image image image image image
Location recording pilgrimage for Qivittoq

Milan-based renowned pianist, composer and sound recordist, Andrea Manzoni is part of a movement aiming to redefine the musical landscape with an approach that blurs the boundaries of traditional music styles. He recently made a transformative journey into Icelandic wilderness for the sound design of Qivittoq, a theatrical production set in the North Pole of a world rapidly depleting its resources.

Working from a draft script from the director, Manzoni secured a 30-day residency in the remote town of Isafjordur in the Westfjords, in order to make 12 excursions to locations devoid of human presence. Here, he was to capture raw environmental sounds with shotgun mics.

Read the Full Story
The Nature of Spatialisation

Early March saw sound designer Simon Honywill using TiMax SoundHub and TiMax TrackerD4 performer stagetracking to bring spatial treatment to the Paraorchestra performance of The Nature of Why.

Composed by Will Gregory and choreographed by Caroline Bowditch under the artistic direction of conductor Charles Hazelwood, the production is an interpretation of the interview with physicist Richard Feynman asks in empirical terms why certain physical properties occur. Performed within the confines of a 14m circular space on the Lyric Stage at Theatre Royal Plymouth, with 100-120 audience members mingling amongst the players and dancers for each performance this is the first occasion that it has called on TiMax spatialisation.

Read the Full Story
Theatro Marrakech upgrades with L-Acoustics

In 2003, Theatro Marrakech was the first music hall to open in Africa. Today, it ranks among Morocco’s best nightclubs and reckons to offer one of the most exceptional nightlife experiences in the world in the setting of its mainly original décor – a mix of dramatic theatrical and dynamic Moroccan themes.

The 2,000-capacity venue recently installed a L-Acoustics K2 sound system to attract leading international artists inspired by a visit to Omnia Las Vegas. The Theatro management worked with Paris-based nightclub consultant Timothée Renard of the Fox Agency and L-Acoustics Certified Provider Integrator Potar Hurlant for the upgrade.

Read the Full Story
Britannia Row sheds new light on Cirque’s Alegría

Widely regarded as Cirque du Soleil’s most iconic touring production, Alegría iwas recently staged at London’s Royal Albert Hall as Alegria: In a New Light, before moving on to the Big Top at the L’Hospitalet de Llobregat in Barcelona. For this latest tour, its music has been re-arranged and modernised, and with different instrumentation.

Alegria is also Cirque du Soleil’s most streamed and purchased album of all time – a tribute that is down to Cirque du Soleil Head of Sound, Francois Lanteigne.

Read the Full Story
Number Nine counts on Prism Sound’s Dream

Musician and producer Sebastian Omerson, the man behind Number Nine Studios, had added a Prism Sound Dream ADA-128 modular conversion system to his commercial recording facility in Belgium, following a series AB tests he conducted with support from Joystick Audio. ‘

The team at Joystick Audio were great – they let me take my time and compare products so that I could find what was best for us,’ he says. ‘The Dream ADA-128 came out on top, not least because the audio quality is so good. The sound is very focused, and even when I have noisy guitar bands in the studio, I can still hear each guitar individually. It is also ideal for string sessions where we need a lot of inputs.’

Read the Full Story

Xbox One and PS4‘Games art teams are ten years ahead of audio. We have some catching up to do – we need to ride their coat-tails...’

While some are celebrating the achievements of games sound designers, others are convinced that we are not making the best of the opportunities on offer. And with next-gen consoles and cloud computing in imminent prospect, the ‘others’ may well be right...

Mark Yeend is pulling no punches. His concerns that graphics are leaving audio behind sound melodramatic, but as Microsoft Games Studios Creative Director, he is particularly well placed to know.

AMDYeend describes both Microsoft’s Xbox One and the competing Sony PlayStation 4 as ‘incredible machines’. Set for provisional release in November, they promise to significantly advance the boundaries of gaming on all fronts. They share similar hardware specs (both use AMD ‘system on a chip’ processors that run the x86 instruction set), except in graphics processing power and their very different memory architectures.

Most easy to assess, the GPU (graphics processing unit – an AMD Radeon-based graphics engine) in the PS4 promises 50 per cent higher peak performance than the GPU in the Xbox One. Counting 1152 cores over the Xbox One’s 768, this is unlikely to be reflected in real-world use however. (There’s an interesting performance comparison on the ExtremeTech website conducted using PC models of both machines ahead of their launch.) Much harder to assess, memory and its use are much more significant.

Middleware – the tools used by developers to author games – has also seen dramatic advances over the past five years. For sound designers, this means that it has moved on from being code-based to more closely resembling music-recording equipment. ‘The ceiling has been raised,’ Yeend says. ‘The limitations that we used to meet have been lifted. Specifications should not define what we do.’

In Yeend’s world, this and next-gen consoles raise the curtain on a new era of audio design, where sound is treated as a series of systems rather than clips and soundtracks.

He describes this as ‘AI for audio’: By approaching sound as a rule set and an audio library, more complex content can be created and managed in a simpler and more time-effective way. Which brings us back to the use of memory in next-gen games consoles.

Beyond the sound barrier

The PlayStation 4 and Xbox One each pack 8GB of Heterogeneous Unified Memory Access (HUMA), which allows the CPU and GPU to share the same memory pool instead of having to copy and transfer data between them. Add in cloud computing, and we’re in a new world of opportunity…

Xbox One and PlayStation 4Games have broken the linear paradigm of sound that was established by recorded music, radio and television drama, and cinema. The idea of locking events to time code that accompanies a definitive storyline has given way to an ‘adaptive cinematic experience’. But until now, games platforms have struggled to support this new paradigm.

Needing to provide many hours of gameplay with a smaller allocation of storage than a 100-minute movie, music composers and sound designers now look set to be liberated by the resources offered by next-gen games machines.

Next-gen platforms use fast processing and new processing structures with which to deliver audio and video. These allow immediate sounds and effects to be handled onboard, while music, ambience and other sounds that are more tolerant of latency can bring the immense power and resources of cloud processing farms into play. This allows the endless variation of natural sounds to be far more closely created using Yeend’s ‘AI for audio’ approach, and the resources of the cloud.

As in film, making the images for games is more glamorous than making the sound they accompany. Also as in film, these images falter and sometimes fail without sound. Sony’s prelaunch promotion claim that the PS4 is designed to deliver a ‘frictionless and seamless’ gaming experience demands these advances in audio. Without exceptional sound, its amazing graphics, its ability to play 4K/Ultra HD video and its ambitions to become a domestic ‘media hub’ are hamstrung.

See also:
Playing Games with Sound (sound design for games)
It’s All in The Game (music composition for gaming)

Last/Next Blog

Fast News

  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
  • 7
  • 8
  • 9
  • 10
  • 11
  • 12
  • 13
  • 14
  • 15
  • 16
  • 17
  • 18
  • 19
  • 20
  • 21
  • 22
  • 23
  • 24
  • 25
  • 26
  • 27
  • 28
  • 29
  • 30
  • 31
  • 32
  • 33
  • 34
  • 35
  • 36
  • 37
  • 38
  • 39
  • 40
  • 41
  • 42
  • 43
  • 44
  • 45
  • 46
  • 47
  • 48
  • 49
  • 50
  • 51
  • 52
  • 53
  • 54
  • 55
  • 56
  • 57
  • 58
  • 59
  • 60
  • 61
  • 62
  • 63
  • 64
  • 65
  • 66
  • 67
  • 68
  • 69
  • 70
  • 71
  • 72
  • 73
  • 74
  • 75
  • 76
  • 77
  • 78
  • 79
  • 80
  • 81
  • 82
  • 83
  • 84
  • 85
  • 86
  • 87
  • 88
  • 89
  • 90
  • 91
  • 92
  • 93
  • 94
  • 95
  • 96
  • 97
  • 98
  • 99
  • 100

Featured Video

 

Vintage King
Neve 8068 restoration

 

Fast-and-Wide.com An independent news site and blog for professional audio and related businesses, Fast-and-Wide.com provides a platform for discussion and information exchange in one of the world's fastest-moving technology-based industries.
Fast Touch:
Author: This email address is being protected from spambots. You need JavaScript enabled to view it.

 
Fast Thinking:Marketing:  This email address is being protected from spambots. You need JavaScript enabled to view it.
Web: Latitude Hosting