Friday, 2 December 2016

Unit 49: Introduction to Music Technology - Sequencing a Pop Song

Unit 49: Introduction to Music Technology

Sequencing a Pop Song

Scenario - Your client has asked you to produce a sequenced, midi recreation of a well-known pop song for a karaoke album. You have been given a notated score with all parts, but have been asked to include extra features you can hear and to creatively interpret and develop the track using editing skills.

Task 1 - 

Create a midi sequence of a piece of music from a given score.

You will be given a chord structure and melody line of a pop song. You will have to listen closely to the original to identify all instruments playing, and accurately recreate this using Cu base using midi sequencing techniques.

You will be required to submit: 
  • A full mix down to your project which includes the specified track you have sequenced.
  • A report on your project, stating all track, effects and automation used.
You may include screenshots and/or evidence in your submission.

Tuesday, 1 November 2016

Unit 2: Communication Skills for Creative Media Production

Unit 2: Communication Skills for Creative Media Production

Task 1

Scenario – You are going to conduct research in preparation for writing an article for the technical magazine ‘Sound on Sound’ about music recording. You have been asked to write about how certain ‘well known’ albums were recorded.

You will extract information about production characteristics used when recording certain well known albums from a range of written sources;

·       Books
·       Journals
·       Web-sites
·       Magazines
·       Newspapers

o    Identify at least three sources and print them out or photocopy them.

o    Read with concentration – skim read and scan three articles about music recording

o    Annotate the articles – write notes, summarize, highlight text, underline passages

o    Video your annotation or photograph the completed documents and upload them to your web-log.

o    Summarize the relevance of your research to your project

o    Summarize the purpose of your research.


o    Compile a bibliography of secondary sources

Unit 17 - Soundtrack production for the moving image

Unit 17 - Soundtrack production for the moving image


Sound & Picture

Scenario - You have been comissioned to create a soundtrack for a number of different films being produced by a major film company. You have been asked to create a portfolio of techniques and research to show the film company how you intend to go about creating the soundtracks. You should aim to give a clear and detailed analysis of multiple techniques, as well as including practical examples where possible.

Task 1: - Moving Images


Film:

Film is created in different ways using a wide range of techniques. Once past the stages of a concept, writing the scripts with supporting storyboards and accessing funds to create the film initially the cast and crew will be selected to best suit the intended/needed roles and they would be chosen through a casting process. Once the casting process is over a range of different locations will be scouted to find the best possible set for each scene (usually outside at a well-known location) however there are several factors to consider when choosing. This further leads to a shooting script that the film is produced from with all the necessary information and notes breaking the script down into scenes.  A viable schedule will be put together based on the locations and scenes that allow you to allocate how much time is needed for each scene and call sheets will further be given to the cast and crew based off of this. The necessary equipment will then be sourced at a wide range supporting all the different factors. Once all the footage is gathered from each scene editors are then able to, using a number of different programmes depending on the desired outcome, cut and adapt the footage to suit. At this stage factors such as CGI or Animation can be added and finally the scenes can be cut together in chronological order using editing techniques and effects. Films are produced for three main reasons:
Movie making is a very profitable business, it is also a form of art that professionals use to make a creative difference in the world and also for education purposes in an informative and moral form.

Television:

Creating a Television programme is very similar too creating a film and follows the same creative process and stages. However it has a shorter time period than a film which in most cases is shown/broadcasted on a weekly basis meaning the cast and crew have to sometimes repeat the stages. A lot of TV is based from Market Research and giving the audience what they are after using statistics of what is performing well or has performed well or gaps within the market. In most cases a PILOT is aired to test the shows statistical performance and more episodes will be produced upon a positive response. Television is produced for three main purposes the same as film.

Web: 

Many Websites use videos and they are not necessarily made online however there is possible tools out there that allow you too produce videos without actually using a camera. A major platform popular for this is YouTube. Web videos can be produced for several different purposes such as entertainment, marketing, tutorials, educational, product demonstrations and personal videos. Many Web videos are produced in home based environments which is possible due to the easy access to content creating and editing software.


Hand Held Devices:

Now-a-days there is a wide range of media devices giving you the ability to film, capture and store moments and memories. These Devices possess multiple uses which can be used for a number of different purposes. A typical hand held device is an Iphone which gives several different functions for recording and capturing such as Time-Lapses, slo-mo, panoramic images etc with a high quality camera. The primary purpose of this is too capture moments and memories and share them with others, however with the ability of a good camera it can be used for any use a normal camera holds however may not be as high quality.


Video:

Video Production in a whole is the art and service of content creation and deliverance of a finished video product. This ranges from Television commercials and Programmes, Event videos, Corporate videos, home & Wedding videos etc and can also range in production size. In most cases modern technology/current media products will be used to capture the video with use of an SD card however it was different in the paste using media products such as video tapes and hard disk. It is now digital distributed in several different formats, popular format examples being mp4. or .mpeg.
It is equivalent to film-making however the images are recorded digitally instead of a film stock which is also now being used within the film industry.


Animation: 

Animation is the process of producing the illusion of motion and change by the use of several static images, that minimally differ from one another, in a rapid display. The illusion relies on the Phi Phenomenon (The phi phenomenon is the optical illusion of perceiving a series of still images, when viewed in rapid succession, as continuous motion). Animators are artists that specialize in animation creation. It can be recorded in several different way: analogue media, motion picture film, video tape, a flip book, digital media and video and flash animation including formats with animated GIF's. Animation can be displayed with a digital camera, computer, a projector along with new technology being produced. Animation creation methods are both traditional and modern. It can be created using stop motion animation of two and three dimensional products of clay figures, puppets etc. Being displayed in usually 24, 25, 30 or 60 frames per second.


Task 2: - Audio Components


Studio & Location: 

There are several different factors to consider when recording sound or dialogue on location & in the studio each having advantages and disadvantages. 

On location normally means exactly as it sounds ( diegetic ) and tend to be a location that is is not optimised for sound however tho can be prevented with a 'Deadcat' ( muffle cover for the microphone ) softening out sharp noises such as atmospheric noises, wind, electrics etc. The main disadvantage of location recording is that the audio will never be 100 percent clear as the environment is uncontrolled and unpredictable, so a lot of preparation must be put into this. 

When studio recording the sound is more clear and preserved due to the confined space and this also cuts out the equipment use such as 'Deadcats'. This option is often used in TV shows that aren't aired live or Films where the audio can be recorded again for a clearer effect. However when recording in a studio you lose a sense of realism by cancelling out the natural background which is very desirable in productions, this can however sometimes be resolved in post production editing. Recording in a studio often goes for such things like voice overs, game shows, presentations and dialogue scenes.

Interviews: 

Taking places in a range of environments this adapts a range of techniques to gather the best outcome, in terms of audio, from the interview. Most interviews take places in unpredictable environments however they can take place in studios, depending on the related factors.

Using mini clip-on Microphones for each of the speakers and more boom pole operators is the most efficient and safest way of gathering audio, this is easily regulated within a studio. However if the e.g. reporter is out in the public normally only one microphone is being used for easy access to most locations ( travelling within two normally unless there is room for a sound crew) which results in factors to consider such as background noise which can be reduced using additional equipment such as a 'deadcat' or 'wind deflector'.

Presentation:

Presentation audio holds similarities to how things are recorded and edited in a studio. When presenting to a large audience, in most cases, a speaker/speakers are often connected to a regulated microphone for a crisp and clear sound around the hall when presenting. This is often a hand held mic or transmitter making it hands free ( more presentable ) which eliminates the need for a sound crew. Often a presentation is supported with content for them to show and explain such as a presentation, video etc. this will usually include sound supporting the content and can also be used to support effects in the presentation which will also be played from the speakers ensuring that the audio levels are correct ( loudness, bass and sound clarity ). Most presentations are a live event so not much editing is included ( if needed ).

Voice-over:

Voice overs for moving images are often easily recorded and added with great effect. Usually taking place in a studio so no background noise will interrupt the audio, voice overs have several different purposes such as narration, dialogue or replacement. The image will be displayed to the actor/voice actor and the script will be read linear to this. Although it may take a few attempts as the voice over must fit to the content ( considering mood and speed ). Can be used for both Diegetic and Non-Diegetic noises and used in all aspects of film and TV.

Drama Dialogue:

When recording Drama Dialogue, in most cases, there is more crew used as dramas are seen as an on screen world and the characters do not have visible microphones to collect the audio. Boom poles are used so this way the audio can be recorded without the needed equipment and crew in the shot.

The boom operators using physical strength to hold the boom pole for a prolonged period of time at a specific angle to gather the audio however staying out of the shot, working very closely with the camera operator to achieve this.

There normally is more than one operator of the Boom Poles based on the number of characters so that the dialogue is of equal sound level and not focused on one character adding a sense of realism within the audio. Sometimes a sound mixer is used on set to regulate the audio levels as the recording continues or can be altered  in a studio to avoid background noise and interruptions which must be considered at all times when filming. 

Ambient Sound:

Ambient sound is often referred to as atmospheric sound or background noise heard in the background of a scene/location which can be recorded on location or added in the editing process. Recording on locations allows the ambient sound to be recorded in the background of the miss being used for other purposes such as dialogue which can however sometimes by interrupted by the noise of focused character. Another problem to consider is the cuts between the shots that were from two different takes causing the ambient noise to jump or alter in this unpredictable environment which is very noticeable. in order to tackle this a possibility is capturing extra sound after the scene is shot so it can be edited at a later stage.

Sound Effects (sfx): 

A sound effect is a sound other than speech or music made artificially for use in a play, film, or other broadcast production. Used mainly to support and express actions within the media product it is recording something to replace a sound for another object. These sounds are normally sounds that aren't often heard or can not be generated unless a sound is manipulated and warped with a number of other sounds.

Stationary and Moving Sound Sources:

Stationary sound sources come from an object or person that is static ( not moving ). This sound usually has a constant quality with the pitch and volume being sustained when picked up by the microphone as it is being sourced from the same spot.

A moving sound source come from a person/object that is moving in any direction from the sound recording source. Due to the Doppler effect, the pitch and volume of the moving sound alters depending on its/their position as when the object/person is moving towards the sound recording source the sound waves, as it gets closer, compress causing a smaller wavelength and therefore a higher frequency. However if the person/object is moving away from the source the sound waves spread out more, creating a longer wavelength meaning a lower frequency.

Use of Presence: 

The Use of Presence means how the sounds are mixed so that the viewer/listener has a feeling of proximity from the sound source (near or far) this is often mistaken with atmosphere sound or ambience. This can be achieved in several different ways, the simplest being varying the sound levels based on distance so the further away the sound source the quieter and vice versa.


Task 3: - Relationship between Sound and Picture


Diegetic: 

Diegetic sound is the audio which can visually be seen in the shot or frame such as dialogue or sound made by objects upon actions. This is the foundation for the sound as it includes all of the audio recorded there and then on the set and can also be seen as the sound that the characters can here within the films world.

Non-Diegetic:

Non-Diegetic sound is the sound created outside of the film world however added in at a later stage for several different purposed. This is something not seen in the shot and can not be heard by the characters ( can be heard sometimes based on the situation ). This tends to be music or soundtracks that the audience can hear but the characters in the shot can not. This is used to add emphasis, mode in the scene and delivering impact within the scene and up port the characters actions.

External Diegetic:

External Diegetic Sound holds similar properties to non-diegetic sounds however holding a very different purpose. This is added into the scene from outside of the shot however heard by both the characters and audience. This includes foley sound effects, background noise and ambient sounds which are added into the scene during the editing stage. This is used when the scene lacks specific audio then this method can be used to create depth and support the shot. Another example of this would be Narration that can interact with bot the audience and the characters ( if intended ) so that the audience feel included within the story or helps express the story.

Mood:

Mood will be considered at all times to get the audience to react in the way the producer and director intend. This can be supported with diegetic, non-diegetic and external diegetic sounds all used for different purposes to set the mood. Diegetic adding a realism effect and supporting the shot and scene, however this is not always used, in specific times it creates more of an effect and relation to the character. Non-diegetic sounds can be added to support the actions of the characters/objects or to achieve a different reaction the audience have with use of soundtracks/music etc. External Diegetic sound can add depth and more meaning to the shot/scene when a specific audio is lacked to create and effect.

There are many factors to consider in terms of audio when it comes to the 'Mood' all with different purposes to achieve the desired audience reaction. A great example of this would be music/sound tempo displaying the intensity or emotional aroma of the scene/shot.

Meaning: 

Meaning goes hand in hand with mood, its all based on how the audience reacts to a specific action/object within the scene. This can be supported will all types of audio and character actions etc all of the factors building up to a specific meaning within the story.

Illusion:

Illusion is a misconception which can perceive the audience into believing something is there or something is happening when actually when being filmed/produced it is all a matter of making things seem a certain way to the shot when physically it is far from this. This can be produced with audio for a specific effect and also support actions and adding realism to the illusion.















Friday, 23 September 2016

Unit 48 - Setting up a recording and performance session

Unit 49 - Setting up a recording and performance session


Setting up equipment for a live performance
Process/steps taken
Risk assessment

Using microphones and effects
Microphones, how they work and different types

Effects, how they work and different types

Equipment List:
Mixing desk, Yamaha EMX 5016 CF 
Power Amp, ASX 18 dB Technology for mixing desk, the t.amp A1400 for main speaker, the t.amp A 2400 for the sub speakers
Sub Speakers (dBs)
Main Speakers (dBs)
Support pillars
XLR cables
Speakon cables
Jack cables
Masking Tapes
Power leads

Shure SM58 microphone


Process of setting up a PA:


- Firstly move the amplifiers and mixer into place within their flight case.
- Once in place lock the wheel cases into place.
- Furthermore take of the flight case lids by following the secured mechanism and place lids to one side.
- Move the base bins into position: one left and one right of the area.
- Ensure the mixer is centrally behind both speakers to help ensure sound levels during production.
- Add the pillars to the base bins and secure them tight
- Leading from this set up the main speakers on top of the pillars making them the same height
- Ensure the speakers are tight
- Check for any hazards/posing threats
- Continue to connect the Speakon Cables to the power supply 
- Connect the mixing desk to the amplifiers with Jack Leads (balanced)
- Plug the amplifier and mixing desk  to mains 
- Make sure all of the cables are taped up and out of the way
- Again check for any hazards/posing threats
- Flatline the desk before switching it on to stop any bad noises
- Add an XLR into the desired channel onto the desk for the microphone
- Turn on the desk and check the settings and levels
- Continue to turn on the speakers and check settings and levels on the speakers
- Finally test the levels of the speakers using the microphone and adapt to suit


Risk Assessment:

Risk –                                                  Solution -

Lids from boxes                                                   Ensure to put to one side out of the way and nowhere anybody would be working. Keeping the flat and tidy.

 Tripping over cables                                         can be solved with simple cable management placing them out of the way and taping them down however ensuring this does not cause any lose connections.

Live Wire exposure                                            before plugging in cables ensure that they are not broken in any way checking the safety doing so.

Plug Sockets                                                        When the equipment is not in use or is not set up correctly make sure the power is turned off.

Moving Boxes                                                    This can be controlled by locking the wheels at the base of the box.

Lifting Equipment                                              This is a health risk, which can be minimalized by ensuring to bend you knees and keep your back straight avoiding any posing threat of damage to the back.

Water near equipment                                        Keep food and drinks away from the performance area unless water is required for the performance, in this case make sure it is in a secure place and position to minimalize spillage threats.

Noise Levels                                                        For social law reasons any sound cannot exceed 120db and this can be prevented with sensible sound control on the mixing desk and the ability to check the sound output level during the performance.


Feedback                                                              Feedback is an annoying noise distortion as the sound travels back and forth superimposing with one another causing it to get louder and louder therefore hurting people ears. This can be prevented by keeping the microphones away from the speakers (preferably behind).

    

Microphones – Key Terms:



Transducer                                                           A transducer is an electronic device that converts energy from one form to another.


Diaphragm                                                            This is a thin piece of material (such as paper, plastic or aluminum), which vibrates when it is struck by sound waves.


Electromagnetic Induction                              A dynamic microphone operates through a concept called electromagnetic induction. Put simply, sound waves travel past a small metal plate called a diaphragm, which is attached to a coil of wire surrounded by a magnet. When the coil vibrates within the magnetic field in response to sound, electric current is produced, thus converting sound energy into electric energy.


Capacitor Plate                                     A nearly constant charge is maintained on the capacitor. As the capacitance changes, the charge across the capacitor does change very slightly, but at audible frequencies it is sensibly constant. The capacitance of the capsule and the value of the bias resistor form a filter, which is high pass for the audio signal, and low pass for the bias voltage.


Pre-Amp                                                                is a sound engineering device that prepares a microphone signal to be processed by other equipment. Microphone signals are often too weak to be transmitted to units such as mixing consoles and recording devices with adequate quality.                                           


Sound pressure levels                                       SPL is actually a ratio of the absolute, Sound Pressure and a reference level (usually the Threshold of Hearing, or the lowest intensity sound that can be heard by most people).




Dynamic Microphone:


The diaphragm is attached to the coil. When the diaphragm vibrates in response to incoming sound waves,
the coil moves backwards and forwards past the magnet. This creates a current in the coil which is 
channeled from the microphone along wires. A common configuration is shown here: 



Condenser/Capacitor Microphone:


A capacitor has two plates with a voltage between them. In the condenser microphone, one of these plates
is made of very light material and acts as the diaphragm. The diaphragm vibrates when struck by sound
waves, changing the distance between the two plates and therefore changing the capacitance. Specifically,
when the plates are closer together, capacitance increases and a charge current occurs. When the plates are
further apart, capacitance decreases and a discharge current occurs. A voltage is required across the
capacitor for this to work. This voltage is supplied either by a battery in the microphone or by external
phantom power.




Effects and Dynamics:

Equalization: 

means boosting or reducing (attenuating) the levels of different frequencies in a signal. The
most basic type of equalization familiar to most people is the treble/bass control on home audio
equipment. The treble control adjusts high frequencies, the bass control adjusts low frequencies.
Equalization is most commonly used to correct signals which sound unnatural. For example, if a sound
was recorded in a room which accentuates high frequencies, an equalizer can reduce those frequencies to a
more normal level. Gives you the ability to boost high, mids and lows through frequency.


Reverb: 

A reverberation, or reverb, is created when a sound or signal is reflected causing a large number of
reflections to build up and then decay as the sound is absorbed by the surfaces of objects in the space –
which could include furniture, people, and air.Reverb simulates placing your amp in a big, reverberant, or
echo-y space, like an empty parking garage.A little bit of 'verb wets your sound, smooths it out, and helps
with the sustain.


Compression:

Compression is the process of lessening the dynamic range between the loudest and quietest parts of
an audio signal. This is done by boosting the quieter signals and attenuating the louder signals.There are
three main reasons that you will want to use compression. One is to even out a sound that is uneven in its
volume levels.The second, related use is to increase loudness.A third use of compression is to make tonal
changes, especially to drums (and sometimes acoustic guitar), by manipulating the percussive attack (the
transient) of each hit (or strum).


Noise Gate:

noise gate or gate is an electronic device or software that is used to control the volume of an audio
signal. Comparable to a compressor, which attenuates signals above a threshold, noise gates attenuate
signals that register below the threshold. You may have recorded a great guitar part but during the parts of
the song where you are not playing the guitar amp hums. A noise gate is an effective solution as it will
simply shut during these parts and open again when triggered by the guitar playing again. A noise gate
can also be used as an effect to deliberately open and shut on an instrument to create stuttering effects and 
more.



Delay/Echo:

Delay is a simple concept — the original audio signal is followed closely by a delayed repeat, just like an
echo. The delay time can be as short as a few milliseconds or as long as several seconds. A delay effect can
include a single echo or multiple echoes, usually reducing quickly in relative level.Delay also forms the
basis of other effects such as reverb, chorus, phasing and flangingThere are several different uses for the
delay effect. A few examples are: One being Slapback: Slapback delays are very short delays, with
(usually) just a single tap. These were often used in blues and country guitar tones, and are very evocative
of those styles. Another being Doubling:One of the most useful effects of a delay is for vocal doubling.
Again, a single tap is used, and the delay time is reduced to a time that isn’t really perceived as a delay.
The effect is a very subtle chorus-type effect, akin to a double-tracked recording.


Recording Studio Set up: 

In order:

 - Log into the Mac

 - Open Cubase 7

 - Once loaded go to file in he top right corner and choose the 'New Project' option

-  Furthermore select ‘empty’ from the tab on the right (more)

 - To check the desk is set up look at the following:
         –Devices – Device set up. Check the audio driver (ASIO) is connected to the Onyx Firewire (desk).
         –Devices – VST connections. Under inputs and outputs the preset should be on ONYX.

 - Go to project – add track. Add as many mono audio tracks as you will need.

 - Change the input for each track using the bar on the right which says mono in. Each input responds to
   the input on the desk.


Click monitor on the track (little speaker icon) to test the audio is coming through.



Checklist for Recording: 

 - Set up studio

 - Connect microphones to wall box in studio using XLR leads

 - Open mixer in Cubase to monitor levels (Devices – mix console)

- Set gain on desk – try to get performer to play as loud as they will do it for the recording, and get the
    gain to sit at 0dB on the mixer. (too high and it will clip)



 - Performer can have headphones plugged into control box in studio to hear backing track/click track.

 
- Ready to record! Press the red record button on the transport bar to test the set up.




References/sources:






https://en.wikipedia.org/wiki/Microphone_preamplifier

http://www.nchearingloss.org/spl.htm?fromncshhh

http://en.wikiaudio.org/Microphone 

http://www.mediacollege.com/audio/microphones/dynamic.html


http://www.mediacollege.com/audio/microphones/condenser.html

http://www.mediacollege.com/audio/eq/

https://music.tutsplus.com/tutorials/the-beginners-guide-to-compression--audio-953

http://www.dawsons.co.uk/blog/what-is-delay