Category: music technology

How to use Pure Data in Unity

Ever wanted to do more with the music or SFX in your game? Maybe you want to go beyond triggering audio clips with basic effects towards infinite variations of explosions or gunfire? Maybe your player characters are robots and you want to vocode the player’s microphone input? Perhaps you want complete playable instruments within your game, or unique melodies composed for each user-generated character a la Spore?

If so, then using Pure Data (Pd for short) may be just what you need. Sure, you can do a lot of these things using FMOD and Wwise, but Pd makes the process so simple and elegant, and best of all: it’s free. If this sounds like your cup of tea, then read on!

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Technology in Music Performance, a Review: Jacob Collier

This week, I had the opportunity to see a unique musical act in Mannheim, Germany. Specifically, the one-man show put together by up-and-coming jazz phenom, Jacob Collier. Jacob Collier, for those that don’t know, gained notoriety through his creation of multi-part YouTube videos for which he not only composes original and creative arrangements of classic songs, but also plays every instrument in the mix. His style is characterised by extensive use of vocal layering/a cappella arrangements, versatile and extensive re-harmonisations, polyrhythms and metric modulations, all rooted in jazz/funk style inspired by the hit composers of previous decades (Stevie Wonder, Herbie Hancock, Michael Jackson, the Beatles, etc.).

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