Wednesday 22 November 2017

Minor Project | Primitive Sound Design Development


Continuing on with the development of the sonic aspects of my project, I've now taken the primitive notes that correspond with their base shape and altered their identities to suit the changes of the model structure (pitch being height and time being width.


By assigning one of these primitive notes of music (played through a bass synth) to a basic model that has been created in Maya, I have been able to establish 'the sound' of each of these shapes, giving them a sonic identity as well as a physical one.

The first step in this process is physically creating the sounds, starting with the C note which has been assigned to the spherical primitive shape. By using GarageBand I was able to create these notes freely and choose which instrument best suited the tone of the overall piece.


After this instrument has been established and the note has been created (using the computer keyboard as its musical counterpart), the next step is to take this note into another editing software and begin the pitch alterations.


The first program I took the primitive note into was Adobe Audition, but after some time experimenting with the tools at hand it felt as if the most accurate results would be achieved through editing alongside the corresponding model deformation, pushing me to take the note into Adobe Premiere Pro.


By be able to see the physical representation of the note being played alongside the corresponding video I was able to achieve an alteration that seemed to much more closely relate to the video footage, potentially just because editing the sound in realtime allowed me to change the dimensions of the sound as I physically saw change.


Now that the sound was being edited alongside the corresponding video, it was time to change the pitch of the note to suit the changes in the model. To do this I created a pitch shifter effect and apply it to the MP3 file that contained to the note, allowing me to alter the pitch of the track.


The keyframes shown above are physical representations of the pitch being shifted over time, by starting at a natural pitch that corresponded with the original sound and then shifting it to suit the deformations of the model I was able to create a track that suited the model as well as the methodology of the entire project.

Listen to the sonic deformation here...
            

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