Posted: April 19th, 2016 | Author: Nathan | Filed under: music, news, sound design, synthesis
Following 2015′s full-length album, Dissolver, I’m happy to announce the release of Dissolved, an EP with remixes by musicians from around the world. The US is represented by A Box in the Sea (WA), The Sight Below (NY), and r beny (CA); other contributors include The Heartwood Institute (aka Jonathan Sharp, UK), Hainbach (DE), and Fake Empire (NZ). The remixers’ techniques were as varied as their locations, from DAW-based arrangements to use of vintage hardware to recordings using dictaphones. The pieces exhibit a similar range of moods and styles as the original Dissolver LP, from lilting to tense, ambient to percussive, experimental to melodic.
Mastered by Rafael Anton Irisarri at Black Knoll Studio, Dissolved is available now via Bandcamp as a pay-what-you-like release.
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Posted: September 14th, 2015 | Author: Nathan | Filed under: music, news, sound design, synthesis
My first full-length album is available today.
I’m thrilled to announce that the first album I’ve released under my own name, Dissolver, has been released. It is available now as a digital download on Bandcamp (with PDF booklet with additional artwork and liner notes, exclusively available on Bandcamp). You can also buy it as a digital album on iTunes, Amazon, and Google Play.
I produced all the music and artwork, and it was mastered by Rafael Anton Irisarri at Black Knoll Studio. You can read more about this release at this blog’s sister site, music.noisejockey.net.
Work is already afoot on another releases, so stay tuned here, Bandcamp, Twitter, Soundcloud, and Instagram. Until then, please enjoy the noise, and reach out with what you think of Dissolver.
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Posted: July 17th, 2015 | Author: Nathan | Filed under: music, sound design
Sure, it’s fun to use long, non-reverb sounds as impulse responses…but what about short, percussive ones?
Convolution reverbs have been a staple of audio post-production for a good while, but like most tools of any type, I prefer to force tools into unintentional uses.
While I am absolutely not the first person to use something other than an actual spatial, reverb-oriented impulse response – bowed cymbals are amazing impulse responses, by the way – I hadn’t really looked into using very short, percussive impulse responses until recently. I mean, it’s usually short percussive sounds you’re processing through the convolution reverb. I found that it can add an overtone to a sound that can be pretty unique. Try it sometime!
(Coincidentally, today Diego Stocco’s is promoting his excellent Rhythmic Convolutions, a whole collection of impulse responses meant for just these creative purposes. Go check it out!)
Today’s sample is in three parts. First, a very bland percussion track. Then, the sound of a rusty hinge dropped from about one foot onto a rubber mat, recorded with my trusty Sony PCM-D50 field recorder. Then, the same percussion track through Logic Pro’s Space Designer (Altiverb or any other convolution reverb will do, of course) using the dropped hinge sound as an impulse response. It adds a sort of distorted gated reverb, adding some grit, clank, and muscle to an otherwise pretty weak sound.
Tags: convolution, digital audio, reverb, software, sound design | No Comments »
Posted: July 11th, 2015 | Author: Nathan | Filed under: gear, music, sound design, synthesis
The joys of knobs. And patch points. And empty bank accounts.
While this may be old news to my followers on Soundcloud, Twitter and Instagram, I’ve configured my first Eurorack-format modular synthesizer. These cabled amalgamations of faceplates, cables, circuits, and glowing LEDs are desirable, fetishized, addictive, and steeped in history. But, really, they’re just tools.
But what tools they are. Modular synthesizers are no longer relegated to the dustbin of history, nor an underground elite (as well documented in the excellent documentary, I Dream of Wires). They have come roaring back, arguably leading the way in technical synthesis innovation, and are a commonplace instrument in many studios. This boom has even gotten the heavyweights of mass market synthesizers, like Roland, to (re)release Eurorack modules, and pop musicians like Martin Gore to release all-modular electronic albums.
Everyone’s path to modular synthesis is different, as is mine. But why did I go modular? How did I even know where to begin? And how can I hope to stem the addictive nature of constantly adding low-cost modules, which leads it to be known as “Eurocrack?”
It’s tempting to just buy flavor-of-the-month new products, but that way lies financial ruin and a studio full of stuff you don’t use. The way to stem the financial bleed and random module selection is to place limitations on the process. For me, the limitations were as follows.
- I’ve got a significant investment in existing software and hardware that I want to honor and leverage, not duplicate. I’m designing an additional instrument, not building a new studio.
- I have limited physical space in my home studio. Therefore my case will be on the small side, and that will enforce limits on the number of modules I can purchase.
- I will “version” the modular synth and roadmap it, as if I was designing an actual instrument or a piece of software. I will buy modules in two initial rounds: v0.5 to instantiate the most basic system to ensure that the workflow and gestalt of modular synthesis does actually speak to me, and then a v1.0 that I will live with for a year. Only after user testing – my own, of course – can I roadmap a meaningful path to a v1.5, v2.0, and so on.
Everything’s a Design Problem
I’ve spent my career breaking down everything, from human relationship challenges to sound design, as a set of design problems. This helps frame the real problem so that solutions are more meaningful. So, I asked myself: What’s the problem I’m trying to solve, or am I just lusting after gear? (Spoiler: It’s both!)
- My current system lacked in two key areas: complex modulation options and the ability to support serendipity. My existing tools didn’t have much in the way for allowing for happy accidents, randomness, and cross-modulated signals and patterns of control. When my most interesting and complex synthesized rhythms and timbres I was creating were coming from Propellerhead Reason during my morning bus commute, I knew something was missing in my main studio.
- Software is an expense, hardware is an investment. Software suffers from instability and, over the long haul, the danger of becoming incompatible that many hardware units do not.
- I’ve already been enjoying workflow of using external hardware as sound sources and then post-processing them digitally, or the other way around.
With the above considerations, the idea of a flexible, modulation-rich instrument to add to the stable seemed to make sense.
Plus: Blinky lights.
Create Rules of Engagement
Modular synths are, well, modular: Flexibility is what they’re all about. But you are building your own instrument. Without a sense for what you want to accomplish, you’ll overspend and not get what you really need…and, more dangerously, you won’t know when you should stop buying modules. Most of us don’t have the disposable income to buy modules willy-nilly.
Here were my rules of engagement for assembling my modular synth. These will change over time, but it helped me understand what the first iteration of this instrument would be. I wrote these down and re-read them any time I started to think about adding a new module.
- No analog oscillators. While that may seem against conventional modular wisdom, I have a total of ten analog oscillators across four other devices. I’ve got this covered. Go for something really unusual as a sound source.
- No effects. I know that even if I monitor a track with effects on, I always record dry and have effects as plugins or rendered to separate tracks. I use tons of plugins and stompboxes: I have effects covered already.
- Go nuts with modulation. Having enough tools to generate and modify clock signals and control voltages will be critical, because I don’t have digital tools that excel at this. Get more modules that control modulation than produce sound (or, ideally, ones that can do both).
- Don’t forget the DAW. I’ve got a significant investment in a computer-based audio workstation that should be leveraged, so ensuring that modulation and clock signals can drive the modular was critical.
- Embrace multi-tracking. Look at the modular as a sound design station, instrument, or voice, not as a complete studio. Get enough expressive options to do drones, melodies, and unusual percussion…but I don’t have to do all these things at once. That also means no more than 2 channels in or out of the modular synth.
You can read all the key specs on my modular synth, its output and effects subrack (told you I’d break some rules!), and its “controller skiff” on ModularGrid.net, so I won’t geek out about it here. So far, though, so good.
- There’s nothing mysterious about putting a modular together or how it’s used, as long as you have a good grasp of signal flow inside a typical synthesizer. It doesn’t really take any other technical skills other than using a screwdriver, reading directions, and doing simple math around power consumption.
- I’ve got solid sync with my DAW.
- I’ve got an instrument that can do things none of my other instruments can, and vice-versa.
- I’ve got methods to interface with effects pedals, external semi-modular instruments (even with different interconnects), my DAW, and even my iPad. It’s deeply integrated into the rest of my studio.
- It’s small. Full, but small. It’s even able to be self-contained if I decide to embrace limitations and create sounds or music only with this instrument outside of my studio or otherwise away from my DAW, even with my vintage Roland TR-606 drum machine.
- It’s capable of percussion, melody, and drones that can modulate in complex and random ways over seconds or many minutes.
- Modular users have a reputation for noodling and sound designing, but never actually completing songs or projects. It’s like an aural sandbox. The satisfaction of signal routing is autotellic: It’s its own reward, constant discovery and following or rejecting conventional wisdom. It’s also extremely meditative once you’re past the initial learning curve.
- I’ve already broken the “no effects” rule, but only with modules that can be “self-patched” and act as sound sources in their own right.
- Even having only purchased digital oscillator modules, analog modulators like LFO’s can often be used as analog oscillators when they are pushed into the audible range, as can filters that self-oscillate when their resonance is set high. I even wound up with four analog oscillators without knowing it.
- Once you realize that anything can be routed into anything, all synthesis rules go out the window. LFOs and filters can be oscillators, as mentioned above, but clocks can be triggers, envelopes can be clocks, envelopes can be LFOs, audio amplitude can modulate anything…that’s the mind implosion and creativity that modular synthesis brings.
Over time, will I jettison older gear and go all Eurorack? Will I dispense with the computer entirely for making music? Probably not. But I’m sure my system will slowly expand, change, and evolve with my interests, just as I’ve shifted from oils to acrylics to pastels to pencils to pixels in my visual arts career. The initial rules I started with will morph, change, get relaxed, and get updated. My initial configurations has gaps and weaknesses, but nothing’s perfect. And now I’m good to go with a new palette of sonic colors.
Now, if you’ll excuse me, I have field recordings to run through my modular.
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Posted: April 22nd, 2015 | Author: Nathan | Filed under: field recording, gear, nature recording, sound design
My past winter holiday involved a sea kayak crossing to Las Islas de Los Todos Santos, a pair of islands four nautical miles offshore of Ensenada, México. We were greeted – and partied with – a nearly toothless lighthouse keeper, and slept in an old lighthouse built in the 1930′s.
We had two days of 15-25 knot winds, and as you might imagine, a lighthouse is a roughshod place. The winds were howling through the old windows and making amazing sounds.
Only one problem: I had a small sea kayak with no room to even pack a handheld field recorder. As I’ve said many times before, the best field recorder is the one you have with you, and this case, my only option was my iPhone. In glorious, shimmering mono.
Today’s sound are of these howling winds, recorded with the Voice Memos app on iOS. I’m not about to make a habit of using my iPhone as a field recorder, even with aftermarket microphones, but hopefully this goes to show that sometimes you do the best with what you have. Especially if the sounds and location are literally once-in-a-lifetime events.
Tags: ambience, creepy, resonance, sound design, sound effects, wind | No Comments »
Posted: December 20th, 2014 | Author: Nathan | Filed under: found sound objects, music, sound design
A lush nest of sonic discomfort.
Following on my last post, I’ve continued to play around with my recordings of deer antlers through a contact microphone. Today’s sound is almost entirely from that session, with only a handful of synthesized sounds, all triggered by LFOs and other random modulations. The manipulations of the deer antler sounds were done in the very weird, pretty unstable, and utterly unique Gleetchlab application, as well as iZotope Iris, which did an amazing job of figuring out the root frequency of the flute-like and cello-like bowed resonances.
Tags: found object, music, music 2014, sound design | No Comments »
Posted: December 15th, 2014 | Author: Nathan | Filed under: found sound objects, music, sound design
Most years I host a “white elephant” party: Bring gifts you were given that are pretty bad, re-wrap them, and then you pick from the pile and laugh at the bizarre stuff you unwrap. Last year, I wound up with a pair of deer antlers.
I don’t hunt, yet I have a thing for taxidermy. I have no idea why.
As they sat in my studio, I thought back to an interview I did with Cheryl Leonard for the Sonic Terrain blog a few years ago. I remember her making instruments from limpet shells and other organic objects. Why was I not exploring the sonic possibilities of this strange object on my shelf?
Deer antlers are bone, not hair, so they are riddled with hollow channels, and are extremely tough. The main thing I tried was to explore their resonance, with a cello bow. I had to lay a good amount of rosin on the bow, but they did resonate. The sound is hissy, atonal, but with some pronounced fundamentals and overtones…just not in relationships that one usually considers musical. I used a Barcus Berry 4000 contact microphone and recorded onto a Sound Devices 702 field recorder.
When I hear an interesting sustained sound with too many frequencies, or odd frequency relationships, I usually go to one place to create something musical out of it: iZotope Iris. It’s a very creative tool for making playable virtual instruments out of pretty much any sound. In this case I also used New Sonic Arts’ Granite granular synthesis plugin for several layers. It all sounded very breath-y, like a somewhat melodic whisper. I mixed it with some LFO-driven rhythms in Reason and a bassline and drone from Madrona Labs’ Aalto. It was all put together in Logic Pro X with very few effects, lightly compressed by Cytomic’s The Glue.
Deer antlers, even processed through modern software, aren’t the most flexible or sonically soothing instruments around, but this article can at least serve as a reminder to explore everything around us for its interesting sonic possibilities. You never know what you’ll find.
Tags: ambient, drone, found object, music, music 2014, resonance | No Comments »
Posted: November 26th, 2014 | Author: Nathan | Filed under: music, sound design, synthesis
Letting my fingers do the walking, and talking, in Samplr for iOS.
A while back, Sonic State did a neat profile of Alessandro Cortini’s live synth setup for Nine Inch Nails, in which he described his use of a four-track cassette player as a mellotron. He’d record many, many repeating loops, one loop per track, and then use the mixing faders to fly out certain chords or drones. Pretty fun use of old technology.
In playing around with Samplr for iOS, it struck me that it could behave like a mellotron of sorts, too. Sure, Samplr (and other similar apps, like Curtis, csSpectral, and Sector) is great for mashing stuff up in an extreme way, but I decided if I could play it a bit more like a piano.
Since Samplr only slices samples into increments of four, I output a little more than two scales of a synth sound in G# minor. Then it was a simple as loading that sample in, selecting 16 slices, and then playing Samplr as a keyboard.
The results were odd, glitchy, loose, and interesting. I liked that I could hold chords while also dialing in reverb, delay, even playback loop length. The loop points were obvious, but at the right lengths and tempos, they can become rhythmic or simply textural. When playing single melodies, possible by dragging my finger between slices simulated piano runs. Then, inspired by Mr. Cortini’s solo albums, I decided to make a track with samples just from one single synth, played back from Samplr.
Today’s audio clip features a live recording in multiple passes. All of the sounds are from the TAL Bassline101, an amazing emulator of the Roland SH101. I output only two audio files, each with a unique patch but in the same pitch range and scale, and the rest of the variations are from Samplr.
Tags: iPad, music, music 2014, software | No Comments »
Posted: October 1st, 2014 | Author: Nathan | Filed under: gear, music, sound design, synthesis
Hand-built for drone-y aggression.
I love handmade soundmaking devices, but outside of my beloved Grendel Drone Commander, a lot of the weird noise boxes and effects I have are, well, noisy. They tend to be aggressive, loud, and blippy. Some accept MIDI, some accept CV, some accept no sync signal at all.
One evening I wondered if I could coax them into some semblance of ambient drones, to loosen myself up and not record to a fixed tempo, and to not get too “precious” with editing in post. Somehow the angry nature of these devices just seems to bleed through anyway. Or is that my angry nature?
So, the result of this cathartic experiment was “angry ambient.” Or, angrient.
This track features the following:
- All takes recorded live into Logic Pro X: No sync to anything, no MIDI, no CV.
- One track of a Bleep Labs Nebulophone, with its alligator clip clamped onto a key for a sustained drone, recorded through a Red Panda Particle pedal set to Reverse, both tweaked live. The dry and effected track were tracked simultaneously.
- Another droned Nebulophone track went through the Particle set to Delay, and then through a Seppuku Memory Loss pedal, with its clean microchip inserted, all three tweaked live. The dry and effected track were tracked simultaneously.
- One track of the RareWaves Grendel Drone Commander, recorded 100% dry. That thing needs no love, especially when its bandpass filters gets overdriven at low frequencies. Yummy.
- One track of the Bleep Labs Bleep Drum, played live in Noise mode, but then run through Glitchmachines’ Fracture plugin first, and the Michael Norris Spectral Partial Glide filter. That’s what generates the bright, granulated shimmers. These are the only digital effects plugins on any channel.
- Volume automation was done in one pass, “live.”
- The whole thing is run through U-He’s Satin tape emulator plugin for some additional harmonics and mid-high sweetening.
It is what it is.
Tags: audio equipment, drone, experimental, music 2014, sound design | No Comments »
Posted: September 25th, 2014 | Author: Nathan | Filed under: music, sound design
Les Paul clone, eBow, and chopsticks on a foggy Saturday morning.
This spring I rediscovered the guitar, first as a compositional tool – my music’s texture is so different when I start with the guitar and not keyboards – and soon thereafter as a tool for sound design. I started getting back into prepared guitar and extended playing techniques, and rekindled my love for vibrating steel.
In fact, the more I did it, the fewer processors and effects I used. It was weird enough already. And I like weird. It led me on a whole summer-long journey into music, as opposed to field recording or sound design, often on the cinematic tip. This fall I may share some more results of this summer’s studio musicfest.
Steel is real.
Today’s sound is more drone than music, though. It’s from a live improvisation session featuring my old Epiphone Les Paul clone, an eBow, and two chopsticks stuck in the strings at the 12th fret.I also took some small alligator clips, clipped them to some strings, and flicked them against nearby strings for some filigree panned to the left and right.
No effects were used (distortion is just from the preamp) except some cutting with a low shelf EQ and a slight, broad EQ lift around 2KHz; no compression, either. The whole session has been only slightly edited in post.
Headphones and a dim room recommended.
Tags: drone, guitar, music 2014 | No Comments »