+ All Categories
Home > Documents > Move_3_Log

Move_3_Log

Date post: 05-Apr-2018
Category:
Upload: claudio-oliveira-tavares
View: 215 times
Download: 0 times
Share this document with a friend

of 16

Transcript
  • 7/31/2019 Move_3_Log

    1/16

    Move 3 Morphing

    Morphing was interpreted as a transformation ofthe source sound and also as a

    transformation within the new sound. The library is thus split between twelve

    Morphed sounds and thirteen Morphing sounds.

    The Morphing sounds typically have automation applied to plug-in parameters, while

    the Morphed sounds do not. The Morphed sounds can be roughly divided into three

    approaches: rhythmic/percussive transformations, alteration of pitched elements in the

    sound, and layering of sounds to create a new unified composite sound. The Morphing

    sounds mainly involve morphing from one sound to another, and variation of plug-in

    parameters via automation.

    Most of the sounds were not processed with any illustrative concept in mind, but with

    an idea of a transformation to apply to the source sound or within the new sound. The

    sounds were then named retrospectively from the impression received through causal

    listening.

    Notes

    The sounds were processed in Logic Pro 7 between 26 September and 1 November

    2007, then edited and normalized to -3dB in Pro Tools LE 7.3.1 on 1 November 2007.

    It appears from the screenshots that many of the sounds are entirely clipped this is an

    imaging bug with Logic, once you zoom in close enough the detail is resolved and it no

    longer appears clipped.

    Many of the source sounds had a sample rate of 44.1kHz, these were padded up to

    96kHz to standardise processing in Logic. To the notes on individual sounds below

    should be added editing and mixing, which were left out of descriptions for brevity.

  • 7/31/2019 Move_3_Log

    2/16

    Morphed

    nm_Army_Step

    0.385s

    DH_BalloonNoise1 SilvgateExpander

    ChanEQ

    Ringshift

    The noise gate was used to isolate percussive

    low frequency content and the expander to

    restore some dynamic range. Equalisation wasapplied to boost the bass and cut noise in the

    2kHz region. The ringshifter created the brief

    delay and added some ambience.

    nm_Chirp_Cavern

    1.674s

    DH_SwampBug ChanEQ

    EVOC FB

    Denoiser

    PtVerb

    Transformation: pitched elements/spatialization.

    ChanEQ was used as a high-pass filter, EVOC FB

    mutated the pitched elements in the source. This

    produced some unwanted hum which was removed

    with the Denoiser. Reverb was added because it was

    felt the sound benefited from a reverberant spatial

    context.

  • 7/31/2019 Move_3_Log

    3/16

    nm_Drumming

    0.526s

    DH_RubberSlapBalloon St-Delay

    SampleDlyTpDelay

    Fuzz-Wah

    ChanEQ

    Comp

    Transformation: rhythmic/percussive. A

    variety of delays were applied to create the

    drumming effect, including a stereo delay

    which applied a panning effect. The Fuzz-Wah was added give the sound more bite,

    ChanEQ to boost the high which was lacking

    and to cut an unwanted frequency at 390Hz,

    while compression evened out the dynamics.

  • 7/31/2019 Move_3_Log

    4/16

    nm_Four_Four

    4.014s

    DH_BouncingBalloon1 ChanEQ

    EnsembleRingshift

    (automated)

    Another rhythmic transformation, this time

    with facetious musical overtones. ChanEQ

    isolates the bass frequencies, Ensemble

    thickens the sound, while automatedRingshift varies the frequency of the sound.

    nm_Ra

    2.056s

    DH_CaptainWhaleHab ChanEQ

    VocalTrf

    Ringshift

    Exciter

    Transformation: vocalisation. ChanEQ cuts

    high frequency noise, VocalTrf modulates

    vowel formants while Ringshift achieves the

    breathing effect. Exciter creates high

    frequency harmonics of lower frequency

    content to replenish high end.

    nm_ Rainforest

    5.635s

    DH_BallonExhale

    HeldedPitched

    ChanEQ

    EVOC FB

    Denoiser

    Exploring the chirping/croaking effects

    possible with EVOC FB. ChanEQ acts as ahigh pass filter, EVOC FB modulates pitched

    elements in the source, while Denoiser acts as

    a second high pass stage.

  • 7/31/2019 Move_3_Log

    5/16

    nm_Rait

    0.700s

    DH_WashbBoard Noise gate

    DH_Granular Noise gate

    Transformation: layering. Noise gates

    emphasise the percussive aspect of the

    sounds. Layering and mixing merges the

    sounds so they appear to have one source.

    nm_Ritual

    1.790s

    DH_RubberRubBalloon RingshiftChanEQ

    (automated)

    Exciter

    Transformation of pitched elements.

    Ringshift pulls high frequency content into

    the mid-range, the pitched elements of thisare accentuated using equalisation. Ringshift

    also brings in unwanted high end noise from

    ultrasound frequencies, which is cut. Exciter

    restores the balance.

  • 7/31/2019 Move_3_Log

    6/16

    nm_Sandpaper

    0.780s

    DH_ScrewDriver HardGate

    DH_Twist ChanEQExciter

    HardGate draws out the scraping aspect of

    Screwdriver, ChanEQ and Exciter emphasise

    the tearing aspect of Twist. Layering and

    mixing creates a unified object.

    nm_Skat_Gate

    0.643s

    DH_Granular SilvGate

    DH_Vibrate SilvGate

    DH_Clunky SilvGate

    Gating emphasises percussive qualities of thesounds, which are layered to create a fast-

    paced, scatty composite sound.

  • 7/31/2019 Move_3_Log

    7/16

    nm_Squeal_Over_Waves

    1.741s

    DH_Mumble ChanEQ

    DH_CaptainWhaleHab ChanEQ

    Transformation: creating a

    relationship between two sounds.

    Equalisation mainly brings out

    pitched elements, layering createscall and response of rhythms.

  • 7/31/2019 Move_3_Log

    8/16

    nm_Umbrella

    0.753s

    DH_DumbDumb

    DH_BallonHit&Hold1DH_Rattle

    DH_RubberSlapBalloon

    No plug-ins,

    just editing,layering, and

    mixing.

    Exploring composite percussive sounds and

    the limits of mixing to achieve this.

  • 7/31/2019 Move_3_Log

    9/16

    Morphing

    nm_Air_Raid_Feed

    2.043s

    DH_Noise RingshiftChanEQ

    Ringshift was applied to create a varying

    frequency shift resulting in the beating effect,

    followed by equalisation to remove noise andalso to boost the low end frequencies to give a

    rounder sound.

    nm_Bubbling

    1.023s

    DH_BallonExhaleHel

    ded

    Overdrive

    (automated)EVOC TO

    DH_RisingUp Vol. auto.

    Enveloper

    Morph: one sound to another. Volume

    automation and enveloper create fast attack

    and gradual decay of RisingUp, while gain

    automation of overdrive onBallonExhaleHelded completes the cross-

    fade. Overdrive thickens the sound and

    EVOC TO creates the bubbling effect.

    Sounds like hot liquid searing then boiling.

  • 7/31/2019 Move_3_Log

    10/16

    nm_Car_Window_Face

    11.832s

    DH_BallonExhaleH

    eldSustained

    ClipDist

    (automated)ChanEQ

    Multipres

    Morph: impression of motion. ClipDist

    parameters are automated to emphasise

    different parts of the spectrum. ChanEQ

    emphasises windy frequencies and rattling,Multipres something of an experiment which

    gells the sound together. Sounds like a

    recording from a rollercoaster.

    nm_CrispAcket

    1.044s

    DH_RubberRubBalloon Vol. auto.

    Phaser

    Volume automation accentuates first and

    third beats. Morph: Phaser creates pitch shift

    impression which rises through the sound.

    nm_Gurgling_Snow_Ratchet

    0.974s

    DH_CaptainWhaleHab

    mutated with

    Wei_Chilly_01 in

    SoundHack using

    default parameters

    ChanEQ

    Morph: impression of mechanical activity.

    Mutation in SoundHack produces ratcheting

    sound in foreground alternating with noise in

    the left channel. Equalisation cuts noise and

    emphasises mechanical sound.

  • 7/31/2019 Move_3_Log

    11/16

    nm_Haemorrhage

    0.820s

    DH_BallonHit&Hold1 AUHipass

    (automated)Dist

    Enveloper

    Morph: pitched. AUHipass scans down the

    frequencies, a continuous scale which is

    distorted, making it harmonically more dense.

    The enveloper splits up the sound into 220msnotes.

  • 7/31/2019 Move_3_Log

    12/16

    nm_ Hot_Jet_Balloon

    3.645s

    DH_BalloonBlowUp Vol. auto.

    DH_BallonExhaleHelded

    Vol. auto.Phaser

    BassAmp

    LinPhaseE

    (automated)

    Morph: one sound into another. Volume

    automation provides cross-fade, Phaser and

    LinPhaseEQ alter the frequency content to

    create characteristic jet fighter sound, whileBassAmp, a distortion unit, creates the ripping

    afterburner aspect.

    nm_Hypervent

    1.832s

    DH_BallonExhaleHel

    dedPitched

    Vol. auto.

    Exploring volume automation, which creates

    impression of breathing from deflating

    balloon.

  • 7/31/2019 Move_3_Log

    13/16

    nm_Mechanix

    0.930s

    DH_Whaling Vol. auto.

    ChanEQGate

    Fuzz-Wah

    Bass Amp

    DH_ScrewDriver Vol. auto.

    Volume automation provides cross-fade,

    ChanEQ removes noise and accentuates

    pitched quality at 1720Hz. Gate draws out

    scraping sound, while Fuzz-Wah adds bite andBassAmp reduces the dynamic range and

    thickens.

    nm_Perc

    0.474s

    DH_Clunky -

    DH_Twist Vol. auto.

    Phaser

    BassAmp

    Morph: one sound to another. Clunky is

    placed to trigger Twist, which is brought to a

    climactic end using volume automation and

    Phaser. BassAmp makes the sound more

    dense.

  • 7/31/2019 Move_3_Log

    14/16

    nm_Tin_Pad_Drum

    1.357s

    DH_Vibrate mutated with

    DH_Tweek inSoundHack, default

    parameters

    -

    DH_TinPadAlly Exciter

    Gate

    Comp

    ChanEQ

    Morph: one sound into another. Mutation in

    SoundHack produces textured white noise

    which pans toward the right. This is layered

    with TinPadAlley to accentuate its rhythm.

    nm_Velcro_Baby

    0.251s

    DH_FloorBoard Fuzz-Wah

    Bass Amp

    Morph: WAAAAAAAAAAA. Fuzz-Wah

    creates the wah effect, and BassAmp adds

    the tearing sensation. Sounds like unfastening

    Velcro or the raspy wail of a baby.

  • 7/31/2019 Move_3_Log

    15/16

    nm_Vimp

    0.934s

    DH_Whaling ChanEQ

    GateFuzz-Wah

    Bass Amp

    At time of submission to infrar.ed I hadnt

    noticed that this sound is very similar to

    Mechanix. As an alternative I have included

    another sound from the same batch ofmorphs, Panting, below.

  • 7/31/2019 Move_3_Log

    16/16

    nm_Panting

    0.934s

    DH_Whaling EVOC FB

    Ringshift

    Morph: breathing. The sound was reversed.

    EVOC FB modulates vowel formants while

    Ringshift raises the pitch slightly.