radioplay: hw5
The assignment is to create a short radioplay with a recorded text, stereo audio effects and sound effects. Shoot for a duration of around 120 secs (plus or minus 30). This is a demo to introduce several techniques which will be described below. Though it won't be strictly-speaking a binaural recording, it is intended for headphones. Techniques include localization with interaural intensity difference (IID), interaural time difference (ITD), Schroeder-style reverb, and processing for time warping and pitch transposition.
True binaural recording uses stereo mics listening outwards from inside your ears to capture as closely as possible the exact waves your ear canals receive. Played back over the right headphones, it preserves the IID and ITD cues that are basic to sound localization. We'll fake those using a chuck patch pwrAndDelPan and its OSC-enabled cousin, pwrAndDelPanOSC. But at this stage we limit our synthesis model there, in terms of true accuracy. The real binaural technique captures filter (transfer function) differences caused by body parts shadowing and reflecting sounds from various directions: the ear flaps (pinnae), head, shoulders, etc.
Early work in binaural recording was accompanied by predictions that its superior imaging would attract a huge following and everyone would eventually listen through headphones. A few decades later, this has yet to happen, at least in the sense of offering a large selection of binaurally-mastered works. Such works are still problematic for loudspeaker reproduction and that's one thing that's holding back wider use. And besides, would anyone want to go about their lives listening with headphones... definitely a new moment now, but for reasons not related to the fantastic imaging capabilities of binaural techniques. The ubiquitous earbud phenomenon is begging for binaural content. For a position paper on where this may be going see Jens Blauert's AES Heyser Lecture. He makes a provocative case for binaural as a part of an increasingly realistic synthetic world combined with many other contributing modalities.
One artist whose work leverages the medium is Janet Cardiff. Her work already combines various modalities and binaural is one of the key ones. She composes site-specific 3D audio narratives with spine-tingling interplay of real and phantom presences, binaurally produced. Her telephonecall from SFMOMA 2001 is a benchmark piece that opens up the possibilities of what you might expect to compose for pod-like devices. The composition led participants by the nose through the gallery, each holding a camcorder in playback mode with a pre-recorded self-guided tour. You'd turn a corner and someone in your earphones would be there singing in the space (acoustically convincing, so that you could point to them) only they weren't there then, but at some other point in time, past, alternative present, or future.
The 220a homework factory isn't directed to pod players and walking around, yet (but that's a good idea for the future, or perhaps a final project this year's 220c class). Instead, your radioplay assignment will be suited to the tethered headphone setup at the CCRMA workstations. Start by picking a short text which might be a monologue, group dialog, or whatever you want, even a comic strip (but it should have a script, and you can write it if you'd like). You'll use your own voice and possibly other voices in combination depending on the text to be read. If indeed it's a dialog, invite others to read or if you're theatrically inclined, use your voice for the different characters. First, second or third person narratives are all fine and I'm hoping we'll get a variety from the class.
Hint #1: timing in the dialog track of a radioplay is different than straight reading and you'll need to leave gaps which will provide space for sound effects where appropriate. Pace your reading accordingly.
Hint #2: this assignment involves lots of intermediate files, so invent a descriptive naming scheme and stay consistent.
setup audacity for recording from your mic.
record a dialog track using your new mic (left channel in a stereo track) reading the text you've chosen. If more than one character, then read these other voices subsequently into separate tracks, using Audacity's overdub mode (select Preferences: Audio I/O: Play other tracks while recording new one). At this stage you generally want to consider normalizing the files if there's an undesired discrepancy in levels. Select a track and apply Effect : Normalize. Then, export the dialog tracks into separate files.
with just your own voice, overdub another track imitating sound effects that go with the text. Export. Save the project. Quit Audacity.
for each track, create a panned stereo version. Overall, the radioplay should fill the sound field, positioning dialog and effects in different places and applying motion where appropriate
start the example pwrAndDelPanOSC which also requires the java slider applet
start Audacity (must launch after chuck), opening desired track, set Audio I/O Playback and Record to be Jack Audio Connection Kit: ChucK (so it accesses the chuck engine, both as a source sound going into chuck to be spatialized and as a source for recording)
record (overdubbing again) to create a panned version controlled by the L-R slider in the java applet, moving as needed in real time
export each panned track into a separate file
for each panned stereo version, create a reverberated version. This assignment requires at least three distinct reverb settings: as examples, the voice of god speaking in a cathedral, startling knocking on a bedroom door, or f it were a dream sequence, the radioplay might have a narrator in a dreamy-sounding announcer booth, all derived from reverb settings.
(important!) set Audio I/O Playback to Jack Audio Connection Kit: system
now experiment with Effect: Plugins 121-135: Freeverb (version 3) to get the right sound for three different reverbs, as mentioned above
export each reverberated track into a separate file
restart Audacity and bring in all reverb tracks, listen to the test mix. Save the project.
listen again to your original, unpanned imitation sound effects track in Audacity
gather a collection of instruments or whatever else into tracks containing the real sound effects, recording or downloading, as needed
modify this material using Tapestrea (at CCRMA, the terminal command is taps) or ChucK, e.g. alvin the chipmunk
move all sound effects to the same time position as in your imitation track using the Audacity Time Shift Tool
repeat steps to pan and reverberate each sound effect track as dictated by the text
mix the whole project and save as hw5.wav in the usual way