Any views expressed within media held on this service are those of the contributors, should not be taken as approved or endorsed by the University, and do not necessarily reflect the views of the University in respect of any particular issue.

Recording Expedition: Capturing the Echoes of Industry in the Ruins

Dimple He & Jieqiong Zhang

I. Pre-Recording Preparations

  1. Project Background

The primary objective of this recording expedition is to conduct an on-site exploration of an abandoned paper factory and capture its distinctive industrial sound sources. These audio materials will serve as the foundation for subsequent sound processing, visual interaction, and sound design, with applications in film, video games, and experimental music.

  1. Equipment Selection

To capture a diverse range of sounds, we selected the following recording equipment:

  • Microphones:
  • Sennheiser MKH416 (Shotgun Microphone): Focused sound capture with minimal environmental noise interference.
  • S&K Contact Microphone: Captures vibrations from objects, such as metal pipes and machine casings.
  • Soundfield ST250 Ambisonic Microphone: Used for immersive spatial recording (not fully utilized due to equipment limitations).
  • Recording Devices:
  • Zoom F8 Field Recorder: Multi-track recording with high dynamic range support.
  • Rode 3m Boompole: Provides flexibility in microphone positioning.
  1. Site Assessment

(1) Acoustic Characteristics

The factory’s internal structure and materials shape its unique sonic characteristics:

  • Workshop: An open space filled with metal and machinery, producing strong low-frequency resonance and multiple reflections—ideal for recording industrial noise and metal impact sounds.
  • Food & Bar Area: Likely features low-frequency hums from fans and heating equipment with a background of human activity, suitable for ambient recordings.
  • Performance Stage: The high ceiling creates pronounced echoes, perfect for capturing long reverberations and eerie, atmospheric sounds.
  • Office & Mess Room: Enclosed spaces with sound-absorbing materials, minimizing echoes—ideal for clean background recordings.

(2) Environmental Noise

  • External Noise: The factory has multiple open entrances, allowing for potential interference from wind and traffic sounds.
  • Structural Noise: Residual machinery and pipes may generate subtle metallic clanks or low-frequency resonances due to temperature changes or wind exposure.

(3) Floor Materials

  • Concrete Flooring: Strong sound reflections, suitable for capturing dull reverberations.
  • Metal Grates/Steel Flooring: Produces metallic resonance and may emit creaking sounds due to rust or structural wear.
  • Wood Flooring (less common): May produce creaks due to aging, adding a vintage atmosphere to the recordings.
  1. Challenges & Opportunities

(1) Main Challenges

  • Noise Control: Uncontrollable environmental noise may interfere with recordings, requiring selection of optimal recording times (e.g., early morning or during low wind periods).
  • Wind Noise Issues: Some recording locations are exposed, necessitating the use of windshields (Deadcat) to minimize interference.
  • Equipment Protection: Dust and humidity could affect recording gear, requiring additional protective measures.

(2) Recording Opportunities

  • Unique Environmental Sounds: The factory’s residual metal resonances, machinery hums, and wind sounds provide a rich palette for sound design.
  • Immersive Recording Possibilities: The layered sonic textures—ranging from hallway echoes to pipe vibrations—help create a dynamic, multi-dimensional soundscape.

 

II. The Recording Process

  1. Recording Methods & Key Locations

We used multi-point recording, combining various techniques to capture a comprehensive sonic profile:

  • Ambient Sound Recording:
  • Placed ambisonic microphones at different locations to capture spatial atmospheres.
  • Used stereo microphones for wide spatial depth.
  • Targeted Sound Recording:
  • Shotgun microphones focused on mechanical impacts and metal rail sounds.
  • Contact microphones attached to metal pipes, door frames, and machinery casings to record vibrational audio.
  1. Interesting Sounds Discovered
  • Footsteps on Different Surfaces: Walking on concrete, metal grates, and wooden floors simulated various environmental settings.
  • Metal Gate Impact Sounds: The gate’s bounce-back effect created rich high-frequency reverberations.
  • Decayed Conveyor Belt Sliding: Producing a dull, elongated resonance, evoking an industrial past.
  • Cart Wheels Moving: Simulated aging tool friction with layered sonic textures.
  • Wind Moving Through a Roll-Up Door: Unexpectedly mimicked the sound of an old machine’s slow operation.
  1. Unexpected Challenges & Adjustments

(1) Contact Microphone Issues

  • Narrow Pickup Range & Sound Uniformity
  • Solution: Experimented with different placement points and supplemented recordings with ambient microphones.
  • Handling Noise & Vibration Interference
  • Solution: Secured microphones properly, reduced cable movement, and monitored recordings with headphones.
  • Weak or Distorted Signals
  • Solution: Used a high-impedance preamp (Zoom H6) to amplify signals while avoiding overload.

 

III. Post-Recording Processing & Analysis

  1. File Organization & Preliminary Analysis

After recording, I categorized and archived files by environment and sound type (e.g., metal impacts, footsteps, ambient atmospheres). Each recording was labeled with details like equipment used, recording method, specific location, and time for easy reference.

Listening back, I analyzed sound quality, noise interference, volume consistency, and microphone performance. For contact mic recordings, I examined resonance characteristics and signal clarity to determine their usability. Surprisingly, subtle details—like the slow metallic hum of a closing door or wind-induced tremors in metal sheets—became more apparent during playback.

  1. Unexpected Discoveries
  • Metal Cart Friction Sounds: Initially recorded as simple rolling noise, playback revealed intricate wheel vibrations and internal part rattles, adding realism.
  • Wind-Induced Metal Door Vibrations: The strong wind in the empty factory created a low-frequency mechanical hum, mimicking an old machine coming to life—perfect for cinematic and game sound effects.
  • Decayed Conveyor Belt Sliding: Generated a nostalgic mechanical resonance, reminiscent of a once-bustling factory.
  1. Improvement Strategies

(1) Equipment Adjustments

  • Microphone Selection: The contact mic recordings suffered interference; upgrading to a higher-quality preamp could improve signal strength and clarity. More use of the Soundfield ST250 Ambisonic Microphone would enhance spatial depth.
  • Wind Protection: Future recordings could benefit from advanced windshields (e.g., Rycote Deadcat) to reduce wind noise artifacts.

(2) Recording Techniques

  • Multi-Point Recording: Instead of using a single mic per sound, I plan to position multiple microphones around the same source (e.g., different angles of a metal gate impact) to capture varied perspectives.
  • Dynamic Recording: Instead of only static placements, moving microphones through space could reveal more realistic sound transitions.

(3) Timing & Environmental Adjustments

  • Selecting Quieter Recording Periods: Early morning or late-night sessions would reduce external noise interference.
  • More Interactive Sound Experiments: Beyond passive recordings, I could manipulate materials (e.g., striking metal pipes) to create richer industrial sound effects.

 

IV. Personal Reflections & Future Plans

1.  Most Satisfying Recordings

  • Metal Gate Reverberations: The layered metallic echoes captured a sense of history and decay, ideal for industrial and sci-fi settings.
  • Conveyor Belt Sliding: The blend of frictional noise and deep resonance evoked a strong sense of industrial nostalgia.

2. Key Takeaways

  • The Role of Space in Sound: Hard surfaces amplify resonance, while soft materials absorb it—essential knowledge for future environmental recordings.
  • Microphone Suitability: Shotgun mics are directionally focused but sensitive to background noise, while contact mics capture internal vibrations but are prone to handling noise.
  • Unexpected Sounds Add Value: Spontaneous elements, like wind-induced metal tremors, often provide the most compelling audio textures.

3. Future Applications

  • Sound Design: Use these recordings for film, game, and industrial ambiance creation.
  • Experimental Music: Process the sounds with granular synthesis, reverb, and delay for artistic projects.
  • Immersive Audio: Explore Ambisonics to create a virtual abandoned factory soundscape.

 

Controlling Logic Pro Effects Parameters Using Max/MSP

In this phase of the project, I am exploring how to remotely control effect parameters in Logic Pro using Max/MSP. Instead of focusing on sound processing within Max/MSP, the goal is to use Max/MSP as an interactive controller, transmitting parameter data via MIDI CC (Continuous Control Messages) to enable real-time adjustments of effects in Logic Pro.


Current Progress: Designing Interaction in Max/MSP (Using MIDI CC for Transmission)

I have now decided to use MIDI CC as the data transmission method between Max/MSP and Logic Pro, allowing for a more direct mapping of effect parameters while providing a smooth control experience.

Key Interaction Design Considerations:

  1. How will the audience interact?

    • Should interaction be gesture-based (e.g., Leap Motion, Kinect)?
    • Should it rely on external MIDI controllers (e.g., faders, knobs)?
    • Can spatial tracking (e.g., Kinect) allow the audience’s movement to influence sound effects?
  2. Which effect parameters should be controlled?

    • The initial design allows the audience to influence reverb, filtering, delay, and other key effects to create a dynamic sonic experience.
    • Each parameter will be mapped to a specific MIDI CC channel, allowing Logic Pro to receive real-time control data from Max/MSP and apply adjustments to sound effects.
    • Interaction methods can be continuous (smooth transitions) or discrete (preset switching), with further testing to refine the response.
  3. Mapping MIDI CC Between Max/MSP and Logic Pro

    • Max/MSP generates MIDI CC data, which is then sent to Logic Pro via a MIDI port.
    • In Logic Pro, each CC message is mapped to different effect parameters (e.g., CC#1 controls reverb depth, CC#2 adjusts delay time, etc.).
    • To ensure smooth parameter transitions, data filtering and smoothing techniques need to be implemented to avoid abrupt jumps in effect changes.

Next Steps: Expanding Functionality

The next phase of development will focus on integrating sound selection and playback mechanisms to enhance the system’s flexibility and dynamism.

  • How should different audio tracks be selected and triggered based on interaction?
  • Should pre-recorded sound files be used, or should effects be applied to real-time external audio input?
  • How can smooth transitions between different effect states be achieved instead of abrupt changes?

Once these questions are addressed, I will further refine the interaction model in Max/MSP, ensuring that user gestures, controllers, or spatial movement can intuitively and smoothly influence Logic Pro’s sound processing, creating a more dynamic and immersive experience.

This approach ensures clear interaction logic, immersive auditory experience, and intuitive control, ultimately building an interactive sound environment that seamlessly connects real-world actions with digital sound processing. More updates will follow as the system evolves!

Written by JIngxian Li(s2706245)&Tianhua Yang(s2700229)

Progress on Sound Design and Interaction Development

Over the past few weeks, I have been focusing on developing sound processing tools in Max/MSP as part of my project. One of the key components I have completed so far is a sound particle effect processor, which allows me to manipulate audio in a granular fashion. This effect will play a significant role in shaping the sonic textures of the final installation, helping to deconstruct and reconstruct the recorded industrial sounds in a dynamic way.

At this stage, I have not yet fully determined the interaction methods that will be used in the final installation. Since the nature of audience interaction will depend heavily on the collected sound materials and the spatial design of the installation, I have decided to finalize these aspects after the preliminary sound collection and 3D modeling phases are complete. This will ensure that the interaction methods are well-integrated into the overall experience rather than being developed in isolation.

My next step is to continue building additional sound processing tools in Max/MSP, refining effects that will contribute to the immersive auditory landscape of the project. These may include spatialized reverberation, frequency modulation, and real-time sound transformations that respond to audience engagement.

By structuring the development process this way, I aim to first establish a versatile set of sound manipulation tools, then tailor the interaction mechanics based on the specifics of the sound environment and installation setup. This approach will allow for greater flexibility and ensure that the interactive elements feel natural and cohesive within the final experience.

I will provide further updates once I begin the field recording phase and initial modeling work, which will be crucial in shaping the interactive framework of the project.

Written by Jingxian Li(s2706245) & Tianhua Yang(s2700229)

css.php

Report this page

To report inappropriate content on this page, please use the form below. Upon receiving your report, we will be in touch as per the Take Down Policy of the service.

Please note that personal data collected through this form is used and stored for the purposes of processing this report and communication with you.

If you are unable to report a concern about content via this form please contact the Service Owner.

Please enter an email address you wish to be contacted on. Please describe the unacceptable content in sufficient detail to allow us to locate it, and why you consider it to be unacceptable.
By submitting this report, you accept that it is accurate and that fraudulent or nuisance complaints may result in action by the University.

  Cancel