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A note about file links in this workshop:
As you work through this scenario, you should follow the steps
as written. That is, if you read "I saved this file as XYZ.wav"
you should save the file as XYZ.wav.
In many cases, by way of illustration, audio files representing
intermediate steps in the design scenario will be available as
an MP3 file for you to listen to. This is because MP3 files are
easier to provide through the WWW. If you are working through
the material you should not save your intermediate steps
as MP3s, but keep working with wav files, only applying compression
of necessary.
indicates
a link to a file that has been provided by way of illustration.
Clicking on
will launch the sound in your computer's default media player.
Should you wish to save the file to your hard drive right-click
and select
"save target as" (IE) or "save link as" (Netscape).
indicates
a link to a file you will need to access to work through the example.
You should right-click the
link and select "save target as" (IE) or "save
link as" (Netscape) to save these files to your hard drive.
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WORKSHOP
WEEK 6 MMST 12016
SOUND DESIGN 1
INTRODUCTION
In this and the next two workshops, you are stepped through the design
and creation of a sound to suit a hypothetical scenario.
In working through this task, you are introduced to the following technical
concepts and software packages:
- Synthesis (extension) Orangator
- Digital Audio Editing (extension) SoundForge
- MIDI Anvil Studio
SCENARIO
You are a member of a community radio station. As an upcoming fundraising
event, the station is holding a festival of 1950s B-grade science fiction
films.
The station will be running an advertisement to promote this event, and
you have been asked, at sort notice, to prepare a sound track to accompany
the advertisement. You will have to do this using the resources you have
on your computer, and will not have time to record any original audio.
You need to produce sounds that evoke this type of film, and then put
them together into a soundtrack of about one minute in duration. Since
the soundtrack may need to be altered to fit around a voiceover, you want
to maintain flexibility. For that reason you do not want to design a single
wave file, but will be creating a composition in Multiquence that will
allow the file to be adjusted as required.
DESIGN
1. RESOURCES AND CONSTRAINTS.
Since you must prepare this on your own computer without recording any audio
or using any stock sound clips, you will need to prepare sounds using
a. a software synthesizer (in this case Orangator)
b. the MIDI sound effects built into your computer’s sound hardware.
2. DESIGN CONSIDERATIONS - FORM
You have been asked to create audio that will function as the background
for a voice-over advertising the film. You do not know exactly what the
voice-over will be, nor how long it will be. For that reason the final
piece you produce must be open to manipulation and fine tuning.
3. DESIGN CONSIDERATIONS – PROCESS
In order to create a suitable piece, you must go through the following
steps
a. Decide on appropriate sounds that will evoke old fashioned science
fiction
b. Create these sounds on your computer
c. put the sounds together into a final, customizable audio product.
A: decide on appropriate sounds:
You need to decide on appropriate audio building blocks. Think for a
moment about the sort of sounds one might associate with black and white
B-grade science fiction movies. Then scroll down to see the sounds I have
chosen to use as a basis for the audio piece.

When I think of old B-Grade Science Fiction films, I think of huge computers
full of flashing lights that beep and bleep. I also think of monsters
and aliens. You may have come up with different ideas. For the purposes
of this example, we will be sticking with computers and monsters..
BEFORE YOU START:
Create a folder called "sci-fi_project" in your working directory
for this project.
Create the following subfolders:
1. CREATING A FIFTIES SCI-FI COMPUTER SOUND.
The sound I have in mind is made from a series of bleeps that cycle quite
quickly and change tone randomly. I will create this sound using Orangator.
I will not step through the process by which this sound was created, rather,
I suggest you download the Orangator settings and investigate them. I
will point out the features and explain how the sound "works"
Download the Orangator settings. The settings file is called "computernoise1.orp".
Save this file in the "synth" subdirectory.
To use this file, open Orangator, and select "open preset"
from the "presets" menu, and select "computernoise1.orp"
from your "synth" folder.
Step 1: Length
To create a useable sample, I have chosen a length of approximately four
seconds. To do this, I chose "custom" in the Length field, and
moved the slider until I reached a length of approximately four seconds.

Step 2: oscillator.
Since I am creating a sound made up of beeps and bleeps, the "pure"
tones of a sine wave seem appropriate. In the image below, note that I
have made oscillator 1 active and selected "sin".

Step 3. LFO
I want the tone to change rapidly. To make the tone change, I need to
apply an envelope or low frequency oscillator to the sine wave tone. Note
that I have chosen LFO1 to modulate the frequency of the oscillator. I
do not want the tone to ramp up and down, but to jump from one frequency
to another. I have therefore chosen a randomised square wave to modulate
the signal. Note that LFO2 has been selected on the view window, so the
waveform being displayed is that of the LFO modulating the frequency.
The tone is being raised and lowered to random levels twice a second (as
the frequency has been set to 2.0 Hz)

At this point, you should play with these setting - try raising and lowering
the frequency. Try applying a sin wave instead of a random signal for
LFO2. Go back to the "Oscillators" tab and try different waveforms
for Oscillator 1.Using a square wave provides a different yet equally
effective sound.
We now have the basis of the first sound. The next step is to capture
this sound as a wave file so it can be manipulated.
Step 4: capturing the sound.
Before you can capture this sound using SoundForge or GoldWave, you must
check to see that your computer's volume settings are set correctly. The
settings you need will be specific to your system. In general, you will
need to ensure that "Wave" is selected in your computer's volume
control, and that only "stereo out" or "what u hear"
is selected in your recording volume control.
Open your sound editing package (SoundForge/SoundForge XP or Goldwave).
Open a new file
Select "record" - the location of this command will vary depending
on which package you are using.
In SoundForge, you will see something like this:

Switch to Orangator, and play the sound. Now switch back to your audio
editor and monitor the sound levels by watching the green bars, which
represent the volume of the left and right channels. You will need to
adjust your volume and/or your recording volume using your system's volume
controls. The bars should reach a maximum near the top of the range, but
should not enter the red area. In SoundForge, when the volume rises above
what can be recorded without distortion, red "clip" marks appear
on these bars.
Once you have set your volume and recording volumes such that the levels
are optimised (i.e. the loudest part of the repeating sound does not send
the level indicators into the red) press record. When you have recorded
a little more than one full loop, press stop on the record window. You
may need to zoom in to see what the sound looks like:

In this magnified view we can see that the sound is made up of a series
of relatively pure tones at different frequencies and amplitudes.
Step five: creating a loopable sample
Since you want this sound to be versatile, it is a good idea to select
a portion of the sound that will work well as a loop. To do this in Soundforge,
press the "loop play" button, and select part of your wave by
clicking and dragging the mouse. When you have selected a slice that sounds
good as a loop, trim the file so that only this section remains. In SoundForge,
this is done by selecting "trim/crop" from the "edit"
menu.
Then save the sound. I saved the sound as computernoise1.wav
Note
If you can't get a recording you need to set up your record volume
settings, this is different depending on the windows version you are using.
You need to check that your volume is set to record not playback
and that either of the two options are selected Wav Out Mix Balance or
Wave Stereo.
You then need to adjust the slider in the panel and the volume control
in Orangator until you get the required levels on the bar graph in Sound
Forge.
If this is beyond you then go on, you can down load the file.
Because of your settings if you can't record
to Sound Forge, download the following file.
To do this right click and save target as to the directory you have created.
By adjusting the Orangator settings, I produced a slightly different
computer noise, which I captured and saved as a longer sample, called
computernoise2.wav. If you want to explore these changes, download the
modified presets file:
I played this sound in Orangator for approximately fifteen seconds. Before
I could select a portion of this that would successfully loop, I had to
fix one problem that arose: At the end of each loop of the sound as it
was played by Orangator was a small period of silence, which was undesirable.
I fixed this by highlighting the silence as shown below:

and then hitting the "delete"key. This process was repeated
to eliminate the second area of silence. A similar procedure was carried
out on computernoise1.wav
CAUTION One way I may have approached this task would be to zoom in and
carefully select the area to be deleted, ensuring that there was a good
match between the regions directly before and after the silent area. Since
SoundForge allows multiple undos, mistakes can easily be rolled back.
If your audio software does not allow such undoing, it is a good idea
to save an original version, so that you can repeat the process if required.
The next step is to highlight as large as possible an area, and play
the selection as a loop. Experiment with setting your beginning and end
point until you have a sound that works, with now audible popping or jarring
discontinuity at the end of each loop. Then trim the sound, saving your
selection.
Have a listen to the result. Play it as a loop.

Sound 2: monsters
The second sound I have chosen to develop for this project is that of
an alien monster. In order to do this, I am going to use one of the MIDI
sound effects built in to my computer's sound hardware. To access these
sounds, I am going to use Anvil Studio. Anvil is a powerful package with
many more features than we need to cover for this course. In order to
give you an understanding of this package and help you gain a practical
grasp of MIDI, it will be necessary to detour here to cover ANvil Studio
in a little more depth than is necessary for this example or your assignment
work.
Exploring Anvil Studio and MIDI
Step 1: selecting a MIDI sound effect.
First, open Anvil Studio. By default, anvil opens in composer mode, You
can see that Anvil is designed for composing music using MIDI. We are
not focusing on such production in this course. Rather, we are considering
MIDI as a feature that provides us with a ready made bank of sounds. For
the most part, these are musical instruments, but there are also many
useful sound effects. Bear in mind that the software makes no distinction
between musical instruments and sound effects.To Anvil, they are all "instruments".
When you first open Anvil you will see that by default it contains one
MIDI track, and it is set to "Acoustic Grand", the first instrument
on the list. Look at the range of instruments by clicking on "acoustic
grand."

While we are using Anvil Studio to access MIDI sounds for the purposes
of sound design, it is most usually used as music composition tool. If
you have access to one, you can play a MIDI keyboard and Anvil will record
a score for playback. We will be using the on-screen musical keyboard
for input. To use this keyboard, you select a note duration (A) and then
click on a key to place the note on the musical staff.

You do not need to know how to play or read music to access these sounds,
and musical notation is outside the scope of this course. For the benefit
of those without basic musical knowledge I am going to walk through some
of the compositional abilities of Anvil. It is important that you gain
a conceptual understanding of what Anvil and similar software does.
You will notice that this note
(a crotchet) is selected by default. In the simplest of terms, a crotchet
represents a beat. The duration of a beat is determined by the tempo of
the score. We can view (or adjust) this by selecting "metronome/tempo
settings" from the view menu. By default, Anvil has a tempo of 80
beats per minute. Each crotchet therefore represents an eightieth of a
minute, or 60/80 seconds. In this case, a crotchet
represents 0.75 seconds.
The time values of the available notes at the default setting of 80 beats
per minute (bpm) can be represented as follows.

I want to input a scale of crotchets (single beat notes) using the inbuilt
keyboard. Make sure you have the crotchet selected,
and then click once on each of the keys indicated below, in the order
I have indicated. (Note the yellow dot representing the note middle C.
You need to begin two white keys to the left of this):

The notes you have entered (which are A, B, C, D, E, F and G) are shown
on the staff as follows:

When you have done this, press play:

You should hear the sound of a synthesised piano playing he notes A,
B, C, D, E, F and G at 80 beats per minute. The exact nature of the sound
will depend on the quality and model of sound hardware on you system.
On my system, the sound was:

Explore some of the other sounds. Add a second track by selecting "Create
-> Instrument Track" from the Track menu. Once you have create
a new track, it will be marked as active by a green square on the left
of the track listings. All keyboard input will now go to the new track,
and the notes on the staff will represent the notes on the new track.
In other words, the green square represents the active track:

When you want to go back to working with the first track, you would click
where indicated by the red cross:

For now, work with the new track (track two). The track listing shows
that track two is set to Acoustic Grand Piano by default. Change this
by clicking on "Acoustic Grand" in track two (i.e. as indicated
by the red cross):

A range of instruments pops up. Select one. For now, pick something that
you recognise as an installment, such as Church Organ or Viola.
Now, direct your attention to the onscreen keyboard again. Make sure
that the crotchet is selected. The first track (the piano) consists of
seven crotchets, that is seven notes of 0.75 seconds. In order that the
sounds do not overlap, press "add rest" seven times, then press
the notes A,B,C,D,E,F and G as before. Adding seven rests means that the
second track will be silent for seven periods of 0.75 seconds, while the
piano notes of track one are playing.
Now, press play. I chose Accordion as the instrument for the second track.

Experiment by changing the instruments in your two tracks.
I created a MIDI file with several tracks. After running through several
instruments, I chose the Bird Tweet, as this is the sound that will be
used in the sound design example. The bird tweet begins with the same
seven notes, but then notes from further up and down the keyboard are
aded, including some longer notes.
Download the file "abcdefbirds.mid"and save it in your "midi"
folder.

Right Click and select Save Target as to download the file in
Anvil Studio, and press play.
On my system, it sounds like this.

A caution about MIDI.
MIDI files are very small in size, as they simply point to a standard
set of sounds in your computer system. The General MIDI format allows
for quite powerful control over the volume and frequency envelopes, and
extensions to MIDI allow many other effects to be added in order to enhance
the naturalism of the sound. However, no matter how sophisticate your
MIDI file may be, it still plays back the virtual installments available
on your system. A system with an expensive sound card will have better
quality instruments (MIDI patches) than will a system with onboard sound.
This workshop has been prepared on a Fujitsu notebook computer with on
board Yamaha audio software. The sounds you hear when you listen to the
audio samples on this page may differ to your system - in fact they almost
certainly will unless you are using a comparable Yamaha chip set.
Depending on your system, you may have a choice of synthesizer hardware
to choose from. For instance, there may be cases where your computer's
motherboard has built-in audio hardware, and in addition you have a dedicated
soundcard in stalled. Windows XP (and possibly earlier versions) contain
system software that emulates the functionality of audio hardware. In
Anvil, selecting "Synthesizers" from the "View" menu
allows you to choose from among the available options. In my case:

I put together a small MIDI file that plays some notes using the following
MIDI patches: Acoustic Grand, Reed Organ, Slap Bass 1, String Ensemble
2, and Baritone Sax. I then recorded the results using both the Yamaha
AC-XG synthesiser on board my notebook, and then using the Microsoft Windows
software synthesiser. Compare the results:
(Yamaha AC-XG)
(Windows
XP softsynth)
You might want to download the MIDI file, open it in Anvil, and see how
your sound card compares.
Right Click and select Save Target as to download the file.

That ends the diversion into Anvil Studio. Let's now return to the example
that is being worked through in this workshop. Remember, we have created
two versions of a computer noise, and need to create the sound of a science
fiction monster. We are going to build this basis of this sound using
Anvil Studio and the Bird Tweet noise
There are not many instruments that look like they could form the basis
of a an alien monster. The most "animal like" is "bird
tweet", so select that, and press OK. Your track view should now
look like this:

Select the longest note (the minim) and use the keyboard to place a few
notes on the staff. Stay down at the low end of the keyboard. My results
looked like this:

I played this and recorded it in SoundForge, saving the file as monsterlow.wav.
In order to add more texture and make this sound less like a bird, I
created a new track in Anvil, and using the on screen keyboard, placed
some higher shorter notes and rests. This took some trial and error. Since
the MIDI tweet is a relatively high frequency sound sample, the very high
notes on the keyboard did not produce good results. After a few attempts,
I was happy with a score that looked like this:

The result, saved as monsterhilo.wav was:

I now have four sounds which will form the basis of the building blocks
of the soundscape. You might like to refresh your memory:
computernoise1
computernoise2
monsterlow
monsterhilo
The next workshop will involve taking these sounds and working with them
in SoundForge to produce the range of sounds which will be used in the
final soundscape.
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