matt's posterous pacygas http://p.mattpacyga.com plague88 posterous.com Thu, 18 Feb 2010 15:44:14 -0800 Sound Designers of Twitter: Free Sound Effects #twsfx http://p.mattpacyga.com/sound-designers-of-twitter-free-sound-effects http://p.mattpacyga.com/sound-designers-of-twitter-free-sound-effects
Nick Maxwell and Matt Pacyga

Nick and I have joined forces to provide a free collection of sounds for everyone to enjoy and use. Feel free to use on the web and in your own projects but please give credit to the respected creator. We want to open the door for more artists and sound designers to do the same. Collaborate! Using twitter as a medium for spreading the word is a fantastic way to share common interests and gain more work. I hope you enjoy the sounds. 

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Nick Maxwell:  I've been involved with sound design as a serious hobby for 10 years now, focusing on both musical sound creation as well as effects for multimedia projects.  In 2009, I started nickstutorials.com where I provide tutorials for sound design in Ableton Live, with lessons planned for other music software in the near future.  I am interested in contributing to game and film projects (portfolio at nickmaxwell.net), and I also offer one-on-one tutoring for music production.  If you'd like more info, please feel free to contact me at either of my websites, or find me on twitter under the username @AbletonTutor.

Audio in the pack:  I've provided a number of contact mic recordings in both unprocessed and processed forms.  These samples would work well as individual stinger layers, ambiences, and even sci-fi sounds.

Matt Pacyga: Since my first rock'n roll band in high school, I have been into music and sound. I still remember the first time I took apart an old boom-box and used a tape adapter plugged into an effects pedal for my first guitar amp. In college I worked on a stage crew learning live mixing and recording. At that same time I played with a professional punk rock band called Ace Troubleshooter. After my college adventure and my leave from Ace I ventured into interactive media by learning Flash. 

My first sound design project was for Nike-Bauer creating original music and sound effects for the web. I fell in love. Since then I have worked for multiple agencies in Minneapolis, Minnesota on brands such as Adult Swim, Neopets, Cartoon Network and Cadbury to list a few. 

Audio in the pack: I have included a collection of foley sounds used for breaking bones or smashing objects. Use them however you see fit. The technique I used was setting up a dead silent space in my kitchen and used various microphones to capture each detail of the crunch or splat. You can check out my personal site: mattpacyga.com or follow me on twitter: @plague88   

20 Crunches and Splats: Download: http://mattpacyga.com/audio/twsfx/twsfx_mp.zip

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Sun, 17 Jan 2010 19:56:47 -0800 Win Bobby Owsinski’s Book “The Recording Engineer’s Handbook” http://p.mattpacyga.com/win-bobby-owsinskis-book-the-recording-engine http://p.mattpacyga.com/win-bobby-owsinskis-book-the-recording-engine

Win Bobby Owsinski’s Book “The Recording Engineer’s Handbook”

Jan 18th in General by Adrian Try

If you're hoping to improve your microphone and recording techniques this year, this book is perfect. To enter, all you’ve gotta do is comment! One random commenter will be chosen as winner. Too easy.

PG

Author: Adrian Try

Adrian is writer and editor for Audiotuts+ and the AudioJungle blog. He has been playing keys and acoustic guitar for three decades, and has six kids. Follow him on Twitter at @audiotuts.

Win Bobby Owsinski's Book "The Recording Engineer's Handbook"

For the chance to win Bobby Owinski's book The Recording Engineer's Handbook (pictured above) all you need to do is comment. Make sure to include your correct email address with your comment so that we can contact you. This giveaway is open worldwide, but make sure to get your comment in before midnight this Saturday, Pacific Eastern Standard Time.

The Recording Engineer's Handbook shows you:

  • Multiple miking techniques for recording just about any musical instrument
  • The secrets of mic placement
  • Keys to a great sounding drum kit
  • How to choose the right mic for each recording situation
  • The secrets of getting great sounds from inexpensive equipment
  • How to make leakage work for you
  • How to get the most from a vocalist
  • Tips for a great headphone mix
  • The history and uses of classic microphones and their modern counterparts
  • The best way to prepare for a session
  • Drum tuning tips from the famous “Drum Doctor”

This completely updated edition of the best-selling The Recording Engineer’s Handbook reveals the microphone and recording techniques used by the world’s top recording engineers. From practical microphone basics, to in-the-box DAW recording, to session setup strategies, to surround sound recording methods, you’ll find everything you need to know to lay down great tracks in any recording situation, in any musical genre, and in any studio.

The Recording Engineer’s Handbook also includes interviews with Grammy winning engineer's like Al Schmitt, Ed Cherney, Steve Albini, Michael Beinhorn, Frank Fillipetti, Mack, Eddie Kramer, Michael Bishop and more.

A long-time veteran of the music industry, Bobby Owsinski has produced and composed for records, motion pictures and television shows along the way. Currently a principle in the content creator 2B Media, Bobby has also penned hundreds of articles for many popular industry trade publications and has authored several books that are now staples in recording programs in colleges around the world including “The Mixing Engineer’s Handbook”, “The Recording Engineer’s Handbook”, “The Audio Mastering Handbook”, “The Drum Recording Handbook”, “How To Make Your Band Sound Great,” and “The Studio Musician’s Handbook.” Bobby is a regular writer of our Plus tutorials.

If you miss out, check it out at Bobby's website or buy it from Amazon. See the table of contents or read an excerpt.

Please note: Envato staff and people who have written more than two tutorials/articles for a Tuts+ site are not eligible to enter.


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Wed, 23 Dec 2009 11:39:03 -0800 Creating Sound Effects in Discovery Channel http://p.mattpacyga.com/creating-sound-effects-in-discovery-channel http://p.mattpacyga.com/creating-sound-effects-in-discovery-channel

Awesome video. I have used the cracking of glass before for ice etc... Ableton Live is fantastic for manipulating samples and creating new sounds very quickly. I still use the cracking glass sample in almost every project.

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Wed, 18 Nov 2009 21:08:15 -0800 Loaner Tesla used by excited game designers to get sweet road noises http://p.mattpacyga.com/loaner-tesla-used-by-excited-game-designers-t http://p.mattpacyga.com/loaner-tesla-used-by-excited-game-designers-t

tesla1
This is something I never really considered. For the last 20 years I’ve been playing racing games here and there, but when they started becoming realistic (i.e. the cars weren’t square and the engine noises weren’t square waves), the enormity of the sound challenge never really struck me. Engine, road, and tire noise, plus accurate doppler effects, different crunches and thunks for impacts… the list goes on. As if that wasn’t enough, you have to worry about engine noise contaminating your samples.

What if someone hits the clutch while their tires are squealing? Less engine, more squeal. But if you recorded the tires squealing in the real world, chances are that the engine noise is inseparable from the squeal. Even if you can deconstruct the sound, it’s a lot of work and the end result isn’t as good as the real thing.

So it’s no wonder that some game designers from Microsoft jumped at the chance to use a Tesla for recording game audio. No engine noise and careful mic placement means you can get tire squeal, or any other audio component of driving, almost completely isolated. Now, I know you guys aren’t really that hot for the details of audio production, but I know you like fast cars. And it actually is pretty entertaining to see a Tesla with so many big hairy mics on it that it looks like a pussy willow.

676856005_dsc_0176

The audio guys are working on the new Forza and Project Gotham Racing titles, and I wouldn’t be surprised if those games will be praised for their audio. A few good samples and they can tweak them to their hearts’ content. I don’t know whether the Tesla will be in either of the games, but adding the sound should be easy if they decide it should be.

The details of this Roadster’s little adventure are at the Tesla blog, where you will be regaled with all the tidbits about mic placement, clapboards, and that sort of thing. Sounds like it was a lot of fun. Thanks to Tom Burt for offering up his Tesla.




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Wed, 18 Nov 2009 19:56:29 -0800 US Americans don't have maps... Miss America #tragedy #america #audio http://p.mattpacyga.com/us-americans-dont-have-maps-miss-america-trag http://p.mattpacyga.com/us-americans-dont-have-maps-miss-america-trag I forgot that I collected this along time ago and made it into a ringtone. Oh... man.. this girl.. ugh.. I'm all about US Americans aren't you?
Here's the original grab.

usaAmericans.mp3 Listen on Posterous

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Thu, 05 Nov 2009 11:22:54 -0800 Orb Streams Your Media to Any Computer on Windows and Mac [Downloads] http://p.mattpacyga.com/orb-streams-your-media-to-any-computer-on-win http://p.mattpacyga.com/orb-streams-your-media-to-any-computer-on-win

Windows/Mac only: Free application Orb lets you access music, video, and other media stored on your computer from virtually any device (Wii, PS3, cell phone, etc.). It's been around a while on Windows, but today it's also available on the Mac.

We've been fans of Orb for years now, having used it to stream music to any PC and use our Wii as a media center, and now the same sort of great functionality is available to both Windows and Mac users. Using it is dead simple: Just install the Orb application, point it toward your media, then head to http://mycast.orb.com/. Once you log in, you can access any of your media through your browser or device-specific interface. (See our guides above for finer points on different devices.)

As Macworld points out, Orb is also now available as a $10 iPhone app or a free trial app. $10 isn't cheap, but it if you're an Orb user, the easy access to all your computer's media is a pretty sweet deal.

Orb is a free download, Windows and Mac only. If you've been a die-hard Orb user all these years on Windows, share your experience with Orb in the comments.


Send an email to Adam Pash, the author of this post, at adam@lifehacker.com.

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Fri, 30 Oct 2009 15:33:22 -0700 Building a Contact Microphone @AbletonTutor http://p.mattpacyga.com/building-a-contact-microphone-abletontutor http://p.mattpacyga.com/building-a-contact-microphone-abletontutor

Building a Contact Microphone

Recording Setup

After doing a little research on various websites and conferring with some knowledgeable Twitter acquaintances, I decided to try building a contact mic. What finally put me over the edge were the recordings at Tim Prebble’s fantastic website, The Music of Sound. Since these devices measure vibrations picked up through objects rather than air, the recordings take on an amazingly exaggerated character. This process renders audio fodder that is perfect for further processing into larger-than-life sounds.


The fact that a contact mic can be built for only a few dollars means that the barrier to entry is almost zero. Let’s take a look at the process of building one of these devices, and at the end I’ll link you to some monster growling sounds I made while testing the mic.

Supplies

First, let’s take a look at the required materials:

  • soldering iron and solder
  • piezo transducer (Radio Shack part #273-073A
  • 1/8″ audio jack
  • pliers

Optional stuff that I bought:

  • clamp for securing the mic to surfaces
  • heatshrink tubing for covering the wires
  • foam paintbrushes for covering the piezo, itself

Supplies

The first step was to break the plastic casing off from around the piezo element. Needless to say, patience is a virtue here because you have to snap off the housing a little bit at a time.

Since there’s a little hole on top of the casing, I chose to wedge in a scissor blade in order to cut out a little notch. Once I cut this little flap of the plastic, I used needle nose pliers to start pulling away the rest of he housing, bit by bit.

Chipping Away

Once I chipped off enough of the plastic, the housing basically fell apart in my hand and it became much easier to pop out the wafer-thin piezo element. As you can see, there isn’t much to this device, so you’ll want to be gentle with it. However, they’re so cheap and quick to make that it won’t be a huge issue if it does get broken.

Heatshrink and Jacksleeve

The next step was to slip some thin heatshrink tubing over the wires coming from the piezo. I only did this as a simple way to keep the wires together and somewhat protected from the elements. (After I was done making and testing the mic, I used a hair dryer to shrink the tubing down, creating a snug shield for the wires.) Additionally, I unscrewed the sleeve off of the audio jack and slid it over the tubing so that it would be ready to pull over the jack once the soldering was complete.

The Solder

Next comes the soldering. First, I tinned the two piezo wires so that minimal heat would be needed to solder them to the jack: When working with electronics this small, you can cause a lot of damage by applying extreme heat for more than a few seconds. Next, I connected the black wire to the large contact which protrudes from the bottom of the jack and the red wire to one of the contacts further up on the jack. If you’re not sure what I’m talking about, just take a look at the picture and you’ll see the correct configuration.

Finished Product

After soldering, I pulled the sleeve up over the connection and screwed it back on to the jack, itself. All done!

Foam Brush

Since I was going to be using a clamp to hold the piezo firmly on various surfaces, I wanted some kind of padding to protect the delicate unit. While searching around in a hardware store I came upon some foam paintbrushes. These ended up being the perfect padding after I pulled out the handles, leaving just a piece of foam with a little slot in the middle. Just slide the piezo into the slot and clamp it onto a surface and you’re ready to record.


Now that the microphone was done, I connected an 1/8″ cable between the mic and the input on my Edirol R-09HR, making sure that the mic input mode on the R-09 was set to “mono.” I also did a few test runs in order to set the correct high-pass filter frequency and input level. I walked around the house, clamping the mic to various surfaces and listening to how they sounded when hit with various objects. The results were quite satisfying! Although I’m going to save most of these sounds for future posts, I thought I’d share three “monster growl” variations that resulted from clamping the mic to a piece of acoustic treatment in my studio while I rubbed my fingernail across the fabric.

This project was cheap and easy, and I can’t imagine being without one of these devices as a sound designer. What excites me most is that this little mic will open up even more options for creating original sounds while relying less on commercial libraries and stock effects. More posts will come in the future as I continue to experiment with different builds and surfaces to record on.

Posted on Oct 29th, 2009 | 8 Comments 8 responses

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Wed, 28 Oct 2009 07:09:45 -0700 Science makes Air Guitar Hero a reality http://p.mattpacyga.com/science-makes-air-guitar-hero-a-reality http://p.mattpacyga.com/science-makes-air-guitar-hero-a-reality

Science makes Air Guitar Hero a reality

by JC Fletcher

{ Oct 28th 2009 at 10:00AM }

University of Washington Ph.D. student Scott Saponas demonstrated his muscle-movement interface for computer systems, by using it to control a familiar application: Guitar Hero. The system appears to guess finger movements by reading the signals from muscles in the forearm. The result: a true air guitar experience. In the custom Guitar Hero setup, the player can hold frets simply by touching a finger with his thumb, and strum by, well, strumming the air. See it in action after the break!

This is just a demonstration of some experimental technology. It's not specifically a game controller, and Activision won't be shipping electrodes to stores any time soon. This is a presentation for the Association for Computer Machinery's Symposium on User Interface Software and Technology -- the Guitar Hero thing just makes for an impressive show.

[Via Kotaku]

Tags: experimental, guitar-hero, muscle-controller, scott-saponas

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http://files.posterous.com/user_profile_pics/212533/bio.jpg http://posterous.com/users/4avDXxfj5znr matt pacyga plague88 matt pacyga