Audio Director Paul Weir shares a recording of a recent informal panel discussion on Mixing for Games held as part of the Association of Motion Picture Sound (AMPS).
Through AMPS (The Association of Motion Picture Sound) we had an informal panel discussion covering the common issues regarding mixing for games. The event brought together game and film audio people and topics discussed included carrying the emotional element through a game mix, the ways in which film post-production is merging with game audio, mix technology and the lack of standards.
Audio recording and other resources over on Paul’s recently minted Game Audio Cogitations blog.
SoundWorks Collection has published a fantastic profile on the sound of “The Lost Thing”, featuring sound designer John Kassab, who we recently interviewed.
The story of “The Lost Thing” is about a boy who discovers a bizarre looking creature while out collecting bottle tops at the beach. Having guessed it is lost, he tries to find out who owns it or where it belongs, but is met with mute indifference from everyone else, who barely notice its presence, each unwilling to entertain this uninvited interruption to their day to day lives. For reasons he does not explain, the boy empathises with the creature, and sets out to find a ‘place’ for it.
Supervising Sound Editor and Sound Designer John Kassab discusses his extensive work on this animated masterpiece bringing to life the world of the Lost Thing.
Directors Shaun Tan and Andrew Ruhemann were also winners for Best Animated Short Film for “The Lost Thing” at the 83rd Academy Awards in 2011.
HISS and a ROAR has released TORTURED PIANO, a new library loaded with 1,143 sound design sources recorded through the destruction of a dilapidated old upright piano.
The library is a huge collection recorded and mastered at 24-Bit/192kHz (total of 7.3GB). The content is diverse and unique, offering all kind of sounds recored with different microphones and a wide variety of performances. Also includes recordings of a baby grand piano using contact microphones. I’t’s available at $79 (until May 20. Then at $99).
There is nothing sadder than the death of a musical instrument, but this broken old piano was deceased long before I got it. So my mission was to immortalise its final sounds as it was struck, scraped, twanged, hit and slowly deconstructed to a pile of kindling and broken wires. And then a wake was held….
The resulting library is an incredibly diverse collection of disturbing and unsettling sounds, perfect for evocative sound design but also useful for many practical applications: some of the wood creaks, shrieks, hits & splits are particularly resonant, while many of the metal-on-wood scrapes are prime source material for woosh creation.
Let’s hear some sounds:
As usual, Tim Prebble, responsible of this fantastic release, shares with us the stories behind this unique recording adventure.
DS: What inspired the library?
TP: I’ve always been fascinated by how the piano is sometimes categorized as a percussion instrument. And I’ve always loved the range of sounds possible with a prepared piano so I decided to take it to an extreme. Some of the sounds I imagined would involve actual destruction of the piano, and I like playing my baby grand piano so I started hunting for an old upright that was beyond repair. I wasn’t prepared to sacrifice an actual instrument still capable of bringing joy to someone, so back in January I came across a zombie piano – it was literally the living dead!
I’m pleased to announce the visit of David Sonnenschein to Designing Sound during this month. David’s approach to sound design is amazing, so it’s an honor for us to share his ideas to you.
About David Sonnenschein
David Sonnenschein’s story can shed some light on how different experiences meld into a synergy toward sound design. He began studying clarinet at eight years old, performing in symphony orchestras and chamber groups, then took up the flute with the conscious choice to not read music, but to jam, developing his ear’s sensitivity and spontaneity.
As a neurobiology undergraduate at UC San Diego, his interests in physiology, psychology and dreams were united by research in a sleep laboratory. Fascinated by the mind-body interface, he published several studies relating brainwaves to mental states and biorhythms, and developed insight into the physiological and perceptual processes that serve as foundations for the creation of sound design.
Sonnenschein’s musical exploration continued when he lived in Indonesia and Thailand, listening, collecting and playing the local instruments made of bamboo, palm fronds and gourds. Returning to the U.S. to direct the award-winning short “Little Red Riding Hood: A Balinese-Oregon Adaptation”, he mirrored the form of the Balinese mask dance, playing bamboo instruments with his clarinet and flute, and composing a non-verbal sound track by associating each character with a theme and instrument.
In the MFA program at USC Cinema School he found a healthy atmosphere to continue exploring sound design, inspired by guest lecturers like master sound designer Walter Murch. His thesis film “The Owl’s Flight” utilized sounds of Pre-Columbian ceramic instruments, animal calls, Tijuana marketplace atmosphere and a variety of fire effects. By constructing the right sonic mood for a story about a Mexican Indian shaman and the battle over a sacred healing mask, he garnered the Verna Fields Trophy for Best Sound by the Motion Picture Sound Editors.
While living in Rio de Janeiro, Sonnenschein directed his first feature “Super Xuxa”, a Wizard of Oz-like fantasy starring the popular kids TV show host Xuxa Meneghel. This gave him the opportunity to introduce an impactful sound design concept to an industry which in the past had not paid much attention to audio quality. He produced five more features and collaborated with several Brazilian producers and directors to develop their soundtracks, while administering sound design workshops throughout Europe, Asia and the Americas. Finding a gap in the literature regarding the narrative use of the sound track and recognizing the uniqueness of his own sound design methodology, Sonnenschein was inspired to write the book “SOUND DESIGN: The Expressive Power of Music, Voice and Sound Effects in Cinema.” He is currently preparing the second edition of his book to include chapters on interactive media and a newly developed psychoacoustic model termed “Sound Spheres.”
Besides creating, teaching and consulting on sound design for film, Sonnenschein has worked in audio for interactive media and sound healing, finding fertile exchange between these various fields. He is currently administering online webinars to international universities and sound designers worldwide, making his knowledge base and coaching directly available through his website www.SoundDesignForPros.com.
Here’s a link to a short video that summarizes his teaching content:
Chuck Russom FX has released Blood and Guts, a library recorded/produced by Chuck Russom and sound designer Rob King, and created for sound designers who are looking for sources usable for designing sounds of blood, flesh ripping, bone breaking, dismemberments, zombies… you got the idea!
The sounds were not just recorded for being part of this library originally. These sounds are valuable sources that Chuck have used for years, as he commented to us:
6 years ago, I teamed up with Rob King, who is one of my closest friends. He’s an amazing sound designer, musician, recording engineer, all around audio genius. We decided to record a set of fight/combat/gore sounds that could be used in our own projects. We also had an idea that we might release it as a commercial library. Over the years, we’ve used these sounds on nearly every project we’ve worked on. I know these sounds appeared in God of War 2, Medal of Honor, Quantum of Solace, Dante’s Inferno, Bulletstorm, and Rift. And I know the’ve been used in more than just those project. As I said, we’ve used them on nearly everything we’ve worked on in the last 5-6 years.
We never did get around to releasing the sounds commercially. So, after I released the Servo library last month, I started to think about releasing these sounds as a library. All of the recording was done, much of the editing was even complete. I went back to the material finished up the editing, mastered them, added filenames and metadata, and sorted them into a collection for release. In addition to those recordings done back in 2005, I found some pumpkin gut recordings that I made back in October of last year, they fit well with the rest of the sounds, so I included them.
These sounds were recorded at 24bit 96K using a variety of microphones, I can’t remember specific mics anymore, but it was a pretty elaborate set up of some very high-end gear. I performed all of the Foley and Rob, who is an amazing recordist, handled recording duties. We did the whole thing over a couple days in his studio and it was quite messy! Luckily we covered the floors and walls in plastic, but his live room still smelled like a bad salad for days.
Blood and Guts includes 477 sounds recorded and mastered at 24-Bit/96kHz, WAV (embedded with descriptive metadata). It’s available at $50.
Want to hear?
And there’s more! Chuck also launched a new rewards system on CRFX, which he explains below:
David at Tracktimeaudio has published an interview with Watson Wu on recording cars.
I have the privilege of getting my first interview with the awesome, excellent, Watson Wu.
TTA: First off, some of your work with NFS ProStreet — this game emphasized more on the fun of the game than on the realism of driving, did this slightly different emphasis have any effect on the recording technique for the vehicles? Were there any cars that proved difficult to record well? Lastly, did you use predominately dyno-based recordings?
For ProStreet I was hired to field record passbys and help the EA team apply microphones on GT race cars in Sebring, Florida. We were capturing Corvette CR06, Cadillac, and Viper cars during their practice runs around the track, speeding at 170-190mph. The Corvette CR06s are The Loudest race cars I have ever encountered! They were like constant sustains of gun shots, painful to our ears. While many of the microphones were able to withstand the constant pounding of the high decibels, I was given from the team mic pads to cut off the extreme sounds going into my field recorder. While EA as well as a few of their external contractors sometimes use dyno-packs, I most of the time capture vehicles while in motion. Many of us believe that this recording on the go produces the more natural sound. As we have learned from years of recordings, we constantly strive to achieve better or nastier recordings with newer microphones and push the limiters to the extreme for that more aggressive sound. after all, video games and films are fiction based.
Continue reading here.
Designing Sound Rearder: What technique (or tip) you wish you had known when you first started doing sound design professionally?
Rodney Gates: I wish I knew how to make something sound large, other than just using reverb tail. One way this can be achieved is by pitching something at multiple intervals – an octave down, two octaves down, and blending with the original. This makes whooshes longer and fatter, and impact sounds beefier. Letting the sounds pitch and change their duration naturally is smoother than keeping their length the same as the original, but the time-correction has it’s uses for keeping heavy sounds short (as long as they are blended a bit with the original, most pitching artifacts are hidden in this process). Also, working with the highest sample rate and bit depth files you can helps a lot with fidelity (24-bit / 96kHz is great, with 192 being even better). The higher sample rates help keep the high-end of the sound as the upper harmonics are brought down during the pitching process, whereas rates of 48kHz and below have their limits, causing the sounds to get darker the further down they are pitched.
DSR: What is your weapon of choice (or method) to create production elements (whoosh, sci-fi sounds, etc)?
RG: I like to use Waves’ Doppler plug-in for creating whoosh effects. However, I wish it handled audio files at a higher sample rate than 48kHz since it’s pitching sounds as it’s core usage.
For electronic sci-fi sounds, adding light MetaFlanger is nice to “tech” something up a bit. For a little low-end emphasis, a Rectified (Pro Tools plug-in) sine wave around 80Hz (or sweeping around that area) is cool to add.
Plug-in automation is your friend, too – it can add a lot of movement to your sounds when using it with plugs like MondoMod or Enigma, etc.
SoundWorks Collection has published two interesting interviews with sound effects recordists Ann Kroeber and Charles Maynes, produced by Michael Raphael.
Welcome to the Soundworks Collection; an audio series that profiles individuals whose lives are spent bringing to life some of the worlds most unique sound projects. Whether they are recording in the field, editing and mixing on a dub stage, or creating sounds in a foley pit, these professionals keep finding new and exciting ways to craft sound. This week we hear from sound effects recordist Charles Maynes. His work has included the HBO series “The Pacific”, “Flags of our Fathers”, and “Starship Troopers”. You can often find Charles recording loud explosions and heavy gunfire, but when he needs to rest his ears, he turns to Bach.
Ann Kroeber is a field recordist, editor, and sound designer, whose recordings were in The Black Stallion, Lord of the Rings, and the Horse Whisperer. Over the years, she has developed her own way to connect with the animals she records. In 1999 she formed a company called Sound Mountain and has recorded and or provided sound effects for such films as The Star Wars Trilogy, The Lord of the Rings: The Return of The King, Pirates of the Caribbean, The Lion, The Witch and The Wardrobe, Gladiator, The English Patient, The Horse Whisperer, A Bug’s Life, K-19, Polar Express, The Village, Hidalgo etc. and many games. She was Sound Designer on Carroll Ballard’s recent Duma and Fx Editor on his Fly Away Home as well as Affonso Arau’s Zapata. She has also provided sound effects and sound designed for a number of popular Games. She produced a 3 CD set of sound effects for the Hollywood Edge called “Sounds of a Different Realm Special thanks to American Public Media and Weekend America for the use of the audio piece.
SoundWorks Collection podcasts on iTunes.
[Written by Rodney Gates for Designing Sound]
In early June of 2010, I became Sony Online’s Audio Director for San Diego. So how has this experience been so far? I’ll dive into a few points.
A Delicate Balancing Act
When I started working at this company, my primary focus was as a Senior Sound Designer on “Clone Wars Adventures”. It was very different for me as I was initially the only person working on the game, especially after coming from High Moon where we had a 6-member team for one console title (and needed every person).
There were two other people in the San Diego audio department, one Audio Manager overseeing the ongoing maintenance of some of the older titles, and another Sr. Sound Designer working on the maintenance of Free Realms. There were also two Apprentices working on sound for the expansions of both EverQuest and EverQuest II, and that was it. Our boss was in Austin with his team, busy with “DC Universe”, so we were pretty much on our own.
Although we didn’t have enough people to cover all of the games properly (in my opinion), it didn’t seem right to me that the older games’ teams were solely being supported by the greenest guys on our team, working late or super-early hours that barely crossed paths with the rest of us.
Eventually, the existing division of our team began to run up against newer projects that were either starting up or had been moved to San Diego and weren’t being covered at all, while I was getting quite busy myself with “Clone Wars”. The decision was made to split the leadership duties, and I was put in charge of the San Diego headquarters.
As I mentioned in the previous article, from day one I immediately reorganized everyone on my team to jump in and start working on “Clone Wars Adventures” to get it ready for its September launch. It was definitely the big-ticket game happening that year. I also began to have meetings with the other teams to find out where they were in the production of their titles or expansions, to try and work out a schedule to finish out the year. Most of our work was unfortunately reactive at this point, as things were coming up quick. Fortunately, we were able to hire on another experienced senior-level Sound Designer as well. One of our apprentices left and we let the other one go, as I preferred to have more experienced hands on the games going forward.
With the team reorganized like this, and remaining fluid throughout the coming months as we adjusted to the schedule, we squeaked by 2010 managing to cover everything without killing ourselves.
Diego Stocco has made music from sand, from a three, has recorded a burning piano, and made lots of custom and crazy instruments by himself. His work combines sound design and music scoring, along with experimentation with real world objects and environments.
A great example of that is his last video, where he shows the elements he recorded in order to get interesting sources for designing the sound signature of DTS Inc.
More of Diego’s work at Behance. I also recommend you this two-part episode of Sound Builders.