Two Garbage Cans and a Microphone

From the suggestion box at CDM, we’re taking a look at DIY party-rocking sound system technology from the birth of Hip-Hop. Ed.: Resident DIY expert and editor-at-large Michael Una returns – and the man has been known to do strange things with speakers himself.

Say you’re an up-and-coming crew with a turntable and some mics. You’ve got a gig this Friday at the middle school gym (the janitor has been bribed appropriately) and the boys on the corner have been passing out your flyers to all the lovely ladies. Everything’s set, except you heard that Kool Herc is coming to battle. Herc and his mighty sound system schooled you last go-round, so you know you need something fresh to rock the bodies proper. Your DIY solution? The 55-gallon drum sound system.

Step 1: Get yourself two steel 55-gallon barrels and two 15-inch subwoofer cones.

Materials
(Kool Herc shown for scale)

Step 2: Have one of your buddies who works at the auto shop around the corner cut a hole in the bottom of each barrel. Drill some holes to mount the speaker facing out from the bottom of the barrel.

put the sub on the can

Step 3: Face the can towards the floor and have your buddy weld some 6-inch pieces of pipe on to boost it up a bit. Hook up your dad’s hi-fi stereo amp, plug in your mixer, and turn it up as loud as it will go (10 block radius). Get those bodies movin’.

rock it

Big thanks to DJ Mister P-Body and the book Yes Yes Y’All: The Experience Music Project Oral History of Hip-Hop’s First Decade. This idea comes from a story told by Tony Tone and DJ Baron about their early experiences as an MC/DJ duo.

Ed.: Now I can add this to my regrets about school, along with not taking shop to hone my welding skills — seriously, that should be mandatory. (Yeah, like I needed that extra AP. Dumb.) But I’m curious: have any of our readers tried this? Any tips to share? Perhaps we need a DIY speaker summit to try as many amplification and transduction options as possible — complete with welding lessons, natch. -PK

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.

The Finger: Reaktor+Kore Sampling Madness from Tim Exile, But More Than That

fingerinterface

It’s a strange and wonderful sampling instrument and live rig, capable of mangling and remixing live, synced to tempo. It’s proof that live computer performance doesn’t have to be in only one tool, or use one technique. It’s a ready-to-play, affordable instrument you can pick up and use. It’s a Reaktor patch gurus can pick apart and learn from, along with other resources from one of Reaktor’s masters. It’s a new blog and an opportunity to talk about live performance. It’s an EP release.

It’s actually all of these things – a tool, but more than a tool. The Finger, a US$79 / EUR 69 instrument, is a product, first and foremost, created by master live electronic performer and hacker Tim Exile. Tim is such a dedicated Reaktor user that he once managed to give himself a repetitive stress injury from connecting patch cords. (Not recommended.) You can run this thing out of the box using the free Kore Player, or get in deeper with a full version of Kore, or get into the patch itself with a copy of Reaktor 5 (also included in Komplete 5 and 6). It’s quite a product, too. I could try to explain it, but I couldn’t possibly do as good a job as Tim does in the video.

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Gustavo’s Live Tutorial, Now en Español, Condensed to 60 Seconds

If you thought Gustavo’s tutorial on unlinked envelopes in Ableton Live was faster before, watch in 60 seconds! (It’s a teaser video, but maybe if you don’t blink and watch it a few times, you’ll learn subliminally.)

If you or anyone you know speaks Spanish as a native language and you’d prefer not to have to translate, there’s also a Spanish-language version:

http://sturly.com/bravetti4

Una muestra corta puede “estirarse” en variaciones en un bloque de tiempo mayor – una muestra de 1/16 de duración por ejemplo puede ser llevada a un compás o dos. Suma la posibilidad de utilizar esta envolvente para modular un efecto, y ya puedes comenzar a pensar en extremas rarezas sónicas. Y aunque en esta ocasión se encuentran al servicio de la “paleta” de sonidos de Gustavo, esta técnica puede encajar en diversos fines musicales.

Puedes ir también en sentido contrario: Tomar una muestra larga y modularla con una envolvente corta. Por ejemplo, puedes tomar una textura oscilante de una duración de 30-segundos, y aplicar una envolvente realmente corta, como un único pico de 1/16 para crear un platillo (hi hat) que evoluciona en el tiempo.

Puedes pensar en las envolventes desconectadas como una fuente de modulación aplicable a varios estilos o fines musicales. Puede ser una muestra corta, una cadena de efectos, o un sintetizador. Aquí Gustavo se limita a los efectos incluidos en Ableton Live, pero tu puedes elegir tus efectos favoritos especialmente ahora que Live te permite seleccionar fácilmente cuales parámetros quieres controlar cuando utilizas efectos de terceros (VST, etc.).

That was actually my writing; thanks, Gustavo!

Brainpipe Interview: Creators of Trippy Indie Game Talk Interactive Sound

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brainpipe_confusion

Funny, I’m usually able to “acheive” that most days. Ummm… art imitates life?

Brainpipe is a psychedellic journey down the neural pathways, a long, strange trip into the minds of an unusual band of independent game designers. And while some games demand muscular graphics cards or brilliant flat panels, this is one that requires playing with headphones. The immersive sense of the descent down this brain’s pathway is entirely dependent on its sound. While even big development houses often license sound engines, the band of hard-core designers at Digital Eel also rolled their own interactive audio code to make the sounds fully seamless.

Designers and developers Iikka Keränen (the primary coder) and Rich Carlson spoke to me about their work. (They make reference to artist Bill “Phosphorous” Sears, as well.) In the process, they have a lot to say about the design process, about ambient sound design and composition, that goes well beyond just the gaming world. This isn’t just about gaming: it’s truly about digital music.

Digital Eel has won three excellence in audio awards over the past six years from the Independent Games Festival, including, most recently, a nomination for the psychedellic hit “Brainpipe” at the Game Developer Conference this spring. Incredibly, though, says Digital Eel’s Brainpipe, in that time no one has interviewed them about the sound in their games. Independent of the interview, Rich concede to me the challenge of getting people to focus on sound:

People are focused on graphics –and gameplay– and, you know, sound always gets the short shrift, even at game companies.  Sound and music are always the smallest slice of the development budget pie.

But not so at Digital Eel.  Sound and music are integral and integrated with design from the first moment we have something happening on the screen.  We feel it must be, and not just sfx but music, especially music which so often sounds like something….like dressing, something painted on, like makeup or apartment paint to help cover up the picture holes on the walls.

Brainpipe Game Page (with Mac/Windows download links – demos available so if you hate this, you’ll find out!)

Brainpipe on Steam (Windows only)

At a glance:

Engine: Custom

Favorite inspiration: demoscene, The Dig, Star Control II, Stockhausen, Varese, Morton Subotnick, Ussachevsky

Special acheivements: hiding loop points, creating a seamless acoustic descent, tapping into your subconscious

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