3 DEAF MICE music game with Sonic Treasure Hunts and Audio Puzzles (part 1)

3DM KS head130225-2 copyOrigin of the game idea

3 Deaf Mice audio game is my current passion and exploration into new territory. I love the idea of having fun with sound. After teaching for many years material based on my book “Sound Design”, I’m reconfiguring a lot of my classroom exercises and expanding them into total immersion with this perceptual and musical challenge. The player is going to get a whole curriculum of sound design in a playful interactive environment with story and characters, that offers the pleasure of hearing in an expansive new way, and eventually including contests and sharing with the community.

Sound Design book cover sm3Game Structure

The game centers around the rock band 3 Deaf Mice, who blasted their ears with too much loud music and now need help from the player to find, transform and mix their next hit song. There are 10 verses to the song, each discovered in one of the game levels, and 10 audio tracks, 3 vocals, 3 instrumentals and 4 sound effects. With each successful level accomplished, one more verse and one more track is unlocked. When all 10 tracks and 10 verses are unlocked, then the player can remix the whole song by moving around the blocks of music. More details of game play are on the Kickstarter page.
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Sound Spheres – a psychospatial model

This is my first contribution to Audiocookbook, and I want to thank John for creating such a cool place to share. I  have wide ranging interests in audio that link to tech, brain, music, therapy, education and most everything that vibrates… it’s alive! (Or we can make it so with a bit of sound design.) So I plan to write some musings on these professional and creative explorations, with the hope that they will kick start a few inspirations in our community.

A lot of what I’ve written in my book “Sound Design” came from researching the best practices of the industry, scientific basis of hearing and music theory.  However, the more interesting approaches I found through personal observation and experimentation. One of those discoveries I call Sound Spheres, which I’ll introduce in this blog. (I wrote an in depth article which is posted on my website www.sounddesignforpros.com that you can read if you would like to get more details.)

Sound Spheres

If we consider the human experience of our environment from its most intimate to most external, a model of six concentric spheres can serve to describe the various levels of sonic information available.

  1. I think – Internal audio thoughts:  memories, daydreaming, dreams, mental rehearsal or notes to oneself, internal music.
  2. I am – Sounds created by ones own body:  heartbeat, breathing, mouth sounds (chew, cough, hiccup, sneeze, etc.), scratching, digestive sounds.
  3. I touch – Contact with the outside world that sets up sonic vibrations:  footsteps, manipulating tools, utensils, food, contact sports, typing.
  4. I see – Events, objects and actions in our field of vision that create sounds (equivalent to “on screen”):  people talking visibly, television, cars passing by, boiling teapot.
  5. I know – Sounds that have a reference to our environment or experience, but no visible source:  people talking outside our vision, crickets, radio music, wind.
  6. I don’t know – Unrecognizable sounds, out of sight. No examples of sources can be made, but the acoustic parameters (loud-soft, high-low pitch, short-long, etc.) and emotional qualities (soothing, scary, oddly familiar, weird, etc.) can be described.

Translating this model of perceptual reality to audiovisual media, sound can serve to intentionally manipulate the audience/listener in their physical and psychological orientation. Several examples are:

    • Moving from the inner to outer sound spheres will direct the attention of the audience from more personal contact with the character toward more awareness of the surrounding environment.
    • Contracting or expanding the number of spheres simultaneously present will limit or expand the attention demanded upon the audience. Limiting can help focus or create tedium. Expanding can help stimulate or create overwhelm.
    • Transitioning a single sound from one sphere to another can drive the drama. Very fertile ground for storytelling can be plowed with sound design creating tension, anticipation, release and surprise. Some possible movements between spheres:  I don’t know -> I see; I think -> I know; I touch -> I don’t know

TRY THIS:  Sit for 3 minutes and write down every sound you hear, associating it with a specific sound sphere. What informs you of your environment, what draws your attention, what creates a feeling or emotion?  Are there any sounds in the “I don’t know” sphere, and if so, what kind of reaction does this cause – curiosity, laughter, fear?  Note in particular what sound shift from one sphere to another. Where do you experience transitions, tension, build, climax and resolution?  How can this be used in a filmic scene to move story?

Coming up:  New audio game in development www.3DeafMice.com. Check out these rockin’ rodents!

DSI Tempest Parameter-Lock-Like Technique

I must admit that I am curious about the Elektron Analog 4 (A4), but not in the market for new gear while I am still on my honeymoon with the DSI Tempest. So, I thought to myself that as complex and sophisticated as the Tempest is there must be some way to simulate something like the A4 parameter lock (a sequencer feature that allows for real-time manipulation of synthesizer parameters on a per-step basis). So, I tried a few experiments using an unorthodox method that requires adjusting the system settings while simultaneously playing in a sequence with a MIDI keyboard. Not an ideal alternative to the workflow of the A4, but useful for me none-the-less. Distraction Surplus Syndrome was produced using this technique. The bass and sustained melodies were played on the SCI Pro-One. Let me know what you think, share your experiences using parameter-lock-like techniques, or read on for recipe details. Continue reading

Post-prepared Piano Animated Sequence

I put together this animated sequence of the media from Post-prepared Piano to illustrate the relationships between the spectral analysis, the mapping with nails and twine, and the music from the piece. Thanks to Photosounder developer Michel Rouzic for suggesting that I make a video combining the sound and imagery after seeing the documentation I posted a few days ago.

Post-prepared Piano by John Keston and Piotr Szyhalski

Piotr Szyhalski and I have just finished installing a piece titled, Post-prepared Piano, in the Burnet Gallery at Le Méridien Chambers, Minneapolis. Our installation is part of a show called Interactions and features the work of select MCAD MFA students in collaboration with their mentors. Our piece consists of several components. The first part is a 14′ wide and 17″ tall inkjet print of spectral analysis from a short piano composition that I performed and recorded using my custom built, binaural head microphone (otherwise known as Vincent).

Below the print is an installation that Szyhalski constructed from tarpaper, nails, and one continuous piece of twine. This handmade mapping of the spectral analysis was then photographed and converted back into sound using Michel Rouzic’s excellent application, Photosounder. Thirdly, we installed an iPad with headphones that allows the visitors to hear the original recording, the nails and string version, and a combination of the two layered on top of one another (visit the tablet optimized webapp). The show opens today and runs through February 24, 2013 with an artist’s reception on January 31 from 6pm to 9pm. Read on for more details, photos and sounds. Continue reading