Wednesday, November 26, 2008
AA Sem 2 Project
Check out the documentation in the Box Widget.
CC Sem 2 Project
Thursday, October 30, 2008
Forum Week 12
It may seem that I'm brown nosing, as Sanad has mentioned to me many a time, I truly do believe this. And although a lot of this avant-garde art is too incomprehensible for my closed mind, the fact that I've been exposed to and had it explained and still walked out less than inspired by it. I can at least not make ignorant, at least i like to think so, judgement of it.
Tuesday, October 28, 2008
CC2 Week 10 (11)
Ive decided to create my favourite delay effect, ping pong delay. Its loosely based on the idea presented in the tutorial, however Ive added a few controls that i would use, i.e BPM controller and i limited the feedback and delay time controllers from one for each channel to just the same for each, i simply don't need this much control and it makes things too confusing and difficult for future use.
References:
Haines, Christian. Lecture. "Delay Lines." Adelaide University.
Cycling'74 2006, MSP Tutorials and Topics,
http://www.cycling74.com/twiki/bin/view/ProductDocumentation.
Monday, October 27, 2008
Forum Week 11
AA2 Sem 2 Week 11
Because the game is a fast paced FPS i made a Drum and Bass style piece with a few sort of psy elements to it (using phasers and ping pong delays). I did this because of my own personal aesthetic. I used Reason to create this song.
Check it out in the Box widget.
References:
Haines, Christian. Lecture. "Game Music." Adelaide University.
Hannigan, James 2004, "Changing Our Tune", 2007,
http://www.jameshannigan.co.uk/changing.htm.
"Chapter 7 - Ideal Production". Brandon, Alexander. 2005, Audio for games: planning,
process, and production, New Riders Games, Berkeley, Calif.
Pp149 - 152. Childs, G. W. 2006, Creating Music and Sound for Games, Thomson
Course Technology.
pp246 - 252. Irish, Dan. 2005, The Game Producer's Handbook, Course Technology
PTR.
Wednesday, October 22, 2008
CC2 Sem 2 Week 9 (10)
Check it out in the box widget
Sunday, October 19, 2008
AA2 Sem 2 Week 10
For the first sound i took a sample of a jet plane cabin noise, reduced the bit rate, slowed it down and put it through a dynamic shifting eq to create that creepy slightly changing ambient drone.
The second sound was created from a field recordings of a night scene with crickets and general night ambiance, like from a pond. And mixing this with a background street sound. I found for this i needed the most ambient of noises, anything too close to the mic, or individual wouldn't work for the outcome.
References:
Haines, Christian. Lecture. "Ambience." Adelaide University. 14/10/08
Bernstein, Daniel. 1997, Creating an Interactive Audio Environment, Gamasutra, 2006,
pp173-174, 182-189. Sonnenschein, David. 2001, Sound design: the expressive power
of music, voice, and sound effects in cinema, Michael Wiese Productions, Seattle, Wash.
Tuesday, October 14, 2008
Forum Week 9
Looking at all the supercollider patches dont interest me very much, everything that im seeing is something that could be done in max, im sure the precision and quality wouldn't be the same, but the result would be something simmilar. Jake's 5.1 surround patch had an interesting sound, but again something that could be done in max and im glad im not doing this next year.
Jakes advertisement was pretty average, but the sound was done well and the rock riff at the end sounded pretty sweet.
It was a shame that Will's game was never finished, but i always like to see people working on films and games and general sound audio work in SA.
Sunday, October 12, 2008
AA2 Sem 2 Week 9
The rocket fly sound was created using a noise generator in Bidule and the sound of a Harley Davidson through a low pass filter.
The no ammo sound was created from me tapping on the table, clicking, rustling paper and a toy gun.
The Regeneration sound was created using the subtractor synth in Reason.
And the Reload/weapon pickup sound was created using a toy gun.
References:
Haines, Christian. Lecture. 'Assets'. Adelaide University. 7/10/08.
"Chapter 5 - Sound Design: Basic Tools and Techniques" and "Chapter 6 - Advanced
Tools and Techniques". Childs, G. W. 2006, Creating Music and Sound for Games,
Thomson Course Technology.
Kelleghan, Fiona. 1996, Sound Effects in SF and Horror Films, 2006,
Wednesday, September 24, 2008
Forum Week 8
The premature baby(?) was the most odd thing Ive ever seen, it wasn't the lady in the radiator, or the pencil eraser, that baby was just disturbing. And when it turned into that huge monster, WTF is going on? Was that his guilt for killing it, or is that Wat happened? haha. I can see the appeal, but it just doesn't appeal to me.
CC2 Sem 2 Week 8 (9)
AA2 Sem 2 Week 8
Anon 2007, List of Open Source Games, Wikipedia, viewed 7/9 2007,
http://en.wikipedia.org/wiki/List_of_open_source_games.
Wednesday, September 17, 2008
CC2 Sem 2 Week 7
Control Keys are Shift + P = play, Shift + R = record, Shift + S = stop record
Note the image shown of week 7 GUI patch has been modified.
References:
Haines, Christian. Lecture. 'Music and Signal Processing.' 11/9/08. Adelaide University.
Cycling'74 2006, MSP Tutorials and Topics,
Forum Week 7
Sanad's song was great, well mixed and had his own particular flavour. All of his songs have his own distinguishable sound, its hard to descibe, but its certainly there. His use of scale modes i believe contribute to his sound, that and his choice of instruments and effects add to the style aswell.
It was a shame we couldn't get to hear Ed's patch, but i could see where it was going. The images were pretty kewl, very trippy, i do like mathematical images, theres something about the symmetry thats appealing.
Monday, September 15, 2008
AA2 Sem 2 Week 7
Check out the mp3 in the box widget
References:
Haines, Christian. Lecture. 'Week 7 Game Audio Aesthetics.' Adelaide University. 9/9/08.
pp 245 - 247. "Chapter 10 - Excellence in Sound Tracks and Sound Effects". Irish, Dan.2005, The Game Producer's Handbook, Course Technology PTR.
pp 112 - 117, 196 - 201. Brandon, Alexander. 2005, Audio for games: planning, process,and production, New Riders Games, Berkeley, Calif.
Tuesday, September 9, 2008
Forum Week 6
Music exists, or rather its popularity exists in the concept of emotion, yet when studying it in the classroom, theoretically, historically, the word rarely seems to come up. What emotion is the piece of music emulating, how does it make you feel. It sounds good, why? Because of the way it makes you feel, so not only should you understand theoretically how it made you feel that way, but how to recognise similar musical 'feelings' and how to string them together. We seem, i say we loosely but certainly i feel that i am trying to make things that sound clever, or cool, not really analysing what sort of feeling the music is emulating and what i want to do with this musical feeling. I need to develop a higher sense of muso-emotion creativity that goes beyond major = happy, minor = sad because this certainly isn't the case.
CC2 Sem 2 Week 6
Haines, Christian. Lecture. Music and Signal Processing. 4/9/08
AA2 Sem 2 Week 6
Check it out in the box widget. Ive included a 45 sec version and a full minute version.
References:
"Chapter 8 - Ideal Technology". Brandon, Alexander. 2005, Audio for games: planning,
process, and production, New Riders Games, Berkeley, Calif.
USER MANUAL, Creative Labs, 2007,
Tuesday, September 2, 2008
Forum Week 5
Check out the files in the box widget
References:
Whittington, Stephen. "Indian Classical Emotions." Lecture. 28/8/08. Adelaide University.
CC2 Sem 2 Week 5 Music and Signal Processing
Cycling'74 2006, MSP Tutorials and Topics,
http://www.cycling74.com/twiki/bin/view/ProductDocumentation.
Sunday, August 31, 2008
AA2 Sem 2 Week 5 FMOD
References:
Haines, Christain. "FMOD." Lecture. Adelaide University. 19/8/08
"Chapter 3 - Technology". Modern Sound Engine in Brief. Brandon, Alexander. 2005,
Audio for games: planning, process, and production, New Riders Games, Berkeley, Calif.
pp 25 - 56. "Chapter 3 - Using FMod Designer". Creative 2007, FMOD DESIGNER:
USER MANUAL, Creative Labs, 2007, http://www.fmod.org/index.php/download.
FMOD, 2007, 2006,
Tuesday, August 26, 2008
Forum Week 4
From what I've seen the meanings, at least the simplified meanings, of the rasas all seem to be fairly universal. The most diverse ive seen in my search was these meanings
Sanskrit Term | Principal Meaning | Further Meanings & related emotions |
These meanings are fantastic for artists to draw inspiration from, as so many have not just drawn inspiration, but rather the inspiration has drawn them into it. One of my favorite artists, John McLaughlin, became heavily involved so much so that he earned the title Mahavishnu, and gave his band the same name. I'm sure that he would have undergone a similar task, looking for sounds that represent the rasa, in his study.
As i talked about in class, this task needs to be taken in context or sounds on their own can imply any meaning. However for this task ive taken the obvious meaning.
hasya
Major Chord, laughing, children playing (laughing)
adbhuta
a crescendo symphony orchestra playing a major chord, ???
veera
a march, marching army, horns playing a fanfare, a human roar
karuna
a kiss, a harp
krodha
a raging roar, low basses driving ostinato in 5ths.
bhibasta
a spit, a sinister murmur
bhayanaka
a scream, dimished chord or odd chromatic chord, perhaps low basses driving ostinato in 5ths, gunfire, pain noises.
shoka
a minor chord, crying
shanta
a subtle major chord, a water stream
References:
Whittington, Stephen. "Week 4 Composition Workshop." Lecture. 21/8/08. Adelaide University.
http://www.rasas.info/index.htm
CC2 Sem 2 Week 4 Music and Signal Processing
I have had a few problems this week, but i managed to sort all the main ones out. Don't use sends in your poly~ it sends it to all of them!!! I really wanted to send different function graphs to each poly instance, however it affected all of them, and it just added more points to them, so in the end you would end up with a bunch of very complicated function graphs all the same. So i had to compromise and just put them in the poly itself. Which is annoying because now it isn't customizable. In future weeks Im going to try and figure out a way to send different functions to different instances, i can see this is going to play a big part in my final project.
Check it out in the Box widget!
References:
Haines, Christian. "Music and Signal Processing." Lecture. 21/8/08. Adelaide University.
Cycling'74 2006, MSP Tutorials and Topics,
http://www.cycling74.com/twiki/bin/view/ProductDocumentation
Sunday, August 24, 2008
AA2 Sem 2 Week 4 Game Engine Analysis
Ive had to modify the task for this week, i couldn't use the game engine from last week's game as the engine predates the 2000 period. The game was released in December of 2000 however the engine was based on the Quake 2 Engine (iD Tech 2) which was released in 1997. So I've decided to look at the GTA IV engine called RAGE (Rockstar Advanced Game Engine). Heres the lowdown
GTA IV
RAGE - incorporated motion capture engine
Euphoria - procedural animation engine
Image Metrics - lip sync and facial expressions
SpeedTree - vegetation production
Support
Ps3 Harware, uncertain release on PC, if so DirectX
http://en.wikipedia.org/wiki/Ps3
Audio Engine developed at Rockstar North In house Audio Engine.
96kHz/24 bit. High end sound in 7.1
Format, Ps3, XBox, yet to be released in PC. Unsure if it will be.
No Editors
I am doubtful of any major engine downfalls as reviews of the game have been almost perfect, 10/10 by most game reviews. The Graphics are amazing and from personal experience the gameplay is fantastic, the only issue is the framerate.
References:
Haines, Christian. Lecture. "Game Engines." 19/8/08. Adelaide University.
"Chapter 3 - Technology". Brandon, Alexander. 2005, Audio for games: planning,
process, and production, New Riders Games, Berkeley, Calif. pp 2, 3, 19.
pp7 - 8, 149 - 152. Childs, G. W. 2006, Creating Music and Sound for Games, Thomson
Course Technology.
Game engine, 2007, 2007,
Directory of Game Middleware Solutions, 2007,
Tuesday, August 19, 2008
Week 3 Forum
The standard of the concrete projects have certainly increased since last year and i cant wait to see what else the 1st years can create. However one criticism. I believe that turning the sounds into music isn't keeping with the concrete tradition and i remember fighting the desire to do this last year. This aside the music that was created was very interesting and muti layered. Well done 1st years!
Week 3 Polyphony and Instancing
Check it out in the MyBox wideget at the top.
References:
Cycling'74 2006, MSP Tutorials and Topics,
http://www.cycling74.com/twiki/bin/view/ProductDocumentation.
Grosse, Darwin. 2006, The Poly Papers (part 1), 2007,
http://www.cycling74.com/story/2005/5/3/135756/4001.
Haines, Christian. Lecture. "Polyphony and Instancing." 14/08/08. Adelaide University.
Saturday, August 16, 2008
AA2 Sem 2 Week 3 Planning and Process
For this task i chose the original Counter Strike game. In hindsight this game isn't the best example for demonstrating the different elements of game audio, but none the less, it still offered insight into game audio asset creation. I picked a sample of sounds that would best demonstrate the game's asset list.
Each weapon has its own fire and fire-sil sound (it could be a sound played only when the gun is shot once and not on automatic, but thats just a guess), clip in and out and other various bolt noises. Some weapons have more sounds than others, but the main sounds are outlined.
Another interesting point i noticed was that all the sounds were processed at a really low quality. mono 8 bit and 22kHz. However at the time this was probably the most economic of CPU processing and considering this game is meant for fast online game play this was a smart choice.
Other games such as Medal of Honor Allied Assult and Metal Gear Solid Series, have incredible music audio libraries and game engines that change these elements as the game play changes. I'm quite fascinated by this and will look into it further throughout the semester
References:
Haines, Christian. Lecture. "Planing and Process." 12/8/08. Adelaide University.Lampert, Mark. 2006, IT’S QUIET … ALMOST TOO QUIET, Bethesda Softworks, 2006,
"Chapter 2 - Sound Database". Childs, G. W. 2006, Creating Music and Sound for
Games, Thomson Course Technology.
pp 2 – 24. "Chapter 1 - A Development Process Map of Game-Audio Implementation".
Brandon, Alexander. 2005, Audio for games: planning, process, and production, New
Riders Games, Berkeley, Calif.
Wednesday, August 13, 2008
Week 2 Sem 2 Forum
I cant say that i was overly interested in Schubert's piece, it certainly has its moments, some good melodies and some interesting harmonies. But I do agree with David on this, its so long that it puts you in a kind of trance, however i don't normally look for this in this style of music.
References:
Harris, David. Lecture. "My Favourite Things." 7/8/08. Adelaide University.
Tuesday, August 12, 2008
CC2 Sem 2 Week 2
Ive done help files for all the main patches and they explain what each patch does. Ive included more mutes that i would normally, but it demonstrates what it does. The mute is quite a handy function, i can see myself using it quite a lot in my final project. Ive used the cycle~ object with the phasor~ for the sine wave and just the phasor~ object for the sawtooth wave. I can see these objects being very usefull in the future.
Check out the files in the box widget.
Cycling'74 2006, MSP Tutorials and Topics,
Saturday, August 9, 2008
AA2 Sem 2 Week 2 Game Sound Analysis
Opening video of streets, atmosphere sound (localised to particular objects) and a VO.
The Main title screen has a few sounds. Menu bar selection noise, menu click noise and scroll over noise, they are all robotic like sounds. This could be a Family of sounds.
In game there are plenty of sounds. background music (drum and bass style) SFX - gun noises (different for each type), bullet ricochet, shell sound, footsteps (on a random selection of a few footstep noises), VO both team mate radio sounds and achievement VO. Person noises, Jumping grunt, bullet hit grunt, falling to death screams. Other in game sounds like alarm for stolen flag, victory music for achievements.
Watch 0:00 to 0:20
References:
Haines, Christian. Lecture. "Game Sound Analysis." 5/8/08. Adelaide University.
Brandon, Alexander. 2005, Audio for games: planning, process, and production, New
Riders Games, Berkeley, Calif. pp 2, 3, 19.
Arcade Original Pong, 1972, 2007,
Williams Defender arcade game, 1980, 2007,
Wonder Boy, 1986, 2007,
Mortal Kombat Gameplay, 1992, 2007,
Tuesday, August 5, 2008
CC2 Sem 2 Week 1 Intro to MSP
Thursday, July 31, 2008
Forum Sem 2 Week 1
References:
Whittington, Stephen. Lecture. "Listening." 13/7/08/ Adelaide University.
http://www.mindtools.com/CommSkll/ActiveListening.htm
Wednesday, July 30, 2008
AA2 Sem 2 Week 1 Intro to Sound Design
Battlezone was released in 1980 as was designed by Atari. It used vector graphics. The sound board used was Atari's own POKEY Audio which was designed by Doug Neubauer. The POKEY sound board has 4 audio channels which was a revolution of the time, allowing polyphony for games. In the case of Battlezone you can clearly hear the 8 and or 16 bit sound (as the POKEY can have either 8bit or 16bit channels). The tank noises and shooting are clearly a noise generator through a high pass filter. The radar blips and victory music are realised through square tones. Other sounds that warn of approaching enemys are square tones through relatively slow frequency modulation.
References:
Haines, Christian. Lecture. "Intro into Sound Design." Adelaide University. 31/7/08
McDonald, Glenn. 2002, A brief timeline of Video Game Music, 2007,
http://www.gamespot.com/gamespot/features/video/vg_music/.
Video game music, 2007, 2007,
Thursday, June 26, 2008
AA Week 12
Here you go.
Similar results to week 11. I have to admit that i don't really know what I'm doing. Squash the sound, drop/boost the frequencies here and there. I don't really have a system. I defiantly need to do some more reading on this. I can see how important this stage is. I never did before. I thought you could do it all in the mix. But mastering brings out the whole performance, not just the individual parts.
check out the files in the box widget.
AA Assesment Sem1 2008
Have a listen to the songs in the box widget, I've also put the documentation in there.
Please not a change in the Fugue documentation. In the drop box version there aren't names in some of the fields. Ive added them with this documentation.
CC Assesment Sem1 2008
Getting the patch to its first running state was quite a bit of a task and quite frustrating. But once i got it running it was great to play with because it was something that I'd wanted to do for quite a while, make an automatic chord progression machine. It has really shown me the power of max and given a taste of what programming is like. Have fun with AutaChord.
The documentation, Mp3 example and the patch are in the box widget.
Ive also updated the patch, with a new splash page image.
Sunday, June 1, 2008
AA2 Week 11
Check out the files and pics in the Box Widget
References:
Grice, David. "Mastering." Lecture. Adelaide University. 27/5/08.
Tuesday, May 27, 2008
CC2 Week 10
Ive played around with the bpatcher object to create moving user interface. To do this I've created bpatchers within a bpatcher. This is something similar to what i'll be doing for my assignment. The splash screen is something quite simple, but its quite effective. I was reading about using .mov files. I will definitely explore this, video tutorials perhaps? I tried using the graphic object to create some visualizations that work with MIDI data, but i haven't had any luck. I'll have a closer look at this sometime over my holidays, visualizations are something im interested in. Its a great way to experience music.
Unzip the files and run Main Patch.pat to check it out.
References:
Haines, Christian. "Interface Design." Lecture 22/5/08. Adelaide University.
"Chapter 5 - Interface Design". P71-78. Winkler, Todd 2001, Composing Interactive
Music: Techniques and Ideas Using Max, The MIT Press.
Cycling'74 2006, Max Tutorial, 11/1/2007,
http://www.cycling74.com/twiki/bin/view/ProductDocumentation
Monday, May 26, 2008
Forum Week 10
His later works, in particular The Outsider, just doesn't have the same appeal as his earlier stuff. In this album hes worked with a number of rappers and it just doesn't fit properly with his work. His style has been born from breaking away from the rappers and there is a reason for this. There is one gem on the album tho "This Time." Is great and it shows his awesome DJ/Mixing skills, u cant tell its been mixed.
Sunday, May 25, 2008
AA2 Week 10 Mixing
Check out the files in the box widget:
References:
Grice, David. "Mixing." Lecture 20/5/08. Adelaide University.
White, Paul. "Advanced Reverberation." Sound on Sound Magazine. October 2001.
White, Paul. "3D Mixing." Sound on Sound Magazine. November 1994.
Wednesday, May 21, 2008
Forum Week 9
I really like this Milk Crate idea, its a great way to from quick collaborations, i can see this becoming like a modern studio jam session, but in the form a game. The rules are simple yet very effective
The rules...
The objective of milkcrate is to write, record and produce as much music as possible, creating a completely finished product within twenty- four hours of beginning the session
No member of the group is to leave the environment, within reason
All materials and raw sources used to create music must be explicitly non- musical
All the materials must fit inside or on a milkcrate
There is a limit of one milkcrate per person
At least one member of the group must be productive at all times
These rules are modular in nature; milkcrate sessions may have additional constraints, so long as they do not break the existing ones.
(http://milkcrate.com.au/iswhat.html)
I can imagine people doing this a sort of musical sport. As in every friday night, so changing the rules from 24 hours to something around 3 or 4 hours and perhaps allowing a set of samples for each week, and the best team or individual able to create the best judged result wins for the night. Im not sure if this happens already, if so then im not surprised. If not then there is definately oportunity for something here.
Tuesday, May 20, 2008
CC2 Week 9
Check out the Video and the patch in the box widget.
References:
Haines, Christan. "CC Week 9." Lecture 15/5/08. Adelaide University.
Cycling'74 2006, Max Tutorial, 11/1/2007,
http://www.cycling74.com/twiki/bin/view/ProductDocumentation
Sunday, May 18, 2008
AA2 Week 9 Mixing
I played around with the compressor and plugins again on that song. I added heaps of compression to the drum kit and it gave me a very controlled sound. Best for Rock. I played around with the EQs on a a few of the Drum Mics aswell, the examples ive given show the difference with the plugins. I also added a lead guitar track, the sound ive got there is pretty close what i want in the end. Notice the change from double Tracking to single channel in the solo.
Check out the sounds and photos in the Box widget.
References: Grice, David. "Mixing Week 9." Lecture 13/5/08. Adelaide University.
Tuesday, May 13, 2008
CC2 Week 8
I had a bit of a play with the seq object, lots of potential, but its the mtr object I'm more interested in. In the context of this patch i could record the control performance as well. How awesome is that!! I didn't get around to looking at how u can use this as an accompanist, but very impressed, even the ability to detect mistakes, Max you've outdone yourself.
Heres the video
References:
Haines, Christian. "CC2 Week 8." Lecture. Adelaide University. 8/5/08
Cycling'74 2006, Max Tutorial, 11/1/2007,
http://www.cycling74.com/twiki/bin/view/ProductDocumentation
Monday, May 12, 2008
Forum Week 8
The way that the Pepsi ad has been constructed. The over compressed files without crossfading is a real eye opener into the way they now construct advertisements and pop songs. Made for radio and made for short attention spans, with little or no dynamic variation throughout the song. We really are an immediate society.
http://www.auldworks.com/bbrec1.htm
Forum Week 7
i never knew how "close to the action" Adelaide is in Electronic Music. I knew nothing of Tristram before this class and now i can see how much of an integral roll he's played in Electronic Music. Being apart of designing the VCS3 just says it all. What i find particularly amazing is how dedicated he was, nobody (very few and very far) understanding what his work was about, and being criticized from every angle, yet still managed to make amazing discoveries. Not that he was the only case of this, especially in this field, but still something to mention. The fact that we can now tinker and explore the very instruments he was designing is a fantastic way to literally keep in touch of electronic past.
Its very interesting to hear some of his later works, composed for orchestras and acoustic instruments. Although these pieces do draw from his electronic past (lines and themes), it says a lot about his musical mind, education and passion.
References:
"Songs from a Life." Tristrum Cary. 2000
http://www.tristramcary.com/
http://www.bach-cantatas.com/Lib/Cary-Tristram.htm
Saturday, May 10, 2008
AA2 Week 8 Mixing
YOU CAN SKIP THE FIRST PARAGRAPH IF YOU WANT, JUST BLABBERING!!
Wednesday, May 7, 2008
CC2 Week 7 Probabilty Sequencer
UPDATE, i just reviewed a problem with the patch, the velocity and duration wasn't set when you first load up, that has now been fixed. Check out the Probability Sequencer2.pat
Cycling'74 2006, Max Tutorial, 11/1/2007,
http://www.cycling74.com/twiki/bin/view/ProductDocumentation.
Monday, May 5, 2008
AA2 Week 7 Piano
Check out the Files in the Box widget, the photos Ive taken are in there as well.
References:
Grice, David. "Piano Recording." Lecture. Adelaide University. 1/5/08
Robjohns, Hugh. "Recording Real Pianos" Piano Principles. Sound on Sound Magazine. May 1999.
Stavrou, Michael Paul. "PNO Secrets." Mixing With Your Mind.
Sunday, April 27, 2008
Forum Week 4
CC performance
Add to My Profile More Videos
Forum Week 6
http://www.kleptones.com/
http://en.wikipedia.org/wiki/Kleptones
Tuesday, April 15, 2008
CC2 Week 6 MIDI Keys Final
http://www.cycling74.com/twiki/bin/view/ProductDocumentation
Sunday, April 13, 2008
AA2 Week 6 Violin Recording
References:
Grice, David. Lecture "String Recording". Adelaide University. 8/4/08
Robjohns, Hugh. Sound on Sound magazine. "Strings Attached". April 1999
White, Paul. Creative Recording 2. "Stringed Insruments." AA2 Readings.
Thursday, April 10, 2008
Forum Week 5
Their music is however being used is one of the most popular cartoon series at the moment, "Futurama." His song "Psyche' Rock" is Futurama's theme song. So perhaps their music will become part of the common music Idioms
Tuesday, April 8, 2008
CC2 Week 5
References:
Haines, Christian. "Midi Keys 3". Lecture. Adelaide University.
Cycling'74 2006, Max Tutorial, 11/1/2007,
http://www.cycling74.com/twiki/bin/view/ProductDocumentation