The Impact of Artificial Intelligence in Relation to the Music Industry

The Impact of Artificial Intelligence in Relation to the Music Industry

Science fiction spawns technological ideas into reality, while the growth of A.I aims to set humanity free to innovate, it too can serve as a creative tool to educate and produce jobs.       

Read More

A Quiet Place “Three Forms of Silence”

A Quiet Place “Three Forms of Silence”

This post investigates the film A Quiet Place, which follows the Abbott family; husband Lee, wife Evelyn, daughter Regan, sons Marcus and Beau through a post-apocalyptic America. The world created is extremely quiet due to the invasion of a blind armoured creature, that hunts by sound using hypersonic hearing. The Abbott family, have a distinct advantage, with their eldest child Evelyn suffering from a hearing impairment, meant the family know how to communicate through sign language. An advantage indeed when the hunters in this tale hunt by sound. The quiet nature of this world and lack of dialogue emphasises the sound design to push the narrative. Sound editors Ethan Van der Ry, Erik Aadahl and Brandon Jones, have created three forms of silence, each with a unique tension, one of which is being an active participant watching the film, this paper will investigate the three forms of silence and how it impacts both on-screen characters and the audience alike.

Read More

A Walkthrough of Creative Sound Design Techniques

A Walkthrough of Creative Sound Design Techniques

This post will explore creative sound design techniques that can be applied to film and games, this will include Tape, Granular and Fast Fourier Transform techniques. To demonstrate this, the animated short film The Shark In The Park will be featured. The film will be stripped from its original audio and imported into Cubase, which will be the DAW of choice for this walkthrough. The animation Shark In The Park was selected as it contains many visuals that can benefit from creative sound design, especially the granular visuals, which could also benefit from using granular synthesis to enhance and embrace the scene with context.

Read More

Unique Challenges of Interactive Audio in The Last Of Us

Unique Challenges of Interactive Audio in The Last Of Us

Video games need to overcome challenges in audio that are not found in other forms of media. Interactive audio researcher Karen Collins [1] weighs in on this phenomenon, explaining that media formats like film and TV use a passive form of immersion, the participant cannot interact with the experience, this is commonly referred to as linear media.  Nonlinear media generally refers to video games and requires an active participant to take part in the experience.  A participant can do anything that’s within the game rules at any moment in time, this level of interactivity raises problems or concerns within game audio, as it too, needs to react and respond in sync with the active player.

Read More

Applying Adaptive Music to Turn-Based Strategy Games

Applying Adaptive Music to Turn-Based Strategy Games

he basis of this project was to create an adaptive music score for a science fiction turn-based strategy game.  Although the music system will not be delivered to a developer, this project was created under this pretence.  This meant the project was organised for testing upon completion.  The score is generated in the digital audio workstation Cubase, while the music system was put together by middleware software WWISE.

Read More

Functional Interactive Music

Functional Interactive Music

The video game industry is the leader in interactive music, which is no surprise as the industry is currently valued in the billions, and growing each year (Woodside Capital Partners, 2015).  Despite this, interactive music has not yet been fully explored, and even further innovations in this subject area, are more than likely around the corner.  This post will take a look at how interactive music, could be implemented to enhance a players experience, without the need of repetitive dialogue, or visual cues to give direction.  

Read More

What is Procedural Audio?

What is Procedural Audio?

Procedural Audio is a misunderstood subject which has been around from the very beginning of game audio, in fact it used to be only the way.  This post will explain what Procedural Audio is and to explore the history behind the term.  We will also look at when to use Procedural Audio, and what issues may arise in doing so.  Finally the post will end with whats in store for Procedural Audio.

Read More

Procedural Sound Design

Procedural Sound Design

 A glimpse into the world of procedural sound design, what is it? Why use it?  A quick look at the practise and how to implement procedural sound design by using the Unreal Engine, and a digital audio workstation (DAW).  

Read More

The Last Of Us, Enemy Feedback Through Ludic Sound Design

The Last Of Us, Enemy Feedback Through Ludic Sound Design

This post will look into the creation of monster sounds in the video game The Last Of Us, and how these sounds can provide ludic feedback, enabling players to adapt their tactics, dependant on the specific sounds they hear.  The Last Of Us has enemies ranging from human factions to infected monsters, each with a distinctive sound; the sound specifics is what enables ludic feedback to the player…

Read More

Insight To Cue Sheets & Performance Royalties

Insight To Cue Sheets & Performance Royalties

A cue sheet is a list of music that has been used or will be used in an audio visual programme outlet such as TV, film or video. In order for the list to be useful, it will need to contain the following information:

  • Music duration

  • Type of music (Background/featured etc.)

  • Composer/artist name

  • Publisher details

  • TV/Film production details

Read More

Reconnected - Short Film Music Score

Reconnected - Short Film Music Score

Recently I have been busy working with director Mo Cheriet to develop an original score to his short film Reconnected. I became immediately interested in the film after watching the teaser trailer. I reached out to Mo with some music mock ups and ideas I had for the film score. One week later, and Mo got back to me, we got talking about the story of Reconnected - What is the movie? What are we trying to say? What is the appropriate instrumentation?

Read More

8 Tips When Composing Music & Sound Design For Indie Games

8 Tips When Composing Music & Sound Design For Indie Games

Well life isn’t always so simple, as I soon see myself take on more responsibilities, such as sound design, as well as various audio restoration duties.  Now were do my problems start, well after drafting a few musical ideas to get the vision right, all seemed okay, sound design was top priority for the developer, so I put off all music until the sound design was complete… well this is when things start to get interesting, or maybe stressful will be a better word.

Read More

Everything You Need To Know About EQ!

Everything You Need To Know About EQ!

Regardless of who you are, we have all heard of the term EQ, and to top it off, most of us have used some sort EQ in the past.  “That car radio has no bass” So we adjust the bass, “I can’t hear the guitars through my iPod” We turn the Mids and Treble up.  There you have it, you have used EQ before to fix a situation, now lets dive a little deeper and widen your understanding of EQ.  

Read More

Music Inspiration From Books

Music Inspiration From Books

I just finished reading the Mistborn Trilogy by author Brandon Sanderson. I absolutely loved the story, characters, and the world itself. It was an epic roller-coaster ride, that left me gasping for more. After I finished the book I immediately started to compose music based on the characters and locations that I read about, all for my own personal satisfaction. My girlfriend started to overhear some of the compositions that I have been working on, she is currently reading the Mistborn Trilogy herself and started to link the pieces of composed music to the characters with a surprising accuracy.

Read More