I spent some time recently sampling the amazing PPG Wave 2.3 at the wonderful MESS Foundation. It is a fantastic organisation with an extensive Vintage Synth collection, and very reasonable subscription rates which allows you to access some amazing pieces of Electronic Music’s history.

The PPG Wave 2.3, is a visually striking and aurally exciting early digital/wavetable synthesiser from the early 1980s. It’s not a particularly intuitive instrument, but has a certain kind of beauty in its glitches and a very musical randomness in its timbre.

After 4 hours recording time, I felt that I only started to scratch the surface of it, but from some of these recordings I have created these 3 multi-sample sampler instruments for Ableton Live 9.2, available as a Live Pack that you can download for free.

If you like these Ableton racks, please consider donating a dollar!

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In conjunction with the Game Connect Asia-Pacific 2015 conference (GCAP15) the Australian Game Developer Awards were held last Wednesday night.

Breath of Light was shortlisted for three awards, and ended up winning both the Excellence in Art and Excellence in Audio awards.

For someone who is fairly new to this composition for games industry, it was a pretty exciting night to be part of, and pretty amazing that my score and sound design won.

So, congratulations to all the crew at Many Monkeys for making such a great minimalistic, Zen-inspired game, and I feel honoured to be recognised by the Australian Game Developer’s Industry for my part in this project.

I also did an interview about the process of creating the Soundtrack for Ableton.com, which you can read here.

Download Breath of Light via the iTunes store or Google play, and you can get the “award-winning” 😉 soundtrack for free via Bandcamp.

If you’ve downloaded my “Vocoder for Push” racks, then you should understand the concept behind these racks… basically they’re performance orientated racked instruments that hack the external instrument and external effect devices to be able to pre-map the audio routings. By default audio input 1 is used as the mic source, but you can change this if you want.

In this Live set there are two instrument racks, one for Errorsmith’s “Razor”, and the other for Tim Exile’s “The Mouth”. Both devices require a license and the Reaktor 5 Player available via nativeinstruments.com.

This is my (nearly) 3 year old daughter singing through The Mouth – “Autoharmonious” Rack.

Download the LivePack file that has these Instrument/FX racks HERE.

If you like these Ableton racks, please consider donating a dollar!

Over the last few months, I’ve been composing and creating sound for a really beautiful meditative puzzle game for iOS called Breath of Light.

Made by Melbourne game development company Many Monkeys, Breath of Light is the sort of puzzle game that takes time to master, there is no rushing the process, It’s a slow paced game that required immersive, meditative music.

The interface is a bit like a Zen Garden, where the player must arrange and move objects within the space to allow the flow of energy from one lotus flower to another. The game is set over 4 seasons, Summer, Autumn, Winter and Spring, each progressively more challenging as the levels evolve.

Each season has it’s own musical underscore created from a bank of loops that are designed to both work in any combination, but also evolve and develop over time with the gameplay.

It was decided very early on that User Interface (U.I.) sounds should add to the musical score. The way we made this work was to have a series of randomised tones associated with every object and movement within the game. All these sounds were composed in a way that to match the tonality of each season’s underscore, which allows every gesture within the game-play to contribute to an interactive soundtrack.

During the development of the soundtrack, I used Ableton Live to create a performable set to play these sounds to both demo these musical ideas to the guys at Many Monkeys and to test how the U.I. sounds blended with each other. I did this by creating drum racks that housed the U.I sounds and used scenes to work out the different combinations of underscore loops for each level in the game.

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Once the nuts and bolts of the game sound was finalised, I set about developing a performable live set to recorded each ‘season’ as a musical composition in it’s own right. This was done with a little extra help from the wonderful Max for Live Dub Machines audio FX ‘Magnetic‘ and ‘Diffuse‘ which added extra flow and movement.

Below are the recorded seasons of the Breath of Light soundtrack, available for free download via Bandcamp.

It’s a great privilege to be involved with participatory youth program called QUADwrangle over the next two weeks. I’m working with a bunch of young sound artists from the College of the Arts (VCA), to create an interactive sound sculpture that will reside at Arts Centre Melbourne’s Fairfax theatre August 13-16.

The intention is to create an immersive and fun piece with this awesome crew of artists and musicians. We’re going to explore new processes together, and develop a work that will invite and engage the audience to get involved an collaborate with one another to make music.

All too often these sort of interactive works run the risk of having too much happening when lots of people are interacting with it. The challenge for us is going to be to get this sculpture to become more musical, more harmonious and more inviting the more people who are playing with it.

These themes are intended to mirror Shaun Parker’s The Yard, a contemporary dance piece that is running concurrently at the Fairfax theatre, which tackles the cultural divide within the school yard.

Today we spent the day creating original sounds, that evoke a school yard of nostalgia of sampling old primary school xylophones into my Teenage Engineering OP-1, creating Drum Racks of clunking rulers, tearing paper and textas, as well as manipulating field recordings into soundscapes within Ableton live.

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