Soundtrack 3 was made to highlight sadness, and to do this, the use of bad weather sounds work effectively. Last year I recorded the sound out of my apartment window of heavy rain, and managed to use it for this soundtrack. I created two audio tracks, and they fade in and out of each other, as one gets quieter the other gets louder. And they are both panned to separate ears. So it sounds like the rain is waving from one side of your head to the other. And I have EQd the rain to make it sound more heavy.
To hear the rain in isolation, listen here: https://soundcloud.com/svrdophobia/soundtrack-3-rain
In soundtrack three, the bouncing triangles are there to represent the ghostly figures from the characters military past. There was a swell which I created for a game last year which worked well to put in then reverse it to fade out. As shown here. I wanted a very middley sound in the EQ which is why I have dipped the top and bottom ends out. This piece is meant to represent sadness, so I didn’t want any sounds too overwhelmingly high pitched as it would disturb your ears. The next effect is Ableton’s Corpus effect. Corpus is a resonator that works as if your audio is striking a surface. You can see that the surface being struck is a tube, and it has been tuned quite low. This Corpus effect adds in an extra layer of dynamics to the sub bass level of hearing.
You can hear these ghostly fades here: https://soundcloud.com/svrdophobia/ghostly-fades
In the piece the character is walking through what is meant to be a military funeral, so to compliment the bagpipes there is a snare drum line. The drum is actually a tom drum, but I have manipulated it in a way to sound like a snare drum. As you can see the EQ is kind of sporadic, with bands 1 and 3 dipping to frequencies, particularly at 500Hz. Then there is a vinyl distortion model in the signal chain. This is a unit which adds the crackle you hear when listening to vinyl records. And lastly the erosion device. This is what makes the tom sound like a snare more than anything. In this instance it adds in a lot of noise at 4.42kHz in a narrow band. Some of the snare lines have been added in sporadically and also reversed.
You can hear a sample of the drum line here: https://soundcloud.com/svrdophobia/manipulated-drums
In soundtrack three the character is meant to be at a soundscape of an American military funeral. When I think of these events I instantly think of bagpipes being played by the grave. I did not have bagpipe recordings or know anyone who I could get them off of, so I sourced some royalty free bagpipe music from the internet and got a song called Longueval. The soundtrack is sued to portray sadness, and I manipulated the bagpipe music to confuse your mind slightly. It is still recognisable as bagpipe music but sounds slightly unusual. Firstly I used this eight band EQ, to boost the frequencies a little bit at 5kHz and 150Hz to bring a warmer sound compared to the usual howling bagpipes we’re familiar with. I then also added a flanger to the bagpipe music. A flanger creates a duplicate of the signal and shifts it slightly by a few milliseconds creating a comb filtering effect, and the flanger changes the length of the delay to create a swooshing effect. The bagpipe music seems to spin around your head due to the filter. To create another level of surrealism to the bagpipes I pitch shifted them down by 7 semitones, not only did this make the bagpipes sound different, it switched the song into a minor sounding key. The last thing to confuse your ears with these bagpipes that I did was reverse the entire song.
The bagpipe track can be heard in isolation here: https://soundcloud.com/svrdophobia/manipulated-bagpipes
For soundtrack three, our character is walking through a military funeral soundscape and about a third into the piece the marching is introduced. When I think of an American military funeral, the first thing I think of is military servicemen and women in uniform marching with the coffin. I recorded these marching feet on a wooden floor wearing heavy Doctor Marten boots. This was then duplicated and shifted very slightly to sound like a group of people marching. The boots were then EQd heavily, as there was a lot of background noise in the recording which I managed to remove by taking out the high end. And a compressor added to the boots to squeeze a little bit more volume from the boots.
Soundtrack three has big bells ringing out as the holes in the ground pass the character walking down the road. The soundtrack is a soundscape of a military funeral and when trying to find the last thing that would bring some variation, someone suggested “when the bell tolls”. The bell is actually the bell from a microwave which has been pitch shifted down 33 semitones. This might seem really drastic, to drop it more than two octaves, but I just kept needing the sound to be lower and lower than it was to get the desired effect. Once it was at the correct pitch I added the EQ in.
When you hear this bell in isolation, I will play the original bell first followed by the pitch shifted bell, and again and again, heard here: https://soundcloud.com/svrdophobia/little-bell-big-bell
Later in the track we see a different looking hole bypass the character in the animation. To keep in the theme of the bells representing these holes, I did the same bell seen above, but in reverse. You can see three in a row here.
You can hear these three reverse bells together here: https://soundcloud.com/svrdophobia/reverse-bells