Sound Design
Audio Production
Music Signal Processing


featured work

ABOUT ME

I studied Sound Design Technology BSc in University of Hertfordshire and have an extreme passion in technology of sound particularly in design and building software synthesizers, samplers, drum machines etc.

My university course had a strong focus on technology behind sound and has given me a good understanding of how digital technology has transformed the audio industry in recent years. On this course, I gained knowledge about electronic principles underlying hardware audio devices, the principles of digital audio networking, audio formats and standards, programming techniques for software development and digital signal processing.

In my second year, working with another student and applying different software and methods of network technologies we designed an audio network set up within a live setting to transfer recorded audio and video in real time to different places in the university, along with streaming them online.

I have always enjoyed and excelled in mathematics and physics. Analyzing a mathematical equation and being involved with trigonometric calculations help quench my thirst for knowledge. That is why during my education in University of Hertfordshire I gravitated towards software design and programming. I have developed an original piece of software exploring different methods in sound synthesis and digital signal processing, making use of Max/MSP for my final major project in university. I really take pleasure in carrying out deep research for music signal processing and developing new devices that can be used for sound design.

Moreover, the fact that the ears’ sharpness is one of the most vital elements for anyone who wants to work professionally in a sound related field, made me decide to develop an ear training application for one of my university projects.

Doing more research and developing new devices, I will upload my works on this website to share them with all people around the world who might be interested in what I am doing.

PORTFOLIO

Programming

Mix

Sound Design

CONTACT

Projects / Sharp Ears

The Sharp Ears software was made thoroughly in Max/MSP and contains several lessons and tests. The user could listen to different frequencies in each lesson and prepare their ears for doing the test. The first lessons and tests are simpler including more simple tones and they become more complicated gradually where the user should recognize the frequency band of noise that is reduced or boosted.

It is highly recommended that user do all of the tests at least once a day because this training is dealing with memory and can only be effective if it is done on a regular basis. This is how the memory works, if for instance you want to learn a new language, you need to be involved with it every day to be able to make progress.

There is a save button on the software which can be used to save a text file showing all the answers and the date and time when the test was taken. This way the user could keep track their progress and compare their results.


Apple (44 MB)

Windows (17 MB)
Projects / MarjiWave

Marjiwave is a combination of 3 modules (subtractive synthesizer, blocks technique device and resonant body simulator), which can be used for compositional and sound design purposes. This device was built thoroughly in Max/Msp application and my best source to learn the different methods of sound synthesis and signal processing were the volume I and II of the book "Electronic and sound design theory and practice with MAX and MSP".

The first module is a polyphonic subtractive synth driven by two oscillators able to produce classic waveforms (sawtooth, triangle, square) along with white noise. The output of these oscillators can be mixed together with the option of detuning in order to produce beats. This synth has all features of a classic subtractive synth including 12dB & 24dB lowpass filter, 6dB highpass filter, amplitude envelop, filter envelop and LFOs with four different waveforms affecting pitch, amplitude and cutoff frequency.

The second module is a compositional system based on the control of reading points in a sampled sound. It works by fragmentation of a sound and reconstruction of the fragments. This technique (Block technique) that was developed by Alessandro Cipriani can be used to explore the timbre of the sound by reconstructing the timbral variations in a single sound.

The third module can generate sounds, which are the simulation of the vibrations emitted by an object when it is bounced on a flat surface. This device makes use of a number of band pass resonant filters with very high Q values that are fed by impulses and as a result treat like resonant bodies.


Apple (39 MB)

User Manual (600 KB)
Projects / MarjiSynth

MarjiSynth contains two modules with different synthesizing techniques (additive synthesizing and amplitude modulation).

Studying the “Electronic Music and Sound Design” book by Alessandro Cipriani and Maurizio Giri, I was inspired to create an additive synthesizer that could produce a waveform with selectable number of harmonics and selectable volume and phase for each harmonic.

Besides, this book also drew my attention to the phenomenon known as beats, which is a cyclical variation in the amplitude of a sound risen from two pure tones with very close frequency but not necessarily same amplitude. Considering two or more complex waveforms, the relation between all of their harmonics can create a rhythm of beats, which is an extremely interesting concept. I wanted to explore the effect of mixing the created sounds with very close frequencies considering that the frequency difference must be less than about 12.5Hz for two pure tones to be heard as beats. This mix could create beautiful rhythms by just exploiting the beats.

The second module is an amplitude modulation having complex waveform as the carrier being modulated by a sine wave. The frequency of the sine wave is controlled by three different parameters: the “FC/FM Ratio Multiplier”, the “FC/FM Ratio Envelop” and the frequency of the carrier. The modulation depth can be increased or decreased by the “Mod Depth” fader.


Apple (37 MB)

User Manual (500 KB)
Projects / ITV Promo
 

I did a surround sound design for this video clip that is a commercial about digital text on iTV. The YouTube version here is the stereo downmixed from the 5.1 surround. You can also download the surround version clicking on the video icon below.

I provided all the audio elements for the video by either recording or using the library sound effects and synchronized them very precisely with the video. On video there are a lot of very fast front to back motions for which I used a lot of automation on panning position to convey the motions with use of sound and giving it a better feeling of reality. I also applied surround pluglins for reverb, compression and delay.

The sound track was produced in Logic Pro X and only the internal plugins of Logic were used.


Video (30 MB)
Projects / Ford Fiesta Dogbot Gramaphone
 

I sound designed this video clip as part of my university coursework in March 2014 for which I only had 72 hours to complete the task. Due to lack of time I mostly used the library sound effects and tried to sync them very well with the scene.

I did this work in Logic Pro X and only applied the plugins and synths included in Logic Pro.

Projects / Audi TDI Power
 

I composed, designed and mixed the sound track for this TV commercial as part of my coursework in university in April 2014.

The soundtrack was produced in Logic Pro X.

Projects / Buzz Animation
 

I composed, designed and mixed the sound track for this short animation film as part of my coursework in university in April 2014. Most of the sounds were captured using an H4n Zoom Recorder and then were processed and mixed in Logic Pro X. On this work I tried to create a soundscape with storytelling features.

Projects / Marji Mix
 

I mixed and mastered this track as part of my coursework in March 2014 for which I was given all recordings of instruments. I worked on this project in Protools 9 and only used its internal plugins.

Before mixing, I created the tempo map for the song by identifying the tempo of each 8 bars of the guitar track and then synchronized the drums to match the guitar part using quantization and beat detective.

As there were several recordings of vocal I comped the vocals and consolidated them as one track.

I started the mix with vocal first as it was the main element of the song so I could then build the mix around it. To make the vocal sound bigger I used a technique to delay the voice slightly for witch I duplicated the track twice, paned one all the way left and the other all the way right and moved them slightly to create a doubling effect.

I also composed a piano layer for the chorus section of the song using the xpand2 plugin.

EQing and compression were the most important parts of the mix since by which I could make all the instruments sound clear in the context and avoid frequency masking.

Projects / Trance Memories
 

"Trance Memories" is a dance music I composed and mixed for my university coursework in April 2013. The whole process of building this music track was done in Logic Pro 9 and only the logic internal synths and effect processors were used.

Projects / Honda Advert(The Cog)
 

As part of my university coursework back in December 2013, I did sound design a two minutes advert, in which no recorded audio but synthesized sounds using logic pro 9 plugins was used.

For the first minute of the video, only the sculpture plug-in, which is a physical modelling synthesizer was used while the rest of the sounds were created using all other synth instruments in Logic.

To make the sounds I needed to think of the material that could create the desired sound and the manner it could get excited. For example in the 00:14” of the video, a camshaft hits an exhaust pipe so the sound is created by two metallic object striking one another thereby having a longer resonance and so relatively short media loss.

Working on this project, I realised the effectiveness of audio plugins for sound design purposes in conjunction of foly, which is commonly used on its own.

Projects / Game Sound Design

I did the sound design for this game as part of my coursework in university in December 2013. In this game I was supposed to use audio files recorded by myself to give a life to the game level, which was a forest with a river passing by from one side of it.

The most time consuming part for this coursework was the recording since I wanted to record some ambient sound to simulate the feeling of being in a deserted silent forest so I was struggling to record a sound that was free of cars’ noise. Although, I could not really do very pure and clean recordings, I tried to get rid of some of the unwanted sounds from my audio files by EQing them in Logic Pro.

I also tried to create seamless loops from my sounds by cutting them from the middle, moving the first chop to after the second chop, crossfading them and again cutting them to put the right part at the beginning.

When the sounds were ready to use in the game, I encountered some obstacles in the game that prevented me from giving a natural feeling to this environment. Two collision and rotation scripts were provided in the game for us but I wanted to add a randomizer that could play the sounds in random time so the player would not notice the repetition of sounds as much. I could do this by providing some more scripts with randomizing algorithms.

I also needed to play around with the parameters in the audio source in inspector to be able to hear the sounds with the right volume from different distances and also with the right panning and spread.

For some of the sounds I tried to record them inside my room for example, I recorded my own voice howling like a wolf and then shifted the pitch to simulate the real wolf howling.

The outcome of this coursework has been very valuable as it prompted me to carry out a lot of practical recording. I have attained good knowledge of doing sound design for game application and more besides I have become informed about working with the very strong Unity software.


Apple (51 MB)

Windows (38 MB)
Projects / Matrix – Natural Style
 

This is a sound design with a natural style that I did for my second-year university coursework in 2013. The whole process was done in logic Pro 9.

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