Patch a day challenge #2


So today I wanted to mess with filtered noise for a bit. That was fun for awhile untill i got bored with it, so i added some classic kick sound stuff to it. Fun times.
The patch in the end is some kick sound with odd stereo effects with sawtooth vcf modulation. Seemed to generated some interesting patterns. Reminded me of a cool blog post by Steve Whetman on a record he made 10 years ago as Milanese.

Unfortunately in the first bit the codec cannot deal with the noise very well. Gotta figure out if i can get FF split to record to raw audio somehow.
In the middle bit i’m actaully patching on my commute in the train. Fun times, except a trackpad really sucks for pd patching.

Shaun was kind of enough to post the challenge on designingsound.org and it now also has the official hashtag: #dspatchaday. Lets see if anybody else will join in.

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Patch a day challenge #1

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Over at designingsound.org  it is Synthesis Month. It has inspired me to o try to create a patch a day, starting today, the 5th of October.

I wanted to capture a screencast of the entire process of creating it, unfortunatly i failed because of some capture settings. So instead, i’ll just share the final outcome , the patch and a screenshot of it.
Its a simple and not so neat pure data patch with modulated feedback.

 

Killzone Shadow Fall Released

Last week Killzone Shadow Fall released. Ofcourse there was quite a bit of press but one article in particular was interesting. Digital Foundry came over and spend quite some time in the studio talkign to all the departments. They also visited the sound department and spend time with Lewis James (lead audio), Andreas Varge (audio programmer) and myself discussing the tech and execution of the sound of shadow fall. He picked one particularly nifty tech we developed that we call MADDER (Material Dependant Enviromental Reaction). This is a system that adds sounds of the location you are in to the weapon sound. Anyways, you can read and hear (about) it here.