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Dynamics…What’s Your Range?

June 3, 2013 by Shaun Farley

For June, we've chosen to focus on the theme of "Dynamics." As the title of this post implies, we don't think of this topic as narrow or specific. There are two obvious directions this theme can go. We could start a discussion about the use of dynamics processing: compressors, limiters, expanders, or transient enhancers. How do we use these in the design phase to mold a … [Read more...]

Dynamics Processors = Envelope Generators

January 17, 2013 by Shaun Farley

Charles Maynes' post earlier this month reminded me of an idea I had but never bothered to actually test out...using dynamics processors as envelope generators. If you've ever listened to me rant at all in the last two and a half years I've been active in this online community, you've probably at some point heard me say, "Compressors don't make things louder, make up gain … [Read more...]

On GRM Tools 3, Part 1

April 21, 2011 by jamie

A friend recently asked me what three plug-ins I would take with me on to the proverbial "desert island."  Assuming I also packed a Macbook, a copy of Logic and an iLok updater, I told him my three plug-ins would be: Serato Pitch 'n Time TL|Space The GRM Tools I recently picked up the complete GRM Tools version 3 "Evolution" bundle, and here's my experience, along with … [Read more...]

Inside the Waves Sound Design Suite [Pt 1] – Frequency and Dynamics Control

February 2, 2011 by Miguel Isaza

Welcome to the first of a series of posts dedicated to explore the whole Sound Design Suite of Waves. Apart of my own review, I'll also include anecdotes, opinions, tips and tricks from professional sound designers that use these plugins everyday. Today I'm going to talk about several tools designed for dynamics and frequency control, including the following: L1, L2, L3 and … [Read more...]

Rob Bridgett and the Dynamics of Narrative

September 29, 2009 by Miguel Isaza

Bob Bridgett has published a new fantastic article at Gamasutra, this time exploring common examples of dynamics from horror cinema and how those rules can be adapted to game design and game audio in any genre through graphic visualisation and planning techniques. 'Design' is one of the most important areas of sound design, in that the sound designer needs to sit down, over the … [Read more...]

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