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

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Scarface: The World is Yours got Hollywood-style sound treatment. Photo courtesy Sierra Entertainment.

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.

Crazy Celebrity Quotes File: Ricardo Villalobos Trashes Ableton, Recalls “Purer” Digital

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Drum Machines Have No Soul.” Wait — “Drum Machines Have Soul, Ableton Has No Soul.” Photo: Leo-setä.

Given a choice between boring and crazy, I always choose crazy. After all, craziness is part of the artistic persona. So bring it on.

It’s been a while since we had a celebrity saying things that didn’t really make sense. It’d be unfair to ask Ricardo Villalobos live up to some of the titans – Bob Dylan saying CDs have “no stature” and “have sound all over them,” and Elton’ John’s classic call to “tear down the Internet.” (Not to mention, in the end I think we wound up agreeing with them and turned Elton’s quote into a brand-new verb.) As with Elton John and Bob Dylan, I love and respect Villalobos’ work, no less so as he says things with which I disagree. But Ricardo Villalobos does get special credit for claiming in a recent Resident Advisor interview, among other things, that what has really hurt sound quality today is the lack of cheap drum machines from the 80s, because they were analog. Or they weren’t, but it was as if they were. Or something. (If you think this might earn some ire from Ableton loyalists, you’re right.)

No. I think the development is going in the opposite direction because everyone is making tracks in programs like Ableton, which has an OK sound engine. When I started making music 20 years ago, you had to at least buy a mixer, then some synthesizers, a drum machine—which is the best quality possible of a sampled drum. There was a pureness of the source of the music. It was analog, direct.

Ah, yes, the good old days. Back in the day, digital samples of acoustic instruments played through digital-to-analog-converters were real digital samples of acoustic instruments played through digital -to-analog-converters. It was analog, direct – well, aside from the fact that it was digital and not direct, but it was real … um … analog … digital. Pulse code modulation was real, pure pulse code modulation, not like the pulse code modulation you kids have today. Not like now, when people don’t … own… mixers. It’s not like you kids today, you people who use Ableton, people like… Ricardo Villalobos. (Villalobos is, in fact, a notable Live user.)

I mean, at least it’s a novel argument. Usually, you get the “mixing in the box is bad” and “computers aren’t real” argument from crusty audio engineers with massive outboard analog mixing boards, not electronic musicians. Recently, many experienced engineers I’ve talked to have come to the side of accepting that “in-the-box” recordings in software can be just as good as their analog counterparts. So, we may have reached a real landmark, a world in which electronic musicians claim digital’s no good and turntables are the only way to listen, while engineers experienced with analog claim just the opposite.

Let’s go back in time. For the record, twenty years ago by my calculations would be 1989.

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You, Too Can Learn Renoise: Video Tutorial from Dac Makes you a Tracker

Seeing a tracker interface for the first time can be intimidating. But dive in a bit deeper, and you’ll discover what’s actually a very efficient interface for programming in musical sequences and working with samples. With just ten days left in the Renoise – Indamixx music production contest, there’s still time to get up and running using even the demo version of Renoise (into which you can import samples). And this could be a great excuse to learn a new tool.

Dac, who’s a big part of support and community for Renoise, has put together a nice tutorial showing off the workflow in the tool. It’s nothing all that unusual: bring in samples, assemble patterns, make music. Some of the voice over is hard to hear, but this is a good start. Now, I still like reading and writing better than video just in terms of how I learn, so I may try to work on a written version for the end of the week; feel free to shout encouragement.

For more Renoise inspiration, forum regular djnick sends along a PsyTrance video made in Renoise – so, yes, you can make PsyTrance with a tracker, too, if you like. He samples Peter Jennings talking about ecstasy. Yeah, whatever – as if you can make Peter Jennings any more trippy. Watching Jennings is the ultimate natural high.

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Music for an Olympic Bid: Making of Antipop’s Madrid 2016 Songs

My own President Obama is this week off making his pitch for why Chicago should host the Olympic Games. Correction. Oops. I need to read the news. Chicago was eliminated first. But look out – our friends at Antipop (slogan: “antipop music for a pop music”) are using a different tool in their arsenal: music.

Watch the video for some fun gear spotting, plus one vintage arcade cabinet. I could point out stuff I see, but that’d spoil the fun. Shout out in comments.

There’s definitely a commercial gloss on this, but it’s nicely executed, and felt so absurdly Olympic to me that I actually couldn’t help but smile listening. (In fairness, either Chicago or Madrid ought to be able to do better than New York did with 2012; I recall dignitaries in traffic while rowers paced the polluter waters of Flushing Meadows. Yipes.)

Here you go, probably the most commercial music we’ll ever run on CDM:
<a href="http://antipop.bandcamp.com/album/madrid-2016-songs">Madrid 2016 Corazonada by antipop</a>

Makes me want to, like, train or something.

Updated: From comments, I like these alternative suggestions by safd in place of “anti” pop:

superpop, poppypop, hippop, popcore, purelypop, universapop

Popcore is something I need to work on. It was worth posting this for that word alone.

Background: “Antipop is the Antonio Escobar music production personal studio, one of the most awarded Spanish producer and composer.” [sic]

Update: Superpop or antipop, the song alone couldn’t melt the hearts of the Olympic Committee. Congrats to – Rio!

In-the-Box Mixing, Analog Console Style, on an Open Source DAW

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Marrying open source and commercial development, or trying to bridge analog consoles and computers – either task on its own might seem improbable. But yesterday, a newly-announced tool promised to bring together all those dimensions.

Ardour is the free and open source Digital Audio Workstation software for Linux and Mac. It’s widely underrated and has some terrific architecture underneath, with tools that are maturing at a healthy pace. Harrison is not an open-source developer – they’re a commercial manufacturer of analog and digital consoles and do proprietary DSP development. Conventional wisdom says the two shouldn’t be able to work together, but they did. The result is something called Mixbus. It’s got Harrison’s technology for mixing, atop Ardour (on Mac OS X, for now) for recording, editing, and arranging.

The Harrison half of the solution uses Harrison’s own DSP algorithms for sound, which they claim match the EQ, filtering, compression, tape saturation, and summing on their large-format mixers. But aside from sound, this is also about design: the layout only ever has one knob per function and metering is done in a conventional way. The result is not just a set of plug-ins, but a real virtual console inside your Mac. Interestingly, too, while you can use your Mac Audio Unit plug-ins with the solution, Harrison chose the open LADSPA format to implement their channel strip.

I imagined that the pricing would be something like a thousand dollars, given the pro target market, but the whole thing costs just US$79.99 as its introductory price. If it sounds anywhere near as good as the makers promise, it’s probably the best deal in mixing and channel processing anywhere. Here’s the product page:

Mixbus [Harrison Consoles]

Of course, the advantages of free software are more than price; it’s the ability to keep the source available, to be able to customize it, and to be able to run it on a variety of hardware and software platforms. So how does free software coexist here, with Ardour under a GPL license? Creator Paul Davis says that the free code for Ardour remains available in Ardour’s Subversion repository; only the Mixbus components remain closed. As for Linux support and not just Mac OS, which would in turn support more hardware, Paul says they’re looking into the feasibility of binary Linux distributions of Ardour and Mixbus.

For any commercial developers who think that you can’t work with open source projects – or, for that matter, if anyone thinks open source projects can’t benefit from collaboration with commercial developers – I think you’re wrong. And licenses aside, this looks like a nice solution for music making.