Update: I have since posted a response of sorts from the producers themselves in which they explain how the music itself inspired them.]
In my obsession over how the soundtrack comes from borrowed origins, I passed over other criteria that also provide useful frames for what you hear when exploring SNM.
In emphasizing SNM’s uniqueness, I missed the fact that the rest of the production also borrows a lot, so maybe a soundtrack that borrows is not so odd. @ematthewcobb of Scorched The Snake tweets: “Personally I think borrowed music is necessary. Whole show is citation and appropriation, soundtrack included.” And quoth @AllezAllez of Allez, Allie : “Do you think…maybe since it is like a dream with borrowed characters, the music must be borrowed as well?”
Then there is the play’s dream-like quality derived from a sense that you are roughly seventy years in the past, but not sure exactly which year or decade at any given moment. @ematthewcobb pointed out that the production “needs hints at familiarity, even if audience doesn’t know where they’ve heard cues before.” @AllezAllez “It does give it a sense of place, distorted memories of songs we may have heard, with a time period & noir vibe.”
Comparisons To Other Works
To give this some perspective, let’s take a look at the use of appropriation, dream-like qualities, and time slippage in other works. Unfortunately, there are no other experiential performances like SNM that I have seen that merit any comparison (other than haunted attractions you are unlikely to have seen), so I’ll have to stick with movies and games. The video game Bioshock and the works of David Lynch such as Blue Velvet and Mulholland Drive enter the same territory as SNM in several ways. They were genre-busting unique experiences when they were released and convey dream states and a vague sense of time referencing past decades.
To briefly summarize the era projected in SNM’s soundtrack, the popular song selections in SNM cluster most strongly in the 40′s with some gems from later decades as well. The movie soundtracks used date from the mid-50′s to early 60′s. One recent electronic tune is a prominent exception, as is the use of the Mulholland Drive soundtrack, both for scenes that contain visions ripped from time: the witches’ prophecy and MacBeth’s altered state as he sees Banquo post-death. (See my first post on the subject for more detail.)
Bioshock: Something Old, Something New
Bioshock may be the most appropriate comparison to SNM because it is an immersive and partially non-linear experience. The Bioshock producers created a retro-futuristic steampunk aesthetic that borrows directly from the same era as SNM. In their case, the producers made a distinction between the popular music taken from the “real world” and the original score written specifically for the game. Popular songs from the 30′s-50′s are heard throughout the game world, whether directly from a visible source like a radio or playing through a PA system somewhere and reverberating through the area. Similar to SNM, the soundtrack comes in at times of heightened drama and cues key moments in the action.
In Bioshock, then, the popular songs from the past are used as diegetic sound while the original soundtrack is entirely non-diegetic. In SNM, I would say that the music is almost all non-diegetic, or at best ambiguous. Unless you imagine there is always a radio nearby, you tend to not see sound emitting from a specific object. In the graveyard you can hear crickets and some thunder in the forest, but that’s about it for in-world sound. One musical exception is during the ballroom scene when you can more easily imagine a band just “offstage” playing the music because everyone is obviously dancing together in a ballroom.
Even the two scenes in SNM that feature characters lip-syncing, the source of the music is notably absent–the performers are conspicuously alone on stage near musicianless instruments. This adds to the haunting quality of their performances. Are we hearing the music in their heads? Is the music piped in from the ghost world? No easy answer is available. In the mezzanine overlooking the ballroom, a piano and record player also remain inanimate as the music plays. If SNM were simply following the rules of a musical, in which the source of musical accompaniment need not be justified, the inanimate instruments near the performers are making that leap difficult. In most other cases, it is unclear at best whether the characters can hear the music.
One might interpret the music in SNM as emanating from the head of the dreamer who’s dream you are wandering through. (That would at least explain some of the time slippage: perhaps the dreamer lives in the 60′s era of the soundtrack recalling an earlier time. Not too far-fetched considering in deep integration of Hitchock’s Rebecca, which is wholly a flashback is a flashback.) In this case it could be argued that the music is either or both diegetic and non-diegetic. Rather than quibble over those terms, the very possibility that SNM is completely a dream differentiates SNM from Bioshock in a significant way. Bioshock‘s world may appear surreal and dream-like, but it also achieves a level of functional realism that can be logically explained in science fiction terms. SNM plays by no such rules and confounds any simple narrative interpretation.
Considering this, Bioshock‘s distinct and tidy separation between the period music and original soundtrack is true to the effect it is trying to achieve. It is a first-person-shooter, after all, and certain bedrock consistencies need to be in play for the game to work. SNM’s less tidy distinction between period music and soundtrack serves a different end–to further disorient and dislocate from a tangible reality. This leads us to the work of David Lynch who also creates works with little apparent need to define where the dream begins and ends.
I’m not certain if Punchdrunk/Emursive are referencing Bioshock at all with SNM, but they are definitely referencing David Lynch. The most direct evidence is the use of a blending of tracks from the Molholland Drive soundtrack during the creepy banquet scene when the actors literally perform out of time (in slow motion) and dreamlike visions take over the action. Most of Lynch’s films go in an out of dreamspace (or dreamspace-to-dreamspace) with complete fluidity. Like SNM, you may ask yourself if it was only part dream or completely so. No David Lynch wannabe filmmaker has evoked that distinctive Lynch-like feeling in me more than I get from being in SNM.
Lynch’s films often appear to take place in what I would describe as a “present-day 1950′s.” That is, we are at once to think that events are taking place in the present day and yet the sets and costume and music are stylized to that earlier period after WWII and before the escalation of Vietnam. (You know: those “sweet, innocent” years both fetishized and skewered by Mad Men.) Blue Velvet was titled after the 1963 Bobby Vinton tune, which makes an appearance in the soundtrack next to Roy Orbisons “In Dreams” (hello!) and other vintage pop songs. At the same time, the movie featured Lynch’s first of many collaborations with composer Angelo Baldamenti who incorporated orchestral, jazz, synth, and pop stylings of his own creation into the soundtrack.
As the story goes, Lynch played the music of Dmitri Shostakovich on the streets of the Blue Velvet movie set to summon his desired atmosphere during filming. He then pointed Baldamenti toward Shostakovich’s works as starting point for his soundtrack. Baldamenti’s take wedded so nicely with what Lynch was going for that the two men collaborated several times since. Like Shotakovich himself, Baldamenti created a hybrid sound that borrowed from a selection styles. The result is an unsettling dislocation from time and space. It’s fitting that the movie begins with a shot of a severed ear and ends with the camera pulling out of the ear of the movie’s protagonist. Just as Lynch’s inspiration, Louis Bunuel, was literally and figuratively slashing eyeballs, Lynch seeks to do the same with our auditory senses.
A prolonged comparison between Lynch’s works and SNM would be fun (at least for one of us) but let me just reach for one more example. In Mulholland Drive there is a scene in which the two female leads attend a show at “Club Silencio.” There, the announcer on stage tells us “There is no band. And yet we hear a band…It is all an illusion.” A woman comes on stage and appears to sing a cappella Roy Orbison’s “Crying” in Spanish, then faints and is carried off as the music continues. (If you’ve seen SNM, I’ll leave you to pick out all parallels between that scene an a number of SNM moments.) Lynch–a director who personally labors over the details of his soundtracks much more than most–is overtly toying with the formal aspects of the soundtrack I’ve discussed so far. Where is the sound coming from? Who is controlling it? Why is the music familiar yet foreign? Why are we hearing thunder inside a theater? I wonder: could it all be dream?
Reasons For Borrowing
If you grant Lynch and Baldamenti’s success at creating original soundtracks that weave original music and sound with pre-existing works, then it is possible that Punchdrunk could have attempted the same to achieve similar ends. There are, however, many reasons artistic and practical not to take that route.
SNM does borrow more directly from previous works than any of the above examples. It is ostensibly (and substantially) Shakespeare’s Macbeth and Hitchcocks’s Rebecca is also quoted extensively. However, the characters engage in a great deal of action not detailed in the play or movie, so that alone would not justify a purely quoted soundtrack.
It is not as if Punchdrunk is a stranger to original music. The author of the Sleep No More Crossover Fan Fiction Blog pointed out that ”Original music was composed for the Punchdrunk show The Duchess of Malfi and performed live by an orchestra that moved around the building.” One reviewer recalled having difficulty keeping up with the orchestra’s conductor, but when she did she was pleased: “Their music stands had little crosses on them, conveying the sense of being in a graveyard, but the music could not have been more alive: the brass was ominously vivid and, together, the players preached a dark sermon.”
Sounds wonderful, but certainly there were logistical issues with taking such an ambitious step. The first being that in order to have an orchestra play every night, you have to hire a large group of musicians. The second involves visions of aimless guests smashing into musicians holding delicate instruments. Having a house band play jazz standards in the bar (our little way station between the hotel and the outside world) on the safe confines of the stage adds a nice touch of live music without those hassles.
Then there’s the fact that SNMNYC is spread out over seven large floors. Some reviews suggested that Punchdrunk had spread themselves too thin with Malfi over three floors of the production. Not so with this newer production. In the NYC venue, Punchdrunk needed an approach that would allow them to cover a huge amount of space. Many more hours of sound is needed than exists in a typical movie soundtrack. Curating a soundtrack of that size is a daunting task and making one from scratch may have been simply impossible unless you had a year or more of development time.
And of course original does not always = “good.” In fact, there is no correlation at all. Going with tracks that you already know are individually great gives you better odds that the end result will also be worth listening to. If you believe as I do that the big-band era was a rare time when the most popular music was also the most artistically satisfying, then you would be hesitant to try to best the original tunes. And to what end? As our Crossover Fan Fict Blogger observed: “Despite [the original soundtrack], Sleep No More completely eats Duchess of Malfi’s lunch.” He did not say that the Malfi soundtrack was lacking somehow, but he does appreciate SNM’s overall effect better.
One more artistic concern that may have that come into consideration is the careful modulation of tone and creepiness SNM maintains. The show never comes close to haunted house territory by going for big scares. Or even medium scares. It’s a long, slow, lightly simmering kind of creepy. The familiar music often adds to the pleasant side of the experience rather than trying to constantly unsettle you. I said earlier that SNM invokes in me the feeling of a Lynch movie like nothing else has, but it does not terrify me the way Lynch often does. If it did, I could not remain in that world for three hours without running out in a state of total panic. Who knows extra detail it would take to tip me over the edge, but a little more of a Lynchian soundtrack might do it.
Framed By Red Curtains
Which brings me back to the personal experience–the “frame” you put around your time in SNM. Neither a movie nor a video game, no matter how immersive, compares directly to the real-world physical experience of SNM. I have made an attempt to discuss it using the terms of film analysis, but of course it is not a film. It is not happening in the safe confines of a screen sitting out in front of you. It plays by an additional set of rules that involve physical constraints, timing, angles of view, smells, the choices you make, etc.. Still, none of this frees it from the meaning-making that viewers will inevitably bring. Like any work of art, there are a finite number of meanings that can be defended and communicated to a larger group. Adding the extra layers of personal experience, memory, and variability involved single viewing, and that makes the job a good deal more difficult than a work that is fixed in time. Fortunately, SNM has enough structure built into that I believe it stands up to this level of scrutiny quite well.
Even movies can have a layer of personal experience specific to a particular viewing. The first time I saw Mulholland Drive, I was sitting alone in a large theater with red seats, red curtains, and red drapes on the walls. On man entered and sat many rows ahead of me, disappearing from sight. Another entered and sat several seats behind me. I felt like I was in a David Lynch movie! During one of the closing scenes (in which a painfully happy old couple chases the main character down a hallway) I remember thinking that if the scene was going to continue for a few seconds longer I would have to leave the theater rather than go insane. That is one movie-going experience I will never be able to duplicate.
There is no doubt that Punchdrunk could have created a soundtrack that pushed more buttons and was more unsettling and disturbing. I think most of us are glad that they did not. One of the great achievements of SNM is how its producers manage to strike the right balance between unsettling and alluring. A good deal more people are drawn in than are sent away screaming. By staying on the more familiar side of things, the soundtrack surely plays a strong role in that.