Sound Design for Next Gen. Mike Johnson Audio Post Production - - PowerPoint PPT Presentation

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Sound Design for Next Gen. Mike Johnson Audio Post Production - - PowerPoint PPT Presentation

Sound Design for Next Gen. Mike Johnson Audio Post Production Manager - SCEA GDC 2009 Next Gen. Audio Higher Sampling Rates Higher Memory Budgets More Simultaneous Voices Discrete Multi Channel Surround (5.1/7.1) Real Time


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SLIDE 1

Sound Design for Next Gen.

Mike Johnson Audio Post Production Manager - SCEA GDC 2009

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SLIDE 2

Next Gen. Audio

  • Higher Sampling Rates
  • Higher Memory Budgets
  • More Simultaneous Voices
  • Discrete Multi Channel Surround (5.1/7.1)
  • Real Time DSP (EQ, Dynamics, Reverb, etc.)
  • more... more... more.......
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SLIDE 3

Next Gen. Sound Design

  • SFX recording
  • Foley
  • Sampling
  • Pitch Shifting
  • Worldizing & Futzing
  • Modulation & Doppler
  • Reverb
  • Granular Synthesis
  • Cross Synthesis
  • Morphing
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SLIDE 4

Sound Field Recording

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SLIDE 5

SFX Field Recording

  • This is the get up out of your chair, grab a

microphone, & portable recorder method.

  • Provides you with wealth of original

material to draw from unique to your title.

  • Creates excitement and motivates the all

members of the production team.

  • Impresses Management!
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SLIDE 6

SFX Field Recording

  • Military bases
  • Airports
  • Harbors
  • Sporting Events
  • Oceans, lakes, rivers
  • Zoos
  • Power Plants
  • Wrecking yards
  • Pets
  • Children
  • Weather
  • Everyday household
  • bjects
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SLIDE 7

SFX Studio Recording

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SLIDE 8

SFX Recording Examples

  • F-22 Falcon @ Miramar Airshow
  • F-18 Hornet @ USS Stennis
  • Styrofoam rubbing
  • Rubber cement fire
  • Plastic soda can zip bys
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SLIDE 9

Foley

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SLIDE 10

Foley Recordings

  • Original sound recordings performed to

picture by a Foley artist.

  • Provides you with a wealth of original

material to use on your title.

  • “Wild” Foley - not performed to picture.
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SLIDE 11

Foley Sound Examples

  • Boots
  • Guns & Gear
  • Wing Flaps
  • Rock Impacts
  • Chains
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SLIDE 12

Sampling

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SLIDE 13

Sampling

  • Sampling = Time Manipulation
  • Speed Manipulation
  • Looping
  • Layering / Multi-samples
  • Reverse it - The Paul is dead effect
  • Scrubbing - Manipulating the playback head
  • Reordering
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SLIDE 14

Software Samplers

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SLIDE 15

Sample Reordering

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SLIDE 16

Sampling Examples

  • Original Sound
  • Munchkin & Monster Effect
  • Looped Sound
  • Reversed Sound
  • Scrubbed Sound
  • Reordered Sound
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SLIDE 17

Pitch Shifting

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SLIDE 18

Pitch Shifting

  • Traditional
  • Excessive Pitch Changes (+/-)
  • Importing at wrong sample rate
  • Varispeeding
  • Pitch Envelopes
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SLIDE 19

Pitch Change - normal

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SLIDE 20

Pitch Envelopes

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SLIDE 21

Extreme Pitch Change

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SLIDE 22

Pitch Shift Examples

  • dry source
  • 1 Octave Down
  • 4 Octaves Down
  • Pitch Envelope
  • Importing at wrong sample rate
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SLIDE 23

Worldizing & Futzing

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SLIDE 24

Worldizing

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SLIDE 25

Worldizing

  • A way to place a sound object into an

environment by manipulating its source of

  • rigin.
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SLIDE 26

Worldizing Techniques

  • Play a recording thru a real PA, Radio, TV,

amp, etc...& record it via a mic or line input.

  • Place microphones next to speakers that

color the sound.

  • Broadcast sounds from unorthodox places

to capture the effect of the environment.

  • mouth, parking garage, tubes, tunnels.
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SLIDE 27

Futzing

  • Also known as radio-izing.
  • A technique used to simulate a broadcast.
  • Often used to emulate various speakers.
  • Radios, Telephones, PA’s, TV’s, etc...
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SLIDE 28

Futzing & Worldizing Examples

  • dry source
  • walkie talkie - Futzing
  • PA system - Futzing
  • bad digital transmission - Futzing
  • Metal Pipe - Worldizing
  • Freeway Overpass - Worldizing
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SLIDE 29

Modulation & Doppler

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SLIDE 30

Modulation

  • LFO’s to Amplitude (VCA)
  • LFO’s to Filter (VCF)
  • LFO’s to Pitch (Oscillator or Sample)
  • Delay Effects
  • Gating/Ducking Effects
  • Panning Effects
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SLIDE 31

Modulation - Delays

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SLIDE 32

Doppler

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SLIDE 33

Modulation Examples

  • dry source
  • Sound Toys - Pure Pitch Modulation
  • GRM Tools - Delays (excessive)
  • GRM Tools - Pitch Accumulation
  • Waves - Doppler Bys
  • GRM Tools - Doppler Bys
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SLIDE 34

REVERBERATION

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SLIDE 35

Reverberation

  • Reverb enhances the size of a sound
  • Reverb conveys distance & occlusion
  • Reverb creates mood
  • Reverb can be used for sound design as

well....

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SLIDE 36

Reverb Techniques

  • Traditional approach
  • Excessive Reverb for Smearing Effect
  • Reverse Reverb
  • Use of unorthodox IR’s for effect
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SLIDE 37

REVERB - Normal

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SLIDE 38

REVERB - IR Sample

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SLIDE 39

Reverb Examples

  • Dry source
  • Reverse Reverb
  • 10 Second Reverb Tail
  • 10 Second Reverb Tail x 2
  • Audio soundfile (gunshot) used for IR
  • Audio soundfile (bodyfall) used for IR
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SLIDE 40

Granular Synthesis

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SLIDE 41

Granular Synthesis

  • The Audio equivalent of Wonka Vision
  • The slicing, dicing & reordering of samples
  • Randomly plays bits of audio from buffer
  • Can have concurrent pitch & pan mod
  • Instantly makes interesting sounds!
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SLIDE 42

Granular Software

  • RTGS - X
  • Metasynth - UI Software
  • Max/MSP - Cycling 74
  • KYMA - Symbolic Sound
  • Reaktor - Native Instruments
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SLIDE 43

RTGS-X

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SLIDE 44

Metasynth

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SLIDE 45

MAX/MSP

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SLIDE 46

KYMA

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SLIDE 47

Granular Examples

  • dry source
  • Grain Scrub - Max/MSP
  • Grain Stutter - Max/MSP
  • Grain stretch - Metasynth
  • Grain bits - Metasynth
  • Echoid - KYMA
  • Time scrubbed crowd - KYMA
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SLIDE 48

Spectral Manipulation

  • Frequency domain processing
  • Sometimes requires analysis phase
  • utilizes Fourier Transform
  • Breaking down a sound into individual

simple frequencies (sine waves).

  • Once this is done, we can begin the fun.
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SLIDE 49

GRM Tools ST

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SLIDE 50

KYMA

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SLIDE 51

Spectral Warping Examples

  • dry source
  • Processed 1- Freq Warp
  • Processed 2 - Contrast
  • Cross Synthesis 1 - KYMA
  • Cross Synthesis II - KYMA
  • Morphing - KYMA
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SLIDE 52

In Summary....

  • Try not to use stock SFX CD’s!
  • Go and record the SFX for yourself.
  • Hire a Foley studio or make one.
  • Use combinations of processing techniques.
  • Misuse the applications you have.
  • Don’t get locked into using one application!
  • Don’t be afraid to experiment!!!!!!
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SLIDE 53

Fin

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SLIDE 54

Q & A

  • michael_johnson@playstation.sony.com
  • michael@ankf.com