Wednesday, January 23, 2019

Notes from today and Homework for Monday, January 28th:

Continue working on your 15-30 second track! Bring a completed version of it to class on Monday!

Come up with a short story (about 30 seconds) to tell in a microphone!  Bring some objects to class that can make different sounds that would be heard in your sequence!

Next week, we will build a short narrative where we practice capturing and processing dialogue!


Notes from today's class are below!

---------------------------------
AN INTRODUCTION TO BALANCING AUDIO:
  • General Terms:
    • Hi(s), Low(s), Mid(s): Refers to the tone of the sound, not the pitch.
    • Pitch of a sound: Resonance, and how fast or slow that sound wave bounces.
    • dB: (Decibel level): Around (-12) for soundtracks. Somewhere between -12 and 0 for music tracks. Vocals can be (-12) or (-10). (Definition: A number that represents loudness of the sound)
    • Balancing Audio: Get all the individual sounds to have a general shared loudness throughout the work of art.
      • Some will be quieter, and louder, but they will always be within a certain Decibel range.
      • Frequency: How much a sound wave vibrates.
    • Audio Mixer: Device that is used to compile audio into something that is greater than the sum of it’s parts.
      • Individual settings to process different tracks.
    • BALANCING AUDIO IS ABOUT GETTING THE RIGHT SOUNDS TO
      • be at the right volume
      • travel at the right frequency
  • TESTING AUDIO:
    • Test your audio on different devices!
      • Computer Speakers
      • Headphones
      • Phone
      • Car Speakers
  • AUTOMATION: (getting a program or piece of hardware to do something for you (capture and adjust audio)
    • AUTOMATION MODE: Changes the type of automation we can do.
      • Touch” Changes decibel levels in real time.
    • AUTOMATION PARAMETER: Changes the settings within.
  • “Wet” Vs. “Dry” Change vs. No change.  (Wet refers to the level of change in an audio effect.)
  • HOTKEYS
    • mixer: X key.

Wednesday, January 16, 2019

Homework for Wednesday, January 23, 2019

Assignment 1:
Create a 15-30 second looped track in logic pro!  You are allowed to use any sounds, and create any topic. Most of you will probably use the looping library, and that is fine for now.  Use this project as a chance to start practicing layering and spacing assets for audio. Remember: An audio track is an experience, and a reflection of some state of being. It doesen't always have to be at full blast, and it does not always have to be quiet either.  For class, you will only need to bring the file. We will play through them at the beginning of class!  Make sure you save a copy so your project can be edited in class!

Reading 1:
For next week: Read Lesson 2, and parts A and B from Lesson 3 of http://physicsclassroom.com/class/sound.

And watch: Sound Waves and their Sources

http://www.youtube.com/watch?v=TEPR385P_eE

Both of these materials will help us edit the tracks we have created over the week! I will have supplemental materials to help you find new ways to edit audio in logic. The goal is to give you a skill set that you can apply to live recording in a few weeks! We will work out balancing and mastering issues early, so you can spend the semester perfecting your techniques!

Monday, January 14, 2019

Week 1: Understand(Understand) The Concept of Sound!

Definition of Sound:  vibrations that travel through the air or another medium and can be heard when they reach a person’s or animal’s ear.
Definition of Audio: sound, especially when recorded, transmitted, or reproduced.
Definition of Noise: intense sounds that we may hear and interpret as uncomfortable or confusing. (perhaps measured by the difficulty of listening and/or hearing.)
Listening: to give one’s attention to a sound. (My definition: to give one’s attention to AND INTEPRET A SOUND)
Hearing: The faculty of perceiving sounds. (To identify whether or not a sound exists, or to sense it.)

When we listen to a sound, we give it meaning.  The science of utilizing sounds for the sake of art comes from making sure the meaning we intend the sound to have, is interpreted as such by our audience.  We may have options for interpretation, but the core of our sound should be interpreted as we intend to communicate properly.

One can make the argument that there exists music that is listened to, and music that is heard.

From physics.tutorvista.com: Properties of Sound Waves
A sound wave is defined as: A traveling wave which is an oscillation of pressure transmitted throughout a solid, liquid, or gas, composed of frequencies within the range of hearing.

Sound waves are produced through a VIBRATING OBJECT. Anything from a guitar string, to the rumble of a solid object, a speaker, to our own vocal chords.

The sound below: Is considered a transverse wave. The peak areas showcase where the particles of the sound collect most. This wave is considered a mechanical wave, meaning it needs something to bounce off of to function properly, be it air particles or something else.  The vertical midpoint of every wave is considered it’s rest position.  The way it would move if there was no disturbance in it.



Crest:  Maximum amount of upward displacement.
Trough: Maximum amount of negative displacement.

A sound wave that travels through the air is considered a longitudinal wave. It appears like a slinky or spiral, moving back and forth, and yet towards a specific direction. Air molecules of the wave are moving parallel to the direction of the wave itself.



Amplitude: The maximum amount of displacement of a particle from its rest position. Or, the distance from midpoint to maximum. The link below calls it “rest to crest.”

Fun fact: The idea tagline “In space, no one can hear you scream.” Is not just a tagline from Ridley’s Scott’s Alien. It is technically true.  Space exists in a vacuum, meaning the absence of air particles. Because nothing exists within it, you technically could not hear anything in space.  The only way for you to interpret sound would be via the vibrations of another object. So, for you to hear someone, you need to A) touch that person, or B) have a special method of transmitting and receiving sound from that individual.

Frequency: How often the particles of the medium vibrate when a wave passes through the medium. Frequency is measured as the number of back and forth vibrations of a particle through a medium per unit of time.  We measure this through HERTZ,( Hz) where one complete vibration in one second is equal to 1Hz.

The HUMAN EAR can hear a range of frequencies ranging from 20Hz to 20000Hz.

Differences in pitch are created via greater frequencies.  We can measure volume with the following parameters:
Sound Pressure
Sound Intensity
Amplitude!

The louder the volume, the more intense the amplitude of the sound.  Think of a stretching rubber band that pops under the pressure. A loud sound, (something we can call a sting in audio production) functions the same way, a method of popping the noise. Or for our ears, popping our ears.

We measure intensity in decibles(dB).

When it comes to materials, density, tension, and length will determine a different pitch, and quality of sound.

We often want to create “headroom” for our audio, so that it may rise and fall naturally, like sounds do in real life.  Often time, a sound that gets too loud will cause “Clipping” a popping noise, much like the description of amplitude above. Clipping can damage audio systems and speakers, including our ears!

In this class, our safety zone for our audio will occur at -12 db.


For review: read Lesson 2 from: http://physicsclassroom.com/class/sound
Additional materials:
Sound Waves and their Sources 1933 Film about acoustics:
https://www.youtube.com/watch?v=cK2-6cgqgYA

Sound levels for hearing “Noise”


Welcome to Audio Production!


COURSE# AN299: Special Topics: Audio Production
Location: Mac Lab 3 – Room 004
Instructor: Michael Shaw
Time: Monday and Wednesday 4:00PM – 6:30PM
Contact: mshaw@mca.edu | 901.282.3902
Office Hours: Monday and Wednesday: 6:30 PM - 8:30 PM, Mac Lab 3 (Room 202)

Course Description:
Welcome to AN299!  This course delves into the theory, study, and utilization of sound for creative pursuits. We investigate the process and mechanisms that allow artists from all backgrounds to conceptualize and create dynamic soundscapes for a variety of content, including dialogue, music, narrative, experimental audio tracks, podcasts and record-keeping, live manipulation, as well as an extension of visual art pieces.  This class is open to anyone regardless of your experience with audio(the general term for "recorded sound waves"), and will teach you how to acquire and operate digital and analog recording equipment. We will use this equipment in a controlled studio environment as well as “in the field”  (outdoors) to create innovative art!

Methods of Study – The Flow of Class is as follows:

Class Readings / Video Demonstrations:
Each topic will be introduced with readings and/or video, either given in printed form, or from a link on the class blog. Each new topic will explore a new way of thinking about sound.

In-class discussion and lessons:
Often we will reflect on the material in class via group discussion. This is an opportunity to field questions and prepare us for content creation.  Often we will consider creation strategies, for capturing and producing audio, then innovate our own.

Interactive Demonstrations:
The meat of class learning focuses on a hands-on approach to sound capture and audio development.  Interactive demonstrations will serve as our experiments, where we will learn about the nature of “quality” sound and audio. We will also discuss the nature of audio recording software like Logic Pro, Garage Band, and Adobe Premiere, to compile your audio in different ways and give you a number of choices when producing your own content. We will familiarize and re-familiarize ourselves with various audio production hardware to build your confidence!



Projects:
Weekly projects will serve as the fruit of your exploration!  In this class, projects are designed with this cycle of understanding in mind:
- Investigation (making lots of mistakes and figuring out how components work);
- Brainstorming (what can I do with all this stuff?),
- Creation (Hey look at this cool thing I made!)
- Reflection (I like this part. I don’t like that part. Here’s why…)
- Revision (REMIX! How do I make it better? How do I just make it differently?)
- REPEAT

Sound is its own vast and epic study, where one can spend a lifetime learning new concepts. (Just like everything else? Hmm.)  To set you off on that journey in the best way, you are encouraged to apply the methods you learn in this class to create content that inspires you personally and clearly communicates your intentions.  For this class, listening is incredibly important so remember to bring a pair of good headphones to class for you to use, and be sure to have projects ready to listen to BEFORE class starts.  Sound files can get HUGE, and you will be skipped if we need to listen to something and cannot because you are re-exporting content.

Sometimes, you will take copies of other classmate’s work home so you can listen to everyone else’s work and give feedback!

In-Class projects will be shorter assignments tied to demonstrations. These are projects that will help you understand and implement new concepts.  Often they will be due by the end of the following class.

Large-scale projects will be the longer assignments that work towards building a body of work you will turn in at the end of the semester. More on this below!

Fields of Study Include:
----------------------------------------
1. Equipment Operation: Microphones, Cables, Wind Screens, Recording Devices, Sound Libraries, Virtual Synthesizers, mixing boards, and more!
2. Building Sound Libraries: Digital Content Creation and Exporting practices for the web, CDs, DVDs, BluRay disks, and the like.
3. Sound Waves, Synthesizers and History: The invention of new sounds since the mid 60s and understanding how sound waves work.
4. The Science of Music: Basic melodies, basic chord progression, basic pitch, and more!
5. Dialogue: An analysis of the voice and its impact on sound production.
6. Soundscapes: Layering audio to create a deep, enriching experience for video.
7. Foley: Creating audio from scratch that adds believability and an extra layer of immersion to a visual production!
8. Copyright Laws (SUPER IMPORTANT IN THE WORLD OF MUSIC AND YOUTUBE) The ground between musical rights, the tradition of sampling, and how to keep yourself and your artwork properly protected when uploading content online.
9. Personal Development! Later on this semester, we will spend a month producing a professional  audio project of your choosing!

DEPARTMENTAL OUTCOMES:
Students will demonstrate the capability to organize and present concepts verbally.
Students will demonstrate the capability to organize and present concepts audibly. 
Students will produce evidence of an understanding of the methods of audio production.
Students will be able to coherently communicate the content of their audio production.
Students will demonstrate the time management skills necessary to complete the entire sound design and compositing process.
Students will demonstrate the capability to effectively publish their art via the web, and integrate it into their current body of work.

PROFESSIONAL OUTCOMES:
Students will demonstrate the ability to write an artist statement.
Students will demonstrate the ability to document their work.
Students will demonstrate basic computer/software literacy applicable to their field.
Students will demonstrate the ability to give a public presentation about their work.
Students will demonstrate the ability to research to stay current in their field.
Students will demonstrate basic knowledge of communication etiquette in their field.
Students will demonstrate the ability to work collaboratively.

-------Assignments and Requirements ------
You are required to attend class everyday, on time.  We will start class @ 4:00 PM every day, unless otherwise noted.  The first 7 minutes of class will be for students to load projects and assemble assignments for the day. Any student in the door after 4:07 will be considered tardy. As written the Student Handbook, students who miss 6 days of class (three weeks of course instruction) will fail the course.  Three Tardies = 1 Absence. This will be strictly enforced. Prior to this event, any student that must miss a day needs to notify me ahead of time, long before the start of class.  Anyone who wonders into class at least 30 minutes after class begins will be considered absent for the rest of the day. 4 absences (two weeks worth of absences) result in a loss of one letter grade.

------- IN THE EVENT THAT YOU ARE ABSENT --------
If you are absent, you must catch up on assignments via consulting other students first, and myself via email second. I reserve the right to notify students ahead of time for any day that MUST NOT BE MISSED due to course content be it finals, assessments, midterms, or other coursework.  It is YOUR responsibility to stay caught up in class during the semester.

----Turning in Assignments -----
Each Assignment will be due on a scheduled date, given at the beginning of the assignment.  Part of your grade depends on turning each of your assignments in on time at designated checkpoints.  As long as you are meeting current deadlines, all assignments can be turned in for final review at the end of the semester.  Any missed checkpoints during the semester will factor into your final grade for that project/assignment.

Supplies:
1)    Sketchbook and Notebook for taking notes.
a.    You will want to keep track of your notes and ideas. For audio production, this is helpful for keeping track of sound patterns you pick up as you learn more about your content.
2)    External Hard Drive:
a.    Can purchase online and use with other classes. YOU WILL ABSOLUTELY NEED ONE FOR THIS CLASS IF YOU DO NOT HAVE ONE ALREADY. Sound files get BIG. You will need it to properly save chronicle, and catalogue your content for recordings. (Proper organization is paramount in 3-D asset creation.)  The Computers primarily use USB 3.0 connections. The hard drives listed below are examples, compatible with Mac and PC, but require formatting to go cross-platform. MAKE SURE YOU HAVE A DRIVE THAT CAN WORK WITH MAC OS FILE SYSTEMS. If you need to format a drive to work with both windows and Mac-related content, I can show you how to do this.
b.    EXAMPLE: 3TB My Passport (Already formatted for mac) https://tinyurl.com/driveexample for keeping track of your computer files.
3)    A mandatory $100  Departmental Deposit to check out audio equipment. You have until the end of the third week of class to pay for this, as you will want to have access to audio equipment for all projects. This is to help us cover equipment that may accidentally break during the semester. Pay the business office, and then bring me the receipt. This single deposit counts for multiple classes within the department. If you have already paid this deposit for another class, it carries over to this one and you’re all set! Once the semester is over, you are free to request the deposit back if you choose.




GRADING:

Each assignment will be awarded a grade based on the following rubric.  Plus(+) and minus(-) will denote more or less intricate mastery of objectives.  Students will be allowed to turn in higher-quality versions of their projects at midterm for a higher grade as long at the original project was turned in at specific checkpoints.

Group assignments will be graded on individual achievement, and group achievement.  Both grades count 50% of any group assignment.

A - Excellent.  Assignment objectives are completed above and beyond the course requirements to great effort and great success.  Technical and conceptual skills are on display in a masterfully coherent manner with clean craftsmanship.

B - Proficient. The assignment completed demonstrates most mastery of the skills presented, and objectives are completed beyond course goals. Much effort, and a clear and concise direction shines through the final result. There are still a few issues that can be pushed further.

C - Competent.  The assignment completed demonstrates relative mastery of the skills presented, and objectives are completed to average sufficiency.  Assignments are successful, and craftsmanship and technical skills are on display -- All are completed at an average level.

D - Deficient.  The assignments completed are missing demonstrations of the skills presented, and/or required objectives have yet to be completed. There are conceptual and technical flaws and hurdles that have not been overcome.

F - Failure.  The majority of the project is either not completed, and/or objectives for assignment are not met.

Final Grades will be based on a comprehensive average of all of your projects, as well as midterm and final milestones for portfolio upkeep.


ON MISSING PROJECTS AND DELETED SAVES:  Always BACK UP YOUR FILES IN THREE SEPARATE PLACES.

In the event that you lose your projects, remember that I can not grade what does not exist!  You are solely responsible for the security of your files. Your files are not 100% secure on the server or computer. You should have multiple copies on multiple sources at all times. Utilize Google drive, external hard drives, cloud storage solutions like Dropbox, our school server and other uses!

TO PREVENT A LOSS OF DATA WHEN IN CLASS:
Stay organized when saving your projects. Keep your class information in a giant folder, and be sure to back up your projects after class each day. Work from the Documents folder on the computer’s hard drive. DO NOT rely on SMALL FLASH DRIVES UNDER 4GB, or the School Desktop for saving your art. Remember that you can always back up your artwork to the school server.

Copyright
You must receive copyright permission for all non-public domain media used in your film projects. Public domain material can be found at http://www.publicdomain.org/ and http://www.creativecommons.org/. Visit American University's Center for Social Media Website for detailed information regarding the difference between rights infringement and fair use.


LEARNING ACCOMMODATIONS:
In compliance with MCA policy and equal access laws, I am available to discuss appropriate academic accommodations that you may require as a student with a disability. Request for academic accommodations need to be made during the first week of the semester, except for unusual circumstances, so arrangements can be made. (more below under TITLE IX POLICIES)

HEALTH and SAFETY PRECAUTIONS

As more and more work, education and recreation involves computers, everyone needs to be aware of the hazard of Repetitive Strain Injury to the hands and arms resulting from the use of computer keyboards and mice.  This can be a serious and very painful condition that is far easier to prevent that cure once contracted, and can occur even in young physically fit individuals.
Paul Marxhausen - visit his site below.
            http://eeshop.unl.edu/rsi.html
            http://www.mydailyyoga.com/yoga/rsi.html


DEPARTMENT AND LAB POLICIES:
1. Immediately submit an online tech request to report any problems with a lab computer or printer. 
2. Main MCA computing info site = mca.edu/labs -- go here for answers to frequently asked questions and online tutorials for MCA specific technologies.
3. Food and Drinks must be kept closed and in designated areas (table against wall, or similar area away from computers) to prevent spillage.
4. Keep the Lab Clean. Dispose of all trash -- Paper scraps, old media etc. Dispose of food in the receptacles in the SLEAZE and SLIME to prevent ants.
5. Leave your workstation in an orderly fashion. All materials left on the desktop will be deleted periodically to conserve virtual memory. Organize files within the documents folder on your account. Delete your trash from your desktop and trash bin. 
6. Back up work to an external source. Remember files are only safe if they exist in 3 separate locations. MCA servers are not to be considered secure and used only for temporary storage.  
7. Log Out of your workstation prior to your departure. Upon your departure, the chair should be pushed in. Your monitor, keyboard and mouse should be placed in their proper positions.

OSHA MANDATE:
Memphis College of Art students and faculty are required to follow the standards detailed in the "OSHA” Materials guidelines.

TITLE IX POLICIES:

Accommodations for Students with Disabilities
Students with a special learning need are encouraged to let their instructor know at the beginning of the course. Reasonable accommodations (such as extended time for exams, readers, scribes, and interpreters) are provided on an individual basis as determined by documented need. It is the student’s responsibility to provide authorized documentation to Student Affairs or Achievement Center Support Staff as early in the semester as possible.

Course Content and Title IX Reporting
All faculty and staff at Memphis College of Art are designated “responsible employees” and required to report any information regarding sexual harassment, sexual or domestic abuse, or sexual or domestic violence to the Title IX Coordinator. Students should be aware that information disclosed to faculty (whether through assignments or as a personal disclosure) that indicate experiencing sexual harassment, abuse, or violence while a student at Memphis College of Art requires that your instructor disclose this information to the Title IX Coordinator to ensure students’ safety and welfare are addressed. The Title IX Coordinator will contact you and/or those involved about accommodations, remedies, and resources available at Memphis College of Art. More information about Title IX policies and procedures can be found on the Title IX webpage at mca.edu.