Today, the importance of sound and music in film is well established and an integral part of professional workflows within the audio-visual production industry. However, Sound and Music Design in film has been explored creatively since the advent of Talkies in the 1920’s. The most well-established practices for the use of sound in film always came from the inspiration of film directors, editors and composers, b...
Today, the importance of sound and music in film is well established and an integral part of professional workflows within the audio-visual production industry. However, Sound and Music Design in film has been explored creatively since the advent of Talkies in the 1920’s. The most well-established practices for the use of sound in film always came from the inspiration of film directors, editors and composers, b...
One of the biggest challenges that we have encountered, when trying to encourage digital games in schools, is trying to explain what its benefits are in teaching and learning environments. In this pilot experimental study we explore how multimodal audio and visual games can be used in learning environments for children, specifically by fostering creative behaviors through User-Centered design approaches. To ach...
It is a common belief that settings of artificial reverb and delay time in music production are strongly linked to musical tempo and related factors. But this relationship, if in existence, is not yet understood. We present the results of two subjective tests that evaluate user preference of young adults with formal training in audio engineering on artificial reverb and delay time, while trying to relate choice...
In this work we present the results of two subjective tests that strive to evaluate user preference on artificial reverb and delay time, while trying to relate choice to musical tempo and other low-level explaining factors. The need to understand and explain these options through common practice arises from the lack of grounding that is needed to establish a mapping of musical features to audio control paramete...
Crest factor is an often overlooked part of audio production, yet it acts as an important limit to overall loudness. We propose a technique to optimize relative polarities in order to yield the lowest possible peak value. We suggest this is a way of addressing loudness maximization that is more sonically transparent than peak limiting or compression. We also explore additional uses that polarity analysis may ha...
URB is a research project designed to collect and store raw data from soundscapes analysis. This paper presents a survey about using URB based on the analysis of work developed by several artists, focusing on the description of their creative process and outcome. By comparing the processes and statements of each artists, the authors identified diverse systematic approaches to reinterpreting raw data provided by...
The recent loudness measurement recommendations by the ITU and the EBU have gained widespread recognition in the broadcast community. The material it deals with is usually full-range mastered audio content, and its applicability to multitrack material is not yet clear. In the present work we investigate how well the evaluated perception of single track loudness agrees with the measured value as de ned by ITU-R ...
In this work, the long-term spectral contours of a large dataset of popular commercial recordings were analyzed. The aim was to analyze overall trends, as well as yearly and genre-speci c ones. A novel method for averaging spectral distributions is proposed, which yields results that are prone to comparison. With it, we found out that there is a consistent leaning towards a target equalization curve that stems ...