I’m starting up a collection of videos to support my new “Listening to Videogames” class:
The goals of the class (and this video series) are to give an overview of the ideas and vocabulary in talking about sound for digital games, providing tools to listen critically to all aspects of videgames, contemporary and historical.
I put together a short tutorial on a simple way to use the Logic Pro X “Scripter” MIDI FX to create ever-changing, generative music.
As a composer, I always want to have original background music for all of my videos, but this means that I have to keep churning out long ambient tracks. One way that I address this is to set up a system that will generate an infinite amount of music for me, “Generative Music”, created by a system of rules.
In this video, I show one strategy of how to do this, laying down a couple chords in Logic, and then randomizing different aspects of them with MIDI FX to create an extended generative track.
The new PS5 audio engine, Tempest 3D AudioTech, creates 3-dimensional sound on any headset by using HRTFs, head-related transfer functions. So what are HRTFs? How does this work? Will it work for everyone? What does this mean for surround-sound setups? What are the five “Types” in the 3D Audio Profile Settings?
This video is a quick overview of what Tempest 3D AudioTech is reportedly doing now at launch (November 2020), and what possibilities and questions there will be in the future.
I’ve put together some videos on using microcontrollers (like Arduino) for music and sound applications.
In these first few videos I go over how to do some simple synthesis with an Arduino, controlling pitch and timbre with potentiometers and light-dependent resistors (LDRs)–essentially putting together some Arduino chiptunes!
I originally made these instructional videos for my class, but I’m hoping to continue to build on this playlist if there’s interest.
I’ve put together a series of beginner tutorials for getting started designing your own synths in Reaktor 6 Primary.
Over the course of this series, we put together a synth with selectable oscillators, filters, and multiple options for modulation. This can serve as a good hands-on introduction to synthesis in Reaktor or any other synthesis environment.
Make a Pure Data patch that generates synth Halloween music–“dissonant music in odd time signatures.”
Horror music offers a great deal of creative license, and there is no one-size-fits-all solution to spooky music. In this video I go through a few examples, then talk about how we can make a simple generative music system that creates pulsed, dissonant, repetitive music like John Carpenter’s score to Halloween (1978) or Mike Oldfield’s “Tubular Bells” (which became the theme to The Exorcist 1973). We start by making a simple sequencer, and then randomize and automate different aspects of it (tempo, roots, sequences).
A quick disclaimer, in retrospect, I realize I played a little fast and loose with the order of how things are processed here (looking especially at how I’m adding things), and I might have done some things in a different way, but everything works for our purposes, and I’ll plan to talk about that more next time.
Watch me dissect and old phone and repurpose its carbon microphone.
Constructing a lo-fi microphone from an old telephone’s carbon microphone, and seeing what other parts we can make some sounds with.
I got this old phone at Goodwill for a couple bucks, interested in seeing if it had a carbon microphone that I could salvage. It turns out getting that microphone out was a breeze. Then I started seeing what other parts might be interesting–the keypad, the chip that makes DTMF tones. Finally, I put together the circuit for the carbon microphone, and got it back in the handset, adding a new specialty carbon microphone to my mic locker (such as it is).