A Blog Focused on Sound Design, Special with Game Sound Veteran Rob Bridgett

Designing Sound, as the name implies, focuses entirely on the craft of audio from film to games. While there are industry-driven sites devoted to the topic, this blog is entirely the labor of love of composer and sound designer Miguel Isaza, whose writing has also appeared on Spain’s Hispasonic and Monofónicos. (Miguel also tweets to Reaktor aficionados as reaktorlovers.) That personal perspective has imbued the site with the feeling of artists talking to artists.

http://designingsound.noisepages.com/

All week, Designing Sound has focused on Rob Bridgett, who has worked on numerous sound designs for games. Despite the massive growth of the game industry, most top artists have worked largely in obscurity – even less so in sound. There isn’t an equivalent of Ben Burtt, Randy Thom, Walter Murch, or others. (Those greats have been featured in Designing Sound specials, too.) Gaming is a young industry, to be sure, but that’s no excuse for simple ignorance.

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Rob Bridgett at Radical Entertainment 7.1 THX. Photo ©Designing Sound, used by permission.

In this week’s interviews with Isaza, Bridgett talks frankly about every last detail of what goes into sound production. He’s frank not only about what can go right in a game production – Scarface, pictured above, gets special treatment – but also what can go wrong. The brutal deadlines, fluid production parameters, and tangled production process of games can exact a toll on sound in gaming. The high point of this: Bridgett has gotten to employ the full resources of Skywalker Sound and has been at the forefront of bringing Hollywood-style sonic treatment to gaming.

I’m sure many readers here are curious about the games industry. There’s still time to forward your own questions to Miguel to pass along to Rob Bridgett.

Exclusive interview

Rob Bridgett Special

Ask your own questions

Incidentally, this is beyond what we even imagined for our fledgling noisepages.com, which we’re readying for a full launch as a community and blogging platform. Miguel created Designing Sound without prompting or assistance – it’s entirely his vision. It’s great to have people sharing information in this way. I can’t wait to see what’s ahead.

LA, Live, Lasers: Ableton Sessions, and a CDM Party Sunday Night in Hollywood

Daedelus joins me for a discussion on performance controllers, as part of an artist lineup ranging from dub pioneer Scientist to beatbox legend Kid Beyond and… a lot of other folks, too. Photo (CC) musiclikedirt.

It’s music production. It’s … lasers. If you’re in the LA area, you’ll want to be there. If not, let us know in comments what you most want to see covered / interviewed / videoed for CDM.

DubSpot’s Live 8 Sessions Tour heads to Los Angeles this weekend, for a set of workshops, performances, and demos on Hollywood Boulevard. I’ll be out with the crew, and hosting with DubSpot a special interactive performance lounge Sunday night.

Sunday night will feature generative audiovisual art made on iPhones, and laser-powered, open-source gestural controllers and a laser installation that responds to motion and sound, plus Christopher Willits, Kid Beyond, Irwin, myself, and a lot more.

The weekend workshops: The artist lineup includes legends from a number of genres, including Scientist, Kid Beyond, Daedelus, Justin Boreta (Glitch Mob), Thavius Beck, and Christopher Willits. Other names you may not know have their own resume in sound design and performance (Irwin), producing and education (Steve Nalepa), mastering technique (Daniel Wyatt), and business (Barry Cole). Sunday, monome virtuoso Daedelus and I will talk about controllers, performance, and sampling technique, I hope going well beyond Live to design and playing technique in general. Passes are $110 for one day, or $195 for the weekend. Watch for a similar series in Austin, Texas this month, and other cities TBD, or for everyone else, stay tuned to CDM and DubSpot.

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Max for Live Beta is Here; Final Version November 23

Max For Live Sneak Peak from max4live on Vimeo.

Suddenly, I have an image of American Ableton hackers patching on their MacBook over Thanksgiving turkey.

After a long, long wait, a public beta of Max for Live is available. The software incorporates the full version of Max/MSP/Jitter – complete with visual output, video processing, and 3D capabilities – with the Live host. Max patches operate with all their usual capabilities as devices inside Live. User interface elements are available to give Max patches conventional Ableton device interfaces, and there are even pre-built elements for useful functions like frequency displays and MIDI patterns. Via the Live API, Max for Live patches are also able to control most elements of the Live interface.

Because of Max’s networking capabilities, Max for Live devices can also be used to route OpenSoundControl data into Live. That isn’t necessarily with the same ease as you might route MIDI, and there’s still no native support in the Live interface, but it is a step forward.

Our friend Michael at max4live.info has been busy documenting the new software. His overview video is at top, and for OSC coverage, see his tutorial [part 1 | part 2].

Updated: Pricing has now been announced.
Max for Live is not included with Live 8 or even (perhaps surprisingly) Live Suite. It will be a US$299 / EUR249 download, available separately, on top of the cost of Live 8 or Live Suite 8. If you already own Max, you’ll have a set of crossgrades available:
1. You own Live. You can add Max for Live for US$99.
2. You don’t own Live, and want just Live. You can get that and Max for Live for US$449.
3. You don’t own Live, and want the whole Suite. Suite plus Max for Live crossgrade, US$699.

Total cost:
Max owners without Live: US$449-699
Live owners without Max: US$299 + cost of the upgrade to Live 8
Max + Live owners: US$99 + cost of the upgrade to Live 8

I think this could arguably be worth the investment, but given the discontinuation of support for developing VST, RTAS, and AU plug-ins in Max – a feature that was formerly free – I expect some resistance. Also, as previously announced, there is no known Max for Live “runtime,” meaning Max patch developers don’t really have a distribution outlet for work made in Max for Live, other than other Max for Live users.

Sign up for the public beta on Ableton’s site, and you’ll be able to grab the downloads (details below). You must be an Ableton Live 8 owner, though you don’t need to own Max 5:
http://www.ableton.com/maxforlive/beta

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Able10 Discounts, Artist Packs, Ableton Live Intro Now US$99

Ableton is 10. Does that make anyone feel old? Live in action; photo: Marco Raaphorst.

As the company turns 10, Ableton has introduced a set of discounts and giveaways, the most notable of which is a new entry-level edition of Live. Live Intro smooths out a lot of the wrinkles between different starter versions of Live, from LE to hardware bundles. At $99, “Intro” finally gets a logical feature set:

  • Full ReWire support, both as host and client (or “Slave” and “Master,” if you want to be all kinky about it)
  • Full MIDI support, including remote control, output, MIDI clock (though none of the nifty “external device” support for outboard gear)
  • Warping and time stretching, minus the “Complex” and “Complex Pro” modes
  • 4 VST/AU instruments, 4 VST/AU effects per project
  • Missing Vocoder, Looper, Multiband Dynamics, Overdrive, Frequency Shifter – but you do get SImpler and Impulse
  • 2 in, 2 out audio, though you can have up to 64 tracks and unlimited MIDI tracks
  • No track grouping
  • Full WAV, AIFF, MP3, Ogg Vorbis, FLAC support
  • New extras: 7 GB of audio content in the boxed version, 1 GB in the download version

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Rant – Congratulations, Apple: “Syncing” Music Now Means “Using iTunes”

Photo (CC) Tim Douglas.

Critics frequently attach the phrase “lock-in” to Apple’s iTunes Store – iTunes – iPod/iPhone combination. But, in the post-DRM age, what does that mean, exactly?

First, you have to recall that while for many of us the manual drag-and-drop music management is appealing, it isn’t so for many average consumers. They want sync. That means that music will be stored in iTunes and synced to Apple devices and nothing else. Apple is serious about locking you to their store and their devices, enough so that they frequently update their software with special keys that prevent the use of devices. iTunes is “free,” but Apple determines which mobile devices you can use and which you can’t. And Apple has gone after anyone who dares give you the ability to use your own music software or own devices, including efforts (ironically) to make their iPhone and iPod work with Linux and open source players.

These efforts don’t protect the music or prevent privacy – they protect users of Apple’s software and mobile devices from using anything but Apple’s tools. Yet Apple has used the Digital Millenium Copyright Act to take legal action over anyone who dares to even talk about how to use legally-purchased music and hardware:

OdioWorks v Apple

Perhaps suspecting their case was too thin to defend, Apple eventually backed off that particular claim — after, says the Electronic Frontier Foundation, “7 months of censorship and a lawsuit.”

Apple Withdraws Threats Against Wiki Site

But the software and hardware locks are unchanged. And Apple has won, in my view, an even more important battle: they have a monopoly over mindshare.

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