http://sonorityscape.com
Daniel Petras
Trailer Horror: Infested by Daniel Petras
http://sonorityscape.com
http://sonorityscape.com
updated 8 years ago
http://sonorityscape.com
Video from youtu.be/dYPUfaaq8kI
#reaper #reascript #sounddesign #gameaudio
The original author of this work is James A. Moorer
Original Score: nofilmschool.com/2018/05/after-35-years-we-finally-get-see-score-thxs-terrifying-deep-note
Phase Plant Synth Patch: dropbox.com/s/btpce4zbk51v4o5/TMARK-Patch_LogoIntro_DP_PSL_THXTenTones.phaseplant?dl=0
Patch Notes:
WARNING! Make sure to lower the volume level when all 10 oscillators are enabled.
As noted in the original score, there are 30 individual voices. Phase Plant can only have up to 10, but you could combine 3 instances to get the full thing.
The pitch modulation of each voice is somewhat of a randomized process; you just need to keep their movement between 200 and 400 Hz for the initial part (before the quicker slide up to consonance).
Contrary to what some might think (including myself), there is no unison pitch shifting involved in this. You can have a lot more flexibility if you individually control each voice.
101 synthesizer patches that consist of a variety of textures, including attempts to model real-world sounds. In addition to singular, textural sounds, I enjoyed trying to emulate iconic sounds such as R2-D2 and the THX logo theme.
http://sonorityscape.com
http://sonorityscape.com
Sound Design Challenge: Create an Explosion Recording Household Items by Daniel Petras
http://sonorityscape.com
http://sonorityscape.com
*Original content belongs to Riot Games
http://sonorityscape.com
Original content by Ubisoft, Microsoft and Electronic Arts
Voice Acting (Halo 5 and Battlefield V) - Lucas Webley
http://sonorityscape.com
Voice Acting by Lucas Webley
Clips taken from youtube.com/mintblitz and youtube.com/user/TheReachWay
Website: http://sonorityscape.com
Download for free: http://sonorityscape.com/#freebies
http://sonorityscape.com
--Video Links--
3D Platformer in Unity + Pure Data:
youtube.com/watch?v=BwNV6LYcGYE
Jetpack, Music and Ambience in UE4:
Wwise - youtube.com/watch?v=nFWQiTa7pjA
Dialogue, Weapons and Occlusion in Unity + FMOD:
youtube.com/watch?v=fC7SFWinQ-4
EQ Practice Lua Scripting in Reaper:
youtube.com/watch?v=HRN3gNWesPo
Batch File Renaming with Speech Recognition in Python:
youtube.com/watch?v=MdAhiFvgfDo
Writing Audio File Data into Excel Using Python:
youtube.com/watch?v=wUtroCb0PPI
Vehicle and Dialogue Trees in Unity + Wwise:
youtube.com/watch?v=l7hij7BSmE4
Website: http://sonorityscape.com
Massive Fuel - Trailer Soundset for NI Massive: pulsesetter-sounds.com/product/massive-fuel
Patch: dropbox.com/s/bt62guwsfxqlkrj/DP%20-%20Lift%20Off%20%28C4%29.nmsv?dl=0
WAV File: dropbox.com/s/b4xnune8i65xsha/DP%20-%20Riser%20-%20Lift%20Off.wav?dl=0
http://sonorityscape.com
http://sonorityscape.com
http://sonorityscape.com
Script: dropbox.com/s/g8pq1qjqjfmamal/DP%20-%20Open%20FX%20Panel%20for%20Selected%20Tracks%20and%20Media%20Items.lua?dl=0
SWS Extension: http://www.sws-extension.org
Custom Toolbars in Reaper: youtube.com/watch?v=jDO3Mww_-wc
Python Automation: youtube.com/watch?v=wUtroCb0PPI&index=1&list=PLKkqdYnt6Yq7mN__2ZXuatADtNMyz9AJe
Website: http://sonorityscape.com
Download script from here: dropbox.com/s/wxgnk3t5mxlykje/DP%20-%20EQ%20Practice%20with%20ReaEQ.lua?dl=0
Python Automation: youtube.com/watch?v=wUtroCb0PPI&list=PLKkqdYnt6Yq7mN__2ZXuatADtNMyz9AJe&index=1
Website: http://sonorityscape.com
Serum Video Presets (Patch and Table): dropbox.com/s/z4p3naqdxmbxoha/Serum%20Sci-fi%20Downer%20Presets.zip?dl=0
http://sonorityscape.com
This script extends the functionality of part I. It has been modified to work with any job posting on the Smart Recruiters platform. The video shows the process of automating applications for two different job postings.
Process:
1. Calls the program from Run with two arguments: the script name and the job page URL
2. Opens to job page and LinkedIn to extract info
3. Uses info to format Cover Letter and Resume
4. Uploads relevant info and documents to job page for submission
Sound Design -- Daniel Petras (UI sounds created in NI: Absynth) Music -- Deus Ex: Mankind Divided
Process:
Execute script from Run with five arguments: email (can be typed or copied to clipboard), name, title, company and location.
1. Starts with a docx template
2. Formats docx cover letter
3. Converts to pdf
4. Emails with message and attachment
Sound Design -- Daniel Petras (UI sounds created in NI: Absynth)
Music -- Deus Ex: Mankind Divided
http://sonorityscape.com
Voice Acting: Heath Martin
Original content published by Activision and developed by Sledgehammer Games and Raven Software.
http://sonorityscape.com
SoundCloud Quality: soundcloud.com/sonorityscape
http://sonorityscape.com
Resources:
Designing Sound by Andy Farnell - https://mitpress.mit.edu/books/designing-sound
Heavy Compiler by Enzien Audio - enzienaudio.com
Programming Electronic Music in Pure Data by Johannes Kreidler - http://pd-tutorial.com
Pure Data with Dr. Rafael Hernandez - youtube.com/watch?v=rtgGol-I4gA&list=PL12DC9A161D8DC5DC
LWM Music with Dr. Lawrence W. Moore - youtube.com/channel/UCw5MbnaoDDuRPFsqaQpU9ig
http://sonorityscape.com
http://sonorityscape.com
Patch: dropbox.com/s/ax20kdvgckdkevf/Ocarina%20of%20Time%20-%20Sonorityscape.nabs?dl=0
http://sonorityscape.com
http://sonorityscape.com
http://sonorityscape.com
Demo for upcoming sound design library.
pulsesetter-sounds.com
http://sonorityscape.com
Patch: dropbox.com/s/o4o0phxguotj5rz/Stranger%20Things%20Main%20Intro%20Synth.nmsv?dl=0
http://www.sonorityscape.com
WAV file from Dropbox: dropbox.com/s/y3213jvji9961v7/Sci-fi%20Rocket%20Launcher%20-%20Daniel%20Petras.wav?dl=0
Note: Too much reverb
Game Audio Demo Reel by Daniel Petras
All content belongs to their respective developers and producers.
Note: Too much reverb
Note: An ideal weapon sound would have multiple components to it. This is simply one of several layers the sound design process.
Serum Patch: dropbox.com/s/u01109lyx0qzoak/Star%20Wars%20Blaster%20Pistol%20-%20Daniel%20Petras%20.fxp?dl=0
You can skip to 7:10 to hear variations on the sound.
This sound or similar sounds to it are heard often in modern video games, especially FPS. It's not only limited to weapons, but can be applied to things such as night vision, selection screens, maps, etc. It's also important to have the proper balance between the two patches otherwise it might sound a bit off. Also, keep in mind that the synthetic part of the zoom in sound is usually quite subtle in comparison to how I've presented it in the video and is usually mixed in with other mechanical elements of the gun.
Gun Scope Patch: dropbox.com/s/wjqa1u94rnbdkyn/Gun%20Scope%20%28C3%29%20-%20Daniel%20Petras.nmsv?dl=0
Gun Scope Part 2 Patch: dropbox.com/s/kitbtu55lszdn89/Gun%20Scope%20Part%202%20%28C3%29%20-%20Daniel%20Petras.nmsv?dl=0
Video clips from: youtube.com/watch?v=hCUYXKxeoBU
Note: I forgot to change the EQ settings in the walk-through. You can find them in the patch linked below.
There was not too much thought in the creation of this patch. I played around with the parameters until I arrive at a sound I liked. The level can be difficult to control due to the extreme amounts of feedback. Having a slow attack, layering and healthy amounts of reverb are great qualities of most pads/atmospheres.
Massive Patch: dropbox.com/s/zaaizzrrtw5x9w0/Death%27s%20Decay%20%28C6%20or%20C7%29%20-%20Daniel%20Petras.nmsv?dl=0
Notes: Use Alt + click to move the stepper in increments of one. A big part of this sound comes from the feedback of the comb filter. Without it, it no longer has the guitar qualities to it. Since the steppers only have 16 steps each, I used LFO 5 to switch between
steppers 7 and 8 so the sequence could be twice as long. You can experiment with the different FX, Phase Modulation, etc. to add a different character to the sound.
Patch: dropbox.com/s/j1smzze0g1pw4ka/Guitar%20Hero%20-%20Daniel%20Petras.nmsv?dl=0
Note: I've noticed there's a bit of fuzzy tail (in the preview) after the kick that doesn't sound too great. You can easily get rid of this by making the decay quicker.
Here's a quick explanation of why the synthesized kick drum sounds the way it does. Pretty much the sound depends on the correct shape of the envelope and it's relationship to the pitch. It needs to start high so that you can hear it and then end low to get the boom of the kick drum. The envelope has to have a very quick decay otherwise it's not going to sound like a kick. The best wave table to make a synthesized kick is usually going to be a sine wave due to the fact that it's not complex. When you get into the more complex wave tables they are going to sound muddy at a lower register and just won't work to make a kick. You can't actually see the complexity of the wave tables in Massive so you just have to use your ear and experiment to see what you like. Another important thing is to make sure you have the right EQ settings. Really you just want to boost the low frequencies as much as you can. All the the distortion, clippers, saturation, etc. help to make it fatter.
Massive Patch: dropbox.com/s/ju4kps9bxv3l44x/Kick%203%20%28G2%29%20-%20Daniel%20Petras.nmsv?dl=0
Image: wallpapersafari.com/w/bjS02Q


