Author Archives: tFg

An experiment in tape-treating

Here’s part of a retro-inspired tune I’ve been working on, possibly for NMRIH.
Even though I had tried for some classic FM and modular synth tones, ThoughT had commented that the production sounded too clean and modern-sounding. Enter the tape recorder.

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I had this bad boy back in 2000 when I started college at UM. I had replaced it with a Minidisc player shortly after the semester started and the recorder ended up in storage for almost fifteen years. Discussing ways to give my song an older grunge reminded me of its existence.


This first attempt was done by re-recording the output of the cassette player into my Zoom. The higher synth notes would vibrate the sides of the speaker and distort, not to mention the added noise from the tape player mechanism. Not ideal, but worth trying.

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I tracked down the right cable to go out from the headphone jack and into the line-in on the H2 for this next version. I recorded the parts to tape separately, did a touch of noise reduction to keep the hiss from getting out of control, and mixed them down into this.
Before tape:

After tape:

I started to notice a bit of a timing drift on the percussion tracks by the end of the track, which means I may need to treat smaller portions and edit them back into the grid. I doubt I’d use this technique on everything, but it can help add a lot of sonic character, especially when you’re going for an older feel.

Sound design update: NMRIH Door project

For the zombie survival shooter No More Room In Hell, I’ve been working on creating new sound assets for the doors, hoping to match the game’s creepy atmosphere. To begin, I went through and screen-recorded footage of the various types of doors, gates, and barricades that needed sprucing up, so I had a better idea of what to record, and the approximate timing.

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I brought my field recording kit out on a door safari, starting with some of the more interesting doorknobs and hinges in and around my home. While scouting around the neighborhood, I found an abandoned newspaper vending machine that looked promising. It wasn’t as squeaky as I had hoped, but I was able to get some good thumps and rattles, which proved useful for roll-up metal door sounds. Continue reading

Birthday Hydrophone and the Quest for the Shotgun Shell Grail

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My folks got me a Cold Gold hydrophone for my birthday last weekend and I’ve been having fun playing with it over the past few days.

In this example, the first two recordings are in my bathtub, the last are from a metal soup pot in my kitchen sink. I now know that there is a slow leak in the drain of my tub.
Continue reading

March update

My great job search continues. Current projects I’m juggling: implementing a rudimentary dynamic music system into Cube, another round of editing and revisions for my novel Further Complications, and putting together a more extensive sound reel using clips from Facewound, PVKII, and NMRIH. I just got a Cold Gold hydrophone and I’m excited to try it out. I’ve heard they make good contact mics even out of the water, so we’ll see.

FPS Sound Design Work In Progress (Cube)

Here is another work in progress video of my sound design and implementation of the open-source FPS Cube, using the Wwise sound engine.

Thanks to a code fix by Simon, I was able to get the projectile sound events working. I added the rocket explosions, fire, ice, and slimeball hits, and beefed up the monster voices. I have tweaked the voice limits and priorities, though I might need to play with attenuation distances and cones a bit more. I’m not quite happy with the quad damage effect. I thought I’d put some low and high pass filters to give the sense of focus, but I think it ended up taking away most of the oomph instead. It also makes it harder to notice the synth loop and stingers that happen when you attack during quad mode.

For my previous post, check here.