Sunday, September 14, 2014

End of Summer and Beginning of New Music

Its the end of the summer in a few weeks here and I'm marking the occasion (only by coincidence) with the release of a new song.





This one is the product of several late nights that stretched into the early morning. I wrote and recorded the entire thing in three sittings, all of them somewhere between midnight and 5:00 am.

Natasha was my writing inspiration and consultant. I borrowed a lot of the ideas and styles that she always reads about, common themes from spirituality aka the books you see in the ghosts, astrology and spiritual section of the library. I took those themes and meshed them with a lot of my own more stark concepts to build a new character that could live in the world I was imagining in the song.  She helped fine tune my lyrics once I actually got into the studio again to record them. It was great to have someone to bounce ideas off of. The end result almost feels like a presentation of a different perspective on my own thoughts, like an alternate reality of myself.








Saturday, February 8, 2014

Theremin Full Circle



A few years ago when I was still in school in Florida I built a small light based theremin to pass the time on a couple afternoons, you can see an overview of the project HERE.

It was fun at the time, but it didn't serve much purpose, mostly because I never got around to mounting it in anything or providing a way to record it (besides just putting a microphone up to it which would sound awful since its only way of projecting sound was a 50 cent speaker I bought had a local parts store in Orlando).

Back in November 2013, I finally got around to mounting it inside of a cigar box that I had bought in Florida and modding it to have a direct output so I could just plug it straight into any interface and record it. I sat away in my basement drilling holes in the wood, glueing the pieces in place and finally the whole thing came together.



Bottom right: Photo Cells, Bottom Left: Speaker Holes, Top Left: Volume knob


Direct output and power switch

The tangled mess

Unfortunately after all this work, the tool still just wasn't very practical in sound so I ended up shelving it for a few more months... Until one day the most obvious idea occurred to me. I built the theremin with a 1/4" output because thats all I had for an adapter at the time and it seemed to make sense, but what this unknowingly allowed me to do was plug the instrument directly into my guitar pedal board (DUH!).




With a few effects stacked on top that I could control live in front of me, I had turned my theremin into a full fledged synth, and I was pretty surprised by some of the sound I could get from it with relative ease. So I had finally found a use for the instrument (besides annoying my girlfriend) and wrote this cool song with it! Check it out:





And so after several years, the theremin project was finally finished. That is until I build a real theremin....

Monday, January 20, 2014

2013 Music Wrap Up


2013 was a good year chuck full of music and I just want to get on here for a minute and recap and share a few things. I started working at Vaughan Music Studios in January last year and I've had an awesome opportunity to work with many local Columbus musicians throughout the year.

Though a large portion of the projects I worked on this last year are either still in progress or are unavailable online, here's a couple that are available online to share:









Far Away Strays
"The Heart is a Howler"
Assistant Engineer

One of the first big projects I got to work on at VMS. A folk rock group in Columbus that are a bunch of cool dudes with a lot of passion! Mark Abrams did all the heavy lifting on this one (including a sick mix), but I got to come along for the ride and I learned a lot!






Iminoff
"Party Insomnia", "Own the Night", "Crown Seven Mafia"
Engineered, Mixed and Mastered

A hiphop project I worked on a couple singles for in the fall of 2013. A rapper from Russia with a huge EDM influence in his music and a lot of potential in his work. A few of his beats were created by my co worker Andy Miller, a super talented writer who also works at VMS.






Mosik
Gritty Women of God EP
"Set the World on Fire"
Engineered
"I Hate Poverty", "Better Days"
Engineered, Mixed, Mastered

An EP and a few singles I worked on with Moses Garcia, a hip hop artist with a lot of soul and heart. I really like working with Moses because of the heart and purpose in his music. He did the Gritty Women of God EP for a women empowerment conference in Columbus, which I think is really great.




Carlin Guthrie
The Rust Belt EP
Engineered, Mixed and Mastered

This was a rock project I worked on during the summer of 2013. A short two song EP with a ton of energy! Definitely one of the high lights of the year, Carlin is an amazing musician and a blast to work with. It even got onto the local radio for a few weeks!
Though technically a 2014 project, we just wrapped up his second EP, Chaser, in the first week of January 2014 and it hits the world in a few weeks on February 4th.


Here's the first single off of the Chaser EP...

                                              You Know








Here's a few other artists I worked with last year that you should keep an eye out for in the coming year...


Meechie Nelson

A super talented rap/hip hop artist with a lot of creative energy. I can't say a lot about the project as its  largely still in progress but his flow and talent are great. You can check out some of his older pre-VMS stuff at his Facebook.


Under the Sun

A retro rock band that's currently working on a full length album at VMS. I assisted Mark Abrams with the full band tracking process and engineered a lot of the overdubs and vocal sessions. I can't wait to hear the complete product!

Playing to Vapors

These guys are an amazing indie math rock group currently working on a few singles that are being mixed and produced by their guitarist, Darren DiSabato. I had the fortunate opportunity to track the drums for a couple of their songs over the summer. Really excited about what these guys are putting out! Check out their latest single here: "A New Direction"


Mike Robinson

An incredibly talented high school student that I worked with during the summer and fall. He wrote and produced an entire EP including one song with a full string quartet arrangement! Super awesome!


The Archive

An acoustic duo that recently started working with me on a very ambitious project. The project as a whole has a very unique sound, Think Bon Iver and Sigur Ros had a child.  I'm very excited to see how this unfolds going into 2014!







Also...







   



Columbus Indie Music Underground

Lets not forget CIMU! I worked on a couple dozen episodes of CIMU this last year wearing many hats including miking, running cameras, and organizing set design.




Here's a couple of my favorite episodes from last year:



















Lastly a more personal project...


Two good friends of mine, Ian Bentley and Conor Breen, came out from Connecticut over the summer and we worked on a single together that my friend Ian had been working on for a while. It was really fun to get into the studio with some of my old friends and it definitely threw me off a bit to be on the other side of the studio glass for once.






You can check out the single here: "Lauren"




And with all that said, Cheers to a new year!


-Matt

Tuesday, January 15, 2013

Game Projects from 2012

Has it really been almost a year? Whoops!

Well anyway..

In the last few months of 2012, during my time at BRiCK, I worked on my first two games as a freelance sound designer.

Check them out!



Rot Gut!


I worked on this project over the spring of 2012 with a Team of game developers from Iran, Garage Guy Games. Set in the 1920's, Rot Gut puts you in the role of a ruthless cop trying to crack down on the illegal sale of bootleg alcohol.


Check it out here:


This was an incredibly fun project. Although the scale was rather small, there was still a lot of fun things to create including three different weapons, attack dogs, and many many explosive deaths! I initially started the project back in February and communicated back and forth with the project lead, Aidin Zolghadr ( You can find out more about him here on his website ), working with him to craft the exact sound experience that he wanted for the game. I really enjoyed working with Aidin because of the attention that he paid to the sound effects. Throughout the development we had many discussions over how to continuously improve the quality of the product through sound and how to effectively convey his vision. It was great to work with him and grow as a professional.

Near the end of the project Rot Gut took Indie Game of the Year at the Iranian Game Festival, which was totally awesome! We were all very excited to have that milestone and soon we were featured in a number of magazines across that area of the world. In the late fall, Aidin was able to add the project onto Steam's newly launched Steam Greenlight. The response we received from the community on Greenlight was largely positive, most people praising the fantastic soundtrack, which was done by Lawrence Steele, an incredibly talented musician from England. You can check out his work here and you can even buy the soundtrack here ( Do it! ).



MiniGolf Pro!

The second project I worked on this year was a smaller project for Greg Sergeant, a developer from England  ( Check him out here , Play his newest game, SkullFace, its awesome, I promise! ). Not to the scale of Rot Gut, this game was a simple golf game. I completed the project over one weekend in November.

Check it out here:


I enjoyed this project because it was the opposite of Rot Gut and it gave me the experience of a different kind of work scenario. Whereas Rot Gut was drawn out and crafted over several months with lots of feedback and revisions to craft a specific product, MiniGolf Pro was a project of speed. I spent one evening prepping, planning and laying things out and one afternoon creating all of the assets and organizing the deliverables. It was fun in an odd way to sit down and binge out a project in one sitting.



Sunday, January 22, 2012

Chernobyl Mod Media Release!

Check out this awesome teaser for the Left 4 Dead 2 mod being produced by the team I'm part of; The Chernobyl Mod Team! A very strong and dedicated mod team based out of Germany that I'm excited to be working with. The Chernobyl mod is a new four level map pack coming out for Left 4 Dead 2 that will follow a group of survivors through the rotting city of Chernobyl. Best of all it is featuring all new sound effects being created by me!

Wednesday, December 14, 2011

UDK Demo Dev Blog Part III

Part Three: Implementation!


This is the third installment of the development blog of my UDK Demo, you can check out the beginning, part one, by clicking the link below!

Or maybe you've already read part one! You can read part two here:




One of the best things that has been happening in the last few years is the advancement of game engines. Engines like UDK, Unity and Cryotech have been not only advancing in technology and capability but also in availability and accessibility. My favorite thing about UDK is not just because the engine is free but really because it has a built in audio system that is so intuitive but yet not too simple that you can't do complex things if you have the know how. These built in audio systems allow the sound designers, sound effects editors and composers on games to get more creative control over how their sounds interact with the players in the game and with how they are heard. It allows us as audio creators to see our work  through the entire process and become more involved with the creation of the game. Soon the days of creating your sounds and music and handing them to a programmer will be completely gone(if they aren't mostly already) with the development of comprehensive built in engine audio systems and audio middleware.

The implementation in this project can be divided into three main categories;
(These are in no way official or completely accurate names, so don't quote me on them!)


Player Character Objects
Environmental Placement
Environmental Triggers





Player Character Objects

The first category is all the player character related objects such as weapons, vehicles and pick ups that the player interacts with. The implementation for these kind of things is handled entirely in the content browser inside of UDK and is very straightforward, provided that the programming end is already done. The programming end being that the sound cue names are already being referenced by the game.






Now what is a sound cue?

A sound cue is a file that plays a sound when it is triggered. It is not the sound itself, but rather something that references a sound node wave, which is what UDK calls the raw audio file.  Inside of UDK this is how all triggered sounds are triggered, through sound cues. You might wonder, well why can't we just reference the sound node wave directly. But the benefit of a sound cue is that it allows us to set up a signal flow for the sound to pass through before the player hears it. We can add modifiers, layers, delays, etc into the chain to create many different effects or to serve many purposes. For example, The shock rifle has two sound node waves referenced inside of its sound cue. The first sound node wave is the fire layer of the weapon, this is the sound that mechanical parts of the gun makes. The second sound node wave is the actual shot of the gun. Now by using a sound cue we can layer these two together into one trigger instead of having to reference them twice inside of the code. This also gives the sound designer the option to add as many layers and active effects as they want to something without having to consult a programmer to add the changes in.

Now the reason why you would want multiple layers divided into separate sound node waves instead of bouncing it all into one sound node wave is so that you can actively effect each layer. What if you want the gun to sound random each shot, but you only have one version of each of the layers? You can add a randomizing modifier into the signal flow of each of the sound node wave so that each layer randomizes separately in a different way each time you fire the gun! Of course all of this only touches the tip of the ice berg of possibilities!



Now if you were to be actively working on a game project, you would create your sound cues based on either the names the programmer had given them when writing up the code or if something hasn't been programmed yet you would create your sound cues and give the list of names to the programmer to use. Given that I was working straight with the stock Unreal weapons, pick ups and vehicles that come with UDK, all of the sound cues were already created and programmed to work with the game. My end of implementation was to either match the sound cue's original names when I created new sound cues so that the code would find them or to just edit the original sound cues by removing the old sounds and placing my sounds inside of them . I used a mix of this depending on each item in specific.

How do you create or modify a sound cue? Well I wish I had time to explain but I've already delved into this topic enough for one blog post. I suggest you download UDK and find an online tutorial. There are plenty and I'm sure they would explain it much better than me!





Environmental Placement



This category of implementation is by the far the simplest but is still incredibly important. Whats great about UDK's audio system is that it allows you to fly around the map and place sounds where ever you want through the use of sound actors. Sound actors are like little speakers that you can place all over the map that play sound. They activate whenever a player steps into the radius of the sound actor, you can however have a sound actor player indefinitely regardless of player position but I don't recommend this (unless you want to use up limited channels in the audio system and processing, your call). The great thing about sound actors is that they allow you to literally build your ambiance. All you have to do is load the audio file into the content browser for the sound actor to reference. There are a bunch of different types of sound actors but the ones I am going to cover, as they pertain to my project, are Ambient Sound  and Ambient Sound Nonloop.







Sound Actor radius



The ambient sound sound actor is the one of the most basic of all the sound actors. Place the sound actor and the sound plays. The complexity and usefulness comes in the details you can edit such as volume radiuses, which control how big the area is in which the sound is heard , filters and modulation of the sound, such as pitch and volume. (Like the sound cue, I won't go into the details of each section) I mainly used these to create the ambient tones of the cave but they can also be used for static objects such as the hum of the generator for the lights or the hum and whisper layer of the crystals in the level.

Ambient Sound and Ambient Sound Nonloop actors


The ambient sound nonloop is very similar to the ambient sound, but allows you to load multiple sounds into it that can be randomly triggered. This is most usual for creating a group of randomly triggered stingers to add to the ambiance. I used these in my map for the rumbles and rock slides of the cave and also for the ambient whispers of the crystals. Just like the ambient sound sound actor, you can modify volume radius, filter radius, and modulation. You can also modify the time between triggers.



Environmental Triggers

The third category of implementation that I used in my project were environmental triggers. This basically encompasses reverb volumes, trigger volumes, sound classes and some Kismet.



Reverb Volumes


I'll start with reverb volumes. I wont delve too much into volumes, but using the brush tool, in UDK you can create something which is called a volume. A volume is a 3d box palette of sorts with which you can achieve many purposes. In this case, I used reverb volumes in specific. using the brush you can create zones in which sound will reverberate. Its very basic, take a room, create a reverb volume around that room with the brush tool, and any sound you place inside of that room with have the reverb set to the volume.


Reverb Volumes! and much more!

Now this being a small map, there were only three reverbs that I set up. First I created a large reverb volume that I placed over the entire level to set a general cave reverb. Next, using reverb volume priorities (which allows me to set which reverb will be heard when multiple are over lapping), I set up a bunch of smaller reverb volumes inside of the larger volume for all of the tunnels throughout the map so that they would have a different echo than the main rooms of the cave. Finally, jus for the area of the cave with water, a set a third reverb using one small reverb volume just over the passage with water, I wanted this area to have a large high end sewer like reflection because of the water and the metal pathway that hangs over it. These are just the basic features of a reverb volume, you can use them for isolation, occlusion and much more!


Trigger Volumes

In this particular map I set up two trigger volumes. These are the same concept as a reverb volume, except the volume you create acts a detector and triggers an event when the trigger condition is met. These are usually tied to events that are created in Kismet, the audio scripting section inside of UDK. A simple example of how this works is that you could set a trigger volume to detect when a player steps into it, upon the player entering the trigger volume, it will then be triggered this causing the event tied to the trigger volume to activate( like a sound or a cinema)


Both of the trigger volumes I used involved the water section of the level. The first thing I wanted to do was create an underwater sound and atmosphere when the player went under the water. To do this I set a trigger volume over the water that would change the sound class whenever a player entered the water. I created a custom sound class that would turn on a low pass filter and tied this to an event in Kismet. I then tied that event to the trigger volume. To finish up the underwater sound, I placed ambient sound sound actors in the water that played a water sound and then placed a reverb volume around them. Using the isolation features of a reverb volume, I limited the sound to just the area of the reverb volume so you would only hear it underwater. This is a great example of using everything I have talked about in conjunction!

 
A view from outside the map of the volumes.


The second place that I used the trigger volume was to create a gasp from the player whenever they exited the water. To do this I used two trigger volumes in front of each other before the player enters the water and created an event in Kismet. I won't go into ay of the Kismet scripting details as its a bit of an explanation on how its achieved.



Conclusion

Well that about wraps it up! At this point I've covered the highlights of my UDK sound design demo. Going forward I hope to expand my knowledge of UDK and keep learning! Who knows, maybe I'll write more UDK blogs in the future. If you stuck with me through this whole thing, then Thank You very much for reading! If your just joining me, well I still appreciate it!

As always, Thanks for reading!

-Matthew Hagberg

Wednesday, December 7, 2011

Dynamic Interference Sound Design Challenge #13: Creepy Advertising

Sound Design and Concept




I first noticed the Sound Design challenge hosted on designingsound.org back in October when the site hosted it's twelfth  sound design challenge, the Lifeless Howl. I remember looking through some of the entries that were up at the time and considered entering but at the time was preoccupied with class work and decided to put it off until the next challenge. I really enjoyed the creativity behind the challenge and how it really seemed to open the mind up to the possibilities of sound design by limiting the designer to creating a monsters howl with anything except sounds created by organisms. I immediately regretted not entering when the top five entries were posted for voting and I heard how awesome they all sounded! I was jealous that I had missed out on a great opportunity to stretch my sound design mind!


The thirteenth challenge, Creepy Advertising, is an entirely different beast than the previous challenge though. Being tasked with the creation of an entire experience rather than just one creature sound, it presented a larger challenge before even considering the context of the challenge. The Creepy Advertising challenge was to a task in which you took a video from an old 50's horror movie night ad and replaced all the audio yourself including the voiceover. The challenge here was that you couldn't use any music and you had to make it sound like it really came from the 50's but you still had to achieve the aspect of horror and advertisement.

Concept


My first step in taking on this challenge was to place myself into the shoes of a sound designer from the 50's. Now the thing about the 50's was that there really wasn't much "design" to even really going on in the sound departments, well not in the way we see it today. People were sitting at computers manipulating sound with Pro Tools and Logic and hosts of plug ins. Sound Design in the 50's was more sound construction. A lot of famous sound designers created devices to make the sounds they wanted rather than morphing and changing the sound of something to be what they wanted.

Example of Old Disney Sound Design! The whole video is awesome and I recommend watching it but you can skip to around 3:20ish for what I'm referencing.





So I drew my inspiration for this video from these old sound design pioneers. I wanted my video to contain prop created sounds. Though these kind of prop sounds don't always portray the horror aspect well and sometimes can come off as silly, I thought the risk in mood would pay off by the achievement of authenticity.



Creation


I didn't want the video to become to convoluted with sounds so as to stick with the old feel. To accomplish this I narrowed down my sound effects based just on what was important in the video stills.  Each of these sounds were ultimately achieved with only my own voice and sounds from classic prop items. For the Eye ball pops I used a mouth harp to create that classic "boing" just like Disney did and a bottle cork pop to make that cartoony "pop" noise. For the eruption before the final "Doomsday" announcement I used one of my cooking sheets for the old "metal sheet thunder" trick and was very pleased with the results. For the needle stab and wing flapping I used my own mouth. All these raw prop uses came together to create a very pleasing old feel to the advertisement.

The hardest part of this challenge was creating that sonic 50's sound for the entire video. I've always focused on trying to make all of my projects sound better in sound quality so it was an interesting challenge to try and work backwards. I found a free plugin by Izotope that worked really well in creating that vinyl noise and pop sound that you would e=hear in something from this era. For the voiceover, I ran it through a very slight distortion plugin to try to recreate a slight tube compression on the voice and boosted the low end a little more than usual and cut out the very high end. One thing I discovered was that when I first started to create my 50's sound, I was going way overboard and everything sound like it was coming from a late 1800th century phonograph tube or something. Sound has improved drastically since the 50's but in the grand scheme of things it really didn't feel like much of an improvement when I looked at the larger picture. I found that I didn't have to do nearly as much to the sound quality as I had planned to achieve the sound I wanted.

The Final Product





What Was Learned

This challenge gave me an interesting perspective on sound design and also allowed me to dip my toes in its roots. I discovered that our technology and machinery, although totally awesome, can sometimes become all we focus on. By grabbing this project by the horns, and trying to lead it into a real authentic feel, I found that simplicity can lead to creativity and inspiration. When you strip away the layers of possibilities and force yourself into a box with limited tools, it causes your mind to view these things in a new way and it causes you to utilize sound as a story telling device more effectively. When we can't just throw our fancy plugins and sound libraries at everything, we have to pick the perfect sounds and balance the project just right to achieve our goals! In the future I would love to challenge myself more to create effective sound use with limited resources to expand my abilities.

Thanks for reading!

-Matthew Hagberg