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	<title>Create Digital Music &#187; Sound-design</title>
	<atom:link href="http://createdigitalmusic.com/tag/sound-design/feed/" rel="self" type="application/rss+xml" />
	<link>http://createdigitalmusic.com</link>
	<description>The latest gear, software, and techniques for electronic music production and performance</description>
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		<title>Two Garbage Cans and a Microphone</title>
		<link>http://createdigitalmusic.com/2009/11/12/two-garbage-cans-and-a-microphone/</link>
		<comments>http://createdigitalmusic.com/2009/11/12/two-garbage-cans-and-a-microphone/#comments</comments>
		<pubDate>Thu, 12 Nov 2009 21:47:02 +0000</pubDate>
		<dc:creator>Michael Una</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[DIY]]></category>
		<category><![CDATA[Hardware]]></category>
		<category><![CDATA[hip-hop]]></category>
		<category><![CDATA[history]]></category>
		<category><![CDATA[how-to]]></category>
		<category><![CDATA[low-end]]></category>
		<category><![CDATA[recycling]]></category>
		<category><![CDATA[retro]]></category>
		<category><![CDATA[Sound-design]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.com/?p=8314</guid>
		<description><![CDATA[From the suggestion box at CDM, we&#8217;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 &#8211; and the man has been known to do strange things with speakers himself.
Say you&#8217;re an up-and-coming crew with a turntable and some mics. [...]]]></description>
			<content:encoded><![CDATA[<p>From the suggestion box at CDM, we&#8217;re taking a look at DIY party-rocking sound system technology from the birth of Hip-Hop.  <em>Ed.: Resident DIY expert and editor-at-large Michael Una returns &#8211; and the man has been known to do strange things with speakers himself.</em></p>
<p>Say you&#8217;re an up-and-coming crew with a turntable and some mics.  You&#8217;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&#8217;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.</p>
<p><strong>Step 1:</strong>  Get yourself two steel 55-gallon barrels and two 15-inch subwoofer cones.</p>
<p><img src="http://createdigitalmusic.com/images/2009/11/Materials-300x141.jpg" alt="Materials" title="Materials" width="300" height="141" class="alignnone size-medium wp-image-8318" /><br />
(Kool Herc shown for scale)</p>
<p><strong>Step 2: </strong> 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.</p>
<p><img src="http://createdigitalmusic.com/images/2009/11/put-the-sub-on-the-can-300x210.jpg" alt="put the sub on the can" title="put the sub on the can" width="300" height="210" class="alignnone size-medium wp-image-8322" /></p>
<p><strong>Step 3: </strong> 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&#8217;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&#8217;.</p>
<p><img src="http://createdigitalmusic.com/images/2009/11/rock-it-300x210.jpg" alt="rock it" title="rock it" width="300" height="210" class="alignnone size-medium wp-image-8326" /></p>
<p>Big thanks to DJ Mister P-Body and the book <a href="http://www.amazon.com/Yes-YAll-Experience-Project-Hip-Hops/dp/030681224X/ref=sr_1_1?ie=UTF8&#038;s=books&#038;qid=1258061767&#038;sr=1-1">Yes Yes Y&#8217;All: The Experience Music Project Oral History of Hip-Hop&#8217;s First Decade.</a>  This idea comes from a story told by Tony Tone and DJ Baron about their early experiences as an MC/DJ duo.</p>
<p><em>Ed.: Now I can add this to my regrets about school, along with not taking shop to hone my welding skills &#8212; seriously, that should be mandatory. (Yeah, like I needed that extra AP. Dumb.) But I&#8217;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 &#8212; complete with welding lessons, natch. -PK</em></p>
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		<slash:comments>23</slash:comments>
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		<title>A Blog Focused on Sound Design, Special with Game Sound Veteran Rob Bridgett</title>
		<link>http://createdigitalmusic.com/2009/11/06/a-blog-focused-on-sound-design-special-with-game-sound-veteran-rob-bridgett/</link>
		<comments>http://createdigitalmusic.com/2009/11/06/a-blog-focused-on-sound-design-special-with-game-sound-veteran-rob-bridgett/#comments</comments>
		<pubDate>Fri, 06 Nov 2009 17:51:51 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[blogs]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[industry]]></category>
		<category><![CDATA[interviews]]></category>
		<category><![CDATA[mixing]]></category>
		<category><![CDATA[noisepages]]></category>
		<category><![CDATA[production]]></category>
		<category><![CDATA[rob-bridgett]]></category>
		<category><![CDATA[sound]]></category>
		<category><![CDATA[Sound-design]]></category>
		<category><![CDATA[techniques]]></category>
		<category><![CDATA[tips]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.com/2009/11/06/a-blog-focused-on-sound-design-special-with-game-sound-veteran-rob-bridgett/</guid>
		<description><![CDATA[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 [...]]]></description>
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<p>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 <a href="http://www.hispasonic.com">Hispasonic</a> and <a href="http://www.monofonicos.net">Monofónicos</a>. (Miguel also tweets to Reaktor aficionados as <a href="http://www.twitter.com/reaktorlovers">reaktorlovers</a>.) That personal perspective has imbued the site with the feeling of artists talking to artists.</p>
<p><a href="http://designingsound.noisepages.com/">http://designingsound.noisepages.com/</a></p>
<p>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 <a href="http://designingsound.noisepages.com/tag/ben-burtt/">Ben Burtt</a>, <a href="http://designingsound.noisepages.com/tag/randy-thom/">Randy Thom</a>, <a href="http://designingsound.noisepages.com/tag/walter-murch/">Walter Murch</a>, 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.</p>
<p><a class="thickbox" href="http://www.flickr.com/photos/designingsound/4073407571/in/set-72157622729560810/"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="4073407571_9ffe4267f2[1]" border="0" alt="4073407571_9ffe4267f2[1]" src="http://createdigitalmusic.com/images/2009/11/4073407571_9ffe4267f21.jpg" width="500" height="403" /></a></p>
<div class="imgcaption">Rob Bridgett at Radical Entertainment 7.1 THX. Photo ©Designing Sound, used by permission.</div>
<p>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.</p>
<p>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.</p>
<p><a href="http://designingsound.noisepages.com/2009/11/rob-bridgett-special-exclusive-interview/">Exclusive interview</a></p>
<p><a href="http://designingsound.noisepages.com/tag/rob-bridgett/">Rob Bridgett Special</a></p>
<p><a href="http://designingsound.noisepages.com/2009/11/make-your-questions-to-rob-bridgett/">Ask your own questions</a></p>
<p>Incidentally, this is beyond what we even imagined for our fledgling <a href="http://noisepages.com">noisepages.com</a>, 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.</p>
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		<title>The Finger: Reaktor+Kore Sampling Madness from Tim Exile, But More Than That</title>
		<link>http://createdigitalmusic.com/2009/09/20/the-finger-reaktorkore-sampling-madness-from-tim-exile-but-more-than-that/</link>
		<comments>http://createdigitalmusic.com/2009/09/20/the-finger-reaktorkore-sampling-madness-from-tim-exile-but-more-than-that/#comments</comments>
		<pubDate>Mon, 21 Sep 2009 00:18:53 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[artists]]></category>
		<category><![CDATA[awesomeness]]></category>
		<category><![CDATA[instruments]]></category>
		<category><![CDATA[KORE]]></category>
		<category><![CDATA[laptop-performance]]></category>
		<category><![CDATA[Native-Instruments]]></category>
		<category><![CDATA[oddities]]></category>
		<category><![CDATA[patching]]></category>
		<category><![CDATA[performance]]></category>
		<category><![CDATA[Reaktor]]></category>
		<category><![CDATA[richard-devine]]></category>
		<category><![CDATA[Sampling]]></category>
		<category><![CDATA[Sound-design]]></category>
		<category><![CDATA[soundpacks]]></category>
		<category><![CDATA[tim-exile]]></category>
		<category><![CDATA[tools]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.com/?p=7577</guid>
		<description><![CDATA[It&#8217;s a strange and wonderful sampling instrument and live rig, capable of mangling and remixing live, synced to tempo. It&#8217;s proof that live computer performance doesn&#8217;t have to be in only one tool, or use one technique. It&#8217;s a ready-to-play, affordable instrument you can pick up and use. It&#8217;s a Reaktor patch gurus can pick [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://createdigitalmusic.com/images/2009/09/fingerinterface.jpg" alt="fingerinterface" title="fingerinterface" width="580" height="329" class="alignright size-full wp-image-7581" /></p>
<p>It&#8217;s a strange and wonderful sampling instrument and live rig, capable of mangling and remixing live, synced to tempo. It&#8217;s proof that live computer performance doesn&#8217;t have to be in only one tool, or use one technique. It&#8217;s a ready-to-play, affordable instrument you can pick up and use. It&#8217;s a Reaktor patch gurus can pick apart and learn from, along with other resources from one of Reaktor&#8217;s masters. It&#8217;s a new blog and an opportunity to talk about live performance. It&#8217;s an EP release. </p>
<p>It&#8217;s actually all of these things &#8211; 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&#8217;s quite a product, too. I could try to explain it, but I couldn&#8217;t possibly do as good a job as Tim does in the video.</p>
<p><object width="580" height="352"><param name="movie" value="http://www.youtube.com/v/wrj6pkQloJM&#038;hl=en&#038;fs=1&#038;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/wrj6pkQloJM&#038;hl=en&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="352"></embed></object><span id="more-7577"></span></p>
<p>I&#8217;m not sure I agree with the marketing material&#8217;s claim that this is &#8220;a new type of live performance and remix effect.&#8221; In fact, Reaktor, Max/MSP, and other tools have led to all sorts of similar, original performance tools. Unlike going into a gig with just an Ableton Live set (something I&#8217;m doing in, literally, fifteen minutes), having a custom tool means focusing on performance techniques. And &#8220;new&#8221; hardly matters &#8211; Tim is a ninja at working with Reaktor&#8217;s deep sound DSP layer, Core (not to be confused with Kore). Whether it&#8217;s new or not, this is the ultimate patch from one of Reaktor&#8217;s masters. Along with Reaktor creator Stephan Schmitt&#8217;s <a href="http://createdigitalmusic.com/2008/12/08/inside-the-mind-of-stephan-schmitt-a-new-synth-and-thoughts-on-playability/">Spark</a>, it&#8217;s proof that sound packs from NI &#8211; or anyone else for that matter &#8211; don&#8217;t have to be limited to stock presets.</p>
<p>More than that, though, The Finger is connected to a music release by Tim, and is already triggering discussion of live performance and sound design &#8211; issues that go beyond any one tool. Tim has started a new blog to talk about his own take on live performance, starting with more info on his EP and some tracks you can hear:</p>
<p><a href="http://thenowwave.blogspot.com/">http://thenowwave.blogspot.com/</a></p>
<p>Other folks I know have picked up The Finger and started to play with it, including the underlying Reaktor patch. Most notably, see Richard Devine transform The Finger from a Sound-Like-Tim-Exile machine into a Richard-Devine-Sonic-Insanity-Generator. (See, just because you use someone else&#8217;s tool doesn&#8217;t have to mean you need to sound like them.) With Max for Live coming, hackers getting smarter and slicker with open source tools like Processing, ChucK, SoundCollider, and Pd, and techno-literacy again on the rise &#8211; more connected than ever by these Interwebs &#8211; I think we could be in store for a really wonderful age of creativity, in which people make part of the craft of music making the craft of tool making, as well. Designing a tool, after all, is designing a system, in the same way that composition (in any medium) is about designing a system. Finally, instead of keeping that to ourselves, we can actually share the whole process.</p>
<p>In the meantime, let&#8217;s watch those videos, on Reaktor, The Finger, and more.</p>
<p>Richard Devine takes on The Finger:</p>
<p><object width="580" height="435"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=6658211&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=1&amp;color=CC0000&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=6658211&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=1&amp;color=CC0000&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="580" height="435"></embed></object>
<p><a href="http://vimeo.com/6658211">Native Instruments The Finger vs Richard Devine</a> from <a href="http://vimeo.com/user1919719">Richard Devine</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
<p>Tim Exile performing in Reaktor:</p>
<p><object width="560" height="340"><param name="movie" value="http://www.youtube.com/v/UGT1tZT9C1o&#038;hl=en&#038;fs=1&#038;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/UGT1tZT9C1o&#038;hl=en&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="560" height="340"></embed></object></p>
<p>Tim shows his Reaktor-based setup &#8211; not just The Finger, but beyond:</p>
<p><object width="580" height="352"><param name="movie" value="http://www.youtube.com/v/9r38r3BIgew&#038;hl=en&#038;fs=1&#038;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/9r38r3BIgew&#038;hl=en&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="352"></embed></object></p>
<p><strong>Related tools:</strong></p>
<p><strong>Updated based on feedback in comments</strong> See also&#8230;</p>
<p><a href="http://www.sugar-bytes.de/content/products/Artillery2/index.php?lang=en#">Sugar Bytes Artillery2</a>, which focuses more on effects &#8211; and offers a whopping amount of effects variety, from step-sequenced buffer scratchers to vocoding. As with The Finger, the idea is to map effects to keys.</p>
<p>Rekkerd notes that <a href="http://rekkerd.org/sugar-bytes-announces-50-discount-on-artillery2/">Sugar Bytes has just discounted Artillery2 to 50%</a> through October. Devoted loop manglers will buy both. I&#8217;m going to wait for a Richard Devine video in which he routes Artillery2, Lucifer, and The Finger together in one chain, then randomizes all the settings &#8211; your move, Richard.</p>
<p>The <a href="http://www.devine-machine.com/index.php?option=com_content&#038;view=article&#038;id=134&#038;Itemid=127&#038;lang=en">Lucifer</a> plug-in is now discontinued, but <a href="http://www.devine-machine.com/">Devine Machine</a> offer a range of related looper/performance tools &#8211; from the practical  tools to the manglers.</p>
<p>The basic ideas here I think are <em>worth</em> copying: making use of the keyboard to control things live rather than having modulation all running automatically, routing different effects together for mangled results, and loop recording and effects that are synced it time are all useful concepts to combine. I&#8217;d love to see people push those concepts in various directions, and the exact combination of ingredients you want is likely to be personal, so it&#8217;s well-suited to DIY concoctions, too.</p>
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		<slash:comments>38</slash:comments>
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		<title>Gustavo&#8217;s Live Tutorial, Now en Español, Condensed to 60 Seconds</title>
		<link>http://createdigitalmusic.com/2009/09/14/gustavos-live-tutorial-now-en-espanol-condensed-to-60-seconds/</link>
		<comments>http://createdigitalmusic.com/2009/09/14/gustavos-live-tutorial-now-en-espanol-condensed-to-60-seconds/#comments</comments>
		<pubDate>Mon, 14 Sep 2009 14:56:41 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Ableton-Live]]></category>
		<category><![CDATA[bravetti]]></category>
		<category><![CDATA[effects]]></category>
		<category><![CDATA[envelopes]]></category>
		<category><![CDATA[español]]></category>
		<category><![CDATA[gustavo-bravetti]]></category>
		<category><![CDATA[how-to]]></category>
		<category><![CDATA[live]]></category>
		<category><![CDATA[Sound-design]]></category>
		<category><![CDATA[synths]]></category>
		<category><![CDATA[tutorial]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.com/?p=7448</guid>
		<description><![CDATA[If you thought Gustavo&#8217;s tutorial on unlinked envelopes in Ableton Live was faster before, watch in 60 seconds! (It&#8217;s a teaser video, but maybe if you don&#8217;t blink and watch it a few times, you&#8217;ll learn subliminally.)
If you or anyone you know speaks Spanish as a native language and you&#8217;d prefer not to have to [...]]]></description>
			<content:encoded><![CDATA[<p><object width="580" height="352"><param name="movie" value="http://www.youtube.com/v/RztcTn0QY4A&#038;hl=en&#038;fs=1&#038;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/RztcTn0QY4A&#038;hl=en&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="352"></embed></object></p>
<p>If you thought Gustavo&#8217;s tutorial on unlinked envelopes in Ableton Live was faster before, watch in 60 seconds! (It&#8217;s a teaser video, but <em>maybe</em> if you don&#8217;t blink and watch it a few times, you&#8217;ll learn <em>subliminally</em>.)</p>
<p>If you or anyone you know speaks Spanish as a native language and you&#8217;d prefer not to have to translate, there&#8217;s also a Spanish-language version:</p>
<p><a href="http://sturly.com/bravetti4">http://sturly.com/bravetti4</a></p>
<blockquote><p>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.</p>
<p>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.</p>
<p>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.). </p></blockquote>
<p>That was actually my writing; thanks, Gustavo!</p>
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		<title>Brainpipe Interview: Creators of Trippy Indie Game Talk Interactive Sound</title>
		<link>http://createdigitalmusic.com/2009/09/11/brainpipe-interview-creators-of-trippy-indie-game-talk-interactive-sound/</link>
		<comments>http://createdigitalmusic.com/2009/09/11/brainpipe-interview-creators-of-trippy-indie-game-talk-interactive-sound/#comments</comments>
		<pubDate>Fri, 11 Sep 2009 16:09:06 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<description><![CDATA[ 
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 [...]]]></description>
			<content:encoded><![CDATA[<p><em><a href="http://createdigitalmusic.com/images/2009/09/brainpipe_confusion.jpg" rel="lightbox"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="brainpipe_confusion" border="0" alt="brainpipe_confusion" src="http://createdigitalmusic.com/images/2009/09/brainpipe_confusion_thumb.jpg" width="539" height="404" /></a> </em></p>
<div class="imgcaption">Funny, I’m usually able to “acheive” that most days. Ummm… art imitates life?</div>
<p><em>Brainpipe</em> 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.</p>
<p>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.</p>
<p>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:</p>
<blockquote><p>People are focused on graphics &#8211;and gameplay&#8211; and, you know, sound always gets the short shrift, even at game companies.&#160; Sound and music are always the smallest slice of the development budget pie.</p>
<p>But not so at Digital Eel.&#160; Sound and music are integral and integrated with design from the first moment we have something happening on the screen.&#160; We feel it must be, and not just sfx but music, especially music which so often sounds like something&#8230;.like dressing, something painted on, like makeup or apartment paint to help cover up the picture holes on the walls.</p>
</blockquote>
<p><a href="http://www.shrapnelgames.com/Digital_Eel/BP/BP_page.html">Brainpipe</a> Game Page (with Mac/Windows download links – demos available so if you hate this, you’ll find out!)</p>
<p><a href="http://store.steampowered.com/app/35800/">Brainpipe on Steam</a> (Windows only)</p>
<p><strong>At a glance:</strong></p>
<p><em><strong>Engine: </strong>Custom</em></p>
<p><em><strong>Favorite inspiration: </strong>demoscene,<strong> </strong>The Dig, Star Control II, Stockhausen, Varese, Morton Subotnick, Ussachevsky</em></p>
<p><em><strong>Special acheivements: </strong>hiding loop points, creating a seamless acoustic descent, tapping into your subconscious</em></p>
<p> <object width="580" height="469"><param name="movie" value="http://www.youtube.com/v/eYdeYIqNStY&amp;hl=en&amp;fs=1&amp;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/eYdeYIqNStY&amp;hl=en&amp;fs=1&amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="469"></embed></object><span id="more-7447"></span>
<p><strong>Peter: Let’s talk about the game mechanic. Some of it feels familiar – this descent through a cylindrical pipe – but there’s something quirky and unique about your take on it. How did you settle on the interaction mechanic?</strong></p>
<p><strong>Iikka:</strong> This was quite literally the first thing I programmed for Brainpipe. We were trying to come up with a new &quot;short&quot; game after putting another larger project on the back burner because we didn&#8217;t have enough free time to work on it. Within a few hours I had the basic control scheme and the moving pipe running on the screen. This is similar to how some of our other short games (<em><a href="http://www.manifestogames.com/plasmaworm">Plasmaworm</a></em>, <em><a href="http://www.digital-eel.com/organism/">Dr. Blob&#8217;s Organism</a></em>) got started; the first prototype is something you can play with. After that there were tweaks of course, but the feel stayed much the same.</p>
<p><strong>Rich: </strong>Everybody likes the &quot;wormhole effect&quot; you see in space shows and movies, and we do, too, so we wanted to do something like that.&#160; Iikka got the pipe happening and we began to play with it as a prototype. Originally, we just wanted the player to fly down the pipe having a kind of zen experience as the speed slowly increased, and that&#8217;s all.&#160; Not much of game there, though.</p>
<p>We were talking about music right away and how the sound, the intensity of the patterns and colors on the pipe walls, and the speed of traveling through the pipe should all work together. [We wanted] a kind of triple whammy to suck the player in deeper and deeper &#8212; a strong, cumulative effect.</p>
<p>We did add obstacles and specials, things to scoop up, and plenty of things to avoid that look pretty but are lethal.&#160; But the blend of music, color and pattern complexity, and speed remained as we&#8217;d originally intended &#8212; this began very early on in the game&#8217;s development.</p>
<p>Making sure each obstacle has a sustained sound so you can hear it coming in the distance in front of you and then hear it pass by and recede with Doppler shift certainly adds to the audio illusion.    <br />I think the kicker is the way the intensity ramps in the game.&#160; It&#8217;s sort of like a rising sawtooth waveform-shaped thing.&#160; During each level, the intensity, the speed increases, Then, between each level, the intensity drops to give you a breather before the next level begins.&#160; Each time the intensity drops, it is still at a higher intensity level than during the previous level break, and all of this ramps upward.</p>
<p>It kind of coaxes you along.&#160; You might not realize that you&#8217;re actually moving faster and faster each level for a few levels.&#160; It&#8217;s a good training system.&#160; Eventually you&#8217;ll get it as the game approaches its highest intensity levels and speeds.&#160; Anyway, I still think it&#8217;s really cool.</p>
<p><a href="http://createdigitalmusic.com/images/2009/09/brainpipe_pink.jpg" rel="lightbox"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="brainpipe_pink" border="0" alt="brainpipe_pink" src="http://createdigitalmusic.com/images/2009/09/brainpipe_pink_thumb.jpg" width="539" height="404" /></a> </p>
<p><strong>The sensation of synesthesia is something a handful of game designers have tried to achieve. What are some of the games that have inspired you? Are there games you feel have reached that fusion of sound and visuals?</strong></p>
<p><strong>Iikka</strong>:&#160; My personal influence is the &quot;demoscene&quot; that I was a part of when I was younger; it&#8217;s a subculture of programmers and artists using computers to create non-interactive but real time audio-visual experiences.</p>
<p><strong>Rich:</strong>&#160; For me, LucasArts&#8217; adventure game, <em><a href="http://dig.mixnmojo.com/">The Dig</a></em>, with its seamless looping of various Wagner themes and so on. The music would morph as scenes changed.&#160; It was an amazing piece of work.&#160; </p>
<p>The music from <em><a href="http://en.wikipedia.org/wiki/Star_Control_II">Star Control II</a></em> innovated with music and visuals, and it directly inspired the music for <em><a href="http://www.digital-eel.com/sais/">Strange Adventures in Infinite Space</a></em> and <em><a href="http://www.digital-eel.com/weird/">Weird Worlds: Return to Infinite Space</a></em>.&#160; The idea that each alien race should have their own theme music came from there (though this kind of thing is less unusual now than it was when SC2 was originally released), as did the idea to attach separate and distinctly different music to each thing, category of thing, item, window, pop up announcement &#8211;every action in the game and every flick of the interface … like a toddler’s &quot;busy box&quot; of sound. </p>
<p>Back to <em>Brainpipe</em>, other areas of music outside of games inspired us as well.&#160; Aleatoric, <em>musique concrete</em>, avant garde &#8212; stuff Bill just naturally creates and stuff I&#8217;ve always loved since I was a kid. [I checked] out the LP&#8217;s at the library by Stockhausen, Varese, Morton Subotnick, Ussachevsky, all these wonderful pre-synthsizer electronic sound and found sound composers. And the records were awesome because they were always in pristine condition &#8212; relatively few others ever checked them out.</p>
<p>[It’s] mindblowing stuff to listen to while you&#8217;re listening to Steppenwolf on your Japanese transistor radio and playing John Phillips Sousa in your Junior High band.&#160; Liberating.&#160; Of course this stuff scares some people and some people react to it negatively &#8211;all strongly&#8211; but if you listen to it, put together by someone who pays attention to details while intuitively knowing what they&#8217;re doing, you can hear the music in the sighing of pond reeds, or on the heavy end, the music within industrial clamor and the beauty in the beast.</p>
<p>That seemed perfect for <em>Brainpipe </em>which really demanded a whole different musical approach and completely different kinds of music produced in ways that are not normal &#8212; not typical at all.</p>
<p><strong>I love that you talk about sound being integral with the design process. Even for a musician, though, thinking in more than one medium can be a challenge. How do you approach this in terms of design; how do you make it part of the process in practice?</strong></p>
<p><strong>Rich</strong>:&#160; When we make a game, music and sound are in right away.&#160; From the first couple of hours, the basic prototype is on the screen, so they began to shape the sonic style of the game immediately.</p>
<p>Because sound and music are growing up at the same time as the art and programming is, all these elements influence each other pretty equally, so you don&#8217;t get music and sound that sound &quot;separate&quot; or tacked-on.&#160; You get sound you can&#8217;t turn off, and you don&#8217;t want to, because it&#8217;s actually part of the game.</p>
<p>Sounds can also influence and inspire and change things.&#160; You might be after a certain sound effect, but then you stumble across something else that&#8217;s much cooler, so the animation of a visual effect is changed to match the sound.</p>
<p><a href="http://createdigitalmusic.com/images/2009/09/brainpipe_title.jpg" rel="lightbox"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="brainpipe_title" border="0" alt="brainpipe_title" src="http://createdigitalmusic.com/images/2009/09/brainpipe_title_thumb.jpg" width="539" height="404" /></a> </p>
<p><strong>What was the compositional process like on this game? The sound design / sound score clearly fuse &#8211; with these recurrent &quot;whooshing&quot; sounds as an added layer. How were these assembled?</strong></p>
<p><strong>Rich</strong>:&#160; Basically what you&#8217;re hearing is a series of loops.&#160; Most of them are 16-second loops. </p>
<p>I knew right away that &quot;music&quot; with beats wasn&#8217;t the way to go.&#160; The music had to create a soundscape, something that supports a mindscape, really &#8212; pun intended &#8212; rather than making you want to tap your foot.&#160; It had to smoothly transition just as the &quot;art&quot; on the pipe wall and the speed of traveling through the pipe smoothly transition in the game.</p>
<p>I also knew that the music had to have a kind of primal power and evoke a sense of mystery about what is supposed to be going on and what is being revealed.&#160; Bill was very much into this too.</p>
<p>At the same time, we wanted it to reflect the random thoughts floating through and bouncing around inside your brain.&#160; One of the best ways to accomplish this was to leave conventional music behind, which is what Bill and I ended up doing.</p>
<p>It was important that the loops be seamless.&#160; If you&#8217;re working with beats and grooves, that&#8217;s a very easy thing to do &#8212; it starts on one and ends on four.&#160; You simply loop that, attaching the end to the beginning and it sounds fine because, for the most part, that&#8217;s how a bass/drums/guitar combo plays.</p>
<p>On top of that I knew we needed loops that didn&#8217;t sound like loops.&#160; Loops gamers wouldn&#8217;t notice were loops, with no obvious &quot;breaks&quot; where the end of a loop would be obviously attached to the beginning, or the beginning of another.&#160; The loops had to have no beginning or end!</p>
<p>The sources for the loops were varied. There are very successful loops in the game that are extremely simple, comprised of only two or three tracks or elements.&#160; [But] some of them are monsters mapping out to 32 tracks or more.&#160; Again, the idea was to create loops that don&#8217;t sound like loops with a range that would reach an orchestral level of density.</p>
<p>Finally, the soundtrack loops had to blend seamlessly with each other while increasing in intensity. One way to do this, of course, is to cross fade them, but that wasn&#8217;t going to be enough. The intensity and the components of each loop needed to be gauged so a dramatic and appropriate intensity ramp was reached.&#160; I think we came very close to nailing it, but I want to keep experimenting with this.&#160; We can go farther now, having only scratched the surface.</p>
<p><a href="http://createdigitalmusic.com/images/2009/09/brainpipe_threading.jpg" rel="lightbox"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="brainpipe_threading" border="0" alt="brainpipe_threading" src="http://createdigitalmusic.com/images/2009/09/brainpipe_threading_thumb.jpg" width="539" height="404" /></a> </p>
<p><strong>Can you talk about some of the found sounds that are collaged into the result? (I&#8217;m hearing the TARDIS materializing&#8230;)</strong></p>
<p><strong>Rich</strong>:&#160; I don&#8217;t want to spoil the magic trick but, like most who do music and audio, I collect sounds from all kinds of sources.&#160; I&#8217;ve been doing it for a long time, so if you listen carefully you&#8217;ll hear things from old TV shows, records, radio shows, interviews, sound effects records, and God knows what else folded in there.&#160; </p>
<p>The soundtrack is meant to represent the background music of your own brain so references to &quot;real life&quot; should resonate &#8211;especially, we hoped, on an unconscious level.</p>
<p>I don&#8217;t want to list all the sources &#8212; some of them are in the credits &#8211;&#160; because what is going on is also a sound trivia game.&#160; It&#8217;s the Mystery Science Theater of game music, but the gamer is provoked to make guesses and speculate.</p>
<p><strong>You noted that part of why you embarked on building your own sound engine was that <a href="http://connect.creativelabs.com/openal/default.aspx">OpenAL</a> [a standard, open, cross-platform API for spatial audio] wound up being inadequate. What were some of the obstacles you encountered? Have you found other independent game creators dealing with the same issues?</strong></p>
<p><strong>Iikka</strong>:&#160; We had to switch away from OpenAL because it made repeating clicking sounds on common integrated audio hardware. The lack of features is not terribly important, as you can always just use OpenAL as the output channel for your own sound mixing system. My sound code would be perfectly happy living on top of OpenAL if it was universally supported.</p>
<p>Sound is a rather underappreciated and underdeveloped area in games. To many game developers, especially smaller ones, it&#8217;s enough that it &quot;makes a sound when something happens&quot;. The focus of development is very much on the visuals.</p>
<p><strong>It seems like game audio lacks a functioning standard. OpenAL is promising but lacks some of the maturity of, say, the OpenGL API which game visuals can use. What’s your take on the landscape? Is there hope that a new standard or engine could address these issues, and result perhaps in better sound and music design in games?</strong></p>
<p><strong>Iikka</strong>:&#160; I think it&#8217;s possible that OpenAL will mature to a point that it will work reliably on all common hardware some day, and at least form a standard foundation for people to base their sound engines on so they won&#8217;t need to learn a new API for each operating system they support.</p>
<p>As for workflow and design, I don&#8217;t view these as dependent on what is under the hood; they are the result of the mindset among the team members. Certainly one could imagine development tools that allow an audio artist to work more directly with the game, but a good first step is just making sure that everybody involved in the project is involved in designing the work flow.</p>
<p><a href="http://www.flickr.com/photos/nixiepixel/3425326329/"><img src="http://farm4.static.flickr.com/3358/3425326329_e0fc139d6a.jpg" /></a></p>
<p><a href="http://www.flickr.com/photos/nixiepixel/3425323991/"><img src="http://farm4.static.flickr.com/3384/3425323991_af9ccf7649.jpg" /></a></p>
<div class="imgcaption">Brainpipe wins IGF’s Excellence in Audio this spring. Photo (<a href="http://creativecommons.org/licenses/by-nc-nd/2.0/deed.en">CC</a>) <a href="http://www.flickr.com/people/nixiepixel/">nixiepixel</a>.</div>
<p><strong>Can you describe your custom sound engine? What functionality did you find you wanted to build into it? What would you want to put in the next iteration?</strong></p>
<p><strong>Iikka</strong>: I call it &quot;eelmix&quot;. It&#8217;s a modular sound system in which sound sources, filters and mixers are arranged in a tree structure, like a scene graph of sorts. It&#8217;s analogous to musical instruments wired together, eventually converging to a master output to speakers.</p>
<p>The main goal was the modularity, the system makes it easy to make a &quot;box&quot; that takes a sound output (from any source), mangles it in some interesting way, and then feeds it to where it was originally going, without modifying either the source or the destination. We haven&#8217;t really used the full capabilities of this yet but the modular system is also useful for things like separating UI (&quot;2d&quot;) sounds from the game (&quot;3d&quot;) sounds that makes balancing them easier. And it eliminates the need to conform to some preset number of &quot;channels&quot;.</p>
<p>There are other lesser goals, like eliminating clipping by using 32-bit precision internally and simulating a non-linear response curve when rendering the final output. This is a very simple and useful bit of code that really improves sound quality when there&#8217;s tons of sounds being played.    <br />Going into the future, what&#8217;s left is mostly just filling in some blanks like including basic prefab filters, making sure that every kind of sound source can use every kind of sound sample, that sort of stuff.</p>
<p><strong>Indie games it seems, like larger games, have struggled a bit on sound and music &#8211; perhaps because of the lack of better tools. But what are some smaller, experimental, or independent titles you feel have done good things with their soundtracks?</strong></p>
<p><strong>Rich</strong>:&#160; A couple of indie games have had sound and music that was really special, I thought.&#160; I loved the music from <em>Saints &amp; Sinners Bowling </em>a few years ago.&#160; Just great stuff that nestled right in there so you didn&#8217;t want to turn off, and that&#8217;s the true test.</p>
<p><em><a href="http://store.steampowered.com/app/29130/">Musaic Box</a> </em>which I encountered at this year&#8217;s IGF [<a href="http://www.igf.com/">Independent Games Festival</a>] uses conventional music ingeniously.&#160; You solve musical puzzles by ear, assembling melodies to reach certain goals. I think music is actually more integral to this game than it is in <em>Brainpipe </em>because it&#8217;s directly a part of gameplay.&#160; You couldn&#8217;t play Musaic Box without it.</p>
<p><em><a href="http://www.jenovachen.com/flowingames/flowing.htm">Flow</a> </em>stood out to me for doing something really quite gentle and tasteful and, well, flowy &#8212; even the soundtrack lived up to the game&#8217;s name.&#160; That&#8217;s important I think, and that gets back to some of the things I&#8217;ve already said here.</p>
<h3>Sounds to Hear</h3>
<p>To head deeper into the strange sonic world the Digital Eels inhabit, Rich sent along some additional sonic resources:</p>
<blockquote><p>Weird Worlds stuff      <br /><a href="http://www.digital-eel.com/files/vault/the_single.mp3">http://www.digital-eel.com/files/vault/the_single.mp3</a>       <br /><a href="http://www.digital-eel.com/files/vault/mfbtpv2_320Kbps.mp3">http://www.digital-eel.com/files/vault/mfbtpv2_320Kbps.mp3</a></p>
<p>Misc. stuff from different games old &amp; new:      <br /><a href="http://www.digital-eel.com/files/voidprobe.mp3">http://www.digital-eel.com/files/voidprobe.mp3</a>       <br /><a href="http://www.digital-eel.com/files/vault/blok.mp3">http://www.digital-eel.com/files/vault/blok.mp3</a>       <br /><a href="http://www.digital-eel.com/files/vault/drblob.mp3">http://www.digital-eel.com/files/vault/drblob.mp3</a>       <br /><a href="http://www.digital-eel.com/files/vault/forest.mp3">http://www.digital-eel.com/files/vault/forest.mp3</a>       <br /><a href="http://www.digital-eel.com/files/vault/plasmaworm.mp3">http://www.digital-eel.com/files/vault/plasmaworm.mp3</a>       <br /><a href="http://www.digital-eel.com/files/vault/haircut.mp3">http://www.digital-eel.com/files/vault/haircut.mp3</a></p>
<p>An interview (Omaha Sternberg interviewing Bill, &quot;Phosphorous&quot;) with a couple snippets of Brainpipe music in it:      <br /><a href="http://www.digital-eel.com/files/omahaphos_intermix1_160.mp3">http://www.digital-eel.com/files/omahaphos_intermix1_160.mp3</a></p>
</blockquote>
<p>Enjoy. The game is really unusual, so I look forward to hearing what CDM readers think of the experience. And if you have other games (or other interactive experiences) about which you’d like to learn more or get an interview, let us know.</p>
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		<title>Advanced Ableton Live Tutorial: Modular-Style Unlinked Envelopes, Effects</title>
		<link>http://createdigitalmusic.com/2009/09/10/advanced-ableton-live-tutorial-modular-style-unlinked-envelopes-effects/</link>
		<comments>http://createdigitalmusic.com/2009/09/10/advanced-ableton-live-tutorial-modular-style-unlinked-envelopes-effects/#comments</comments>
		<pubDate>Thu, 10 Sep 2009 18:04:49 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<description><![CDATA[iproducer #4 &#8211; Unlink and Conquer + Bonus from Gustavo Bravetti on Vimeo.
Exclusive to CDM (and Vimeo), Live guru Gustavo Bravetti offers a deep tutorial in sound creation in Ableton using &#8220;unlinked envelopes.&#8221; He assembles quasi-modular routings of effects into one another to create some unusual sounds. I think there are some inspiring techniques here, [...]]]></description>
			<content:encoded><![CDATA[<p><object width="580" height="326"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=5962875&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=1&amp;color=CC0000&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=5962875&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=1&amp;color=CC0000&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="580" height="326"></embed></object>
<p><a href="http://vimeo.com/5962875">iproducer #4 &#8211; Unlink and Conquer + Bonus</a> from <a href="http://vimeo.com/gustavobravetti">Gustavo Bravetti</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
<p>Exclusive to CDM (and Vimeo), Live guru Gustavo Bravetti offers a deep tutorial in sound creation in Ableton using &#8220;unlinked envelopes.&#8221; He assembles quasi-modular routings of effects into one another to create some unusual sounds. I think there are some inspiring techniques here, even beyond Ableton Live &#8211; I&#8217;d watch it even if I weren&#8217;t a Live user.</p>
<p>Gustavo writes:</p>
<blockquote><p>&#8220;This workshop demo video is about using Live’s unique clip unlinked envelopes and Ableton’s effects to easily create elaborated sequenced sounds as well as a “how to” create a bass, a tuned bass drum, a clap and hi hats.&#8221;</p></blockquote>
<p>So, what&#8217;s the beauty of the &#8220;unlinked envelope&#8221;? By separating the envelope length from the length of a sample, you can take a sample of one length and modulate it in time independently with an envelope of a different length. A short sample can warp in a longer block of time for more variety &#8211; a 1/16th note sample, for instance, transformed over a bar or two. Add the ability to route the envelope into effect modulation, and you can start to think extreme sonic freakiness. Here, that serves Gustavo&#8217;s own electronic palette, but it could suit a variety of musical aims.<span id="more-7420"></span></p>
<p>You can also go the opposite direction: you could take a long sample and modulate it with a short envelope. For instance, you could select a 30-second oscillating texture, and apply a very short envelope, like a single sixteenth-note peak, in order to create an evolving high hat.</p>
<p>You can think of the unlinked envelope as a modulation source for a variety of sonic targets. It could be a short sample, a chain of effects, or a synth. Here, Gustavo sticks to built-in Live devices, but you could easily add your own plug-ins of choice &#8211; especially now that Live has added the ability to more easily choose which third-party plug-in parameters you wish to target.</p>
<p>Part of why I say this is about more than just Live is that you can begin to see how thinking in envelopes can make your musical content more dynamic, a technique you can apply to any environment that allows this sort of routing. It certainly illustrates the power of Live in a way that I think a lot of people miss.</p>
<p>To <a href="http://vimeo.com/5962875">watch the full HD version</a>, head to Gustavo&#8217;s Vimeo account.</p>
<p>I&#8217;m going to be organizing a compendium of our best Live tutorials soon; if you have external tutorials you&#8217;d like us to link up, let us know.</p>
<p>Previous Gustavo-fueled mayhem:<br />
<a href="http://createdigitalmusic.com/2008/05/10/weekend-inspiration-ableton-live-follow-actions-dummy-clips-making-snares/">Ableton Live Follow Actions, Dummy Clips, Making Snares</a><br />
<a href="http://createdigitalmusic.com/2008/03/26/ableton-live-tutorials-diy-808-idm-101-gustavo-strikes-again/">DIY 808, IDM 101</a><br />
<a href="http://createdigitalmusic.com/2008/02/05/gustavo-bravetti-show-us-how-to-glitch-out-ableton-live/">Gustavo Bravetti Show Us How To Glitch out Ableton Live</a><br />
<a href="http://createdigitalmusic.com/2009/01/30/hexagonal-sequencer-with-vvvv-midi-ableton-and-soon-wii-camera-input/">Hexagonal Sequencer with vvvv, MIDI, Ableton, and Soon Wii, Camera Input</a><br />
<a href="Live + FM8 = Drum Kit Love: Free FM8 Drum Kit Download">Live + FM8 = Drum Kit Love: Free FM8 Drum Kit Download</a></p>
]]></content:encoded>
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		<slash:comments>27</slash:comments>
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		<title>V-Synth GT, the Sound Designer&#8217;s Synth, Keeps Getting Better with Age</title>
		<link>http://createdigitalmusic.com/2009/08/24/v-synth-gt-the-sound-designers-synth-keeps-getting-better-with-age/</link>
		<comments>http://createdigitalmusic.com/2009/08/24/v-synth-gt-the-sound-designers-synth-keeps-getting-better-with-age/#comments</comments>
		<pubDate>Mon, 24 Aug 2009 15:53:43 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Features]]></category>
		<category><![CDATA[gear-lust]]></category>
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		<category><![CDATA[Roland]]></category>
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		<category><![CDATA[v-synth]]></category>
		<category><![CDATA[v-synth-gt]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.com/2009/08/24/v-synth-gt-the-sound-designers-synth-keeps-getting-better-with-age/</guid>
		<description><![CDATA[Photo (CC) Andez Ali / Andez Flamenco.
It’s hard out there for a hardware synth. There are all these new-fangled soft synths, capable of producing radical sounds via easy-to-navigate on-screen interfaces. I have a very very short mental list of hardware synths that still matter to me for one reason or another – and the Roland [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.flickr.com/photos/andezflamenco/3334088031/"><img src="http://farm4.static.flickr.com/3626/3334088031_99e10f8065.jpg" /></a></p>
<div class="imgcaption">Photo (<a href="http://creativecommons.org/licenses/by-nc-sa/2.0/deed.en">CC</a>) <a href="http://www.flickr.com/people/andezflamenco/">Andez Ali / Andez Flamenco</a>.</div>
<p>It’s hard out there for a hardware synth. There are all these new-fangled soft synths, capable of producing radical sounds via easy-to-navigate on-screen interfaces. I have a very very short mental list of hardware synths that still matter to me for one reason or another – and the Roland V-Synth GT is one that keeps coming back. I had access to one temporarily for a review. It was like temporarily adopting a puppy. You try not to get too close to the thing, as you know you can’t keep it. The V-Synth is likely out of the budget of a lot of readers of this site, but it’s worth just knowing it’s there, and why it has become so beloved by sound design aficionados.</p>
<p>The V-Synth GT, itself a big upgrade from the original V-Synth, had a major software upgrade this summer that flew under a lot of people’s radar. But now as the days are getting shorter again and people are starting to think sound design, I hope we can give the V-Synth GT some attention as an instrument. It has inspired me even in my software work, just to see the perspective of the engineers at Roland and how the device is programmed.</p>
<p>First, a few notes about what the V-Synth GT is about – something I’m sure you’d like explained, given its US$3000 street price.</p>
<p><a href="http://www.flickr.com/photos/andezflamenco/3620658291/"><img src="http://farm4.static.flickr.com/3339/3620658291_395ac8dbe8.jpg" /></a></p>
<div class="imgcaption">Photo (<a href="http://creativecommons.org/licenses/by-nc-sa/2.0/deed.en">CC</a>) <a href="http://www.flickr.com/people/andezflamenco/">Andez Ali / Andez Flamenco</a>.</div>
<p>The experience of using the V-Synth is really different from a lot of the synths out there. You don’t get this sense of the excess of some of the workstations, the stuff you don’t need. You just get a whole bunch of toys for sound design, which combine in unusual ways that feel really playable but can also be warped to produce far-out results:</p>
<p> <span id="more-7108"></span>
</p>
<ul>
<li>Its <strong>AP “Articulative Phrase” synthesis</strong> method is really unusual, mimicing the organic qualities of how instruments respond in attack, note transition, and tuning. That’s fascinating enough, but the ability to get at some of these AP principles and create hybrid instruments is what makes the GT worth using. </li>
<li>The <strong>COSM models </strong>of favorite vintage Roland gear are decent enough on their own, but the ability to combine them in semi-modular routings helps the GT shine. </li>
<li>You can <strong>manipulate audio </strong>on the device in some unique ways, with real-time pitch and tempo stretching of loops and phrases, which can then be resampled. Okay, sure, your copy of Ableton Live can do this, but the experience of doing it on hardware – alongside the other V-Synth synthesis features – is unique. </li>
<li>It <strong>samples external sources</strong>, which you can edit on the touchscreen, and <strong>routes external audio through onboard effects</strong>, including the <strong>Vocal Designer</strong> vocoder / voice modeler. </li>
<li>It has <strong>lots of control</strong>, from the easy-to-navigate color screen to D-Beam controller and the signature X/Y pad. </li>
</ul>
<p>In other words, it’s really a Roland synth studio in a box. My <a href="http://www.keyboardmag.com/article/roland-v-synth/sep-07/31280">2007 review for <em>Keyboard Magazine</em></a> explains what all of this is like in practice. </p>
<p>From the software perspective, the V-Synth embodies a lot of what I admire about Roland. “Articulative Phrase” synthesis really <em>isn’t</em> a synthesis method in the conventional sense – it’s fair to say it’s a collection of tricks they’ve developed for making their instruments sound good. But coming from the hardware background, working in extreme memory constraints we no longer consider on computers, they’ve had to use tremendous economy with their sound designs. And rather than focusing on a “press a button” approach to sound, they’ve really built responsiveness and change into all of the onboard controllers, something that software sound programmers could, frankly, use.</p>
<p>So, that’s the V-Synth GT as released. But the V-Synth has gotten some significant updates, including 64-bit drivers for Windows and, most importantly, a massive 2.0 OS update.</p>
<h3>2.0: More Sounds, More Sampling, More Sound Design</h3>
<ul>
<li><strong>Import WAV and AIFF directly</strong> from USB key, making this more useful as a sample manipulator </li>
<li><strong>More sounds: </strong>Two new sound sets, new patches combining the V-Synth’s various sound shaping abilities, and a third sound set that’s a collection of vintage analog synths from various makers – including the entire Roland back catalog </li>
<li><strong>More sound design options: </strong>new arpeggiation styles, new step modulator templates, and effects ported from the Fantom G </li>
</ul>
<p>Demo video from Roland, <a href="http://www.synthtopia.com/content/2009/01/16/roland-v-synth-gt-version-20-quick-preview/">via Synthtopia</a>:</p>
<p><object width="580" height="352"><param name="movie" value="http://www.youtube.com/v/E-QjkCGjaNY&amp;hl=en&amp;fs=1&amp;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/E-QjkCGjaNY&amp;hl=en&amp;fs=1&amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="352"></embed></object></p>
<h3>Who’s Using It</h3>
<p>I recently spoke to Roland’s Dan Krisher about the V-Synth. His thoughts:</p>
<blockquote><p>There are many uses for the V-Synth GT, but the V-Synth GT has been exceptionally embraced by the sound design community.&#160; For example, Richard Devine creates sample libraries, from drum loops to intricate soundscapes, and the V-Synth GT is one of his main tools.&#160; The way the menus are built, it is very easy to get started making unique sounds right away.&#160; Players aren&#8217;t limited to the sounds inside the V-Synth GT either&#8212;any instrument can be plugged directly into the V-Synth GT.&#160; The instrument&#8217;s signal can be run through the GT&#8217;s synth AND effects engines.</p>
<p>Another popular use for the V-Synth GT is for people who are just looking for a huge-sounding synth to play live.&#160; There are a wealth of real-time controllers such as the D-Beam and front-panel knobs, that allow you to tweak sound in real time.&#160; The Vocal designer allows players to add to a vocal performance with harmonies on a whole different level than was possible before.</p>
</blockquote>
<p>Now, of course, this is the usual spiel you get from hardware makers, but this is one of the cases in which my anecdotal experience with users backs up what he’s saying.</p>
<p>Dan also said that the 2.0 update really grew out of user feedback, which makes sense. The V-Synth GT doesn’t get as much attention as a lot of other synths out there – even Roland themselves tend to focus more on their Fantom and JUNO &#8211; but the V-Synth’s user base, both users of the original and the GT, is really fiercely loyal.</p>
<p><a href="http://www.flickr.com/photos/andezflamenco/3789418905/"><img src="http://farm3.static.flickr.com/2675/3789418905_35650892a2.jpg" /></a></p>
<div class="imgcaption">Photo (<a href="http://creativecommons.org/licenses/by-nc-sa/2.0/deed.en">CC</a>) <a href="http://www.flickr.com/people/andezflamenco/">Andez Ali / Andez Flamenco</a>.</div>
<h3>V-Synth GT Videos</h3>
<p>There are some really quite amusing videos of the V-Synth GT out there. Now, don’t <em>necessarily </em>judge the sound of the synth from all of these videos – I was able to push it in ways that didn’t sound like conventional Roland synth sounds, too. (And no, I don’t know why some marketing videos – not the ones I’m listing here, but you know who you are – have to be so cheezy.)</p>
<p><strong>Updated: </strong>To really get a sense of the extraordinary sounds that can come out of the V-Synth series, you need to watch the 2003 debut video of the original V-Synth at NAMM. Six years later, nothing in hardware has touched this. And keep in mind, the GT has added a lot of sonic tools that the original didn’t have, so imagine this going even further. (Thanks to James Y for finding this, and Roland, <em>please</em> let’s see more videos like this!)</p>
<p>Is there a word for ear-dropping? (And this is YouTube audio quality&#8230;)</p>
<p><object width="580" height="469"><param name="movie" value="http://www.youtube.com/v/VFKa3XpezNs&amp;hl=en&amp;fs=1&amp;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/VFKa3XpezNs&amp;hl=en&amp;fs=1&amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="469"></embed></object></p>
<p>Tatsuya Nishiwaki, hilariously, confesses he can’t resist turning the V-Synth into an electric guitar as he does other synths, and then parties like it’s 1989. That name will be familiar to fans of Japanese music – he’s a major keyboard player in Japan, along with working with some big names here Stateside, after starting as a founding member of the band PAZZ. (More videos, <a href="http://www.roland.com/demos/en/i0025/index.html">direct from Roland</a>.)</p>
<p><object width="580" height="469"><param name="movie" value="http://www.youtube.com/v/YXy3-Ni-M5Y&amp;hl=en&amp;fs=1&amp;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/YXy3-Ni-M5Y&amp;hl=en&amp;fs=1&amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="469"></embed></object></p>
<p>The best place to get a sense of the V-Synth GT in action is to watch Jordan Rudess playing it:</p>
<p><a href="http://www.roland.com/demos/en/i0008/index.html">Jordan Rudess V-Synth GT Demos, Roland Video Library</a></p>
<p>Rudess is a tremendously skilled player, but there is a certain conventional sound to Roland keyboards here and, perhaps even more so, in the other demos. You’ll just have to take my word for it that if you <em>abuse </em>some combinations of sounds, you can take the V-Synth in another direction. Here’s what the interface looks like, <a href="http://www.synthtopia.com/content/2009/05/26/roland-v-synth-gt-sound-design-tutorial/">again via Synthtopia</a>. Now just imagine turning knobs past the places you’re supposed to, and routing things wrong!</p>
<p><object width="580" height="469"><param name="movie" value="http://www.youtube.com/v/6NkF8i1ve-c&amp;hl=en&amp;fs=1&amp;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/6NkF8i1ve-c&amp;hl=en&amp;fs=1&amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="469"></embed></object></p>
<p>And, because we can laugh at what we love, one comic strip, drawn for the awesome blog <a href="http://www.wiretotheear.com/">Wire to the Ear</a> by the site’s creator, Oliver Chesler:</p>
<p><a href="http://www.flickr.com/photos/thingstocomerecords/2716753046/"><img src="http://farm4.static.flickr.com/3218/2716753046_201f65f8b4.jpg" /></a></p>
<p>Funny and true – but only if you’re just trying to sound like a Jupiter-8. The nice thing about the V-Synth is that it really can sound unlike anything else, once properly pushed out of its comfortable preset zone to its extremes.</p>
<h3>V-Synth GT Users?</h3>
<p>One V-Synth user talks about the synth’s ability to produce “wild sounds” and demonstrates <a href="http://www.youtube.com/watch?v=BFS_0JvsC8E&amp;feature=related">some of his own creations on YouTube</a>. He concludes – news to me – that “I do not understan why owners are selling them for $800.”</p>
<p>Umm… Actually, yeah. The V-Synth is really, really awful. You don’t want it. You want to sell it to me for $800, or even less. (Maybe these are users of the original upgrading to the GT, so desperate to get the new model they’re unloading the original dirt cheap?)</p>
<p>I really can imagine the V-Synth GT as a desert island hardware synth. I’m curious to hear from users of either the V-Synth or V-Synth GT. Got sound design techniques you’ve discovered? Raves – or rants &#8211; you’d like to pass along to Roland?</p>
<p>Let us know.</p>
<p>And yeah, I know – now that I’ve done this, we need someone to write a love ode to Kyma.</p>
<p><a href="http://www.rolandus.com/products/productdetails.php?ProductId=847">V-Synth GT</a> [warning – Roland annoyingly makes their websites make lots of noise without asking]</p>
<p><a href="http://www.rolandus.com/support/downloads_updates/eula.php?FileName=V_Synth_GT_Ver_200.zip">2.0 Update Download</a></p>
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		<title>MetaSynth 5 is Here: Graphical Sound-as-Painting Tool, Overhauled</title>
		<link>http://createdigitalmusic.com/2009/08/13/metasynth-5-is-here-graphical-sound-as-painting-tool-overhauled/</link>
		<comments>http://createdigitalmusic.com/2009/08/13/metasynth-5-is-here-graphical-sound-as-painting-tool-overhauled/#comments</comments>
		<pubDate>Fri, 14 Aug 2009 00:47:09 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[alternative-interfaces]]></category>
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		<guid isPermaLink="false">http://createdigitalmusic.com/?p=6953</guid>
		<description><![CDATA[A refresh for an old friend. Click through for full-sized image.
MetaSynth has long been something special, a rare tool beloved by sound designers and fans of unusual software for music. The creation of software designer Eric Wenger, creator of the 3D modeling tool Bryce, expressed his unique vision of how computer design could work for [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://createdigitalmusic.com/images/2009/08/metasynth5.jpg"><img src="http://createdigitalmusic.com/images/2009/08/metasynth5_t.jpg" alt="metasynth5_t" title="metasynth5_t" width="580" height="439" class="alignright size-full wp-image-6957" /></a></p>
<div class="imgcaption">A refresh for an old friend. Click through for full-sized image.</div>
<p>MetaSynth has long been something special, a rare tool beloved by sound designers and fans of unusual software for music. The creation of software designer Eric Wenger, creator of the 3D modeling tool Bryce, expressed his unique vision of how computer design could work for sound with interfaces to make synthesis, filtering, and effects more graphical. At the same time, you&#8217;d be forgiven for forgetting MetaSynth, as the independently-developed, Mac-only application has been out of the headlines a long time. Imagine my surprise to see Edward Spiegel&#8217;s announcement today of a new version. </p>
<p>Superficially, MetaSynth 5 looks the previous version, and I&#8217;m sure some people will balk at its US$599 price. But there&#8217;s plenty here that sounds truly promising, so I&#8217;m eager to give it a test drive in the coming days and weeks. And for MetaSynth loyalists, finally getting proper Intel processor support is a welcome, if long-overdue, development.</p>
<p>In MetaSynth 5:</p>
<ul>
<li><strong>Universal Binary, multi-processor enabled</strong> &#8212; good news, as fancier effects do get CPU-intensive.</li>
<li><strong>New synthesis</strong> Phase distortion, Pulse Width Modulation among eleven new synthesis modes for the instrument framework. Parameters can now be controlled with envelopes and velocity, as well.</li>
<li><strong>Improved Image Synth:</strong> 14 new drawing tools and real-time swapping of instruments, tunings, and samples as you play back, plus batch rendering, which should make previewing and rendering much less of a chore.</li>
<li><strong>Convolution in the Effects Room:</strong> Hmmm&#8230; that sounds racy, at least for those of us with a sound design fetish.</li>
<li><strong>Spectrum manipulation:</strong> The Spectrum Synth now lets you select pitch range and adds &#8211; whatever this means, I&#8217;m stoked &#8211; &#8220;Time and Pitch Blur.&#8221;
<li><strong>Big files:</strong> Render arbitrarily long files, and handle bigger files in the Sample Room.</li>
<li><strong>Mixing, file support:</strong> Mix 24 stereo tracks in the Montage Room, which works with their VTrack video montage editor. There&#8217;s also now &#8220;native support of .wav, .caf, .aiff and SoundDesigner audio files at resolutions up to 32-bit floating point and 96 kHz.&#8221;</li>
</ul>
<p>As ever, MetaSynth isn&#8217;t going to be for everyone, and it&#8217;ll be interesting to see how it&#8217;s aging. But as one of the cabinet of secret sauce of computer sound tools, you can bet some folks will be taking notice of this new release.</p>
<p><a href="http://uisoftware.com/MetaSynth/">http://uisoftware.com/MetaSynth/</a> [click the MetaSynth 5 tab for the most relevant new information]</p>
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		<slash:comments>21</slash:comments>
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		<title>Designing Sound: Essential Blog Reading for Sound Designers, Plus Pixar&#8217;s Up</title>
		<link>http://createdigitalmusic.com/2009/06/29/designing-sound-essential-blog-reading-for-sound-designers-plus-pixars-up/</link>
		<comments>http://createdigitalmusic.com/2009/06/29/designing-sound-essential-blog-reading-for-sound-designers-plus-pixars-up/#comments</comments>
		<pubDate>Mon, 29 Jun 2009 11:57:47 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
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		<guid isPermaLink="false">http://createdigitalmusic.com/?p=6330</guid>
		<description><![CDATA[&#8220;UP&#8221; Sound for Film Profile from Michael Coleman on Vimeo.
Miguel Isaza has created a must-read new blog for anyone interested in sound design, and much to our delight has put it on noisepages. He&#8217;s being incredibly prolific with posts, covering creative projects to get your ideas flowing, terrific overviews of leading people in the field [...]]]></description>
			<content:encoded><![CDATA[<p><object width="579" height="326"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=4760151&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=0&amp;show_portrait=0&amp;color=CC0000&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=4760151&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=0&amp;show_portrait=0&amp;color=CC0000&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="579" height="326"></embed></object>
<p><a href="http://vimeo.com/4760151">&#8220;UP&#8221; Sound for Film Profile</a> from <a href="http://vimeo.com/colemanfilm">Michael Coleman</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
<p>Miguel Isaza has created a must-read new blog for anyone interested in sound design, and much to our delight has put it on noisepages. He&#8217;s being incredibly prolific with posts, covering creative projects to get your ideas flowing, terrific overviews of leading people in the field with links to interviews and resources for learning about their work, and tons of links for learning your craft technologically and artistically.</p>
<p><a href="http://designingsound.noisepages.com/">http://designingsound.noisepages.com/</a></p>
<p>Naturally, Pixar figures prominently, with some of the best sound design on the silver screen in recent years. I&#8217;m looking forward to finally seeing UP; Michael Coleman offers the video above. See Miguel&#8217;s site for <a href="http://designingsound.noisepages.com/2009/06/the-music-and-sound-of-pixars-up/">more links and interviews</a> and an overview of the all-star team that did sound for Pixar&#8217;s latest.</p>
<p>Thanks for this great resource, Miguel; I&#8217;ll certainly be reading daily.</p>
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		<title>Ableton Live Sound Design with Field Recordings: 3 Video Tutorials, 3 Downloads</title>
		<link>http://createdigitalmusic.com/2009/06/09/ableton-live-sound-design-with-field-recordings-3-video-tutorials-3-downloads/</link>
		<comments>http://createdigitalmusic.com/2009/06/09/ableton-live-sound-design-with-field-recordings-3-video-tutorials-3-downloads/#comments</comments>
		<pubDate>Tue, 09 Jun 2009 16:56:41 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Ableton-Live]]></category>
		<category><![CDATA[bass]]></category>
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		<category><![CDATA[field-recording]]></category>
		<category><![CDATA[found-sound]]></category>
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		<category><![CDATA[Mac]]></category>
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		<guid isPermaLink="false">http://createdigitalmusic.com/2009/06/09/ableton-live-sound-design-with-field-recordings-3-video-tutorials-3-downloads/</guid>
		<description><![CDATA[Working with sound is, for many of us, the experience that attracted us to working with computers. Field recordings can be the best way to get close to sound – you’re attached to sounds you’ve found in the real world, you’ve experienced and collected, even if you transform them into something very different in production.
Nick [...]]]></description>
			<content:encoded><![CDATA[<p><em>Working with sound is, for many of us, the experience that attracted us to working with computers. Field recordings can be the best way to get close to sound – you’re attached to sounds you’ve found in the real world, you’ve experienced and collected, even if you transform them into something very different in production.</em></p>
<p><em>Nick Maxwell of the excellent </em><a href="http://nickstutorials.com/"><em>Nick’s Tutorials</em></a><em> Ableton Live production site shares some free explorations with us, complete with downloads you can reverse-engineer the instruments and play with the topics the video cover. You can also use these in your own work, royalty-free. </em></p>
<p><em>I really like some of the work here, from a kitchen knife to a found sound bass. Here’s Nick:</em></p>
<p><strong>“Icy Shimmer” Effect</strong></p>
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<p>In this video, I use a few field recordings of a kitchen knife being unsheathed as well as a door closing as the layers for the eventual sound effect.&#160; Basic things like reversing the waveforms, filtering , panning, and retuning are employed.&#160; I also go beyond that into some more interesting stuff like using a grain delay, simple delay, and an autofilter to create a little effects section to further realize the sound.</p>
<p><a href="http://www.nickstutorials.com/FieldSamplingVids/Ice_Shimmer-Download.zip">Download</a></p>
<p> <span id="more-6103"></span>
<p><strong>Two Drums Created From Samples</strong></p>
<p><object width="580" height="469"><param name="movie" value="http://www.youtube.com/v/h3sdlpcV-rM&amp;hl=en&amp;fs=1&amp;rel=0"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/h3sdlpcV-rM&amp;hl=en&amp;fs=1&amp;rel=0" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="469"></embed></object></p>
<p>In this video I use field recordings to create a kick drum as well as a snappy percussion sound. Some of the techniques include pitch and filter enveloping, working with non-zero crossings to create an interesting attack for your drum, layering samples, and more.</p>
<p><a href="http://nickstutorials.com/FieldSamplingVids/Drums-Download.zip">Download</a></p>
<p>“<strong>Jungle-Bass” (2 Parts)</strong></p>
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<p><object width="580" height="469"><param name="movie" value="http://www.youtube.com/v/It-ZGJ5FtYw&amp;hl=en&amp;fs=1&amp;rel=0"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/It-ZGJ5FtYw&amp;hl=en&amp;fs=1&amp;rel=0" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="469"></embed></object></p>
<p>In this video I use field recordings to create a bass patch that might be used in a Jungle or Drum&#8217;n'Bass production. I go over some basic intermodulation between LFO&#8217;s, describe the Saturator effect&#8217;s controls, use the morph parameter to create an interesting filter curve, and more. Additionally, I show two effects that were released with Live 8: The Limiter and the Frequency Shifter.</p>
<p><a href="http://nickstutorials.com/FieldSamplingVids/Jungle_Bass.zip">Download</a></p>
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