A multi-disciplinary journey in music, sound, and field recording.

Field & Foley Interview

Posted: August 5th, 2023 | Author: | Filed under: field recording, interactive audio, music, sound design, theory

It was a pleasure to be on the Field & Foley podcast; we discussed field recording, game audio, experimental music, and my philosophies about not believing that there are any solid boundaries between any of it. Listen here!

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Mixing and Mastering “Firmament”

Posted: June 27th, 2023 | Author: | Filed under: interactive audio, music
Image courtesy of Cyan.

A Project Thirty Years in the Making

Cyan’s game Myst was the first game I ever finished more than once. That was the winter of 1993. I never would have guessed that exactly 30 years later, they’d release a game whose soundtrack I mixed and mastered. That game, scored by composer Maclaine Diemer, is Firmament.

I had worked with Maclaine before, mastering his episodic scores for Guild Wars 2 and both mixing and mastering his dark score for Salt and Sacrifice. Being asked to help work on a Cyan title was pretty exciting, especially after being thrilled by Maclaine’s desperate and grim Salt and Sacrifice material, and being told that he was going in a fairly dark emotional direction for Firmament. There was a time I’d have been nervous about such a gig, but this was about my 500th musical services project, so I was just more excited than anything.

Image courtesy of Cyan.

Maclaine’s approach was paying subtle homage to the original Myst score, composed by the game’s developer Robyn Miller, by using (and abusing) synths used on that game and effects from that era.

The E-Mu Proteus Plus Orchestra. Picture courtesy of E-MuMania.

While not orchestral, each song was quite simple in terms of instrumentation…but the number of parallel processing effects was insane. Maclaine deep-dives into his process for creating the music in this interview, which is well worth watching. Projects that I mix don’t have to be in my favorite style or genre, of course, but this one sure hit me where I live, aesthetically speaking.

Image courtesy of Maclaine Diemer.

Mixing Firmament

The 25 cues we created for the game (21 were released on the official soundtrack) itself became a game of what effects layer was doing what job in the cue, so the mix was more about arranging the effects like they were parts of an orchestra. Some cues only had six tracks total; others had maybe only two or three instruments, but up to six layers of delay, in addition to other effects, per instrument.

One misstep I made was grunging Maclaine’s mixes up even further with additional saturation. When I was asked to pull back on it, it was not only the right decision, but a strange sort of victory. I found my client’s limit! From there, the mixing process was more streamlined with less guesswork.

While the track counts per mix never got that high, it was no mean feat balancing all these frequency- and time-domain effects to build “density with clarity.” Over eleven discrete rounds of mix deliveries, some cues took four or five revisions to get right. We got three nailed on the first try. The mixing process took approximately one month.

Mastering the Score

Mastering went quickly, but it’s always a challenge mastering work that you mix. I can’t do it without lots of translation tests and, frankly, time. I need to have my sense memory of the mixes fade away quite a bit. Being a game project, though, there wasn’t too much time we could take between mixing and mastering. I tested my mixes in a friend’s studio before starting the mastering process, taking notes of what I thought were issues. I listened on daily walks on AirPod Pros. I used nearfield monitors alongside my full-range mastering monitors, as well as a Bluetooth speaker.

For this project, my signal chain started with digital EQ and resonance control, and ended with all-analogue dynamics control. Tubes and transformers added a subtle mid-high sheen with no phase shift, which was a big help in a score with lots of low-end and low-mid frequencies. Mastering took about a week.

Lessons for Media Composers

One thing that’s always tricky when mixing is ensuring that all the tracks or stems are exported correctly, and this project was no different. Simply due to the number of individual files involved, I’ve never had a mixing project where all the stems or tracks were delivered perfectly the first time. Software is getting better at this, but there’s so many human elements involved that it’s important to remember it’ll never be perfect. Plan for re-exports, because that’s just going to happen, especially when track counts are high or stem deliveries get wide…like, maybe don’t go on vacation the day after you send all your tracks. (That didn’t happen on this project, thankfully!)

In my role, that means it’s critical to always call ask about anything that seems like it could be a mistake. Checking composer intent is essential at every step of the way. Composers can also proactively provide comments and notes to this effect. “Now, you’re gonna hear this sound that seems like an error, but trust me, the whole cue hinges on that sound…”

Every DAW also seems to have a different threshold at which it thinks that all effects tails have been printed fully. Speaking from experience, never trust your DAW to do this for you. Always pad each track with silence manually, or set your render region to where your meters are reading infinite negative dBFS. Add two seconds to the maximum delay time in your session if you’re not sure. That tip won’t work, though, with high-feedback delays, relying on meters and monitoring the tails at very high output levels is the only way to know for certain.

Image courtesy of Cyan.

This project was fun, thrilling, and an absolute honor to be involved in. Huge thanks to Maclaine for having me on his team once again, and the whole team at Cyan for being so supportive of the composer and his vision for this interactive experience.

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The Making of “A Vast Unwelcome”

Posted: April 30th, 2023 | Author: | Filed under: field recording, music, sound design

When I released the EP A Vast Unwelcome on March 31, 2023, I said it was my first metal album, a comment that was both cheeky and 100% accurate.

It wasn’t metal in genre, but rather in timbre: Every sound on the album was made from metallic objects, metallic instruments, or a handful of virtual instruments that physically modeled complex metallic instruments. Since the timbres and process were so particular, I thought I’d discuss the album’s origin, recording process, and post-production, as this project represents my happy place of the intersection of sound design and music.

It also is a great example of how projects can start as one thing, and then morph into something quite different, and that the creative process is usually anything but linear and predictable.

From Magic to Metal

This album started as a series of recording sessions for a crowdsourced magic sound effects sound library. I ordered a number of bells, chimes, shakers, and more, and specifically set about recording them at 192 kHz with ultrasonic-capable microphones to preserve their high-frequency content when subjected to extreme pitch shifting. I also used unusual recording techniques, like striking chimes and then dipping them into water, recording the result with a hydrophone (similar to this technique I posted about many years ago).

The objects recorded included a waterphone, a custom Tim-Kaiser-designed instrument known as the Icarus, elephant bells, sleigh bell shakers, ankle bells, tree chimes, and more.

Some of the instruments recorded in the sound design sessions that would later become a musical project.

My musical inspiration came during “stress-testing” these recordings by doing extreme pitch and time manipulation. Since ostensibly these objects were instruments, there were tones and intervals I was hearing that led me to start assembling musique concréte sketches, not unlike my process for my previous all-wind-in-wires album, The Quivering Sky. I also started to integrate some field recordings I made aboard the SS Red Oak Victory, a restored WWII ammunition freighter. (More about those recording sessions in future blog posts.)

The main boilers of the SS Red Oak Victory, in the lowest level of its four-storey-tall engine room.

The first track of the album, “Phase Change,” is an example of where all of the songs started.

The Borders of Sound and Music

But I kept hearing harmonies in these recordings, and they started to turn out to be more musical than expected. In 2022, I got to know the software (and people) of Physical Audio, and it struck me that their virtual instruments would compliment these metallic tones perfectly…I mean, any company that makes a prepared-piano emulator is OK in my book! Derailer and Preparation could be traditionally tonal and melodic, or loaded with loads of inharmonic partials and resonances. These two instruments wound up being good aesthetic fits for this project.

The track “Pruina” (the word for hoarfrost in Latin) is a good example of these virtual instruments integrating with other metallic tones.

Things kept progressing from there. I used techniques lifted from my own sound library, Metallitronic, to re-amp a some synthesized tones through gongs placed on large, powerful transducers. I unboxed some of my own self-made instruments made of springs, and bowed and struck a suspended sheet of steel in my garage. Much fun was had, but that thin plate of steel in the garage, hung from a c-stand, started to give me an idea…

The “Only Real Reverb” Rule

I started to put the stereo spring reverb in my studio to heavy use during the mixing stage, and one day I thought to myself, “Wait a second…I’ve got all this rich reverb from the SS Red Oak Victory sessions…this spring reverb sounds great, non-linear, and chaotic…why am I using virtual reverbs and delays at all?” This led me to give myself the challenge to discard all virtual reverbs in my mixes (despite my undying love for ValhallaDSP for most uses), and only use electro-mechanical reverbs.

That instantly made me think of plate reverbs. I asked around to see if any local studios had any plate units that were functional, and much to my surprise, the Skywalker Sound Scoring Stage had not one, not two, but three functioning EMT 140 plate reverbs. After a few phone calls, I found myself in this world-class facility re-amping stems through six channels of luscious, real-steel reverbs.

The control room of the Skwalker Sound Scoring Stage.

While EMT 140 units ostensibly have a 3-5 second maximum decay time, I did the ol’ Walter Murch trick of bringing some stems varispeeded up by an octave, playing back twice as fast. We tracked all the EMT 140 returns at 96 kHz, so back in my own studio I varispeeded those returns back down…now I had 8-10 second reverb tails from real plate reverbs. Most of the final mixes actually have a full six channels of plate reverb on them, and there are no virtual reverbs anywhere on the album.

This felt like a logical conclusion to the album’s all-metal creative constraint.

From Music to Meaning

The recording sessions happened during an unusually brutal and long winter, and the steely tones of the works started to feel like both a paean and a dirge to winter itself. This became the compositional focus of the album, which influenced the songs, their titles, and the cover art (a glacier in Iceland, photographed by me). As friends’ neighborhoods were literally crushed under the weight of snow and local areas flooded from winter rains, the music turned out dark but with a core ray of hope, at least to my ear.

But of course sound and music only has meaning given to it by the listener. My intent is mine alone, and whether that comes across to those experiencing it is out of one’s hands. That’s the essence, terror, and joy of releasing art into the world.

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2019 Update

Posted: July 4th, 2019 | Author: | Filed under: interactive audio, music, news, sound design

Oh, hi. It’s been a while.

Since my last blog post, something fairly unusual happened: I became a full-time audio professional.

I’m a freelancer now, and since 2017, I’ve decided to follow my passion – sound – to the best of my ability. Here’s what happened.

First, I fell into becoming a mastering engineer, and opened my own practice called Obsidian Sound. Having leapt back into music in 2014, I’ve realized that this discipline suited me well: fast project turnover, tough critical thinking, attention to detail, and being able to help guide musicians’ craft and creative development in a post-label era. I’m closing in on my 100th mastering project soon, and I’ve loved every second of it.

obisidianSoundLogo

Second, I’ve started releasing my own sound libraries. With the help of A Sound Effect, I’ve created two such libraries that blend my loves of music and pure sound, which still convey a lot of the dark themes I express in my albums, but oriented towards use in film and games.

soundLibraries

Third, I’ve been doing sound design and audio editing for podcasts and video. There’s a whole new part of this site dedicated to that work. Heck, I’m even learning Wwise.

Fourth and finally, I continue to release 3-4 full length albums a year. I’ve played live in the SF Bay Area, Salt Lake City, and across Germany. I also have been commissioned to write a video game theme as well as a documentary score. The former will be announced in a month, and the latter will probably still be years in the making. More on both as I’m able to disclose details.

This site has been online for ten years, and I’ll do my best to update it as these varied explorations of audio develop. It’s not yet lucrative, but I’ve not been this creatively fulfilled in a long time. I must thank everyone who has supported this ongoing journey into the world of sound over the years, including the kind words, the tough criticisms, the countless conversations, inspirations, and transfers of knowledge.

If your interest in sound and audio is as broad as mine, then let’s keep this train moving. (And, realizing that this is a complete career reboot, reach out if you need my services on any of your projects.) Onward!

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“What Module Should I Buy?”

Posted: March 15th, 2018 | Author: | Filed under: modular synthesis, music, synthesis

“I just bought [FOO]; what other modules should I buy to go with it?”

Ahh, the cliché question that causes cringes worldwide in the modular synthesis world. But let’s not disparage those who are just learning. We were all there once, right? I sure was. Heck, I still am.

But what bothers me about this question is that it is absolutely context-free.

If you said that you had a saw, and you wanted to know what wood would pair well with that saw, I’d best the most common question you’d get (besides a quizzical look) is, “Well, that depends. What are you building?” Asking what tools or materials to get without knowing what the end goal is feels completely backwards.

Let’s say someone bought a smart, complex envelope generator. Great, such things are always needed in modular synthesis. But then someone asks what to get next, be it an oscillator, a sequencer, a filter, or an effect. Well…are you a harsh noise artist? An ambient performer? A techno producer? A sound designer for film? A guitarist trying to use modular for effects? A trumpet player looking for procedural beats to play on top of? A sound installation artist?

Those answers don’t just matter. They’re ALL that matters.

This, of course, applies to microphones for field recordists, traditional synths for other musicians, or string gauges for guitarists. My advice is always, and will ever be, this:

Listen to your own music with what you have, and it should tell you what you need.

  • Does it sound thin, or do you feel like you want more layers? Oscillators and sequencers and VCAs and filters and effects…or some/none of them. Depends on what you want to hear in the mix, and what you’re trying to say.
  • Does it feel repetitive or too simple? Modulators and VCAs, possibly some randommess.
  • Does the sound seem too dry or stale? Modulators, filters, and effects.
  • Does the sound want more high-level structural changes? Modulators that can transpose, VC mixers for either/both audio and control voltage. LFOs and envelope generators that have very long cycles are great for that, too.
  • Did you get a few modules but you feel like you need more control? Attentuators, modulators, VCAs.
  • Do you want the machine to generate audio on its own? Envelope generators with end-of-rise/fall trigger outputs, maybe a quantizer, LFOs, comparators, random sources.

This is a radical oversimplification, but no single person’s advice is going to tell you the right next module(s) for you. Your system, studio, or mic locker will be far more effective (musically, and in terms of cost) if you know what you’re trying to achieve first.

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The Virtues of Virtual

Posted: October 2nd, 2016 | Author: | Filed under: music, synthesis

vModSynth4

Beelzebuzz on the bus!

I spend between two and three hours a day on a bus. I’m not proud. But one learns to adapt. And in that adaptation, surprising discoveries come about.

In my case, I rediscovered a love for an often-maligned audio application, and learned a ton about modular synthesis while riding over the Golden Gate Bridge ten times a week…one that ultimately led me to invest in modular synthesis hardware, which was the subject of my previous post. But if you’re curious about modular synthesis, for real, doing it in software first can be pretty darned smart. And cost-effective.

When I revised my studio hardware late last year, I decided that a MacBook Air would be a part of the mix. What a revelation that’s proved to be! So small, so light, and – even in its dinkiest incarnation – just as powerful as the older “proper” laptop it replaced. But as a guy who loves field recording, found sounds, and sound design, how could I use this tool on the bus creatively? Surely there must be a good way for me to spend time on my commute learning something. And I learn best through doing.

I explored what skills I could build on my bus ride to and from work, and decided two options existed: Learn more about music composition and theory, and learn synthesis at a seriously deep level. Being that the bus is a horrible listening environment, and I won’t ever be That Guy that brings a keyboard controller on his commute, I opted for the latter.

I forgot that I had a working, real license of Propellerheads Reason, sitting uninstalled. So I installed it on the MacBook Air and decided to set a few goals for myself.

  • No playing through the MIDI keyboard, and no MIDI notes entered on a piano roll. All sequenced as if on a modular synth.
  • No presets, ever. Clear all the settings (or find the most raw one) and always start with that.
  • Don’t stop until you can create at least the standard drum sounds, bass, leads, and pads using subtractive synthesis.
  • Don’t stop with just simple pure tones. Modulate everything so that it lives, breathes, and has some motion or unpredictability to it, even if it’s subtle.

I’ve become a solid user of analog synths over the years, but never directly set myself to learning them so deeply. Suddenly the “pre-wired” nature of Reason’s Subtractor synth became stifling, so I started using synths just for their filters or LFOs and patching them with other synths. Then I got a number of super-raw, purely modular Reason Rack Extensions from Ochen K. And then I started to get more parametric, procedural, and probabilistic sequencing Rack Extensions. My wallet was happy that I wasn’t buying modular synth hardware…but, of course, that came to a screeching halt.

Probability-driven drums, Euclidian synths, and waveform-controlled gates and velocities. Oh my.

Probability-driven drums, Euclidian synths, and waveform-controlled gates and velocities. Oh my.

Things got mathy quick. I have hours’ worth of glitching, burbling, super-weird virtual analog sounds and textures. If anyone ever needs alien telemetry sound effects, I’ve got a lifetime’s worth. (Pro tip: Throwing these aggressive textures into iZotope Iris is a whole other way to waste an entire day in sound heaven.)

But glitch, noise, and analog freakouts, my friends, are really relatively easy to do (and like many things, doing them extremely well is very labor intensive). Making melodic, rhythmic things in a modular way that don’t loop, per se, but yet still hold together over time…that’s even trickier. Focusing on that process really filled in my gaps in my synthesis knowledge. My main workflow now is sketching on the bus, tone sculpting once I’m in a better listening environment, and then rendering out stems of performances or patches for further work in a more traditional DAW. There, I often find that using a subtle tape saturation effect and physically-modeled compressor plugins can help bring in some of those overtones that analog gear is so renowned for.

Surprisingly few pro applications and virtual instruments offer the patching options of Reason and its modules.

Surprisingly few pro applications and virtual instruments offer the patching options of Reason and its modules. Here, U-He’s ACE semi-modular virtual synth bucks that trend. Madrona Labs’ Aalto is also superb.

And yet there, back in my powerful traditional DAW, I find myself missing all those little CV ports in Reason, allowing me to modulate anything with anything. Why can’t I take the pitch CV of a synth plugin and use it to modify a delay time parameter? Or use a buffer override or stutter plugin to retrigger an envelope generator? You can simulate these things with MIDI processors but it’s just not the same.

Suddenly my little MacBook Air feels like the world’s smallest, lightest, and maybe cheapest modular synth around. (Note that I didn’t say “best.”) If any readers are considering building a modular synthesizer, you could do a lot worse than learning your way around modular synthesis with Reason…since it costs the less than many single Eurorack synth modules.

Today’s sound combines edits of live programming and performance with machine-driven sequences, all centered around things made on my commute. What parts of your day could be more effectively used for focusing on creative pursuits?

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OUT NOW: New Album – “Drifter”

Posted: May 31st, 2016 | Author: | Filed under: music, news, synthesis

DRIFTER – Album Teaser from Noise Jockey on Vimeo.

The second in a trilogy of albums, Nathan Moody’s Drifter LP is now available as a digital download (Bandcamp, iTunes, and Amazon) and a limited edition of 100 signed and numbered compact discs.

Drifter is a more ethereal journey than his last album, Dissolver, with fewer beats but Moody’s signature balance between sound design and music. This makes it even more cinematic in mood. Its compositions are looser, often based on improvisations with field recordings, synthesizers, and guitar.

Nathan Moody – “Earthly Disappointments” music film, from the Drifter LP.

The upcoming Deceiver album will complete Moody’s trilogy later this year.

Comments from early listeners include:

“I was pleasantly unsettled by Drifter”
“Beautiful textures and tones throughout”
“It comes across as more confident, forward and assured”
“It’s simply beautiful.”

For more on the release of the Deceiver album this fall, stay tuned to music.noisejockey.net, noisejockey on Twitter, and noisejockey on Soundcloud.

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New EP Released: “Dissolved” Remix EP

Posted: April 19th, 2016 | Author: | Filed under: music, news, sound design, synthesis

nm_dissolved_frontCover_1500px

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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Limited Edition CDs are here!

Posted: October 29th, 2015 | Author: | Filed under: music, news

IMG_6170

Just a quick announcement that my latest album, Dissolver, is now available as a limited-edition CD, hand-signed, hand-numbered, with an exclusive limited edition sticker. This run of 100 won’t last long, and when it’s gone, that’s it.

Nab you one today, son! More details here.

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New Album Released: DISSOLVER

Posted: September 14th, 2015 | Author: | Filed under: music, news, sound design, synthesis

My first full-length album is available today.

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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