1. the systematic investigation into and study of materials and sources in order to establish facts and reach new conclusions.
“This month on DesigningSound.org we’re going to be looking into the subject of research”
1. investigate systematically.
“What have you been researching? Would you like to share it with the community?”
The current state of audio technology is fascinating. A single person from home on a laptop can create their own DAW, plugins, use them to make music, mix a film, and author playable media. Physical modeling allows us to recreate believable sounding instruments from pure math. We can create convincing spacial audio in 3D game engines. We clean up audio removing extraneous noises with the precision of a surgeon who leaves no scars. We can capture the acoustic properties of a space, apply it to any sound, then remove the reverb we just added as if by magic. We can even morph and change the acoustic properties of a live environment in real-time. We can control sound with the press of a key, a slide on a touch-screen or a gesture in the air. But how did we get here, and where are we going?
For this month, DesigningSound is going to be looking at the subject of research and how it applies to audio. How does one conduct audio/sound research? What landmark studies contributed to where we are today in the audio-verse. What studies are currently being carried out and where might they take us?
Please email doron [at] this site to contribute an article for this month’s topic. And as always, please feel free to go “off-topic” if there’s something else you’re burning to share with the community.
In a recent entry in their interview series, SoundWorks Collection speaks to Mark Ulano, production sound mixer for Quentin Tarantino’s upcoming film, The Hateful Eight. Take a listen and hear stories that could only originate from a Tarantino shoot, told by one of the best productiou sound mixers in the business.
Oh The Variables
When you consider the variables in play when dealing with audio, it amazes me that we’re able to create anything that sounds even half-decent to someone else.
- How the authorship software processes audio
- Digital-to-analog conversion quality
- Unbalanced monitors / headphones
- The acoustic space
- Monitor placement
- Mix position
- Your ears
- Your brain
Used under a Creative Commons license. Click image to view source.
I was born in England in 1988. Some of my earliest memories involve old BBC and Mac computers. I grew up listening to CDs, MiniDisks, playing “Duck Hunt” on my sister’s NES. The dial-up modem sounds are imprinted on my memory. I recall my father ordering books from Amazon.com back when that’s all Amazon sold. In my teen years I assembled my own computer to save money and grew to appreciate the inner workings of a computer. What I’m trying to say is, I’m an early product of the digital age, it’s all I’ve known.
Want to see something that’ll mess with your head?
Now, you may not have noticed anything all that strange watching the video, but mute the sound and watch it again. After that, close your eyes and listen to just the audio. Notice anything strange now? You’ve just witnessed one of the more interesting perceptual illusions, the McGurk effect.