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Sy. 9210 - Bernhard Lang - Radio Loops - GAME 18 (2023-2024)

Page 1


Die Musiker wählen eines der 4 Modelle A–D, wiederholen es n-Mal wie angegeben (4x bedeutet viermal spielen), bevor sie ein anderes Modell auswählen, was zu jeder möglichen Permutation (nicht alphabetisch) führt, bis alle 4 Modelle gespielt wurden.

Einige Instrumente haben einen „Entrance Offset“ (“Einstiegsverzögerung”): das bedeutet, dass die Musiker auf einen bestimmten notierten Notenwert (z. B. 4 Viertel) warten müssen, bevor sie zu spielen beginnen. Pausen, die innerhalb des Modells enthalten sind, sind nicht Teil des “Entrance Offset”.

Der Dirigent gibt Signale/Einsätze für die nächste Runde, zuletzt für den nächsten Teil.

Die Tonregie folgt durch das Anklicken der Parameter für jede Runde (1-12) im Patch.

Stop/Wechsel-Regeln:

Sollte ein Musiker alle Modelle abgeschlossen haben, bevor der Dirigent die nächste Runde/den nächsten Teil angesagt hat, muss er/sie warten bis zum Hinweis („Cue Standby“); sollte ein Musiker sich in der Mitte eines Modells zur Wechselzeit befinden, muss er/sie es beenden und zur nächsten Runde springen („Finish and Go“).

PART 4

Part 4 (~ 00:22:29-00:26:33) schließt direkt an Part 3 an, keine Satzpause.

All Delays OFF; dies ist ein synchroner, dirigierter Abschnitt.

PART 5

Part 5 (~ 00:26:33-00:30:37) schließt direkt an Part 4 an, keine Satzpause.

All Delays OFF; dies ist ein synchroner, dirigierter Abschnitt.

PART 6

Part 6 (~ 00:30:37-00:32:29) schließt direkt an Part 5 an, keine Satzpause.

All Delays OFF; dies ist ein synchroner, dirigierter Abschnitt.

PART 7

DREAMMACHINE #3

Part 7 (~ 00:32:29-00:39:26) schließt direkt an Part 6 an, keine Satzpause.

Delays ON – Die Streicher sind vom Delay-Input ausgenommen (Patch „Dreammachine #3“)

RULESET

Alle Musiker spielen asynchron, jeder mit einer individuellen Interpretation von MM = 66, und vermeiden Synchronität mit den anderen Musikern.

Die Musiker wählen eines der 4 Modelle A–D, wiederholen es n-Mal wie angegeben (4x bedeutet viermal spielen), bevor sie ein anderes Modell auswählen, was zu jeder möglichen Permutation (nicht alphabetisch) führt, bis alle 4 Modelle gespielt wurden.

Players select one of the 4 models A–D, repeat it n-times as indicated (4x means play four times) before selecting another model, resulting in any permutation (non-alphabetical), till all 4 models have been played.

Some instruments have an “Entrance Offset” (entrance delay): this means that the player must wait for the notated value (e.g. four quarters) before beginning to play. Rests contained in a model are not counted as part of the entrance offset.

The conductor gives the signals/cues for the next round, ultimately for the next part.

The sound director follows by clicking the parameters for each round (1–12) in the patch.

Stop/Switch Rules:

Should a player complete all models before the conductor has cued the next round/part, 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 it and jump to the next round (“Finish and Go”).

PART 4

Part 4 (~ 00:22:29-00:26:33) follows directly after Part 3, without pause.

All Delays OFF; this is a synchronized, conducted section.

PART 5

Part 5 (~ 00:26:33-00:30:37) follows directly after Part 4, without pause.

All Delays OFF; this is a synchronized, conducted section.

PART 6

Part 6 (~ 00:30:37-00:32:29) follows directly after Part 5, without pause.

All Delays OFF; this is a synchronized, conducted section.

PART 7

DREAMMACHINE #3

Part 7 (~ 00:32:29-00:39:26) follows directly after Part 6, without pause.

Delays ON – Strings are excluded from Delay-Input (Patch “Dreammachine #3”).

RULESET

All players play asynchronously, each with an individual interpretation of MM = 66, avoiding synchronisation with other players.

Players select one of the 4 models A–D, repeat it n-times as indicated (4x means play four times) before selecting another model, resulting in any permutation (non-alphabetical), till all 4 models have been played.

Einige Instrumente haben einen „Entrance Offset“ (“Einstiegsverzögerung”): das bedeutet, dass die Musiker auf einen bestimmten notierten Notenwert (z. B. Viertelnote) warten müssen, bevor sie zu spielen beginnen. Pausen, die innerhalb des Modells enthalten sind, sind nicht Teil des “Entrance Offset”.

Der Dirigent gibt Signale/Einsätze für die nächste Runde

Die Tonregie folgt durch das Anklicken der Parameter für jede Runde im Patch.

Stop/Wechsel-Regeln:

Sollte ein Musiker alle Modelle abgeschlossen haben, bevor der Dirigent die nächste Runde angesagt hat, muss er/sie warten bis zum Hinweis („Cue Standby“); sollte ein Musiker sich in der Mitte eines Modells zur Wechselzeit befinden, muss er/sie es beenden und zur nächsten Runde springen („Finish and Go“).

Some instruments have an “Entrance Offset” (entrance delay): this means that the player must wait for the notated value (e.g. four quarters) before beginning to play. Rests contained in a model are not counted as part of the entrance offset.

The conductor gives the signals/cues for the next round

The sound director follows by clicking the parameters for each round in the patch.

CopyrightbyG.Ricordi&Co./Forperusalonly

Stop/Switch Rules:

Should a player complete all models before the conductor has cued the next round, 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 it and jump to the next round (“Finish and Go”).

Bernhard Lang RADIO LOOPS – GAME 18 –

für großes Orchester und Live-Elektronik 2023-2024

PART 1

DREAMMACHINE #1

All Delays ON (Patch “Dreammachine #1”).

RULESET

ROUND 1–6 (~ 00:00:00-00:06:01)

All players play asynchronously, each with an individual interpretation of MM = 40, avoiding synchronisation with other players.

Players select one of the 4 models A–D, repeat it n-times as indicated (4x means play four times) before selecting another model, resulting in any permutation (non-alphabetical), till all 4 models have been played.

The conductor gives the signals/cues for the next round, ultimately for the next part. Violas start 12/4 (18 s.) after the beginning of Round 1.

Stop/Switch Rules:

Should a player complete all models before the conductor has cued the next round/part, 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 it and jump to the next round (“Finish and Go”).

Violoncello
Kontrabass
Posaune
Klarinette
Bassklarinette
Posaune
Violoncello
Englischhorn
Klarinette
Posaune
Violoncello
Kontrabass

PART 2

Part 2 (~ 00:06:01-00:13:01) follows directly after Part 1, without pause. All Delays OFF; this is a synchronized, conducted section.

PART 3

DREAMMACHINE #2

Part 3 (~ 00:13:01-00:22:29) follows directly after Part 2, without pause.

All Delays ON (Patch “Dreammachine #2”).

RULESET

This section is subdivided in 12 rounds, cued by the conductor.

ROUND 1–2 (~ 00:13:01-00:15:01)

All players play synchronously (conducted section).

ROUND 3–12 (~ 00:15:01-00:22:29)

All players play asynchronously, each with an individual interpretation of MM = 66, avoiding synchronisation with other players.

Players select one of the 4 models A–D, repeat it n-times as indicated (4x means play four times) before selecting another model, resulting in any permutation (non-alphabetical), till all 4 models have been played. Some instruments have an “Entrance Offset” (entrance delay): this means that the player must wait for the notated value (e.g. four quarters) before beginning to play. Rests contained in a model are not counted as part of the entrance offset.

The conductor gives the signals/cues for the next round, ultimately for the next part. The sound director follows by clicking the parameters for each round (1–12) in the patch.

Stop/Switch Rules:

Should a player complete all models before the conductor has cued the next round/part, 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 it and jump to the next round (“Finish and Go”).

Flöte
Oboe
Oboe
Fagott
Violoncello
Kontrabass
Englischhorn
Violoncello
Kontrabass
Bassklarinette
Violoncello
Kontrabass

PART 4

Part 4 (~ 00:22:29-00:26:33) follows directly after Part 3, without pause. All Delays OFF; this is a synchronized, conducted section.

PART 5

Part 5 (~ 00:26:33-00:30:37) follows directly after Part 4, without pause. All Delays OFF; this is a synchronized, conducted section.

PART 6

Part 6 (~ 00:30:37-00:32:29) follows directly after Part 5, without pause. All Delays OFF; this is a synchronized, conducted section.

PART 7

DREAMMACHINE #3

Part 7 (~ 00:32:29-00:39:26) follows directly after Part 6, without pause.

Delays ON – Strings are excluded from Delay-Input (Patch “Dreammachine #3”).

RULESET

All players play asynchronously, each with an individual interpretation of MM = 66, avoiding synchronisation with other players.

Players select one of the 4 models A–D, repeat it n-times as indicated (4x means play four times) before selecting another model, resulting in any permutation (non-alphabetical), till all 4 models have been played.

Some instruments have an “Entrance Offset” (entrance delay): this means that the player must wait for the notated value (e.g. four quarters) before beginning to play. Rests contained in a model are not counted as part of the entrance offset.

The conductor gives the signals/cues for the next round. The sound director follows by clicking the parameters for each round in the patch.

Stop/Switch Rules:

Should a player complete all models before the conductor has cued the next round, 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 it and jump to the next round (“Finish and Go”).

q = 66 (Die Streicher spielen synchron, alle anderen asynchron/Strings synchronous, all other instruments asynchronous) ROUND 1 Delay I: OFF

w con sord.

Flöte
Oboe
Oboe
Klarinette
Klarinette
Kontrafagott
Bassklarinette
Synthesizer
Klarinette
Klarinette
Posaune
Klarinette
Kontrafagott
Posaune
Posaune
Trompete
Posaune
Posaune
Synthesizer
Flöte
Klarinette
Klarinette
Klarinette
Bassklarinette
Klarinette
Trompete
Posaune
Posaune
Klarinette
Trompete
Trompete
Posaune
Posaune
Klarinette
Klarinette
Bassklarinette

ROUND 18 TACET (nur Streicher/only Strings)

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Sy. 9210 - Bernhard Lang - Radio Loops - GAME 18 (2023-2024) by Ricordi - Issuu