Tag Archives: sound design

Synth Britannia Shows The Future Was In Fact Delivered

Come on, you have to admit. It’s a lot of fun to stumble around YouTube with that old pre-internet habit of television channel surfing surprising you with random discoveries.

When I do, I particularly enjoy reading comments left by others who have somehow found their way to whatever it is I happen to be watching. This comforts me because I know that this method of purposeful and accidental consumption of media is not exclusive to me [many comments start with: “Not sure how I ended up at this video but….” or ” __________led me here.”]  but perhaps I’m alone in the belief that spontaneous discoveries help connect me better to the production. I think what I’m talking about is called “verisimilitude” and no doubt as I type this out there’s someone trying to figure out how they’ve discovered the same excellent BBC synth documentary that I discovered by chance: Synth Britannia.

Donna Summer's synth programmer in 1977 brought the sounds of the future to disco with I Feel Love
Donna Summer’s synth programmer in 1977 brought the sounds of the future to disco with I Feel Love

A few years ago, I was enjoying reading a guest editorial in Wired by comedy bull Will Ferrell. )

Not one to beat around the bush, Will wanted to know what had happened to the future?  Specifically the future suggested if not promised in comic book ads to the then pre-adolescent Will Ferrell. He asked, where were the Jet packs, autopilot-flying cars and robot butlers? It occurred to me that if Will was an electronic musician he would have come to the same conclusion that the producers of Synth Britannia did while they drew up the plans to make their excellent documentary: The future did come, it just wasn’t so literal.

1970's Northern Britain looking like a scene from Blade Runner, one of the birthplaces of future synth music.
1970’s Northern Britain looking like a scene from Blade Runner, one of the birthplaces of future synth music.

To compound matters this future somehow passed by all of us, unless perhaps you were a student of history or an existentialistic, free-radical electronic acolyte or computer programmer back in the golden age of dystopia vision. I call this era the ‘other’ 1970’s.
I have added the qualifier: ‘other’ 1970’s, because today’s media mistakenly focuses on reinforcing the bell-bottom, disco driven qualities of the 1970’s but there was a much more robust, artistic movement running against the grain in the same way that meaningful art has always done. This movement bridged fashion, art, cinema, sound design and of course music and if you want to learn more while being thoroughly engaged, then spend some time paying attention while you watch Synth Britannia.

You might even find yourself considering an impulse purchase of a mini Korg 700S. I know I did.

Supplemental- While I polished this article, one thing became apparent. New music or to be specific, those new artists that are being profiled on national television as new music agents are all lacking the one thing that characterizes the heroes of this column. Simply put, today’s music heroes are not a unity of ideas and expression. They are not bands. They are performers representing wish fulfillment with no sense of genuine attitude or social commentary and perhaps even worse, no sense of daring inventiveness. So far, most (but not all-there are exceptions) of today’s star performers are ‘safe’, predictable and lacking in terms of communicating their alienation. They have become game show contestants. This is because media business (in other words the television networks) has formulated and created what is palatable to an audience. The home video game market further suggests and reinforces created fantasies with interactive games that essentially boil down to a form of karaoke or twister. Simply put, new consumer habits are being engineered and I’m sure they always will be.

So, as listeners, is it fair to say that we no longer think for ourselves and we no longer question what is ‘good’ or ‘impactful’? With today’s de rigueur promise of dream and wish fulfillment (in terms of television shows that empower an audience with voting privileges to create the next pop star) that most crucial artistic ingredient: “individualized commentary” has been eradicated. Even more alarming is that consumers’ freedom of choice is being challenged.

That’s likely because the major media corporations feel wholly threatened by what the internet promises: a vast sea of content that is discoverable and searchable by desire or by chance.

Vince Clarke- Depeche Mode's keyboard player and future visionary.
Vince Clarke- Depeche Mode’s keyboard player and future visionary.

So-is it fair to say that we have become woefully inadequate in identity and informed choice? If there is art, angst and message, where can we find it? Try channel surfing around YouTube and follow what catches your interest.  For the Silo, Jarrod Barker.

SubPac Lets You Wear A Subwoofer And Listen In New Way

If you’re a fan of body shaking bass frequencies and missed our article from waaaay back in 2016 about SubPac, read on because you’re in for a treat.

SubPac is a pioneering technology from Los Angeles, California that is defining the physical-sound category where music, VR, games and film can be experienced in a whole new way. Through its patent-pending immersive physical-sound technology, SubPac transcends the traditional audio experience by allowing users to actually feel sound throughout their body.

Wear a subwoofer? Sounds like fun!

SubPac M2
SubPac M2

SubPac is creating its own physical-sound category through two unique products; the SubPac M2, a wearable vest, and the SubPac S2, a seatback device. Both create a new form of expression for musicians and sound designers to connect with their fans on a deeper level by using innovative technology that allows consumers to physically feel sound. This tangible connectivity captivated GRAMMY-winning producer Timbaland to come on board as a partner and introduce the brand to the music industry.

“SubPac is a game changing experience for both artists and fans,” said Timbaland. “It lets you feel the music like never before.  It’s the feeling that’s been missing, until now.”

The SubPac vest is getting a lot of attention and its clear that listeners on the go are ready for an immersive experience, especially one that works while being active- jogging, playing basketball, cycling etc. It’s a logical step to add a wearable to our listening routines and the idea now is to connect your smartphone to the SubPac control unit via the headphone connection. This allows for an audiophile hookup of headphones for the mid and high frequencies and  vest for the bass frequencies.

Now you can feel deep bass wherever you go and wherever you choose to enjoy your music.

Gaming Music Production And Sound Design Focusing On 3D 360 Spatiality

Zylia, the Poland-based manufacturer of audio recording technologies, will host a workshop on 3D/360 music production and sound design during GameSoundCon 2018, today and tomorrow at the Millennium Biltmore Hotel in Los Angeles. Zylia co-founder and CTO Tomasz Żernicki will lead the workshop, focusing on the use of third-order Ambisonics spherical microphone arrays, such as that in the innovative new ZYLIA ZM-1, to capture a 3D full-sphere audio scene for gaming or ambient sound production.

“Use of a spherical microphone array to enable single-device capture of a full sound scene with high spatial resolution is a recent and significant advance in audio recording technology — and one that opens the door to 3D audio production opportunities for both professionals and amateurs,” said Żernicki. “We’re excited to be sharing this technology with GameSoundCon 2018 attendees and to be providing them with useful techniques for capturing 3D sound in Ambisonics format and for working with live sound in VR applications.”

During the Zylia GameSoundCon workshop, Żernicki will demonstrate how just one spherical microphone array can record an entire 3D sound scene and then separate the recording’s individual sound sources for multitrack editing in post production. The numerous physical microphone capsules within the spherical array effectively enable users to work with software-controlled virtual microphones with adjustable direction and spatial characteristics. By isolating particular sounds, cutting out interesting areas of the sound space, and zooming in on particular sound objects, this kind of sound representation allows for soundscape modification in post production and simplifies ambient or Foley sound preparation.5 speaker binaural audio setup

Żernicki will explain how sound recorded by third-order Ambisonics spherical microphone array can be converted into the Ambisonics format and used in 360-degree movies — particularly virtual reality content on Facebook 360, YouTube 360, or game engines — in which listeners can rotate the whole sound scene. He also will discuss usage of 360 sound with the combination of binaural or surround loudspeaker reproduction.

As an audio expert, Żernicki focuses his professional interest on 360/VR music production, spatial sound processing, and recording. He holds doctorates in electrical and electronic engineering, and he takes an active role in the Moving Picture Experts Group (MPEG) standardization committee. He also has made significant contributions to audio compression standards such as MPEG-D USAC and MPEG-H 3D Audio.AES Conference for Augmented Reality Audio

GameSoundCon is dedicated to game music, sound design, and virtual reality audio. Throughout the conference, Żernicki and other Zylia experts will be on hand to discuss 3D/360 sound applications, as well as the company’s ZYLIA ZM-1 spherical microphone array, ZYLIA Studio PRO VST/AU plugin, and ZYLIA Ambisonics Converter.

Supplemental- Mark Mothersbaugh (DEVO) on making music for games.

Electronic Jazz Collective Hits SOMA FM charts

The inimitable Rik Ganju
The inimitable Rik Ganju

The music collective GANFUNKEL released the 5-song-EP Fighting Music with Music following the successful 2013 release of Machine Coincident Jazz.  The former album produced one song that reached #1 on jazz radio charts, 2 songs that reached #2, and one song that reached #3.

Ganfunkel listing on SOMA FM charts.
Ganfunkel listing on SOMA FM charts.

Ganfunkel is California-based and led by Simcoe native Rik Ganju.  Personnel on Fighting Music with Music have recorded and toured with Esperanza Spalding, the Kronos Quartet, John McLaughlin, Terry Riley, Bela Fleck, Wayne Shorter and Zakir Hussain.

Ganfunkel’s sound is influenced by rock, jazz, funk and Indian classical music.   Standing out on the new album is Stars Fell on Daniel featuring tabla maestro Salar Nader, and the legendary George Brooks on saxophone.

“The success of Machine Coincident Jazz validated our belief that multi-genre music has an audience that doesn’t want to be confined by traditional categories, “ says Ganju. “People are open to many styles of music depending on their mood.  And just as film music evolves from minute to minute, our sound changes texture as the mood of the tune allows.”

Ganfunkel albums are available today on iTunes, Amazon, Google Play and most major music download sites, and music videos can be found by searching on Ganfunkel at Vimeo.com

Ganju’s experiments with multi-genre music stretch back to the mid-2000s when he collaborated with Jarrod Barker  on many avant-garde experiments.

Also hailing from Norfolk County- Jarrod Barker, friend of Rik. Both have collaborated in the past on new musical forms and sounds.
Jarrod Barker

The track listing for Fighting Music with Music:

  1. Chunky Town (featuring Kai Eckhardt and Dana Hawkins)
  2. Shot in a Gambling House
  3. Stars Fell on Daniel (featuring Salar Nader and George Brooks)
  4. That Feel on Flesh (featuring Kai Eckhardt and Dana Hawkins)
  5. Venezia

All songs are composed by Rik Ganju.

Video for Stars Fell on Daniel: http://vimeo.com/94441271

Thirty Five Million Dollar Star Trek Themed Mansion

'Star Trek Mansion,' Featuring Acoustic Innovations' Most Celebrated Home Theater Design, Now on Market for $35M Featuring Award-Winning Theater Modeled on Bridge of Starship Enterprise, Home is Most Expensive Ever to Hit Boca Raton Market. Photograph: Andy Frame
‘Star Trek Mansion,’ Featuring Acoustic Innovations’ Most Celebrated Home Theater Design, Now on Market for $35M Featuring Award-Winning Theater Modeled on Bridge of Starship Enterprise, Home is Most Expensive Ever to Hit Boca Raton Market. Photograph: Andy Frame

BOCA RATON, Fla.– May 2014 — The “Star Trek Mansion” in Boca Raton, Florida, is now on the market for a cool $35 million, featuring a much-buzzed-about home theater designed by Acoustic Innovations. Created to model the bridge of the Star Ship Enterprise, the theater is the focal point of the 27,000-square-foot home owned by Marc Bell, managing partner of Marc Bell Capital Partners LLC in Boca Raton. Last year, Acoustic Innovations designed a smaller theater in the home to resemble a military encampment, creating the mood for game enthusiasts to play “Call of Duty” and other Xbox games.

“Acoustic Innovations and Jay Miller did a fantastic job of taking our Star Trek theater vision and turning it into reality. If you can dream it, Jay can build it,” said Bell. “Acoustic Innovations’ attention to detail for every aspect of the project — from the advanced A/V technology to the quality and comfort of the chairs — meant that we were able to create a home theater experience that exceeds anything you’ll find in  a commercial movie theater. We’re looking forward to working with Jay and his team on the Star Trek theater and home 2.0, wherever that may
be.”

Classic THX Ultra2 Plus -Digitally Mastered -Avatar Intro (After Credits) –

Winner of a Gold award and Best Architecture award from the Custom Electronic Design and Installation Association (CEDIA) in 2007, the
1,400-square-foot Star Trek entertainment space includes the theater, a bar, and a “ready room” filled with Bell’s collection of props, models,
and drawings from the Star Trek television series, as well as Star Trek and Star Wars movies. Modeled to recreate the bridge from the Enterprise, circa “Star Trek: Next Generation,” the theater even includes motion-activated air-lock doors that “whoosh” when opening and closing.

When the theater was originally completed in 2007, it featured the most advanced high-definition cinema A/V system available. Since then it has undergone three major technology upgrades to keep it on the leading edge, including 3D projection capabilities. In addition to the functional and aesthetic design and d-cor, Acoustic Innovations designed the acoustics both inside and outside the theater, as well as for the “Call of Duty” video game room.

The "Call of Duty" video game room. Get some!
The “Call of Duty” video game room. Get some!

“It’s incredibly exciting to work with Marc on a project, because he is always open to an interesting idea,” said Jay Miller, president, Acoustic Innovations. “A collaborative effort is extremely important on every job we do, and for this project Marc and I clicked very early on how to execute the Star Trek bridge. Now that the house is up for sale, it’s amazing and gratifying to see how the theater has gone viral in the online press; in fact, I’ve not seen anything like it in my 23 years as a specialty theater designer.”

For more on this incredible home that has grabbed international attention, visit:
The Palm Beach Post: http://bit.ly/1qGRuG5
-Forbes: http://onforb.es/1k6o8M4
-Star Trek: http://bit.ly/1sxUS1q
-CBS12: http://bit.ly/1ovgKNx
-Business Insider: http://read.bi/1mZlXxq
-Engadget: http://engt.co/1nPTARZ
-Douglas Elliman Real Estate: http://bit.ly/1oUTuG2

For two decades Acoustic Innovations has been the source for personal theaters, theater seating, fiberoptic ceilings, acoustical panels, and residential noise control solutions. Over this time we have pioneered many of the materials and design specifications used today. Our staff has completed thousands of personal theaters throughout the world and has developed processes to ensure delivery of the ultimate client satisfaction. At every level of cost we blend the science of acoustics with the art of aesthetics. More information is available at http://www.acousticinnovations.com.

Dolby Laboratories Media Emulator In Minnetonka Master Suite

DolbyMediaScreenshots
MINNETONKA, Minn. — Minnetonka Audio Software Inc. (MASI), a leader in production software for motion picture, broadcast surround sound, and consumer electronics applications, recently announced that it is now providing worldwide distribution and resales of the Dolby(R) Media Emulator toolkit from California-based Dolby Laboratories Incorporated. This fortifies Minnetonka Audio’s already comprehensive offering of production problem solvers. Minnetonka Audio has added Dolby Media Emulator to its SurCode for Dolby E Master Suite 3 product bundle without raising the bundle price.

 “Our strategic decision to distribute Dolby Media Emulator strengthens our current product mix and expands our reach into more post suites,” said Jayson Tomlin, vice president of business operations at Minnetonka Audio. “For our customers, Dolby Media Emulator is a bargain in itself. By bundling it with the SurCode suite without raising the price, we’ve created a one-stop shop for media producers that is truly an outstanding value.”

Dolby Media Emulator is a software tool for authoring and post that provides real-time emulation for Dolby broadcast formats. Acting as a plug-in for popular digital audio workstations, Dolby Media Emulator enables an audio engineer to simulate accurately how content will sound when played back through licensed consumer electronics.

Dolby Media Emulator lets an operator preview the results of differing metadata values when decoding Dolby Digital, Dolby Digital Plus, and HE-AAC audio formats.

One application worth highlighting: Take a look at this diagram. See all of those speakers? Consider that Dolby Surround formats are varied but most include multiple speakers and therefore multiple positions of "sound". The vast majority of consumers are listening to complex surround signals through only one or two speakers. That means, a proper mix MUST take this into account. Minnetonka's Dolby Media Emulator makes sure you get this right. CP
One application worth highlighting: Take a look at this diagram. See all of those speakers? Consider that Dolby Surround formats are varied but most include multiple speakers and therefore multiple positions of “sound”. The vast majority of consumers are listening to complex surround signals through only one or two speakers. That means, a proper mix MUST take this into account. Minnetonka’s Dolby Media Emulator makes sure you get this right. CP

 

“With the majority of surround programs being played back in stereo and mono environments, correct metadata and downmix settings are a critical requirement for deliverables,” said Markus Hintz, director of global sales and business development at Minnetonka Audio. “In addition to previewing their metadata settings, audio engineers can use Dolby Media Emulator for standardized loudness measurement, proper  monitoring of LtRt sources, and downmixes from all other sources.”

Rather than resort to using home audio gear in a professional workflow, engineers can use Dolby Media Emulator to validate mix and metadata decisions against a certified standard in their familiar monitoring environment.

To aid in specifying proper metadata values, Dolby Media Emulator can measure and properly determine the dialogue normalization (dialnorm) value with a standardized loudness meter. The included loudness meter supports international ITU-R BS.1770, ITU-R BS.1770-2, and EBU R-128 loudness standards and incorporates the optional Dolby Dialogue Intelligence(TM) algorithm. Its ability to configure and control the monitoring environment and evaluate metadata parameters makes Dolby Media Emulator an essential product for postproduction, DVD, and DTV facilities that master, author, or broadcast program material with Dolby surround sound formats. Dolby Media Emulator runs as an Avid(R) Pro Tools(R) RTAS(R) plug-in, and as a VST(R) plug-in for popular programs such as Nuendo(R).

Dolby Media Emulator is available for immediate delivery from Minnetonka Audio resellers and distributors, and also directly from Minnetonka Audio’s eShop. In-depth information on Dolby Media Emulator and how it enriches existing tools and workflows is available at www.minnetonkaaudio.com