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Full Audio Remake from a 1-Min Video Game Clip
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Write-Up
In this write-up, I intend to tell you how I personally think of the sound for this 1-minute video game clip. Subsequently, will be a short overview and a couple of screenshots of my progress on how I managed to plan and execute all of the sounds that I have designed for each and every specific scene.
After watching this clip while listening to its original sound design/music/ambience, I started planning and overseeing the possibilities of my own sound designs in my head. I watched and listened closely while looping every scene and ideas began to flow. My opinion about the game was that even though it is a strategic game, it should make players feel relaxed. In my experience of mobile gaming, I enjoy playing games that actually helps me to fall asleep. I am not saying that these types of games are boring but in fact it turns out to be beneficial even for myself. So, for this instance, I feel that this is one of my examples of mobile games that will help players like me to fall asleep. Thus, I planned to design the sounds/music/ambience in such a way that it helps to relax the brain from pressure.
1) Music
The music was in the tempo of 58 BPM. Sound/Texture was designed from FM8, a software FM synthesizer and further enhancing the texture through Abletonâs effects as both sends and returns. My aim is to create a texture that sounds calm, smooth and not too piercing so as not to standout in the mix. It should also sound as if it swells smoothly and randomly in the stereo field. Next were the chord choices. The chords were played in II, V progression starting in the key of E major. Then it transits smoothly to the other keys because I want listeners to feel like the flow is continuous while telling its own story. I did not throw in I chord (root) because I feel that the music does not need to resolve.
2) Ambience
I managed to dig out a suitable wind sample from the Sony Sound Library and implement this as an ambience track. I used the wind because it represents calm and peaceful. I also chose to put in the wind because of how the game from this particular scene portrays itself (character is moving on the tall building). The wind sample was then EQ-ed in a way that it does not stand out and further manipulate it with effects. The effects were mainly used for space and stereo imaging.
3) Footsteps
Next, I focused and searched the section where it needed footsteps. They were designed from FM8 software FM synthesizer. The sound in which I was aiming for was it to be more of a synthetic sounding rather than sounding similar to human footsteps. They were further manipulated through Abletonâs effects so as to give space and a better mix. Sound is modulated through a sine and square wave so it gives a little randomness in terms of texture. Then I tried to be as detailed as I can to sync the âsound-stepsâ and the âimage-stepsâ together. In terms of pitch, I made an alternating high-low effect that represents the characterâs left and right feet respectively.
4) Climb Hak
This is the sound when the character climbs up or down from the ledge. The sources were samples of my voice, recorded from the âZoom H4Nâ. Samples were then auditioned and picked and further edited with it being cut and faded. Following this process, they were then manipulated through warping, pitching and effects such as reverb for space and EQ were used. I wanted it to sound cute and girly due to the character being small, cute and I kind of think that it looked like a girl in a white dress.
5) Pad, Open Stairs
This particular sound is for when the character stepped on the circular pad, which then caused the flight of stairs to open by itself. I used the layering technique and 3 different sources to create them as a whole. All of the 3 different sources were from my personal sound library that Iâve recorded in the past. 2 of them were recordings of noise from my âno-input mixerâ, while the other was from a recording of me closing the lid of a washing machine. I used the âclosing the lid of a washing machineâ sound to represent the sound of the character stepping on it and the other 2 âno-input mixerâ sounds were layered together to form the sound of the stairs opening. 1 of the âno-input mixerâ sounded low and rumbly as if two hard and heavy surfaces are grinding against each other, while the other noise sounded as if the stairs are gradually rising. I modulated the transposition clip of this particular âno-input mixerâ noise so it sounds that the stairs are rising. All individual sounds were then processed with Abletonâs effects to create space and EQ-ed to suit the overall mix.
6) Sliding Buildings
This is how it sounds when the player is sliding the buildings up/down. I designed it from FM8 in such a way that when the building is being slided up, it arpeggiates faster and rises in pitch and vice versa when it is being slided down. I used the âSaw-toothâ LFO for modulation in FM8 so it sounds like it arpeggiates with the key sync with the key scale turned all the way up so that the rate of the LFO speeds up as the midi notes goes higher and slows down when it goes lower. I designed and mixed this particular sound in a way such that it would be more convenient and clear for the player to feel and hear when he/she tries to slide the buildings.
7) Ground Drop
First thought when I see the âGround Dropâ was landslides. I needed 2 layers of sound for this. 1 layer was for the grainy body and top while the other should sound rumbly more to the low end. I decided to sample a 1-minute clip of me handling uncooked rice in differently like grabbing, throwing, dropping, sliding and even crushing. Dropping the rice on different materials was also included in the process followed by auditioning and picking a segment of the right texture needed for this scene. After deciding on the right segment, I started experimenting with it through stretching, pitching and trying different warp modes. I resampled and worked from here. For the body, I managed to make it sound low and grainy similar to the sound of rocks crumbling into smaller pieces. As for the bottom end, I decided to build an audio effects rack, which I used it as a âSendâ and not as an âInsertâ as I wanted to separate the body/top with the bottom end. I made it such that it sounds just a bit gated and not too grainy, in which it fills up and emphasize more of the bass. Finally, I glued and mixed both layers together and process them through Abletonâs effects for space and definition.
8) Hat Off
This sound takes place when the character is zoomed in and she starts to touch, removes her hat from her head and then wearing the hat again. I noticed that there were 3 parts to this action. She raises her hand to grab the hat, pops out the hat from her head and swinging it down to take a look of what was in the hat. Likewise for when she starts to put on the hat again but this time she maneuvred in the opposite direction. So I decided to use techniques like layering of foleys, manipulation and processing. I had 2 layers where I sampled myself handling clothings (running shorts, jacket) in different ways and whipping through the air with different materials (scent stick, drum stick, hangar). The sound from the clothings was used to represent the characterâs âraising of her handâ movement and popping of the hat from her head, which in turn makes her clothings and maneuvres audible. Sound of the whip was being portrayed for when she swings the hat down from her head to her eye level because I figured that it needed a âswishyâ sound. Following on, I manipulated the audio transients through cutting, fading, stretching and pitching. Then, I processed them both individually and as a group through effects like EQ, compressor and reverb in order for them to glue well with the rest of the sounds as well as the space.
9) Magic Cube
This interesting part here enabled me to deliberately design something futuristic. I feel that the cube portrays a magical and futuristic sense. The scene also tells the player that he/she has managed to clear the stage. Synthesis, layering and processing were the technical implementations for this particular sound design. I noticed that the magic cube flies out from the hat and levitates in the air while it rotates. After which, the cube releases an aura that sprinkles âfairy dustâ. The actual sound design was made through FM8 and I used synthesis for this. Then, I implemented another layer, which resembles the âfairy dustâ and this layer was used as a send effect. I planned on designing the sound in such a way that it sounds like it has movements in its stereo field. Subsequently, the overall sound was being processed through effects for a better mix and space. At the end, I managed to produce something futuristic, synthetic, and stereo and a moving vibe for this.
Overall Mix Trackview
Mastering
I honestly appreciate this audio test/challenge which I treated it as a fun, exciting and actual assignment. I have learnt that there is always a story and link behind every visual and audio. I believe that behind every experience, either with working independently or in a team, there will always be valuable knowledge to gain and share.
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Asset List
SFX_1) Weapon_LONG DAGGER FROM SHEATH
Link to SFX -Â https://soundcloud.com/mxtesg/long-dagger-from-sheath/s-gn773Â
Description: An action done when the character is pulling out a long dagger from a sheath, during a battle.
Instruments: Razor Blade with Extension, Metal Pot with Lid, Ableton Live 9 Stock Effects
Type of Work Applied: Layer and ManipulateÂ
Screenshots: - Mixed:
FX for Sheath:
FX for Rusty Blade:
FX for Shimmer:
SFX_2) Weapon_GLOCK SHOTS
Link to SFX -Â https://soundcloud.com/mxtesg/glock-cocked-and-shot/s-g5JsI
Description: An action done when the character took a couple of shots from his revolver.
Instruments: Hole Puncher, Door Slam, Ableton Live 9 Stock EffectsÂ
Type of Work Applied: Manipulate and Layer
Screenshots: -
Mixed:
FX for Cocking of Revolver:
FX for Shots Fired:
SFX_3) Menu_BOOK OF THE DAMNED
Link to SFX -Â https://soundcloud.com/mxtesg/book-of-the-damned/s-ZFNsj
Description: An action made by the player/controller of opening up a menu list of ingredients and spells to be cast, from the âBook of the Damnedâ.Â
Instruments: Book, Pages, Ableton Live 9 Stock Effects
Type of Work Applied: Manipulate and Layer
Screenshots: -
Mixed:
FX for Flipping Pages:
FX for Book Closed (High):
FX for Book Closed (Low):
SFX_4) Combat_BRAIN STABBING
Link to SFX -Â https://soundcloud.com/mxtesg/stab-into-the-brain-with-a-dagger/s-CQlBP
Description: A move in which the character stealthily stabs a demon which is in  the form of a human, with a dagger in the back of the head during a fight.
Instruments: Watermelon, Vocal, Stainless Steel Knife, Trousers, Ableton Live 9 Stock Effects
Type of Work Applied: Layer and ManipulateÂ
Screenshots: - Mixed:
FX for Stab and Remove:
FX for Vocal Expression:
FX for Clothing Movements:
SFX_5) Combat_SALTING GROUND
Link to SFX -Â https://soundcloud.com/mxtesg/salting-ground/s-B6KoF
Description: A tactical move, when the character took out a pack of salt from his trousers, and scatters salt onto the hard ground, which acts like a barrier from the vengeful spirits.
Instruments: Salt, Trousers, Footsteps on Gravel, Ableton Live 9 Stock EffectsÂ
Type of Work Applied: Layer and Manipulate
Screenshots: -
Mixed:
FX for Scattering Salt on Hard Ground:
FX for Footsteps on Gravel:
FX for Clothing Movements:
SFX_6) Menu_ITEM PURCHASED
Link to SFX -Â https://soundcloud.com/mxtesg/item-purchased/s-DWads
Description: A sound played whenever the player has successfully purchased something from the item store.
Instruments: Dropping of coins onto the hard ground, Ableton Live 9 Stock Effects
Type of Work Applied: Layer and ManipulateÂ
Screenshots: - Mixed:
SFX_7) Combat_HEALTH POTION
Link to SFX -Â https://soundcloud.com/mxtesg/health-potion/s-CVsVz
Description: An action done when the characterâs depleting life gets restored over a period of time.
Instruments: Heartbeat, FM8 Software Synthesizer, Ableton Live 9 Stock EffectsÂ
Type of Work Applied: Layer, Manipulate and Synthesis
Screenshots: -
Mixed:
FX for Drinking:
FX for Heartbeat:
FM8 Envelopes:
FM8 Master Section:
FX for FM8 Potion SFX:
FX for Resampled FM8 Potion SFX:
SFX_8) Ambience_HELL
Link to SFX -Â https://soundcloud.com/mxtesg/hell/s-kdDFx
Description: A quiet ambience where there was nothing but darkness and glowing fire. This is for when the character journeys through Hell for missions.
Instruments: Footsteps, Fire Crackles, FM8 Software Synthesizer, Ableton 9 Stock Effects
Type of Work Applied: Layer, Manipulate and SynthesisÂ
Screenshots: - Mixed:
FX for Footsteps:
FX for FM8 Dissonant Chord:
FX for Fire Crackling:
FX for Resampled Fire Sampling:
SFX_9) Ambience_HEAVEN
Link to SFX -Â https://soundcloud.com/mxtesg/heaven/s-fKEui
Description: A soothing and warm ambience in Heaven. This is for when the character journeys through in search for something or someone during missions.
Instruments: Vocals, Finger Snap, Footsteps, Abletonâs Operator Synth, Ableton 9 Stock Effects
Type of Work Applied: Layer, Manipulate and SynthesisÂ
Screenshots: - Mixed:
FX for Bus:
FX for Vocal Root Note, 2, 3, 4:
FX for Bass:
FX for Footsteps:
FX for Snaps:
SFX_10) Ambience_BRANDSBY
Link to SFX -Â https://soundcloud.com/mxtesg/brandsby-town/s-XNm9s
Description: An ambience for when the character is walking in the small town of Brandsby during World War II, in Germany, disguising as a German Soldier.
Instruments: Distant Explosions, Group of people Running, Footsteps, Ableton Live 9 Stock Effects
Type of Work Applied: Layer and ManipulateÂ
Screenshots: - Mixed:
FX for Distant Explosions:
FX for German Soldiers Running:
FX for Footsteps:
MUSIC_1) Music_BOSS FIGHT
Link to Music -Â https://soundcloud.com/mxtesg/demon-king-valark-fight/s-UePlq
Description: The background music for the boss fight with Valark.
Instruments: FM8 Software Synthesizer, Noise from No-Input Mixer, Closed Hi- hat, Open Hi-Hat, Kodo Drum, Snare, Ableton Live 9 Stock Effects
Type of Work Applied: Layer, Manipulate and SynthesisÂ
Screenshots: - Mixed 1:
Mixed 2:
Mixed 3:
FX for Pad 1:
FX for Pad 2:
FX for Pad 3:
FX for Pad 4:
FX for No-Input Mixer:
FX for Emb 1:
FX for Emb 2:
FX for Kodo Group:
FX for Perc Group:
FX for Perc 1:
FX for Perc 2:
MUSIC_2) Music_ANGEL MIKE-DRE FIGHT
Link to Music -Â https://soundcloud.com/mxtesg/angel-mike-dre-fight/s-a68P6
Description: A battle with one of the high-ranking Angels named Angel Mike-Dre.
Instruments: FM8 Software Synthesizer, Abletonâs Operator Synthesizer, Glass with Ice, Open Hi-Hats, Closed Hi-Hats, Kick Drum, Snare Drum, Ableton Live 9 Stock Effects
Type of Work Applied: Layer, Manipulate and SynthesisÂ
Screenshots: - Mixed 1:
Mixed 2:
FX for Bass:
FX for Small Creatures:
FX for Pad 1:
FX for Synth 1:
FX for Open Hi-Hat:
FX for Closed Hi-Hat:
FX for Kick:
FX for Snare:
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Video Game
Concept ReportÂ
HIGH CONCEPT STATEMENT: -
A tactical survival, hack-and-slash horror game, of two brothers trying to avenge the mysterious murder of their mother, for which the Demon King was responsible, to be played on PS4.
PREMISE: -
âValarkâ is a single-player role-playing game. This game lays a sinful world where people dare not to believe in the existence of other beings, which are among them; angels, demons, monsters, vengeful spirits and God Himself. A world tainted in turmoil, coming closer to its end. The main protagonists, Mikah and Simus, who hunt monsters, demons and spirits for a living, soon found out that the murderer of their motherâs death was the Demon King, named Valark. In the original time where they are supposed to be which is in the year 2003, they went back and forth in time, into the future, Heaven and Hell, with the use of powerful dark magic, sacrifices and friendships, will they able to seek the truths behind their motherâs death, and the exact coordinates, where Valark is hiding.
STORYLINE: -
Two brothers, the main characters of the game, Mikah and Simus age 7 and 10 respectively, witnessed their motherâs oddly death, as her body floats in the air, and fire began to engulf her whole body before spreading to the whole apartment. Their father, Zakk got there just in time to drag them out of the fire. Just before they got dragged out, they saw a figure of a tall man wearing a coat, with yellow demonic eyes standing beside their motherâs burnt corpse and smiling in the fire. Twenty years ahead, in the year 2003, after gaining the experience of killing countless of evil beings walking on this Earth, they are finally ready to avenge the mysterious murder of their mother, in search of the truth, and to hunt the yellow-eyed Demon King named Valark. They came across the âBook of the Damnedâ while hunting for a particular Witch named âSuzyâ who was terrorising the people in a the town called âBarnleyâ, after which they managed to get hold of it. Mikah and Simus will have to learn the techniques of casting dark magic, which they will find from the âBook of the Damnedâ, gathering and searching a list of specific rare ingredients for different spells. The two brothers will have to travel from town to town, and through time, in search of clues and strategically killing all evil beings that cross their paths, with the different techniques and strategy, in which they have learned in their previous years of training.
GAME WORLD: -
Mikah and Simus had retrieved an ancient book while having to hunt down an evil witch in a town called, âBarnleyâ. The book was known for containing powerful magic, which empowers the user with the ability to cast a variety of spells and it is known as âThe Book of The Damnedâ. In order for them to cast the spells, they will have to look for specific rare ingredients which will be mixed together to form a whole, and which they can then chant the words from the book. But looking for the rare ingredients are not easy, as they will have to travel through time and space. Ingredients like the âmoustacheâ from Adolf Hitler during âWorld War IIâ, an angelâs breath, blood from the gatekeeper of Hell, and others.
âBrandsbyâ
A rough feel of the town called âBrandsbyâ where Adolf Hitler was, in West Germany during âWorld War IIâ, in the year 1944. One of Hitlerâs many hidden headquarters where he, himself and some high-ranking soldiers were planning, hiding and giving orders at that particular time of war. This was also the place where the low-ranking soldiers were being deployed. One of the rare ingredients that Mikah and Simus were searching for was in this town. The atmosphere in âBrandsbyâ is not that hectic and noisy, but rather peaceful. Only sounds of murmurs, soldiers walking and marching around in their uniforms and carrying weapons, armours and other essentials for war could be heard. However, the external part of âBrandsbyâ is quite chaotic; bombs and gunshots can be heard from the internal part of âBrandsbyâ. A discreet town in which was covered by chaotic sounds that could be heard from miles away, from the battlefield. This place was also used as a containment of some of the hostiles, where they were detained.
âHeavenâ
This is one of the main places in the game that led the brothers into looking for one of the key ingredients for a spell to be summoned. Heaven is truly beautiful, colourful, peaceful and mesmerising externally and internally. A place where no Sun could reach, but still shines, while a nice breeze fills the atmosphere. The ones who have served Hell and sinless people were directed here and guided by the Angels of âHeavenâ. It was completely peaceful and the atmosphere is full of warmth, smiles and laughter.
âHellâ
Place of the afterlife, where sinful people are trapped and detained only to be tortured and punished. With no escape and endless suffering from the tortures of the evil minions. Atmospherically looks dark, with fiery red clouds engulfing the sky. Light could only be seen from the glow of the flames. Infinite and endless cries of the sufferings could be heard at certain parts of âHellâ. A huge building that looks quite regimental can be seen from afar, situated in the middle, and consisted of the higher-ranking demons which rule âHellâ. This is also the place where the brothers have to allocate themselves, in search for an important ingredient for a specific spell.
GAMEPLAY: -
In the Picture Displayed Above: -
An in-game, third-person viewing angle of a played character. A transparent view of the map, showing a small part of the surroundings with its coordinates, in âLegendâ view located on the bottom right corner of the screen. The characterâs health, mana and special attacks are represented on the top, left corner of the screen. On the right corner of the screen will depict the amount of gold collected for the item purchase section. (Screenshot of Capcomâs, âDevil May Cry 4â gameplay)
Goal â To find the truth behind the mysterious murder of their mother, to take revenge on Valark for the murder of their mother and to destroy the
evil existence living among them through different tactical form of combat.
Challenges â To travel back and forth through time and different realms,
for gathering of clues of their motherâs mysterious death and the exact coordinates of Valark while attempting to dispose all the evil beings that cross path.
Action â To navigate the character and strategic decisions through means of: -
- Â Walking/Sprinting/Tip-toe (left, right, forward, backward)
- Â Strafing (left, right)
- Â Roll/Slide (left, right, forward, backward)
- Â Jump/Hang/Squat (up, down, far, close)
- Â Combat (shoot, slash, pierce, punch, kick, throw, grab, special attacks, etc.)
- Â Spells (ingredients, formulas)
- Â Interaction (hacking operations, disguise, hide, divise, divert, maps, portals)
- Â Haversack (items for spells, remedies, weapons, armors, buffs, etc.)
- Â Gold (weapon/armor imbue, purchase of armor/weapon/remedies/buffs/costumes/hairstyles, etc.)
Immersion â The one controlling the character in the game will learn various tactics and strategies of the different ways/methods of killings the different evil creatures and the special manoeuvres/abilities of the switchable characters (Mikah and Simus), as he/her progresses through the game. The controller will also be immersed in the discovery of the plot twists happening throughout the course of the game, which will soon be unravelled.
GENRE: -
âValarkâ is a tactical survival, hack-and-slash game taking place in an open-dimensional concept, with interactive, destructible environments and a plot-twisting storyline just waiting to be unravelled.
REFERENCES: -
Devil May Cry 4
Started in a castle town of Fortuna, where a group known as the âOrder of the Swordâ, exercise an unfathomable religion where they were in full admiration for the teachings of the respected demon warrior, Sparda, who fought for the humans to protect them against the other demons. Nero, a young and experienced knight from the âOrder of the Swordâ embarks his journey in search of a mysterious assassin, Dante, who had killed the leader of the âOrder of the Swordâ. Nero finds out that there was something to do with Dante and the sudden increasing appearances of demons all over the city. Nero will soon find the answers to the mysteries of Danteâs existence and the true purpose of the âOrder of the Swordâ.
Diablo III
This game is about the battle between good and evil that sets in the ordinary world lived by vulnerable people who had miraculously survived, continuing their struggle through pandemonium and devastation. An epic story with the follow ups from Diablo I and II, building the vision for the world of Sanctuary, where only the chosen âOneâ between a class of Barbarians, Witch Doctors, Demon Hunters, Monks, Wizards, Necromancers and Crusaders can deter the evil beings from trying to take over. It contains an immersive storyline with a more in depth exploration into the further fragments of the Sanctuary.
God of War
As Kratosâs retaliation against the gods of Olympus seemed so far behind him, he now settled in a land where Norse Gods and monsters are in existence. Kratos has to fight the evil-beings in order to survive this hostile and cruel world and guiding along his son so he can follow his footsteps in order to be safe from harm. Kratos had unknowingly learn the use of his rage that solely signified him as a fearless person, mastering and honing the skills which he will further utilise, together with his combatant skills. He faces guilt that his son will have to go through a similar dark lineage and hoped to alter the future. In search for the ways of altering the future, Kratos embarks a quest where he will have to cross paths with its own pantheon of ancient monsters, gods and creatures.
Harry Potter and the Half-Blood Prince
Hogwarts is no longer safe as Lord Voldemort is trying to cause destruction between the dimensional worlds of the Ordinary and Wizardry. Through guidance and training from Dumbledore and his friends, it is up to Harry, the chosen one to prepare him for the final battle, which he had foreseen. Through the gathering of precious informations and items in both realms of the ordinary and wizardry, will they be able to find ways of piercing through Voldemortâs defences. In this game, players will have the chance to participate in wizard duels, cooking of spells to be summoned and playing in the game of âQuidditchâ with âTeam Gryffindorâ, leading them to victory, and to plunge deep into the storyline, leading the player to find out the true identity of the âHalf-Blood Princeâ.
Works Cited: - âAbout the Devil May Cry Series.â Capcom, 2015,
http://www.capcom.co.jp/devil4se/global/intro.html?la=en. Accessed 8 Mar. 2017.
âGame Overview.â Sony Interactive Entertainment, 2017, https://www.playstation.com/en-us/games/god-of-war-ps4/. Accessed 8 Mar. 2017.
âHarry Potter and the Half-Blood Prince Review: About This Game.â Ziff Davis, 2009, http://www.ign.com/games/harry-potter-and-the-half- blood-prince/ps3-14248951. Accessed 8 Mar. 2017.
âWhat is Diablo III.â Blizzard Entertainment, 2017, https://us.battle.net/d3/en/game/what-is. Accessed 8 Mar. 2017.
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Composition
Improvised Take on the Make Noise Modular System
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My Make Noise PatchÂ
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Modular Music
   Modular Music is defined as music that stems from the amalgamation and the underlaying of musical/non-musical constructions. The different constructions or also known as modules, can be attached or detached to form a completely new work/piece/idea which differs from the original. A modular can be broaden and lengthen in time, space and size depending on an individualâs creativity or improvisational values.Â

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Make Noise
   Make Noise was founded in 2008 by Tony Rolando, a self-taught electronic musical instrument designer who got started by obsessively reading amateur radio books at the public library, building electronics for artists, such as the light controlled mixer for Simon Lee's "Bus Obscura," working for Moog Music, and playing in bands for many years. After 3 years of isolation on a mountain top he founded Make Noise.
   What started as a re-visioning of jettisoned music technology has grown into a crew of folks working together in Asheville, NC, to design and build some pretty strange, but thoughtful modular synthesizers. We see our instruments as a collaboration with musicians who create once in a lifetime performances that push boundaries and play the notes between the notes to discover the unfound sounds. We want our instruments to be an experience, one that will require us to change our trajectories and thereby impact the way we understand and imagine sound. Also, we think what we do is fun and we hope you like it, too.
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My Inventory
- 4 Solar Clickers
- Macbook Pro Retina, 13-inch, Late 2013
- Ableton Live 9.7.1 Suite
- MOTU UltraLiteMK4 (Audio Interface)
- Novation Launch Control (Midi Controller)
- Mackie 1202VLZ4 Mixer (Sub Mixer)
- Ableton Stock Plugins/Effects (Processors)
Ableton Session : -
- 1 Solar Clicker assigned to 1 channel in Ableton session.
- 1SpaceKicker, 2MetalPlucks, 3ResoPads, 4Growler
- each Solar Clicker produces their own unique tone/sound/texture
- improvised mix and sending of effects independently for each Track/Solar Clicker
- No presets were used
- All processed sounds were meticulously designed according to personal taste
ScreenShots in my Ableton Session : -
Channels
FX Chain for SpaceKicker Channel
FX Chain for MetalPlucks Channel
FX Chain for ResoPads Channel
FX Chain for Growler Channel
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Irish Circus Performance
Sorry for the bad angle and quality!!!
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Was fun, memorable time of my life. It was a pleasure having to work together with all this bunch of talents. Thank you for the experience !!
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Stage Setup
Contribution : -
- Assisting Dhiya with fabricating his wooden log boxes (drilling and attaching separated wooden logs together to form a log box).
- Assisting in shifting and positioning of log boxes.
- Installation of Lights hanging on and around the wooden log boxes.
- Assisting in the positioning of all the other instruments (gongs, boxes, tables, etc.)





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Full-View of the Solar Clickers
2 Warm White LEDs and 2 Clear White LEDs make a good combination for minimal visual experience.



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Final Phase
Fabrication takes place and Musical ideas gave way....

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Mid Phase
All 4 circuits are done!!

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Initial Phase

After finalising my choice of instrument from the many ideas that I had at that time, I decided to work on an idea in which I called it the âSolar Clickersâ. It is made up of a solar panel, a 555-timer chip, 1 LED, 1 potentiometer, a capacitor, a 9 volt battery and 3 resistors in varying resistance. They are being patched together to form a circuit in which the LED will then produce a continuous blinking of light. The solar panel will take in the light from the LED, producing a noise click and a little bit of static noise, once it has been patched to the speaker output. So with instances of blinking lights, it will produce many instances of audio clicks. Through varying the speed of the blinks from a potentiometer, and adding more of the same circuits together, I am able to create interesting polyrhythmic structures of sound. And with the power of processing them through limitless effects, it will definitely produce interesting ideas of an interplay between melody, texture, rhythm, synthesis and space.
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My Role
- Collaborating with the team from âMedialabâ - Andreas Schlegel (Supervisor), Gunahlan s/o Subas, Amon Wong Chong Hao and Myself, to create new, exciting instruments from scratch that produce sounds and to be experimentally played in accordance to James Joyceâs classic text Finneganâs Wake by way of John Cageâs mysteriously-titled music score: â____,_____ _____ circus on _____â.
- Present ideas of construction, design, techniques, compositional approaches, sound design.
- Managing and making sure that the completion of tasks are done within the given time frame.
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What is Irish Circus
A production by LASALLEâs School of Contemporary Music, with support from The Singapore Ireland Fund, and in association with British Alumni Singapore, Irish Circus is a multidisciplinary stage experience that brings the audience on an audio-visual journey through James Joyceâs classic text Finneganâs Wake by way of John Cageâs mysteriously-titled music score: â____,_____ _____ circus on _____â.
Featuring LASALLEâs very own lecturers of Irish heritage, Dr Timothy OâDwyer and Brian OâReilly, the showcase witnesses an exciting collaboration between Electronic Music students and The Media Lab at LASALLE. Using archival recordings of traditional Irish and Southeast Asian music with video and experimental techniques, Irish Circus expressively explores the cultural richness of these countries.
Adding to the spectacle and sensations on stage are prominent international artists from Germany, Nicola L. Hein, Sven Hahne, Claudia Schmitz, and Korhan Erel, and Irish video artist Lillevan.
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