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Sound Design

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Proximity. Proximity is a collaborative effort by Tokyo Dawn Labs and Vladg Sound. The plug-in is an easy to use distance “pan-pot” based on several psycho-acoustic models. The idea is to give mixing engineer a reliable tool which allows him to manipulate the “depth” of several sound source in a straight forward and convincing manner. Several models can be combined: Distance signal delay by speed of soundDistance gain lossAbsorption of high-frequencies in airStereo width manipulationProximity effect of virtual microphoneDistance based early reflections All models can be turned on and off to taste. Distance modulation options extend the creative possibilities even further. Proximity was our candidate for the KVR Developer Challenge 2012 and reached 2nd place in the overall category and 1st place in the mac category! Free Download! Windows (no installer) Mac Package Compatibility System requirements Win XP SP2 or above, Mac OS X 10.6.8 or above.

Support You have suggestions and ideas? Dehumaniser | Orfeas Boteas. Dehumaniser is a prototype application that transforms voice into monster sounds in real time. It has already been used from acknowledged sound professionals in feature films and video games. The new version is now ready! You can visit www.dehumaniser.com for more information. Dehumaniser short demonstration Dehumaniser long demonstration Dehumaniser app demonstration There are several presets, which create different creature sound effects that are applied to the voice. By pressing record the program records the output and the input at the same time with the name of the chosen preset inside the program, the user can record the dry signal of the voice and use it again as an input.

Additionally, Dehumaniser has the option to use a microphone as an input or a prerecorded sound file. Comment from Angelo Palazzo: “Hey everyone, I am a sound designer working and living in Los Angeles and have worked in post for almost 20 years on many features and tv shows: Native Instruments Massive. Native Instruments Massive. SounDesign. Chuck Russom - Sound Designer. Game Sound Design - Your Professional Sound Design Resource | gamesounddesign.com.

Jean-Edouard Miclot. Empire Stadium MLS: WhiteCaps VS Sounders Working on sports projects often requires crowd audio that helps to convey a specific place and responds emotionally to the actions of a game. Very often, you don’t even think consciously about the crowd as your eyes are deeply focused on the action and your hands are firmly gripped to your chair. The reaction of the crowd though can physically make you feel the drama and transport you in a fraction of a second into the stadium with the tens of thousands of fans. Neumann RSM191 AS Schoeps MS Cmit 5u + Ccm8 There’s a concept by Walter Much here that explains how visuals knock at the front door while sound tends to come from the back door. BC Place MLS: WhiteCaps VS Timbers Sony D50 for close proximity Crowd sound is a powerful storytelling tool that has 3 characteristics: Behavior, Content and State. BC Place CFL: Lions VS Eskimos BC Place Stadium PA announcements, music, chants, fireworks, swear words and anything not suitable have to be removed.