Showing posts with label Techniques. Show all posts
Showing posts with label Techniques. Show all posts

Sunday, February 17, 2013

Project Genesis, a sound design story

by Matteo Milani


What if the history books have it wrong? What if the tool is the master of its maker? Did Mac create Man?  Project Genesis, a short film by Alessio Fava about a world populated only by old Apple computers, has arrived! Cult of Mac presented the International Premiere of the short film.


Project Genesis // shortfilm sub ita from project genesis on Vimeo.

To create a world populated by computer, it was essential to define the role of sound during the process of writing the script, to support the story. To make the actors credible and alive - like the old Apple Macintosh Classic and Lisa - each one with its own details, it was a thrilling creative work. During the first meetings with director Alessio Fava we looked for the "voice" of each character - of course with a west-coast American accent. For example - thanks to my friend Ann Kroeber @ soundmountain.com - we chose actor Michael Navarra for the role of the CEO "ACME I", not just for his timbre, but especially for his outstanding acting skills. Since all computers are equipped only with an eye on their front screen - animated by the team of artists who supervised the visual effects - we needed incisive voices, with a lot of inflections, but somehow also enigmatic. A graphic equalizer which moves in synchronization with the voice increases the intensity of the expressions of the characters: in this case the production method was identical to that of an animated film, where the dialog is recorded before the “lip-sync” animation process.

By contrast, I have treated the original dialog without digital tools, instead using the technique of "worldizing" broadcasting FM sentences of each actor to old radio receivers, simulating the sound as if it came from the chassis of the computer, more precisely from the speaker located inside the Mac. 

The goal has always been - according to Alessio - to get results in a vintage and analog "flavor", anything but futuristic. To invent the sound of the propulsion system that allows these intelligent machines to move on the location of the short film, I used an electric razor as a main source, which with its continuous vibration resonates in the cavity of a metal lid, picked up by a contact microphone to have a more defined and organic timbre without interference from the surrounding environment (it’s an homage to Ben Burtt, who did it previously for “Star Wars: Episode I The Phantom Menace” to create the sound of the hovering battle tanks). The result is a "concert" of different signals, which modulate at different pitches, placed in different spatial positions. Kyma also was used to generate ambiences and backgrounds throughout the film. To make the presence of each character more vibrant - each one animated with the “stop motion” technique - and further emphasize every action on the screen, I added not only individual mechanical noises to emulate the chronological age of each computer, but also noises picked up the activity of a failing hard drive. Working alongside composers Giovanni Dettori and Lorenzo Dal Ri, we have achieved an excellent balance between dialogue, sound effects and musical contributions to an immersive sound continuum, in both 5.1 surround and stereo format. 


Project Genesis // Creating voices from project genesis on Vimeo.

[facebook.com/followgenesis]

Friday, August 26, 2011

Rome Calling – The Audio and Loudness Seminar of 2011

In June 2011, some of the most respected audio authorities – including George Massenburg, Bob Katz, Florian Camerer and Thomas Lund – gathered in Rome, Italy, to share their thoughts and experiences on loudness measurement in connection with recording, mixing, mastering and broadcasting. The speakers at the seminar in Rome included such capacities as Simone Corelli, Alessandro Travaglini, Richard van Everdingen, among the others.
The first day of the seminar focused on post-production, while the second day concentrated on professional broadcasting and particularly the radical changes happening in production and distribution of broadcast, film and music as a consequence of new ITU and EBU standards.
The groundbreaking and comprehensive EBU R128 loudness recommendation was investigated from a multitude of angles, as was the just updated ITU-R BS.1770-2 broadcast standard.
Tc Electronic documented the event and on this page they have gathered some of the footage form the seminar. First up are Florian Camerer and Richard van Everdingen from EBU’s PLOUD Group.
Florian provides a general overview of EBU’s R128 broadcast standard presented with great enthusiasm and a twist of humor. New videos will be available soon!


Saturday, January 10, 2009

The Klangdom (Sound dome) in the ZKM_Cube

Hightech instrument for spatialization at the ZKM | Institute for Music und Acoustics.

ZKM "Cube" (photo by Marc Wathieu)

The Klangdom was finished in 2006 after three years of conception, planning and installation. Forty-three Meyersound speakers are attached to an elliptical rig system three-dimensionally in the room, four additional ones are placed on the ground. With this unique speaker instrument, as the head of the institute Ludger Brümmer explains, "complex polyphonic space-sound-movements can be displayed realistically and perceived from every spot in the room".

It can be controlled via Open Sound Control protocol or can also be used as Audio Unit plug-in. Thus, the user can incorporate Zirkonium's panning capabilities into his preferred environment (including Digital Performer, Logic).

User interface of the control software Zirkonium, studio window

[more via zkm.de/zirkonium]
[Zirkonium Manual -PDF]
[Zirkonium - Installer]
[Zirkonium - Max/MSP and SuperCollider Examples]

Sunday, January 04, 2009

Curtis Roads: Microsound (Lecture)

Curtis Roads teaches and pursues research in the interdisciplinary territory spanning music and technology. He is currently Professor of Media Arts and Technology + Music, University of California Santa Barbara.

This lecture presents an overview of several projects pursued over the past five years in laboratories at UC, Santa Barbara. All this research is based on a scientific model of sound initially proposed by Dennis Gabor (1946), and soon afterward extended to music by Iannis Xenakis (1960). Granular analysis (also called atomic decomposition) and granular synthesis has evolved over more than five decades from a paper theory into a broad range of applied techniques. Specific to the granular model is its focus on the microsonic time scale (typically 1 to 100 ms). Granular methods treat sound as a stream of acoustic particles in both the time domain and the time- frequency (TF) domain.

SCI-Arc
960 East 3rd Street
Los Angeles, CA, 90013 USA
7 PM - February 11th, 2009

[via architectureweek.com]

Tuesday, November 11, 2008

De Musica 2008: the creativity factory

DE MUSICA 2008, the week-long workshop by Nuova Consonanza will be conducted by Alvise Vidolin. He is one of the protagonists of experimentation in electronics and he collaborated with the most important composers of the 20th century. A pioneer of computer music, he is a sound director and interpreter of Live Electronics.

The workshop is focused on the elaboration of sound in real time and the use of computer for contemporary music, through the analysis of electroacoustic works by composers Vidolin has worked with. He will also explore the most updated systems of elaboration in real time and their application in multimedia field.

Lessons will be subdivided into three sections:
theory
listening and analysis
experimental workshop and practice

Theoretical lessons will develop the following subjects: process of live elaboration of voices and instruments; sound spatialization; techniques of live interaction and performance practice; system design for live electronics; performance environment design.
Analysis of live-electronics works by Giorgio Battistelli, Adriano Guarnieri, Luigi Nono and Salvatore Sciarrino will be carried out for solo, ensemble or musical theatre.
The workshop will take place in Max/MSP environment and will include the analysis and rehearsal of the pieces for the final concert.

[read more - via nuovaconsonanza.it]

Tuesday, August 19, 2008

Audio Restoration for 'The Godfather Trilogy'

Mark Berger, Francis Coppola, and Walter Murch mixing Godfather II (1974).

POP Sound in Santa Monica, Calif. recently completed audio restoration work and 5.1 surround sound mixing for Paramount Home Entertainment’s release of The Godfather: The Coppola Restoration DVD Collection on DVD and Blu-ray.

POP Sound spent nearly eight months on the project, working in concert with Walter Murch, the original re-recording mixer on The Godfather, Parts II & III. For the first two films, POP Sound worked from the films’ original mono stems, as well as the original multitrack recordings of their musical scores. POP Sound had access to the original stereo elements for The Godfather, Part III. The re-recording mixer on the project for POP Sound was the late Ted Hall. Much of Hall's attention was devoted to eliminating artifacts that had affected the soundtrack over the years and addressing audio issues that were impossible to address when the films were made.

“We had a lot of cleanup to do to make these films sound fluid in transitions—the original mono tracks were very rough, with hard transitions,” recalls POP Sound's Director of Home Theater, Moksha Bruno. “There was a massive amount of de-humming, de-clicking, as well as time alignment issues we had to deal with. The original laser disc mix had a constant hum that wasn’t apparent at the time, but with the better home theater systems of today you begin to hear things of that nature."

[read the full article - via mixonline.com]

Tuesday, March 04, 2008

The Lightsaber Sound Cookbook

Thanks to Synthtopia, we discovered an interesting tutorial on how to make Lightsaber Sound using hardware and software tools.
Here's an excerpt:

The folks at Unidentified Sound Object have invented an elaborate system for creating lightsaber sounds with a Nintendo Wii remote, OpenSoundControl and Symbolic Sound Kyma. Check out the video on YouTube.

We appreciate the acknowledgment. Let the battle begin!

Matteo, Federico

Tuesday, February 12, 2008

What You Talkin' Bout, Willits?

Guitarist and electronic musician Christopher Willits continues his monthly series on tips and tricks for home recording. In this episode, Willits processes guitar loops using Ableton Live plug-ins, Pluggo plug-ins and shows how to incorporate custom VST plug-ins made from Max/MSP.



[via xlr8rtv]

Friday, December 07, 2007

Working to capture a sound that rings true

Immortalizing a performance takes more than hanging a mike and hitting 'record.' There's an art to these engineers' science.

Rick Rubin, George Martin, Timbaland, Brian Eno, Phil Spector -- the average pop music fan, if asked, could probably come up with at least a handful of names of notable recording personnel. It seems fair to say, though, that the typical consumer of orchestral and chamber music recordings, faced with the same question, would draw a blank.

Yet just as in rock 'n' roll or hip-hop, the engineer for such music -- who is often, though not always, the producer as well -- is the person who makes or breaks an audio performance. He chooses and then places the microphones for a recording session and later meticulously splices various takes -- in the old days with a razor blade and tape, today on a computer -- to achieve the best possible version of a composition. It's a version that may well reach far more listeners than live performances of the work did even many years after its premiere.
...
While you can eliminate mechanical imperfections, you can't make someone an artist by making 400 splices," he says. "You can't give a violinist a more beautiful tone or a better conception of the music or a better idea of the tempo. You can make it sound mechanically and technically solid, but all the things that make 'music' can't be fabricated."

By Constance Meyer, latimes.com
December 2, 2007

Saturday, September 22, 2007

U.S.O. Project in N.Y. City


U.S.O. Project will be in New York for the 123rd AES Convention, October 5-8. We would be glad to see you there!
If you want to meet with us, please write to
:
This is our calendar of events:

Broadcast Session B5
Saturday, October 6, 9:00 am — 10:30 am
B5 - THE ART OF SOUND EFFECTS

Broadcast Session B6
Saturday, October 6, 11:00 am — 1:00 pm
B6 - LOUDNESS WORKSHOP

Special Event
Saturday, October 6, 1:00 pm — 3:00 pm
19TH ANNUAL GRAMMY RECORDING SOUNDTABLE

Historical Event
H3 Sunday, October 7, 9:30 am — 11:30 am
H3 - SURROUND SOUND: THE BEGINNING, 1925–1940

Special Event
Sunday, October 7, 11:30 am — 12:30 pm
LUNCHTIME KEYNOTE: BARRY BLESSER

Master Class
M6 Sunday, October 7, 1:00 pm — 2:30 pm
M6 - KEN HAHN

Historical Event
H4 Sunday, October 7, 2:00 pm — 4:00 pm
H4 - SURROUND SOUND: QUADRAPHONIC SOUND IN THE 1970S—RECORDING CLASSICAL MUSIC

Workshop W22
Monday, October 8, 12:00 pm — 6:00 pm
W22 - 5.1 MIXING TECHNIQUES EXPLAINED AND OBSERVED

[calendar_2007-10-06.pdf]

[calendar_2007-10-07.pdf]
[calendar_2007-10-08.pdf]

[
Cycling '74 free exhibits-only pass]

Tuesday, July 24, 2007

Friday, July 20, 2007

Saturday, July 14, 2007

Interview: Glenn Jamison, Audio Lead @ Relic Entertainment


With vehicles, the sound you hear is really shaped by the sound tool. The engines are made up of multiple elements, usually 2 main engine loops (low and hi), a load loop (for when they’re going up an incline), a rumble loop, idle loop, track loop, suspension rattles (usually two kinds, hi and lo) gear shifts and turrets etc. These sounds change dynamically based on various game variables, such as the velocity of the vehicle, the RPM value, the gear the vehicle is in, the surface being traveled on etc. Various effects are mapped to each sound based on the values of these variables. So EQs change the engine to get brighter as it gets faster. The rumble, tracks and surface loops all come up in volume as speed increases. When the vehicle start to go up a hill, we’ll pitch all the engine sounds down and then bring up the volume of the load loop (whining engine sound) which makes it sound like the engines are stressing out.

[read the full article - via Buggo, a.k.a Allie Henze, Relic Community Manager]
[forums.relicnews.com]
[COH]

Monday, June 04, 2007

Why music really is getting louder


In recent years, record companies have been increasing the overall volume of commercial albums (particularly rock music and pop music) by using higher and higher degrees of compression during mastering, sometimes impacting sound quality (this may even include "hard clipping"). This phenomenon has been referred to as the "loudness war".

Most television commercials are compressed heavily (typically to a dynamic range of no more than 3dB) in order to achieve near-maximum perceived loudness while staying within permissible limits.

[read the article - via timesonline.co.uk]
[Why records are getting louder - via musicthing]
[music-over-compression]