Guest Contribution by Randy Thom I'm on a plane from San Francisco to New York, May 3, and I see that the Designing Sound theme for May is time. Two notions relating to time and sound design come to mind. One is that fiddling with time in storytelling is always a playground for sound. Jumps to the past or the future in a movie swing the door wide open to using sound in … [Read more...]
In Consideration of Time…
April has ended and May has begun. No matter what we do, or how we may try to control it, time continues to march forward at its own pace...regardless of our needs or wants. Last month, we had a very specific theme. While there was ample opportunity to explore different approaches and uses, everything focused on a particular type of toolset. We thought it would be interesting … [Read more...]
Thanks to Our April Guest Contributors
Well, the flood gates certainly opened up at the end of the month...didn't they? We've got a lot of people to thank for their guest contributions to April's theme (and a few welcomed off-topic contributions). So, I'm going to get right to it! A hearty "Thank You" goes out to... Andreas Jonnson - Designing Ambiences in Max/MSP Aurelien Folie and David Sonnenschein - 3 … [Read more...]
A Tremolo AU plugin with Max
Last week I came across a post on the Cycling '74 Wiki about exporting gen~ code into an AU plugin. It looked too simple a process to be true, so I began investigating. After a few hours of work (and some help from the C74 forums because I stumbled across a bug) I managed to get a simple distortion plugin working. The whole process is actually quite simple, after you spend a … [Read more...]
Pure Data Wavetable Synth – Part 9 (Fin)
For those of you who just want to play around with the finished project, there is a download link at the bottom of the article. Despite all of this, I’m still relatively new at Pure Data and the Max language. To those who chime in with corrections or clarifications in the comments, you are most appreciated! If you’re new to PD, make sure you check the comments section for … [Read more...]
Using Max/MSP To Build a Fictional Language Dialogue System
Guest post by Naila Burney. A major challenge in video games is to record and manage thousands of dialogue lines. In Mass Effect 3, for example, forty thousand lines were recorded, and in Saints Row: The Third, eighty thousand lines were needed. Having to deal with so much dialogue can be extremely time consuming and expensive. For this reason, I decided to build a prototype … [Read more...]
Generating Complexity in Max
Guest Contribution by Mark Durham With this post I want to look at some strategies for generating control data in Max, or more specifically generating complex envelopes for controlling parameters. Now I expect that designing envelopes is nothing new for most Designing Sound readers; it's been a staple technique for manipulating parameters on a timeline in most DAW's, … [Read more...]





