The hottest Sound design Substack posts right now

And their main takeaways
Category
Top Art & Illustration Topics
Animation Obsessive 1704 implied HN points 23 Jan 26
  1. Mickey Mousing pairs music tightly with movement so the score mirrors every on‑screen action, a technique Disney perfected in films like The Skeleton Dance.
  2. The Nose goes the opposite way: its music often clashes with the animation, and its metal‑pin animation and wild score create a strange, unsettling effect.
  3. Comparing the two shows that music can either reinforce visuals for clarity and charm or oppose them to provoke and expand what animation can express.
Computer Ads from the Past 640 implied HN points 28 Jan 26
  1. Ambitious games can still be built on 8-bit machines by using assembly, modular code, and clever memory tricks to add bigger worlds and bitmap graphics within tight limits like 64K.
  2. Future hardware should prioritize a fast CPU, strong graphics and sound chips, and lots of RAM (at least 1MB); while 68000 systems and CD-ROMs offer promise, issues like market reach and CD seek times limit immediate change.
  3. Good game design emphasizes believable sound and avoiding reinforcement of negative behavior, and today quality and professionalism matter more—work with publishers early because solo-finished games are often not marketable.
Animation Obsessive 6189 implied HN points 29 Jan 24
  1. The film 'Funny Birds' is a remarkable César nominee with rich realism and attention to detail.
  2. The creation of 'Funny Birds' involved deep research, natural sound recordings, and a documentary-like approach.
  3. The animation process of 'Funny Birds' focused on capturing spontaneous energy and specific performances from real-life sounds.
The Nelson George Mixtape 353 implied HN points 13 Jan 24
  1. The sound design of 'Apocalypse Now' by Walter Murch played a crucial role in making Francis Ford Coppola's film memorable and visionary.
  2. Walter Murch revolutionized movie sound through his work on 'The Godfather,' 'The Conversation,' and 'Apocalypse Now,' contributing to cinematic masterpieces.
  3. Sam Wasson's book provides insights into Murch's artistic journey and his significant contributions to sound design in film, making it a great read for cinephiles.
Opaque Hourglass 339 implied HN points 29 Oct 23
  1. Many people found a particular unnamed movie to be a deeply impactful and unforgettable cinematic experience, often expressing regret for not seeing it in theaters.
  2. The film's soundtrack and sound design were highlighted as exceptional, with some viewers praising the auditory experience as transcendent and on par with classical music greats.
  3. Some individuals appreciated watching the film alone in theaters, believing it enhanced their personal connection with the story and the overall emotional impact.
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Dada Drummer Almanach 139 implied HN points 21 Jul 25
  1. Home recording lets musicians easily capture sounds at any time, but it requires dealing with noise from the environment. Paying attention to subtle sounds can change how we hear our surroundings.
  2. The backup alarm invented in 1963 is designed to be very loud and catch our attention. Its unpleasant sound is everywhere, yet we might stop noticing it due to its common presence.
  3. This overwhelming noise environment can make us miss important alerts and warnings. It's a reminder to be aware of what we listen to and not tune out things that matter.
SJF 137 implied HN points 19 Jan 24
  1. The new track 'Gloaming' showcases a change in composing style since 'Meditations.'
  2. Attention to frequencies and layering helped improve the sound quality of the music.
  3. Blending electronic and orchestral instruments adds an organic feel to the music.
Load-bearing Tomato 5 implied HN points 06 Aug 24
  1. Sound in games is made to work in real-time, which means it can't be exactly like in real life. Instead, game developers use simplified calculations to make it feel realistic without needing huge amounts of computer power.
  2. To create sound effects in games, developers use Emitters to play sounds and Listeners to receive them. This setup helps in determining how loud a sound is based on the distance and direction from where it is coming.
  3. Using Rooms and Portals helps organize sounds in the game environment. This makes it easier for the game to decide what sounds the player can hear and adjust them accordingly, leading to a more immersive experience.
laserllama's blog 0 implied HN points 16 Nov 24
  1. There are cool plugins for music production, like CableGuys Snapback, which adds effects just before sounds hit, making transitions smoother. They help make your tracks more interesting without being too overwhelming.
  2. Guitar pedals can be fun to use with synths, giving you a hands-on experience while making music. Setting them up for each synth can be tricky, but allows for greater creativity and spontaneity.
  3. Plugins like PitchMonster can enhance sounds, not just for vocals but also for instruments like monosynths. They offer a lot of control, making it easier to create unique sounds without getting lost in presets.