Kontakt Instrument Research

I’ve found some great tutorials on youtube. The first video has given me some great ideas on how to develop my samples with the use of some FX presets, which I will feature on each individual sound. At the moment I’m struggling to find any tutorials on building an instrument with individual presets, However I could have a selection of sounds assigned to each keys, which can then be edited on the main parameter window with a pitch macro. I will keep researching to see if creating presets is possible though, as this would make the samples more playable.

 

 

 

 

The second video goes into detail on how to edit those sounds in Kontakt and shows you how to create your own skin for the instrument, making editing the parameters more user friendly. I have put into practise creating a simple instrument with one of my bass sounds following these tutorials. I will post a video up of the progress on it so far later on this week.

Kontakt Instrument Research

Dissertation Titles

After doing some research I’ve decided to focus my dissertation on sound design in game. I have these three titles that I will possibly use.

 

  • The role of Sound Design in game music: Intensifying the players experience
  • The role of Sound Design in game music: Changing the gamers perception

 

  • Sound Design In Game Music: A Linear Experience

 

Here are some interesting articles and books I’ve found…

http://designingsound.org/2013/07/nightmares-and-soundscapes-implementation-of-acoustic-ecology-related-sound-design-techniques-to-better-terrify-your-players/

 

https://books.google.co.uk/books?id=sWPeR9nMVCcC&pg=PR16&lpg=PR16&dq=Sound+design+in+game.+Sound+Perception&source=bl&ots=rGMf42PtdV&sig=zYUQokLlmGPCzORWZsMPHfc07eU&hl=en&sa=X&ved=0ahUKEwjyouCi0bPKAhUGbRQKHUWeDcEQ6AEIKjAC#v=onepage&q=Sound%20design%20in%20game.%20Sound%20Perception&f=false

 

https://books.google.co.uk/books?id=48MfCAAAQBAJ&pg=PA194&lpg=PA194&dq=Sound+design+in+game.+Sound+Perception&source=bl&ots=xiCYS4esRl&sig=IcLVInCHQuhzac6bPhQGOYd1fkE&hl=en&sa=X&ved=0ahUKEwjyouCi0bPKAhUGbRQKHUWeDcEQ6AEILDAD#v=onepage&q=Sound%20design%20in%20game.%20Sound%20Perception&f=false

Dissertation Titles

Samplephonics Feedback

After a long delay I have finally heard from Richard Mellor from samplephonics. Screen Shot 2016-01-13 at 14.22.36.png

 

Unfortunately they are putting a delay on a Neuro style sample pack. However, I can still develop on the sample pack for a release through another distributor. He will hopefully send me those emails aswell, which will be good for my list of contacts when sending out new sample work.

Samplephonics Feedback

Layering Research

I found this great article on layering a snare drum.

https://ukf.com/words/dat-snare-tho/14267

This really improved the sound of my snares, giving me a lot more control with the individual transients of the sound.

Layering is something I use when creating my bass sounds. Normally I will create the sound using either Massive, serum or Kontakt. I then split it into three layers.

Sub – I focus my sub sound around 40 – 200hz. Usually sidechained to the kick or a separate channel. This can prevent the bass from clashing with the drums.

Mid Bass – ranging from 200hz – 2khz. This is the main part you can hear, which is normally processed with a range of distortion, reverb and compression effects. This is also sidechained.

Top Bass – Ranging from 10 – 20khz. This can give a crisp, bright tone to the bass. Normally processed with heavy distortion effects and EQ automation. This can also cause phase. However, it can create a sense of movement to the sound.

Layering Research