Drool Worthy: “Echoes of War”

November 14th, 2008

Oh. My. God.

I don’t know how many of you who read this (if any) are life-long gamers, but I am. I’m also a huge Blizzard fan (from Warcraft 2 and on), so when I read this post, my heart nearly skipped a beat.

What you see above is a year-long International project consisting of music from Blizzard spanning ALL of their titles: the Warcraft universe games, Diablo, Starcraft…it goes on.

It comes out on November 22 in two versions: a regular for $30 (90 minutes of music) and a “special edition” that includes CDs, DVDs, and art books for $50 (the SE is available now in limited numbers). Quite cheap when you think about all that you’re getting.

PS: Check out the Kotaku post for some nice studio pictures.

Learning Logic, Part 2

October 16th, 2008

At the school I recently graduated from (yesssssss), we had to do two different Logic certification tests. Logic is a great app, right? Of course it is. But what happens when a disgruntled student who gets through the first test and realizes that the second test (and the second book) is really more of the same?

Here’s what said student believes the second Logic book’s table of contents should read:

Chapter 1: Shit You Already Did In Book 1
Chapter 2: More Shit You Already Did In Book 1
Chapter 3: More Shit You Already Did In Book 1, Part 2
Chapter 4: Key Commands For Shit You Already Know
Chapter 5: All About Disclosure Triangles
Chapter 6: Using The Marquee Tool
Chapter 7: Advanced Template Opening
Chapter 8: Using Time And Pitch Machine To Write A Love Song To Apple
Chapter 9: Consumating Your Marriage To Logic Pro 8
Chapter 10: Browsing Presets
Chapter 11: Finding The Apple Loops Library
Chapter 12: Dragging Apple Loops Into Arranger
Chapter 13: How To Stretch Apple Loops
Chapter 14: How To Compose Using Apple Loops
Chapter 15: Messing Up Your Tempo To Make It Kind Of Fit The Cuts To Your Naruto FMV
Chapter 16: Time Signatures, Key Signatures, And Other Things You’ll Never Use
Chapter 17: Customizing Your Workflow To Integrate MPCs
Chapter 18: Even More Stuff You Already Did In Book 1
Chapter 19: Troubleshooting:  Subchapter 1: Your Audio Didn’t Record Because You Didn’t Arm Your Tracks / Subchapter 2: Unclipping Audio That Was Recorded Too Hot

So this may not be “audio news,” but depending on who you are, it’s kind of funny.

Awesome Website: Wikiaudio

September 30th, 2008

This site has been around for awhile, but, just recently, it started to recieve a slew of original content (see interview with Jack Douglas) as well as constant updates by Wiki nerds. There’s some awesome topics (both obscure and common). So if you’re looking to geek out over audio knowledge, check out Wikiaudio.

Metallica’s New Album: Audio Disaster!

September 19th, 2008

I think we’re all aware that Metallica released a new album awhile ago. Did you also know that the CD version you buy in stores is plagued by clipping and distortion due to multiple stages of brickwall limiting? Well, it is. 

Did you also know that the Guitar Hero version sounds better than the CD version? If you don’t think so, check out the video below:

There’s some great notes on the Mastering Media blog about the waveform anaylsis of Metallica’s new disk (note: keep in mind that, when talking about digital audio, 0dBFS is the end of the road…it’s the ceiling of digital recording and it sounds HORRIBLE when signal reaches this level)

 

I just skipped through 3 random songs and the highest I saw on the meter was -4,3 dB RMS (-1,3 RMS in AES17 norm), looking at the realtime RMS meter with Wavelab’s default time constants.

Wavelab’s global analysis (with its default time constants) reports -2,93 RMS [+0,07 in AES17] RMS in one of those tracks.

Most of the album (looking at the meters) sits between -7 and -5 (between -4 and -2 in AES17).

You remember that popular myth that mastering will “make your record sound the same across different systems”? I now get the point. Death Magnetic (although apparently not introduced through mastering) sounds thin and distorted on my laptop speakers. And it sounds thin and distorted in my mastering studio. There’s always a silver lining

That sucks. So what does the mastering engineer (Ted Jensen) himself have to say?
I’m certainly sympathetic to your reaction, I get to slam my head against that brick wall every day. In this case the mixes were already brick walled before they arrived at my place. Suffice it to say I would never be pushed to overdrive things as far as they are here. Believe me I’m not proud to be associated with this one, and we can only hope that some good will come from this in some form of backlash against volume above all else.
Sounds rough. You’ve got to feel bad for the guy (assuming the audio did really come to him distorted pre-mastering).
Oh, and if you need some further proof of the Guitar Hero version of the new album sounding better than the regular retail version, check out this picture (the top being the GH version, bottomr being retail CD version):
Sources/Credits: Ted Jensen quote, dBFS quote, above picture

 

Sound Design and Spore

September 10th, 2008

Unless you’ve been living underneath an Internet-less rock for the past few months, you probably know that Spore, the new game from The Sims creator Will Wright at Maxis, is a pretty epic universe indeed.

Such a massive enviroment calls for some massive sound design. Maxis (and Wright) seemed to put a lot of thought and care into the sound team (headquartered in Emeryville, CA). The sound team consisted of six people (when Spore was published; there had been several more sound team members throughout the five years of the game’s development).

Considering that the creations of Spore are, sometimes, animal like (and always creature like), Kent Jolly, audio director, says that the team used hundreds of animal recordings - from sound libraries to recording trained Hollywood animals used in movies. Jolly and his partner, sound designer Mike Cormier, carried around a couple of Sound Devices 722 recorders, one with a Schoeps M/S setup, the other with a Sennheiser shotgun.

One of the most interesting aspects of the sound design in Spore is the generative music implemented into the actual game by Cliff Martinez and Brian Eno.

On the music inside the game:

“Brian was involved in a  lot of general music design with me [Jolly], so he came here and I also went to London and worked in his studio.” … “He’d come with his Mac and Logic and he’d be generating sounds. We sould sample them, get them in as instruments into the game and play with them together. 

There are two kinds of generative music in the game. One is sort of MIDI note-based—that happened much more here from samples made by Brian by ourselves. But there’s also a whole area that’s more like Brian’s ambient music, where he made it using software he called ‘Shuffler’ [note: this is, supposedly, Eno's custom-built MaxMSP patch]. The software was based on earilier pieces where he would make 10 CDs and they’d all have a set of tracks, and then he’d set them on ‘random shuffle’ and they’d play randomly and we’d make ambient music that way. We re-created that system in the game, especially in the space game: When you go to a planet, [there's a music] system there that plays a different sample every 10 to 30 seconds, and this group [of samples] has this volume range and this pan setting, and a whole group of those forms one track. You end up wending through these tracks that are changing all the time.”

“Unlike a lot of games, most of it is not looped—it’s being generated in real time. There might be chunks of drum loops that are being re-sequenced randomly, and then all the pads and other sounds are basically MIDI but we’re generating them randomly.”

And, once out of the space universe in the game, you enter into what Jolly calls the “Civ game.” Where your creature/animal can start colonies, cities, etc.

“[In the] Civ game, the user gets some control over the music: You can pick beats—some were made by Brian, some were made by me and my assistant Aaron McLeran, and then reprocessed and changed—and then you can pick a melody instrument and design your own little melody, and also pick up ambience tracks. Using a note editor, you can set the tempo, get rid of notes, change the length of how they play…and there’s an algorithm [built in] that will randomly form melodies.”

The note editor was concieved and built by Jolly, Eno, Wright, and engineer Cyril Saint Girons.

So, as you can see, this kind of sound and music design takes up a lot of resources (”days of stuff on there. It’s more than two gigs of compressed audio”). So what’s the sample rate and bit depth?

“At one point, we thought we might have to go to 22k for all our samples, but in the end we didn’t have to. Some of them are 22k, but morst of the voices are 44[k] MP3 and most of the music is 44[k] MP3.”

“It [the stereo mix] gets multed out to surround, but we did very little in 5.1 for CPU reasons.”

Two gigs of compressed audio? An entire generative music score? Despite all the launch problems [DRM and otherwise], this makes me want to pick the game up.

Oh, and as a last side-note, the DAW of choice in the Maxis offices was Pro Tools for the sound design, and Logic (as stated above) for music.

Quotes taken from the Mix article “The World of Spore,” by Blair Jackson {9/08)

(Mini) Interview with Mastadon’s FOH Guy

September 8th, 2008

In the new (9/08) issue of Mix, there’s a (short) interview with Mastadon’s FOH engineer/tour manager, Lewis Lovely (sidenote: what a badass name).

Mix: How much gear are you carrying on this tour?
Lovely: We are carrying backline and a mic package. The boys are in the middle of recording their new record with Brendan O’Brien and are really concentrating on that right now.

Do you have a specific mixing style for the band?
I try not to make any one thing the predominant ingredient in a mix. You always run across engineers who think kick drum and vocals are all you need to hear. I want to comfortably hear any of the little nuances Mastadon has written in their songs.

What is the most difficult portion of your job for this tour?
As tour manager and FOH engineer, I have the wonderful job of taking care of their daily lives. They are a true trouble-rousing rock ‘n’ roll band, so press is always fun to schedule. 

More than anything, I’m stoked to hear Mastadon’s new album. It’ll be interesting to hear if the new album more resembles earlier efforts (Remission, Leviathan) or their latest effort (Blood Mountain).

Hands-on with the Korg DS10

September 4th, 2008

My birthday is next week so my fiancee bought me a Nintendo DS. A few weeks earlier, I had imported the Korg DS10 game cart (Japanese version; American version comes out in October according to Amazon). I’ve been playing around with it endlessly for the last week and found it to be a pretty powerful little app.

Neddless to say, it was nice when I saw Kotaku’s story about the DS10 today. It’s about the first “album” produced using the DS10. Check it out here. Among the DS album, you can also find a really nice DJ mix using music performed entirely on the DS10.

The album and the mix are actually very entertaining. They sound like pumped up 8-bit chiptune songs, and with some mixing love I think the tracks coming out of it could be amazing.

I can’t wait to pump some audio out of my DS and into Pro Tools so I can play around with some tracks.

Interview with ‘Resident Evil 5′ Sound Team

August 28th, 2008

There’s a new interview up with Tetsuya Shibata, Kota Suzuki, and Wataru Hokoyama, three of the audio post-production guys on Resident Evil 5.

Among topics in the article are why they recorded the large-scale orchestras in Hollywood instead of Tokyo and this gem, which doesn’t seem to be a popular opinion judging from the other guys’ answers:

Kota Suzuki: I get the impression that production at western, particularly American developers are ahead of those in Japan. But, I think that more and more in Japan, the process of making video game music is becoming specialized. More and more Japanese production companies are working together with foreign companies, and sound production quality in Japan is approaching that of the west.

Anyways, click here to read the full article. It’s really good.

Tutorial: Reamping

August 20th, 2008


Reamping is one of those recording techniques that I always read about, heard people talking about, and also hear people raving about. It took me awhile to really understand what it was, how to do it, and what it can be used for. I figured I wasn’t the only one that, at one point, was curious and ignorant on the subject of reamping.

Before you reamp, you should probably know what it is. Reamping is taking a signal and stepping up the impedence (from mic level to instrument level) for the purpose of recording an instrument (usually a clean/DI guitar) through a pedal chain or recording the signal through different amps. That’s it. It’s not really that mysterious, is it?

But, before we go on, you should read this disclaimer: please, before buying a remap box and getting stoked on doing this, check out your cable situation. Seeing as most interfaces have TRS outs and all reamp boxes have either male/female XLRs in, you really need to make sure you have the proper cables before attempting this. And no, taking the output of your interface into an amp or pedal chain will not sound as good. Not even close.

Reamping is, essentially, three steps that anyone familiar with the world of recording should be able to handle. But, in case you’re confused, here are those three essential steps:

  1. Route your audio out of your selected DAW (in this tutorial, Pro Tools 7.4 HD) and take the output of your interface (in this case we used interface out A3 of our 192 I/O) and plug it into the input of your reamp box. In the case of this tutorial, we sent the DId guitar and snare out of an aux on the SSL 9000, so our outputs on the panel were Cue Output #1. You will probably just take whatever oupute of your interface out right into the reamp box (no patching or auxes necessary). Pictures: The 9K / Sending Signal Out of Pro Tools / Output of the Wall Panel / Input of Our Reamp Box
  2. The next step is to take the output of your reamp box (1/4″ cable) into your amp or pedal chain.
  3. If you’re reamping into an amp, then all you would need to do is run the 1/4″ into your amp, play the audio back and simply set up a mic and record the result on a new track. In our case, we needed to take the signal from the pedals and turn it back into a mic signal to record into Pro Tools. All we needed to do to accomplish that is take the output of the pedals into a DI and then back into the wall panels. Pictures: Output of Reamp Box / DI Input / DI Output / Input of the Wall Pane

That’s all there is to reamping. It’s not a horrifically difficult task…it’s just a little confusing if you’re not sure what it is or how to do it.

I recorded some samples of what reamping CAN sound like. The first sample is an example of reamping a bass signal thru our pedal chain. The second example of what reamping a snare can sound like.

So, as you can see, you can really alter the tone of your tracks (bass or otherwise) via reamping. If you’re interested in doing this, do it. It’s a lot of fun.

While you’re at it, why not go discuss this topic (or others) in the forums?

Rock Band Hacked - Free Multi-tracks!

August 18th, 2008

If you scour the internet for multi-tracks, you’ve probably seen the Beatles’ four tracks, the complete sessions for “Pour Some Sugar on Me” and just about any other type of multi-track recording you could think of.

Well, add the entire setlist of Rock Band and all the Guitar Hero games to that list.

Apparently some guy somewhere figured out how to open up the afformentioned games and grab the .mogg files: the Ogg Vorbis files inside the game. When you pull those from game and drop them in Audacity, all of the sudden you have a multi-track session from one of the games. Now, you should know that the MTRs aren’t 32 track MTRs, rather a few stereo tracks and a few mono, usually totaling around 10 (maybe a few more). So you get the printed stems of the songs.

I won’t link to the site that directly links to downloads for all these songs (it’s still illegal, you know) but here’s a slightly edited (for grammar and clarity) FAQ that was posted on the blog that broke all these songs to the internet:

  • All of the .mogg files open in Audacity.
  • First two tracks will always be stereo tracks but will be split into mono in Audacity.
  • The typical tracklist for these .moggs are:
    1. Kick (stereo)
    2. Snare (stereo)
    3. Overhead/room mics
    4. Bass
    5. Guitar(s)
    6. Lead Vox
    7. Everything else (strings, synths, backing vox, etc)
  • A lot of the MTRs are covers. They should be clearly labeled as such.
  • The original multi-tracks were taken by Rock Band’s developer pre-mastering. The developers (or a studio that works for them) mastered all the material inside of Rock Band.

I’ve grabbed a lot of these files and it’s pretty cool. My only concern is that a lot of the masters clip pretty relentlessly. A friend of mine suggested it was the engineering, but I’m not willing to bet on that. I think, if anything, the clipping occured from transfering the masters from Rock Band to some guys computer.

All-in-all, this is a pretty cool hack. I’m sure Harmonix won’t be stoked to find out this is happening, but it’s cool for the rest of the world. If you’re interested, go try and search for the blog to find the tracks. I guarantee you it will take about five minutes in Google.

EDIT 10/21 - Commentor Samwise had this to say:

Hey man, they peak cause they are all playing at once at an almost mastered volume. The truth is the OUTPUT is peaking, not the individual tracks. If you can pull them up in something like Pro Tools (although Audacity works fine, it just takes longer), pan them all out, and lower them all, it won’t peak…

Hope I helped :)

And he’s totally correct. I did this with a few of the tracks I downloaded and it instantly sounded better.