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		<title>BBQ Chicken Ambiences, and Ten Other Inspiring Sound Design Stories</title>
		<link>http://createdigitalmusic.com/2010/05/bbq-chicken-ambiences-and-ten-other-sound-designer-inspirations/</link>
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		<pubDate>Mon, 10 May 2010 14:25:45 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<description><![CDATA[Whether your trade in audio is in soundtracks for screens and games, or you&#8217;re just exploring strange, new worlds and seeking out new life and new timbres in your music, the discipline of sound design is as rich and deep as cooking. It&#8217;s something you can do every day. Okay, now just put that &#8220;cooking&#8221; &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2010/05/bbq-chicken-ambiences-and-ten-other-sound-designer-inspirations/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><object width="580" height="349"><param name="movie" value="http://www.youtube.com/v/PuAYMv5tpL8&#038;hl=en_US&#038;fs=1&#038;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/PuAYMv5tpL8&#038;hl=en_US&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="349"></embed></object></p>
<p>Whether your trade in audio is in soundtracks for screens and games, or you&#8217;re just exploring strange, new worlds and seeking out new life and new timbres in your music, the discipline of sound design is as rich and deep as cooking. It&#8217;s something you can do every day.</p>
<p>Okay, now just put that &#8220;cooking&#8221; metaphor out of your mind and steel your stomach. Sound maker and dirt bike rider Jim Stout of Austin (Roland, Sound Ideas, The Hollywood Edge) does some ungodly things with raw barbecue chicken and dog food. For more on Jim Stout, check out the <a href="http://designingsound.org/2010/05/jim-stout-special-exclusive-interview/">exclusive Designing Sound interview</a>, and then <strong>submit your own questions to Jim</strong> <a href="http://designingsound.org/2010/05/your-questions-to-jim-stout/">before the end of the month on the site</a>.</p>
<p>If you haven&#8217;t been following the blog Designing Sound, you&#8217;ve been missing out. After <a href="http://designingsound.org/2010/03/big-news-on-designing-sound-merger-with-filmsound-daily-new-tutorials-sections-and-more/">a merger with Jake Riehle&#8217;s Filmsound Daily</a>, the site has been on fire with interviews, history, and tutorials and techniques. I&#8217;m not normally one for &#8220;top ten&#8221; lists, but this seemed the perfect time to help us catch up: I asked editor Miguel Isaza to assemble ten of his favorite, must-read stories from recent months.</p>
<p>Best of all, the site is producing all-original, free stories from some of the biggest names in the sound design art. It&#8217;s not just a set of links (as I&#8217;m about to do here).</p>
<p>Film and television music has made composers household names, but a lot of sound designers haven&#8217;t gotten the same recognition in wider circles. But some of these names are legends &#8212; a secret that has been too well-kept too long. Here&#8217;s why:</p>
<p><strong>1. Animation.</strong> <a href="http://designingsound.org/2010/03/erik-aadahl-special-animation-sound-design-exclusive-interview/">Erik Aadahl Special: Animation Sound Design</a> (<em>Kung Fu Panda</em>, <em>Monsters vs Aliens</em>, <em>Shrek: Forever After</em>)</p>
<p>Choice quote:</p>
<blockquote><p>&#8220;For <em>Panda</em>, making things musical became our central strategy. This is not new to the Kung Fu genre. Kung Fu films are all about rhythms, beats and hyper-expressive, often musical and tonal sounds. Sound effects editor P.K. Hooker put together a collection of Kung Fu movies, from classics like “Iron Monkey” to newer films like “Hero” and “House of Flying Daggers.” What these films all have in common are intricate rhythms, where punches sound like percussion, most impacts have a WHOOSH leading into them, and the sound effects are often indistinguishable from music.&#8221;</p></blockquote>
<p><img src="http://createdigitalmusic.com/files/2010/05/ericandethan.jpg" alt="" title="ericandethan" width="570" height="422" class="alignnone size-full wp-image-10922" /></p>
<div class="imgcaption">Ethan van der Ryn, Eric Aadahl.</div>
<p><strong>2. Guns. Lots of guns.</strong> <a href="http://designingsound.org/tag/gun-guide/">Chuck Russom Special: Gun Sound Design, Gun Recording Guide</a> (Game sound design, <em>Medal of Honor</em>, <em>Dante&#8217;s Inferno</em>, <em>God of War</em>)</p>
<p>Choice quote:</p>
<blockquote><p>&#8220;Guns are loud. Try to reinforce that in your sound design &#8230; Don’t forget the gun tail/decay. The first few hundred milliseconds of a gunshot have very little character. If you neglect the gun tail, your guns will sound less powerful and they will all sound very similar.&#8221;
</p></blockquote>
<p><span id="more-10910"></span></p>
<p><strong>3. Cars.</strong> <a href="http://designingsound.org/2010/02/charles-deenen-special-car-recording-guide/">Charles Deenen Special: Car Recording Guide</a> (<em>Need for Speed</em>, EA &#8230; and yes, there&#8217;s an internal Car Recording Guidebook at game giant EA, portions of which the folks at Designing Sound have published)</p>
<p>Choice quote:</p>
<blockquote><p>Before booking the car, make sure you like the &#8220;Tone&#8221; and character of the car, especially if the fee involved is high.</p></blockquote>
<p><a href="http://createdigitalmusic.com/files/2010/05/cartest.jpg"><img src="http://createdigitalmusic.com/files/2010/05/cartest.jpg" alt="" title="cartest" width="364" height="196" class="alignnone size-full wp-image-10924" /></a></p>
<p><strong>4. For the mix.</strong> <a href="http://designingsound.org/2010/03/erik-aadahl-special-editing-for-the-mix/">Erik Aadahl Special: Editing for the Mix</a> (<em>Transformers</em> and <em>Transformers: Revenge of the Fallen</em>, <em>Monsters vs. Aliens</em>, <em>Valkyrie</em>)</p>
<p>Choice quote:</p>
<blockquote><p>It’s interesting how in recent years the lines between editing and mixing have become more blurred, to some people’s consternation and others’s joy. But ultimately, it’s all about “how it sounds” and we now have better tools enabling us to bring things closer to the end product much, much earlier than we have in the past.</p></blockquote>
<p><img src="http://createdigitalmusic.com/files/2010/05/gregrussell.jpg" alt="" title="gregrussell" width="570" height="380" class="alignnone size-full wp-image-10925" /></p>
<div class="imgcaption">Greg Russell (Re-Recording Mixer) on Stage for <em>Transformers</em>.</div>
<p>5. <strong>Sound for transformable robots.</strong> <a href="http://designingsound.org/2010/03/erik-aadahl-special-the-sound-design-of-transformers-exclusive-interview/">Erik Aadahl Special: The Sound Design of “Transformers”</a>, including washer/dryers and stove ranges turned into killer robot sounds.</p>
<blockquote><p>Michael [Bay] has said many times that sound is 50% the movie-going-experience. He told a story about Spielberg telling him it was “30%”, and Michael countered, “Well, we have room to negotiate”.</p></blockquote>
<p>6. <strong>Staying healthy.</strong> <a href="http://designingsound.org/2009/12/andrew-lackey-special-surviving-the-crunch-being-healthy-sound-designers/">Andrew Lackey Special: Surviving the Crunch; Being Healthy Sound</a></p>
<blockquote><p>Stress while recording a lion is good. Weeks of stress during a crunch is bad.</p></blockquote>
<p>7. <strong>Physics and game audio</strong>. <a href="http://designingsound.org/index.php?s=Audio+Implementation+Greats+%22Physics+Audio%22">Audio Implementation Greats: Physics Audio</a> with Kate Nelson from Volition (<em>Red Faction Guerrila</em>, <em>Star Wars: The Force Unleashed</em>)</p>
<p>Choice quote:</p>
<blockquote><p>In games we’ve reached the point where the granularity of our physics simulations are inching closer and closer towards a virtual model of reality.</p></blockquote>
<p><img src="http://createdigitalmusic.com/files/2010/05/gamephysics.jpg" alt="" title="gamephysics" width="458" height="262" class="alignnone size-full wp-image-10926" /></p>
<div class="imgcaption">Visualization of a game physics model.</div>
<p>8. <strong>Books.</strong> <a href="http://designingsound.org/index.php?s=sound+design+essentials+books">Essential Books to Read</a></p>
<p>9. <strong>Film sound design legends and dragons.</strong> <a href="http://designingsound.noisepages.com/2010/04/how-to-train-your-dragon-exclusive-interview-with-randy-thom-jonathan-null-and-al-nelson/">“How to Train Your Dragon” – Exclusive Interview with Randy Thom, Jonathan Null and Al Nelson</a></p>
<p>Choice quote (Jonathan Null):</p>
<blockquote><p>I kinda don’t want to jinx it, but I haven’t worked a day since I started at Skywalker Sound in ‘93. Yeah, I come to work and spend my days cutting sound and hanging with my friends whom I am closer with than many of the people in my extended family.</p></blockquote>
<p>And one more choice quote (Randy Thom):</p>
<blockquote><p>Purring is a sound that humans respond to very emotionally. I guess it’s some sort of primitive, brain stem thing that gets passed on through the genes.</p></blockquote>
<p>10. <strong><em>Lord of the Rings</em> design in video.</strong> <a href="http://designingsound.org/2009/12/the-sound-design-of-the-lord-of-the-rings-the-fellowship-of-the-ring-and-the-two-towers/">The Sound Design of “The Lord Of The Rings: The Fellowship of the Ring” and “The Two Towers”</a></p>
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<p><strong>Bonus &#8211; producing a community, Randy Thom on sound for mixing.</strong> One of the weak points of the Internet since its early days has been the notion that, in order to create productive communities, somehow beginners and advanced practitioners can&#8217;t coexist, that you have to dumb things down. On the contrary, at Designing Sound the level of detail, technical accuracy, and advanced discussion appeals even more to pros and beginners alike. None other than sonic master <a href="http://www.imdb.com/name/nm0858378/">Randy Thom</a> himself comments on Designing Sound, however. Here&#8217;s what he had to say in comments in response to Erik Aadahl talking about preparing for a mix:</p>
<blockquote><p>Almost all of my projects in recent years have been structured as “in the box” premixes, meaning that all or virtually all of the editing and premixing has been done in ProTools, keeping it all virtual. We record predubs only as a delivery requirement, but don’t use the recorded predubs in the final mix. In the final each individual sound is funneled through virtual six channel premixes coming out of ProTools that then go through a DFC. Typically there are two ProTools systems carrying effects, backgrounds, and foley. Often all the effects are on one system, and the backgrounds and foley are on the other system. My personal preference is to not use a ProTools “mixing console” control surface, but I know I’m in the minority. I like to make adjustments within ProTools with a mouse rather than knobs and faders. I do use the knobs and faders on the DFC, but most of the work is being done in ProTools.</p>
<p>We can get away with this approach, given the limited number of sounds ProTools can play at one time, because we are very disciplined about making editorial decisions before the final mix. In other words, we come to the final with fewer sounds than would be typical on a more traditional mix, where it’s assumed lots of alts will be needed. One reason this approach works is that on all these projects we spend a lot of time presenting sounds to the director before the final. That way we are pretty sure we know what’s going to make everybody happy before the final starts.</p></blockquote>
<p>To me, this kind of reality check for how music technology is actually used is utterly invaluable for both artists and technologists.</p>
<p>And yes, Designing Sound is proudly hosted by Create Digital Music and Noisepages. Speaking of not jinxing it, I&#8217;m not going to talk about what the Noisepages part is about for another few weeks, but stay tuned. In the meantime, kudos to this site for creating such a terrific community.</p>
<p><a href="http://designingsound.org/">http://designingsound.org/</a></p>
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		<title>A Free, Futuristic Music Compilation for SyFy&#8217;s Caprica; Stories Behind the Tracks</title>
		<link>http://createdigitalmusic.com/2010/01/a-free-futuristic-music-compilation-for-syfys-caprica-stories-behind-the-tracks/</link>
		<comments>http://createdigitalmusic.com/2010/01/a-free-futuristic-music-compilation-for-syfys-caprica-stories-behind-the-tracks/#comments</comments>
		<pubDate>Wed, 06 Jan 2010 06:35:17 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<description><![CDATA[<img src="http://createdigitalmusic.com/files/2010/01/0110_caprica.jpg"> <a class="btn read-more" href="http://createdigitalmusic.com/2010/01/a-free-futuristic-music-compilation-for-syfys-caprica-stories-behind-the-tracks/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><a class="thickbox" href="http://www.flickr.com/photos/yakobusan/3986658544/"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="3986658544_c6c189fcc4[1]" border="0" alt="3986658544_c6c189fcc4[1]" src="http://createdigitalmusic.com/files/2010/01/3986658544_c6c189fcc41.jpg" width="500" height="333" /></a></p>
<div class="imgcaption">This is the (real) Shanghai, but it makes a perfect stand-in for the imagined Caprica City from the <em>Galactica</em> universe. And that’s where a new music compilation begins: as the future is now. Photo (<a href="http://creativecommons.org/licenses/by/2.0/deed.en">CC</a>-BY) <a href="http://www.flickr.com/photos/yakobusan/">Jakob Monstrasio</a>.</div>
<p>Working with music production today is a bit like science fiction. It’s fitting that visions of technology’s promise, menace, and humanity would inspire electronic music.</p>
<p><em>Create Digital Music</em>, <em><a href="http://xlr8r.com">XLR8R</a></em>, and <em><a href="http://pitchfork.com">Pitchfork</a></em> got to join together with TV network <a href="http://www.syfy.com/">SyFy</a> to curate a free, 13-track compilation of “Music for Our Future.” Inspired by the world of SyFy’s new TV series <em><a href=" http://www.syfy.com/caprica/">Caprica</a></em>, which is set just before the recently-concluded <em>Battlestar Galactica</em>, this is science fiction as the familiar. It’s the near future, not simply fantasy. </p>
<p>Download the full compilation for free, exclusively at:</p>
<p><a href="http://www.xlr8r.com/musicforourfuture">http://www.xlr8r.com/musicforourfuture</a></p>
<p>The lineup, curated by the three publications, includes the likes of Lusine, Willits &amp; Sakamoto, The Field, and Richard Devine, to name a few regular favorites on this site, with exclusive or previously-unreleased tracks by White Rainbows, Nice Nice, and myself.</p>
<p>In addition to the music, several of those artists share with CDM their techniques and process.</p>
<p>The full tracks:</p>
<p> <span id="more-8957"></span>
<p><strong><a class="thickbox" href="http://www.xlr8r.com/musicforourfuture"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="mfof_010510" border="0" alt="mfof_010510" src="http://createdigitalmusic.com/files/2010/01/mfof_010510.jpg" width="530" height="354" /></a></strong></p>
<p><strong>Lusine, “Gravity” – </strong>this cut comes from <em>A Certain Distance</em>,<em> </em>a CDM favorite album in 2009. Lusine aka Jeff McIlwain is on Ghostly Internationaland, whether it’s&#160; “abstract” electronica or downright electronic songwriting, always manages to put a unique sonic stamp on his work.</p>
<p><strong>Atlas Sound, “Walkabout (with Noah Lennox)” </strong>is by Bradford James Cox of Deerhunter fame, from his album <em>Logos.</em></p>
<p><strong>Hudson Mohawke, “Fuse” – </strong>the Glasgow-based artist just debuted on Warp with <em>Butter</em>, including this track.</p>
<p><strong>White Rainbow, “Raw Shanks a Million” </strong>comes from Kranky artist Adam Fornker of Oregon. It was my introduction to his work, but see more on this track below. I love its spare, pulsing beats; it sounds like what I’d listen to while jogging to Caprica City’s cybernetics research institute.</p>
<p><strong>King Midas, Sound “Outta Space (Slow Version)” </strong>comes from a project started by London’s Kevin Martin, the man behind The Bug. It’s a future-dub track for people who believe space is the place.</p>
<p><strong>Low Limit, “Turf Day” </strong>is by San Francisco producer Bryan Rutledge, whom I knew as half of <a href="http://lazersword.net/blog/">Lazer Sword</a>, and who seems to be right at the center of the good stuff happening in electronic music in California.</p>
<p><strong>Willits &amp; Sakamoto, “Toward Water” </strong>comes from 2008’s “Ocean Fire,” the collaboration between experimental guitarist and composer Christopher WIllits and master composer-musician Ryuichi Sakamoto. If you don’t know that full album already, it’s well worth owning.</p>
<p><strong>The Field, “I Have The Moon, You Have The Internet (Gold Panda Remix) </strong>revisits the track off The Field’s latest, “Yesterday and Today” – another top pick for 2009, and nicely reimagined here. You can check out <a href="http://iamgoldpanda.com/">Gold Panda</a>, too; his mixes have become big Internet hits, and I love the quality of his work.<a class="thickbox" href="http://createdigitalmusic.com/files/2010/01/goldpanda.jpg"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="" border="0" alt="" src="http://createdigitalmusic.com/files/2010/01/goldpanda_thumb.jpg" width="580" height="387" /></a> </p>
<div class="imgcaption">Gold Panda, dwarfed by architecture. Courtesy the artist.</div>
<p> <strong>Tyondai Braxton, “Uffe’s Woodshop” </strong>is off his solo album <em>Central Market </em>and <a href="http://pitchfork.com/news/35803-premiere-battles-tyondai-braxton-uffes-woodshop-stream/">premiered on Pitchfork</a>. The Battles singer is a Warp artist, composer, looper, and yes, indeed the son of Anthony Braxton. It’s an explosion of acoustic sounds amidst the other works here.
</p>
<p><strong>Untold, “Luna” </strong>is by London’s up-and-coming Jack Dunning, familiar on dance floors both for his original productions and remixes.</p>
<p><strong>Nice Nice, “See Waves”</strong> will be a 7” from Warp Records in February, but you get to hear it here first. I love that it brings an entirely different rhythmic feel to this group.</p>
<p><strong>Richard Devine, “Matvec Interior (Feat. Otto Von Schirach)” </strong>really is science fiction, an intricate set of colliding sonic forms from the composer and mad-scientist sound designer. It’s a favorite from his 2005 <em>Cautella</em>, but Richard revisits his sonic process for CDM here today.</p>
<p><strong>Peter Kirn, “Anaxagoras” </strong>is my own track, premiering here, named for the Greek philosopher who attempted to explain astrological events through science, and fled after being called a heretic. The music, with some sounds of viola da gamba and others synthesized (or resynthesized), fall on that boundary between re-processed past and imminent future.</p>
<p>Now, some notes from behind the scenes:</p>
<p><a class="thickbox" href="http://createdigitalmusic.com/files/2010/01/busan6.jpg"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="busan6" border="0" alt="busan6" src="http://createdigitalmusic.com/files/2010/01/busan6_thumb.jpg" width="580" height="388" /></a> </p>
<div class="imgcaption">White Rainbow performing live in Busan, South Korea in November. Photo by <a href="http://sarah-meadows.com/">Sarah Meadows</a>; courtesy the artist.</div>
<h3>White Rainbow</h3>
<p><strong>CDM: Tell us about the inspiration for this track. What was the process like?</strong></p>
<blockquote><p>I don&#8217;t get inspired to make something in the sense of looking at a butterfly and then writing a song. For me, it’s more like the act of making inspires where things go. The sounds as they come out inspire me to react and create on top of them.</p>
<p>This track was made by recording about an hour of live improv and then editing and cutting down and doing a few overdubs. My set up is:</p>
<p>INPUTS:      <br />mic, computer running ableton using drum racks to trigger samples with a padkontrol, various iphone/ipod touch drum apps (beat maker, idrum etc), synth, electric guitar</p>
<p>MIXED/OUTPUT:</p>
<p>delay, multi –fx, dd-20 giga delay as looper, kaoss pad kp3 as multi-fx and looper</p>
<p>…and this all getting recorded into ableton on another computer in the studio.</p>
<p>I let that sit for a few months, then came back to it, cut things down and added vocal (with the Ableton Looper&#8230;one of the only times I’ve used that) and weird synth pad overdubs.</p>
<p>I&#8217;ve been making looper based music for a really long time now (going back to the original boomerang pre turn of the century). It’s really tough to keep it interesting… so I&#8217;m always looking and searching for new ways to keep myself interested and inspired to make new music in new ways.</p>
<p>I also play in an improvised electronic group called Rob Walmart, wherein we get very wrong and stupid and on tons of crappy gear. Tons of Casio keyboards, MicroKORGs, iPod Touches, Nintendo DS, microphones, etc.A new 3xLP of Rob Walmart will come out on Marriage Records early this year.</p>
<p>People probably still brand me as a new age or psychedelic ambient guy, and that&#8217;s cool but to me there is a direct line between synth future funk from the 70s and 80s and say, tangerine dream or Klaus Schultze. Just technology inspiring different people to make wild, &quot;out there&quot; space sounds. I would like to continue along that line.</p>
</blockquote>
<h3><a class="thickbox" href="http://createdigitalmusic.com/files/2010/01/whiterainbows_studio.jpg"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="whiterainbows_studio" border="0" alt="whiterainbows_studio" src="http://createdigitalmusic.com/files/2010/01/whiterainbows_studio_thumb.jpg" width="580" height="435" /></a> </h3>
<div class="imgcaption">Inside White Rainbow&#8217;s studio. Courtesy the artist.</div>
<h3>Richard Devine</h3>
<p><strong>CDM: What can you tell us about this track?</strong></p>
<blockquote><p>I originally produced it in 2005, in collaboration with my good friend Otto Von Schirach. I was a going for something very alien, futuristic, scifi, scientific and unusual for this piece. The sonic timbres and textures are a combination of hybrid computer synthesis and field recordings. Think Aliens vs. Predator happening inside the world of HR Gigers head=)&#160; The track initially started out in Logic Audio, I began cutting up sections and pieces of various field recorded bits. I went to many locations to get some of the sound sources. Many of them quite unusual and disturbing.</p>
</blockquote>
<p><strong>CDM: Your work always has these extraordinary layers of sound. What was the production process like on this track?</strong></p>
<blockquote><p>I started out on this farm near my house here in Georgia. It was during fall, and we went to this Halloween festival pumpkin patch place with my girlfriend. It was a huge field that had a petting zoo, and various other farm animals. I was intrigued by this fairly large turkey they had in a small metal wired cage. I record several takes of him frantically moving around as I got closer with my microphone. I also recorded the sounds of pigs, breathing heavy into the microphones.</p>
<p>I had a pair of DPA 4060&#8242;s Miniature Body Microphones clipped and tucked into my shirt sleeves to capture the animals up in close proximity. I also recorded sounds of water, sand, rocks, trees, leaves and debris in my backyard. I used a lot of these sounds and then imported them into the computer for heavy processing and manipulation. One of the main processing engines was the Kyma system by Symbolic Sound. I took a few sounds and converted them into spectral analysis files in which I morphed and re-synthesized some of the acoustic sounds into synthetic grains, or partials. Creating these very alien artificial sounding sounds to the mix. I also did a bit of FM synthesis for some of the percussion. Lots of intense programming in hundreds of layers of processed bits. You will notice that each bar in the composition never repeats, the same sounds or sequences. This was completely intentional. I wanted the entire sonic experience to be kinda like a roller-coaster ride of audio frequency dynamics. I also tried to experiment with interesting new breaks, and redefine what could be considered song structure adhering to no rules or constraints.</p>
</blockquote>
<p><strong><a class="thickbox" href="http://createdigitalmusic.com/files/2010/01/richard_kyma_wacom.jpg"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="richard_kyma_wacom" border="0" alt="richard_kyma_wacom" src="http://createdigitalmusic.com/files/2010/01/richard_kyma_wacom_thumb.jpg" width="580" height="386" /></a>&#160;</strong></p>
<div class="imgcaption">Richard Devine&#8217;s Kyma sound system, as controlled by Wacom tablet, was part of the sonic brain used in the 2005 album. Photo courtesy the artist.</div>
<p><strong>CDM: Given the complexity, structurally, of this music, do you tend to iterate through a track over many layers?</strong></p>
<blockquote><p>I spend weeks, months sometimes designing the sounds, and trying to get all the pieces to work together. Almost like a complex microsound jigsaw puzzle, but the pieces are very fractalized and tiny. Each sound I painfully program by hand. I take each sound as if it was a sculpture piece. I look at the sound in 3D structure. I often compare the sounds to architectural shapes, structures, and manipulate them one section at a time. I read the waveforms and sculpt them into what I want. I then add the pieces together to work into a composition as a whole. This is the most difficult part in my work in making everything seem fluid and natural. It is often difficult to make the transitions work within a short amount of time especially when you have so many sounds and textures you want to squeeze into a 5 or 6 minute track.</p>
</blockquote>
<h3><a class="thickbox" href="http://createdigitalmusic.com/files/2010/01/richard_studio.jpg"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="richard_studio" border="0" alt="richard_studio" src="http://createdigitalmusic.com/files/2010/01/richard_studio_thumb.jpg" width="580" height="361" /></a> </h3>
<div class="imgcaption">Inside Richard&#8217;s studio; photo courtesy the artist. And no, this isn&#8217;t actually all of it.</div>
<h3>Lusine</h3>
<p><strong>CDM: What was your process like, creatively – particularly in regards to the vocals?</strong></p>
<blockquote><p>It was a very long process. It started off as something totally different. Some sort of downtempo disco type track with much more lyrical vocals. But, after several months I realized it wasn&#8217;t working for me, so I approached the whole thing from scratch, resampled everything and made a more minimal downtempo track out of it.</p>
<p>The vocals started off a lot more obviously upfront, but I decided to use them more as a musical layer, so I resampled the completed vocal track and started shuffling the bits around. It felt better to me, like the musical layers in the song weren&#8217;t competing with the vocals as much.</p>
</blockquote>
<p><strong><a class="thickbox" href="http://createdigitalmusic.com/files/2010/01/lusine_mexico.jpg"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="lusine_mexico" border="0" alt="lusine_mexico" src="http://createdigitalmusic.com/files/2010/01/lusine_mexico_thumb.jpg" width="580" height="435" /></a> </strong></p>
<div class="imgcaption">I asked Lusine for an image he felt went with this track, and Jeff pulled out his photograph he took a few years ago &quot;of some gravity-defying acrobatics in Papantla, Mexico.&quot; Photo courtesy the artist.</div>
<p><em><strong>Ed.: I’ll be curious to hear your thoughts on the compilation, </strong>especially since it represents three very different musical perspectives (which to me wound up making the experience richer). The TV show <a href=" http://www.syfy.com/caprica/">Caprica</a>, for its part, premieres January 22 with another great <a href="http://www.bearmccreary.com/">Bear McCreary</a> soundtrack (I’ve been listening already, as a fan of his scores).</em></p>
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		<title>The Joys of Synthesis, with Suzanne Ciani and 3-2-1 Contact</title>
		<link>http://createdigitalmusic.com/2007/05/the-joys-of-synthesis-with-suzanne-ciani-and-3-2-1-contact/</link>
		<comments>http://createdigitalmusic.com/2007/05/the-joys-of-synthesis-with-suzanne-ciani-and-3-2-1-contact/#comments</comments>
		<pubDate>Sun, 13 May 2007 21:52:14 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[acoustics]]></category>
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		<description><![CDATA[Matrixsynth points to this gem, from the US educational kids&#8217; program 3-2-1 Contact, produced by Children&#8217;s Television Workshop. (I can&#8217;t think of any science programs today for young people quite like it, sadly. Ordinarily I&#8217;d hold off for Matrix&#8217;s wonderful Week in Synths, but I just can&#8217;t wait on this one. Good Sunday evening watching.) &#8230; <a class="btn read-more" href="http://createdigitalmusic.com/2007/05/the-joys-of-synthesis-with-suzanne-ciani-and-3-2-1-contact/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://matrixsynth.blogspot.com/2007/05/suzanna-ciani-on-3-2-1-contact.html">Matrixsynth</a> points to this gem, from the US educational kids&#8217; program 3-2-1 Contact, produced by Children&#8217;s Television Workshop. (I can&#8217;t think of any science programs today for young people quite like it, sadly. Ordinarily I&#8217;d hold off for Matrix&#8217;s wonderful <a href="http://createdigitalmusic.com/2007/05/11/this-week-in-synths-ahne-2007-custom-synth-madness-the-lyricon-and-c64-action/">Week in Synths</a>, but I just can&#8217;t wait on this one. Good Sunday evening watching.)</p>
<p>Suzanne Ciani, the synthesis pioneer, multi-Grammy nominee, and <a href="http://www.sevwave.com/">composer of everything from New Age music to classic 70s jingles and sound effects</a> (including the distinctive synthesized Coke-unbottling sound), explains the fundamentals of acoustics and synthesis in terms children could understand:</p>
<p><object width="425" height="350"><param name="movie" value="http://www.youtube.com/v/B_tjcshEurc"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/B_tjcshEurc" type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"></embed></object></p>
<p>A Prophet figures prominently, but other than that it&#8217;s almost an all-Buchla show. She&#8217;s a virtuoso at patching a Buchla patch. And between her and the host, I guarantee you&#8217;ll be extremely calm within the first few seconds.</p>
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