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Updates

Ryan Baldwin - Technical Sound Designer & Audio Engineer - Blog

[Sound Design, Game Audio, Sound Art, Interactive Computing, Field Recording]

Audiokinetic Wwise certified!

Ryan Baldwin

I recently passed the Audiokinetic Wwise certification course, which covered the core concepts of using Wwise to implement audio into a 3D game. Audio middleware like Wwise gives sound designers (or audio Wwizards) a ton of power, and puts less of a burden on game programmers. It's a night and day difference from just rendering out audio files, and triggering them when an event happens in game. I particularly enjoyed learning about how straightforward Wwise makes optimizing audio for multiple platforms.

MelloToneGen - Ambient Noise & Generative Music App for Mac - Initial Release

Ryan Baldwin

I've just released the first version of my ambient sound app for Mac. You can read more about it and download it here. It creates a variety of ambient soundscapes and can act as a sleep aid, or help with focus while working.

MelloToneGen is a generative ambient music and noise machine application for OS X.
Built with Max/MSP, it runs as a native Mac application, and creates soothing, meditative soundscapes, using sounds of nature recorded in the Pacific Northwest, along with algorithmically-generated synthetic tones.
You can choose from multiple soundscape themes, created from layers of original field recordings. Along with that, mellow tones are generated, that evolve over time (especially enjoyable on headphones).
Having a non-repeating source of ambient sound can be beneficial in many situations. Focusing on work or creative tasks in a totally quiet space can be difficult. Similarly, it's hard to concentrate when listening to music with melodies or lyrics. MelloToneGen aims to strike a balance by providing more than just white noise, and avoiding melodic repetition.
MelloToneGen sounds best over good headphones or speakers. Put it on while programming, drawing, meditating, doing yoga, or use it as a sleep aid...the name is in part a reference to Melatonin.

Please contact me with any feedback or issues.

"Half-Life 2: Episode Two" Audio Replacement - Sound Design Reel

Ryan Baldwin

A reimagining of Half-Life 2: Episode Two's audio. All visuals belong to the developer, Valve. Sound was removed from the original gameplay trailer and entirely replaced by me, using a combination of manipulated recordings and synthesis.

I refrained from listening to the original audio while working on the project, and tried to create my own take on what the scene should sound like, while also paying homage to a great game.

Patterning : Drum Machine for iPad & Free Drum Kit Samples

Ryan Baldwin

Earlier this year, I had the pleasure of contributing to a very neat project -- Patterning : Drum Machine, developed by Olympia Noise Co. for the iPad. I designed samples for one of the bundled drum kits in the app, called "Extraterrestrial". All of the samples came from recording objects around my home, and then processing them digitally.

As beautiful as it is powerful, Patterning is a deep and flexible drum machine unlike any you’ve encountered before. With its elegant circular interface, Patterning transforms the iPad into a seriously inspiring tool for making beats.

Create dynamic drum patterns with the swipe of a finger. Make evolving, poly-metric rhythms, four-on-the-floor dance party jams, or laid back R&B grooves. Use Patterning’s independent loop settings to explore untapped rhythmic possibilities. Automate parameters to create intricate & complex beats. Arrange patterns on the timeline to construct songs. Use the built-in effects—delay, reverb, distortion, and 3-band EQ—to add atmosphere, shimmer and noise. Connect to other apps with Audiobus, Inter-App Audio, and MIDI.

Patterning comes loaded with classic drum machine samples as well as exclusive drum kits created and curated by contemporary producers and musicians. For the independent producer, it’s easy to create custom kits with your own samples.

With an extensive and uncommon feature set, Patterning redefines what an iOS drum machine can be.
— Olympia Noise Co.

I'm also making the individual drum samples available for download, as hi-res 96kHz/24-bit WAVs, for use in any audio application. They can be obtained from the SoundCloud playlist linked here.

Evergreen Hybrid Music II - Max Generative Composition Experiment

Ryan Baldwin

Created for Hybrid Music II at The Evergreen State College.

The idea that I wanted to experiment with for this piece was generative music, or setting up an algorithm to create a composition that would never be exactly the same, and could go on indefinitely, while still being pleasing to the ears.

This resulted in drafting a relatively simple patch in Max 7 to generate MIDI data that was sent to the Sculpture modeling synthesizer in Logic Pro. Left running, Max and Logic would spit out pseudorandom tones forever.

In order to trim the concept down into something more appropriate for playback in a class setting, Logic was set to record the MIDI data created by Max for several minutes. This was done twice, with slight variations to the parameters in the Max patch, to provide notes for two Sculpture synth voices, on separate tracks. This content was then layered with some original field recordings from around the area (a bubbling stream, and frogs at night) and edited in a more traditional multitrack arrangement, to form a definite composition.

The next step for this idea, is to build the Max patch into a more standalone application, using samples and/or synthesis for audio, rather than relying on having a DAW running.

The version of the Max patch used to generate MIDI data for this piece

Some technical details

The core of the Max patch is a couple octaves of notes from the Mixolydian scale, represented as MIDI values. Once the toggle at the top is activated, it starts [metro] objects which act as pulsing timers, outputting "bangs" (or instructions for action) at various intervals. The timing of the main [metro] object is randomized by the other [metro] and [drunk] objects to its right.

Every time a "bang" is emitted by [metro], the [urn] object spits out a random number within the range of all possible MIDI note values (0-127). By design, [urn] only picks each number in its set of values once. After all values have been chosen, [urn] will reset and continue choosing random numbers.

The various [sel] objects act as filters, and only allow numbers within the specified scale through. The numbers that make it through are used as the MIDI note to be played. Each time a note is chosen, a randomized velocity (how hard the note is played), and note length are selected as well. All of this is then sent as MIDI data out, for instruments to respond to (in this case Logic Pro's Sculpture modeling synthesizer, run through Waves Enigma).