Date post: | 05-Apr-2018 |
Category: |
Documents |
Upload: | claudio-oliveira-tavares |
View: | 215 times |
Download: | 0 times |
of 16
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.