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<title>PM Blog</title><link>http://www.pacifiermusic.com/index.html</link><description>Pacifier Music Blog</description><dc:language>en</dc:language><dc:creator>jrmcewen@pacifiermusic.com</dc:creator><dc:rights>Copyright 2010 John McEwen</dc:rights><dc:date>2010-06-12T16:04:09-04:00</dc:date><admin:generatorAgent rdf:resource="http://www.realmacsoftware.com/" />
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<lastBuildDate>Sat, 12 Jun 2010 16:14:21 -0400</lastBuildDate><item><title>MMO Podcasting Audio Advice</title><dc:creator>jrmcewen@pacifiermusic.com</dc:creator><category>None</category><dc:date>2010-06-12T16:04:09-04:00</dc:date><link>http://www.pacifiermusic.com/page7/files/a0abc0f3c104f9564611c23117839a4a-8.html#unique-entry-id-8</link><guid isPermaLink="true">http://www.pacifiermusic.com/page7/files/a0abc0f3c104f9564611c23117839a4a-8.html#unique-entry-id-8</guid><content:encoded><![CDATA[<strong>MMO Podcasting Audio Advice</strong><br />I listen to a good amount of gaming podcasts every week.  I do a lot of traveling and I have my weekly cycle of about 20 hours worth of podcasts while I drive and game.  Although I do not host a podcast yet, I have experience with audio production, sampling and work with Ableton, Cubase, Logic and many other audio production tools.  Hopefully this will help out my favorite MMO podcasters reach more listeners with a more professional sounding cast for little time and money.<br /><br /><strong>I'm selfish</strong><br />I have been wanting to write about audio quality in podcasting for over a year but I was waiting until I got the motivation to start my own podcast about MMO audio.  Well, I'm still on the fence about the podcast but I couldn't wait any more to give some much needed advice to those in the MMO audio podcasting genre.  I'm a bit selfish because I am really giving this advice so that my favorite podcasts will take some time to improve the audio quality of their casts.  I also want to see more people jumping into podcasting because it's a terrific way to be more social and get your voice out there.<br /><br /><strong>You think you sound okay?</strong><br />If you think your audio quality is fine, think again.  Many of podcasts out there just use Skype and cheap headset microphones.  Sometimes it's not the audio quality but the audio compression thats at fault for the podcast sounding bad.  Voices going in/out or sounding too much like your on the telephone isn't appealing to the listener.  It doesn't take that much to get it sounding good and you can do a lot better for free.  If you think you are being "casual" by not caring about audio quality, think about this&hellip; Isn't it important that people hear what you say?  Being casual in your cast and not worrying about the audio quality will likely leave some of your listeners frustrated hitting the 30 second rewind many times to hear what you say.  Listening in the car can be a huge challenge when compression isn't used on voice.  Not using a limiter can make a simple laugh or cough from the caster become incredibly loud.  When you have to lunge for the volume knob, you know there is something worth fixing.  Think about the listener.  It isn't going to take you much time to make your cast better.  Once you get your plugin's set the way you like them, you are set for every future show.<br /><br /><strong>You think it sounds okay?<br /></strong>If you are a listener and you think it sounds okay, think again.  Listen to the difference between a few podcasts.  Use the following podcasts as the "good sounding audio" comparison.  "The Instance" (Scott Johnson and Randy Deluxe) and "Sword & Laser" (Tom Merritt and Veronica Belmont) would be good choices for exceptional audio quality.  You really don't know the difference until you hear how good the audio quality can be.  Podcasts become much more enjoyable when you can hear everything the casters are saying.  <br /><br /><strong>What free DAW's are out there?<br /></strong>Digital Audio Workstations (DAW) is a great way to record your podcast.  There are a few free DAW's out there that will allow you to easily combine multiple tracks together in order to adjust the individual sound of all voices included in your cast.  Audacity seems to be one of the most popular programs out there.  Audacity is free and you can record up to 16 channels at once.  Audacity has simple compression, EQ and a few other useful effects for voice.  Audacity is cross platform and it's a good program for a beginner.  Garageband is included with OSX for Mac and it's useful and simple.  Double-clicking on any track in Garageband will bring up a window to the right for audio processing.  Garageband also works with AU Plugin's for audio processing.  We will get into plugin's in a bit.  If you're looking for a more professional solution, DAW's for professional musicians run around $500 each but include everything you need to not only podcast and signal process but play synthesizers, drums and limitless sampled virtual instruments.  A few professional solutions are Apple's Logic or Steinberg's Cubase.  Download the demo before you decide to drop a load of money on something that you may not end up needing.<br /><br /><strong>Normalize (Getting the volume just under -0.3 dB)<br /></strong>Audio Normalization is the process of uniformly increasing or decreasing the volume of an entire audio stream or file.  The result is the peak recorded will not exceed the target level which most recording programs set at just under where distortion occurs -0.3 dB.  Most all audio recording programs include normalization built-in or an option for normalizing your audio file.  Remember, turning up the audio after normalizing will end up likely distorting.<br /><br /><strong>Compression (Getting the highs and lows to even out)<br /></strong>Compression works by setting a limit for how loud sound can get while raising low volume parts of a song or audio stream.   Essentially the high and low volume get squashed together toward a more even volume throughout the audio stream.  Lack of compression is why you hear really loud spikes or voices that drop out so you can't hear them.  Audacity has it's own compression.  So if you are a PC user, Audacity will have built in compression.  Garageband also has many choices for audio processing.  Double-clicking a track will bring up the menu.  However, the choices for audio processing in Garageband out of the box are more novelty.  The secret is to click the little "Details" arrow under the track info box that comes up when you double-click a track.  Here is where you find the Compression controls.  Garageband takes what are called "Audio Units Plugin's".  Plugin's are programs that work within the framework of the main program which in this case would be Garageband.  AU's or Audio Unit plugin's work with Apple products such as Logic and Garageband.  The VST type of plugin will not work with some Apple products.  A great source for free and cheap Plugins is found at www.macmusic.org<br /><br /><strong>Limiting (Setting a limit on the high volume)</strong><br />Limiting an audio file is the process of putting a cap on the volume so that it cannot exceed a top value.  I usually use limiting at the end of the chain of processing so that there isn't any point in the audio stream that ends up too loud and distorting.  There are plenty of freeware or shareware Limiter Plugin's out there for you to try out.  <br /><br /><strong>Input (Your microphone)<br /></strong>Your audio output is only as good as your input and nothing can take the place of a good sounding microphone.  As much as I would like to, I can't recommend a cheap headset microphone.  This just isn't going to sound thick or rich enough to get your the sound you want.  I am not a fan of any USB microphones.  The Blue line of mis's are very popular but have a host of problems related to sound quality. There is one USB choice that looks very interesting and sounds terrific.  The Rode Podcaster Mic is a high quality choice for podcasting.  The Podcaster mic has a great benefit.  The mic has a headset jack built into the microphone.  This is an important feature.  USB microphones create a weird delay when you use a headset to monitor.  The Rode is a great quality 48Khz directional mic that rivals the quality of non-USB.  If you don't have $229 to drop on a semi-professional podcasting mic, I have some alternatives.  Samson makes the C01U for $99 and it comes with Cakewalk DAW software.  You can't go wrong with the Shure SM58.  Keep in mind that with the Samson, Shure or any other non-USB mic, you will need to invest in a AD/DA box with XLR connectors.   There is just no substitute for a good mic.  If you are really short on money and are simply going to stick with the Best Buy headset mic special, use EQ to get your voice sounding a bit more robust.  Avoid sharing a mic with your cohost.  You need to process the voices separately to get the best quality cast.<br /><br /><strong>Skype or what?<br /></strong>Should I record my podcast using Skype?  No! or no not really.  Yes, record your podcast while using Skype.  No, don't record your podcast over Skype.  This is probably one of the most important pieces of advice to really make sure your audio is listenable.  Record your voice on your computer and record your co-hosts voices on their computers then share files to combine in your DAW.  With interviews and guest it's sometimes unavoidable to use Skype but the audio typically comes out sounding no better than a phone call.  If you are co-hosting, you should get yourself a decent mic and send your file to the host for normalization, compression and limiting.  The host will combine the audio files together in their DAW and get them synced up just right.  This makes an enormous difference in how you both sound.<br /><br />I know it's a lot but your listener deserves it - see I told you I was selfish.<br /><br />www.PacifierMusic.com<br /><br /><br /><strong><br />Audacity:  http://audacity.sourceforge.net/<br /><br />GarageBand:  http://www.apple.com/support/garageband/podcasts/<br /><br />Free Plugin's:  http://www.macmusic.org/software/cat.php?lang=en&id=7037&view=AU<br /><br />Rode Podcaster Mic:  http://www.sweetwater.com/c106--Rode--Dynamic_Microphones<br /><br />Samson C01U Mic:  http://www.sweetwater.com/store/search.php?s=podcasting&go=Search<br /><br />Shure SM58 Mic:  http://www.sweetwater.com/store/search.php?s=sm58&go=Search</strong>]]></content:encoded></item><item><title>Wave Manipulations in Virtual Environments</title><dc:creator>jrmcewen@pacifiermusic.com</dc:creator><category>None</category><dc:date>2010-06-05T18:37:51-04:00</dc:date><link>http://www.pacifiermusic.com/page7/files/4f875a46fda950695967a1d1369a2253-7.html#unique-entry-id-7</link><guid isPermaLink="true">http://www.pacifiermusic.com/page7/files/4f875a46fda950695967a1d1369a2253-7.html#unique-entry-id-7</guid><content:encoded><![CDATA[<span style="color:#4C4C4C;font-weight:bold; ">Wave Manipulations in Virtual Environments</span><span style="color:#4C4C4C;"><br />First let me say, I'm not an expert on the inner ear.&nbsp; I am a gamer, musician and audio enthusiast.&nbsp; My interests are </span><span style="color:#4C4C4C;"><u>not</u></span><span style="color:#4C4C4C;"> in changing the way our bodies process sound but changing how sound is created to be processed differently by our bodies.&nbsp; I've been on a quest lately to understand the characteristics and science of sound as it relates to the emotions of the listener.&nbsp; Most people understand how certain key and chord progressions can stir emotion in a listener.&nbsp; However, I am particularly excited about how composers are able to manipulate thought through sound in virtual worlds.&nbsp; I am interested in the intimate connection the composer or audio designer has on the listener.&nbsp; I am fascinated by the possibilities in creating audio for virtual worlds that inspire a greater sense of reality for the participant.<br /><br /></span><span style="color:#4C4C4C;font-weight:bold; ">I&rsquo;m not touching you</span><span style="color:#4C4C4C;"><br />In virtual environments, the entire concept is designed to take the participant into a manufactured environment.&nbsp; Ambient sound plays a significant role in how the player or active participant feels about the immersive nature of the environment.&nbsp; Sounds that, "Touch" the listener, I mean actually "Touch" the listener is what interests me.&nbsp; Each sound that the human body hears actually touches and vibrates the cochlea in the inner ear.&nbsp; The cochlea is lined with sensitive hairs which trigger the generation of nerve signals that are sent to the brain.&nbsp; A sound that a composer generates and includes in an environment is actually "speaking" to the listener.&nbsp; This seems like a very intimate experience to be able to literally "Touch" the listener and make their brain react with a feeling what you want them to feel.<br /><br /></span><span style="color:#4C4C4C;font-weight:bold; ">Beach or no beach</span><span style="color:#4C4C4C;"><br />Have you ever sat on beach and closed your eyes?&nbsp; You hear the waves and the wind which are both ambient sounds that create a realism to the environment.&nbsp; Imagine having the same audio experience while sitting in bed.&nbsp; What makes it real for you is how accurate the sound is to the real experience.&nbsp; Imagine now a composer creating synthetic sound that manipulates you to thinking you are at the beach.&nbsp; What is carried in those sound waves is characteristics that actually speak from the composer or sound designer to the listener.&nbsp; What could be contained in those characteristics and how it could be used to create a stronger bond of communication to make the experience more real is intriguing.<br /><br />Similar to other forms of data, waves of sound have a limited set of characteristics such as amplitude, wavelength, frequency, and wave speed.&nbsp; Waves can be manipulated with interference to create something more unique for the listener.<br /><br /></span><span style="color:#4C4C4C;font-weight:bold; ">Adding in another number</span><span style="color:#4C4C4C;"><br />Binary Code alphabet consists of zero's and one's.&nbsp; You only have two choices in a base 2 system.&nbsp; Computers can read zero's and one's.&nbsp; Sound has some similar limitations apparently.&nbsp; Certain characteristics are processed (amplitude, wavelength, frequency and wave speed).&nbsp; Other characteristics apparently do not exist (or haven&rsquo;t been discovered).&nbsp; So the question remains, "How do we load sounds with more characteristics in order to establish a more personal connection between composer and listener and what do you load them with". &nbsp;<br /><br /></span><span style="color:#4C4C4C;font-weight:bold; ">LRAD applications</span><span style="color:#4C4C4C;"><br />One characteristic that has already been established is present today in the military and other installations.&nbsp; A significant amount of time in research and money has been spent to discover a way to "Hack your mind".&nbsp; The first real mind-altering sonic discovery aside from spacial sound is in non-lethal sound devices.&nbsp; Highly directional sound in a focused beam reflecting off surfaces.&nbsp; Elwood Norris has been working with audio for the past 30 years and discovered "focused sound waves".&nbsp; His applications have been used mostly for military purposes in crowd control.&nbsp; However, I did find another application that is exciting.&nbsp; Billboards are now directionally spotlighting audio to you as you walk down the street.&nbsp; This technology has been around for a number of years but shows the ability to "Sculpt" sound waves in order to speak to one individual on the street.&nbsp; Nobody else can hear the audio unless they are standing in your particular spot.&nbsp; Unlike surround, the recipient needs to be in a particular spot to hear the audio rather than hearing the audio around them in a particular spot.<br /><br /></span><span style="color:#4C4C4C;font-weight:bold; ">LRAD used in virtual worlds</span><span style="color:#4C4C4C;"><br />Bringing our discussion back into the realms of virtual worlds,&nbsp; LRAD (long range acoustical device) technology is very different from surround.&nbsp; Imagine being able to have speakers similar in shape to a disco ball with thousands of tiny panels that shot sound to certain parts of your room.&nbsp; Up in the corner there is a reflective surface that creates the sound of a waterfall.&nbsp; The left wall becomes a waterfall with the sound actually changing as it goes from the top of the wall to the base where water is collected.&nbsp; Imagine the sound of air rustling through the trees in various locations where trees actually exist in this virtual world.&nbsp; On the floor is the sound of water as it cascades down a lazy stream.&nbsp; As you walk down a path the sound of twigs breaking with every footstep.&nbsp; This technology makes it so the sound is positioned in a certain spot and when you physically move closer to the reflective surface, the sound only becomes louder - like real life.&nbsp; This also poses the question, could LRAD technology be used to create "Real world gaming environments" in combination with mobile devices like the iPad.&nbsp; Surely advertising will come first but, and has already with our A&E billboard example (video link below).&nbsp; One more interesting example of how LRAD could be used is in creating the ability to project audio in fine streams to reflective surfaces of the room so that you could create your own mix by simply walking through an environment.&nbsp; So many possibilities and this is only a first step in wave&nbsp; manipulation.<br /><br />The ability to harness sound into a small cylindrical pipeline is not necessarily a coloration or addition to sound but it creates an interesting first step into conditioning sound waves to create more interesting environments.<br /><br /><br /></span><span style="color:#4C4C4C;font-weight:bold; ">Resources</span><span style="color:#4C4C4C;"><br />http://www.texaseducator.com/family/jbouyer/lessons/Science/askew/mycourses/pwave.htm<br /><br />Netflix:&nbsp; Music Instinct: Science and Song (currently under documentaries)<br /><br />YouTube:&nbsp;&nbsp;</span><span style="font:13px Arial, Verdana, Helvetica, sans-serif; color:#411379;"><u><a href="http://www.youtube.com/watch?v=cK2-6cgqgYA">Sound-waves and their sources (1933)</a></u></span><span style="color:#4C4C4C;"><br /><br />You Tube:&nbsp;&nbsp;</span><span style="color:#411379;"><u><a href="http://www.youtube.com/watch?v=GZRx-BXD6i8&feature=related">LRAD Technology Billboard</a></u></span><span style="color:#4C4C4C;">&nbsp;<br /><br /></span><span style="color:#411379;"><u><a href="http://www.pacifiermusic.com/">www.pacifermusic.com</a></u></span>]]></content:encoded></item><item><title>Control</title><dc:creator>jrmcewen@pacifiermusic.com</dc:creator><category>None</category><dc:date>2010-03-31T02:15:24-04:00</dc:date><link>http://www.pacifiermusic.com/page7/files/d653ceadb2c22b7d420fc87d62ed73aa-6.html#unique-entry-id-6</link><guid isPermaLink="true">http://www.pacifiermusic.com/page7/files/d653ceadb2c22b7d420fc87d62ed73aa-6.html#unique-entry-id-6</guid><content:encoded><![CDATA[<span style="font:12px Arial, Verdana, Helvetica, sans-serif; ">I&rsquo;m a control freak.  Not the kind of control freak that you might think.  I am extraordinarily particular about my key bindings that&rsquo;s true.  I do enjoy an extremely clean house and organization but that&rsquo;s not what I&rsquo;m referring to.  I am a freak about controllers - midi controllers.  I love them!  I can&rsquo;t get enough of them.  The more knobs and sliders that better.  Between the keyboard, the drum, the mixer and the DAW controllers I think I&rsquo;m up to at least 6 of them.  Why do I need them?  Well, I don&rsquo;t really.  But I want them and I find them useful and fun to play with.  They each have a different function and personality.  <br /><br />If you have never used the APC40, you have to try it out.  For those who don&rsquo;t know this piece of gear, let me explain very simply how it works.  Ableton Live is a Digital Audio/VST software workstation (it records music to create songs/audio).  Ableton software works with clips of audio or midi.  You can re-arrange the clips in any order you want and stack them creating various incarnations of segments like verse, chorus, bridge to create songs.   Here is where it gets interesting.  You can switch up the clips and segments on the fly.  In addition, you can add in clips of varying tempos and it will self-adjust the tempo to the tempo you are working with.  The song you are playing becomes a very interactive experience when you add in a controller such as the APC40.  The APC40 contains rows and columns of small pads (8x5 pads).  Each pad represents a clip in the song and you can layer multiple clips and change them up on the fly to create unique mixes of your song - hands on and very interactive.  Add the ability to control multiple effects for clips as the song plays and it becomes an experience very similar to DJ&rsquo;s experience with turntables.<br /><br />This week I sat down in my studio to play around with a song I have been working on.  As I usually do, I started playing with some of the parts of the song to get an interesting feel and some unexpected twists in the flow of the parts as they intertwined together.  I was using the APC40 controller to experiment with the various clips.  Sometimes I can go for literally hours having fun on this controller.  This day was not unlike any of the others.  I get really wrapped up in the fun of actively making the music come alive with my controller and I don&rsquo;t finish actually creating the song.  <br /><br />In my hypnotized state of twisting knobs and re-arranging clips I got to thinking.  Why have we not evolved past a QWERTY keyboard & mouse in gaming.  Audio control surfaces have evolved, slowly but the industry has moved forward.  We are past the simple keyboard controllers and are now seeing some very unique control surfaces that inspire you to think differently about how you input your musical ideas.  Gaming has not evolved past the keyboard and mouse.  The first mouse was shipped for computing in 1981 and the first patented keyboard for typewriters were made known in 1886.  We are using the same input device today for MMO gaming as we used in 1886 for typing.  The mouse hasn&rsquo;t changed either since its conception.  A few more buttons and scroll wheel but seriously, we can&rsquo;t do better than that?<br /><br />I would like to see a few changes in control for MMO gaming.  First, directional input from video feedback.  Video capture of your head movement to control your characters viewpoint.  Second, video feedback/response for forward/reverse by moving your body slightly forward or back to make your character run forward or step backward.  Third, voice recognition for chat.  Finally, a control surface that implements a series of small pads that are assignable.  These pads would light when pressed of course cuz lights are just as important as knobs and buttons.<br /><br /></span>]]></content:encoded></item><item><title>Don&#x27;t invade my geekdom</title><dc:creator>jrmcewen@pacifiermusic.com</dc:creator><category>None</category><dc:date>2010-02-27T02:58:57-05:00</dc:date><link>http://www.pacifiermusic.com/page7/files/56afbf7e203e77d98f598ed17d18230f-5.html#unique-entry-id-5</link><guid isPermaLink="true">http://www.pacifiermusic.com/page7/files/56afbf7e203e77d98f598ed17d18230f-5.html#unique-entry-id-5</guid><content:encoded><![CDATA[<span style="font:12px Arial, Verdana, Helvetica, sans-serif; ">I haven&rsquo;t played a Final Fantasy Game since the NES but I&rsquo;m interested in FFXIII for one reason.  Leona Lewis (British Singer) is contributing a song called &ldquo;My Hands&rdquo; as the English release theme.  If you saw Avatar, you probably remember Leona singing &ldquo;I see you&rdquo;.  No?  Okay, I&rsquo;m not a big fan either but her involvement in gaming kind of got my attention when I started reading post after post of critics saying, &ldquo;Leona was paid to say she liked the game&rdquo;.  To this I say duh!  Geeks around the world shouted foul as they stared annoyingly at a video showing Leona playing FFXIII with less than genuine giggles, smiles and comments about how she just wanted to explore the world of Final Fantasy.  <br /><br />Games are increasingly using popular artists to contribute to soundtracks.  It&rsquo;s not all 8-bit or Orchestras anymore.  Gaming is serious business and there is plenty of money flowing for the right song that gets you feeling all emotional as you look longingly into Snow Villiers eyes.  What I don&rsquo;t understand is why anyone would care if Leona did or didn&rsquo;t play the game.  Gamers seem to get incredibly irate  when they sense someone is invading their geekdom with false love for their hobby.  It&rsquo;s actually not that hard to believe that she may have enjoyed the game.  From what I have seen, FFXIII looks like it&rsquo;s filled with beautiful characters and inspiring scenery.  What&rsquo;s not to like?<br /><br />As a self-proclaimed geek, I understand that it may annoy some gamers when people are making a buck off gaming disingenuously.  I don&rsquo;t want to be deceived anymore than the next geek.  However, this is a business, just as advertising is a business.  The girl has to make a living.  I rather enjoyed seeing her play the game.  It was kind of like watching my wife play an MMO for the first time.  It was kind of funny how they kept focusing in on the 360 Controller as if trying to say, &ldquo;Look she knows how to use this thing&rdquo;.  <br /><br />During a live streaming chat a while back I asked one of my favorite Chip-tune artists called Unicorn Kid what games he plays.  He replied, I don&rsquo;t really play games and said he was never much of a gamer.  This seemed really strange to me.  8 -bit and Chip-tune was inspired by early sounds from console games of the past.  I chalked it up as UK jumping on a music trend that had not been fully fleshed out.  He saw an opportunity to make music in a genre that was pretty wide-open.  Hat&rsquo;s off to a non-gamer for getting a record deal playing tunes that was inspired by early gaming.  I don&rsquo;t feel cheated or deceived at all.  I love the music and I frankly don&rsquo;t care how it arrived in my iPhone.  <br /><br />&ldquo;My Hands&rdquo; isn&rsquo;t the last emotional love song that you&rsquo;re going to hear as you watch the trailer of your next big addiction.  Leona certainly isn&rsquo;t that last artist you are going to see enjoying a 2 minutes sit-down in a studio playing &ldquo;The video games&rdquo;.  Have a little more tolerance and understand it&rsquo;s a business and it&rsquo;s not an assault on your character when a one of those civilians decides to make a living contributing to your gaming experience - consider it a gift!<br /><br />www.PacifierMusic.com<br /></span>]]></content:encoded></item><item><title>Totems of the Grizzlemaw</title><dc:creator>jrmcewen@pacifiermusic.com</dc:creator><category>None</category><dc:date>2010-02-12T21:49:48-05:00</dc:date><link>http://www.pacifiermusic.com/page7/files/4c8d835db97729ed4ec9eafb73aabf42-4.html#unique-entry-id-4</link><guid isPermaLink="true">http://www.pacifiermusic.com/page7/files/4c8d835db97729ed4ec9eafb73aabf42-4.html#unique-entry-id-4</guid><content:encoded><![CDATA[<span style="font:12px Arial, Verdana, Helvetica, sans-serif; ">We&rsquo;re all friends here right?  I feel I can share something a bit personal to me.  Yes, I have had a few drinks and feeling a bit sentimental at the moment.<br /><br />It has been nearly a year since I have logged into World of Warcraft.  I remember the last day I logged into WoW knowing that it would likely be my last.  It was very sad for me.  I travelled to all the places I loved for many years.  Ironforge, Stormwind, and took the boat for the last time from Menethil Harbor.  I sent my letters to all my guildies saying, &ldquo;Sorry friends, I just need time off for a while but I may see you again.  I just have to be more focused on RL for a while&rdquo;.  Some of my friends had gone off to do things in their lives (school, military, and work).  The guild seemed like it had changed and I didn&rsquo;t feel like I could revitalize it without the help of my friends that had gone already.  <br /><br />I was a guild leader on Akama for Addicted.  My guild was filled with some of the most interesting and diverse groups of people that I had ever known in any circle of friends.  I never thought that talking to people over the internet every night could be so rewarding.  I loved every minute of being on Vent with these good people.  I met people from all over the world through my guild, people that challenged me, made me laugh, and gave me a sense of belonging.  You see I work so much that I never have had time over the last 20 years to really make lasting friendships in the real world.  Gaming fulfilled a much needed sense of belonging for me that I have never had in my life.  <br /><br />I have been listening to the Soundtrack for &ldquo;Wrath of the Lich King&rdquo; by Derek Duke, Glenn Stafford & Russell Brower for the past few months and I am stuck on the track &ldquo;Totems of the Grizzlemaw&rdquo;.  The song is sad, painfully sad for me.  It&rsquo;s a beautiful piece that features traditional folk instrumentation with Hungarian stylized violin.  Listen to Marta Sebestyen and you get the picture.  I couldn&rsquo;t figure out why I was playing it over and over.  It occurred to me that Howling Fjord was the point where I felt alone. <br /><br />Here is another deep-dark secret about me, I love feeling emotion through music.  If it makes me cry or feel overwhelming sadness, I love it even more.  Totems of the Grizzlemaw fit the bill.  The song made me feel sad for all that I had lost, for all I had thrown away so carelessly.  I recklessly gave up the only group of friends I have had since I started working a professional job.  Sometimes it feels easy to toss aside an MMO because &ldquo;It&rsquo;s just a game&rdquo; as people say.  It&rsquo;s not just a game - it&rsquo;s your link to people that have sculpted who you are and how you interact with people on so many levels.  Being a guild leader taught me how to be a better leader in my career.  Being a guild-mate taught me how to be more dedicated and social.  Ultimately, I gained the ability to have friendships that were missing in my life for so many years.  <br /><br />There is a proverb I know... &ldquo;Friendship, like phosphorous,  shines brightest when all around is dark&rdquo;.  As I listen to what Russell, Derek, and Glenn created, I have my sadness and the music let&rsquo;s me remember my friends.  Nothing ever lasts forever but I will never say goodbye as long as I have the music to remind me.  <br /><br />www.PacifierMusic.com</span>]]></content:encoded></item><item><title>A Rally Call for Proximity-based Voice Chat in MMO&#x27;s</title><dc:creator>jrmcewen@pacifiermusic.com</dc:creator><category>None</category><dc:date>2010-02-06T00:31:33-05:00</dc:date><link>http://www.pacifiermusic.com/page7/files/fac8a8785958a187de46bc795ae7f771-3.html#unique-entry-id-3</link><guid isPermaLink="true">http://www.pacifiermusic.com/page7/files/fac8a8785958a187de46bc795ae7f771-3.html#unique-entry-id-3</guid><content:encoded><![CDATA[<strong><em>"Are you talkin' to me?  <br />I don't see anybody else here so you must be talking to me."</em></strong><strong><br />A rally call for MMO "Proximity-based voice chat"<br /></strong><br />Recently I have heard a few podcasters such as, Jeremy from MMO Voices and Darren from Shut up we're talking, mention Proximity-based voice chat for MMO's.  It got me thinking about how for many years I have heard developers and gamers talking about implementing this technology.  Socom and Killzone on Playstation 3 most notably included Proximity-based Voice over Internet Protocol (VoIP).  Socom seems to be the most successful example in FPS gaming circles.  However, the MMO community has not fully embraced the option of this technology.<br /><br /><strong>A brief Introduction to "Proximity-based Voice Chat"<br /></strong>A Definition:  <span style="font:12px Arial, Verdana, Helvetica, sans-serif; ">A method for use in processing audio includes receiving audio data associated with each of two or more characters in a virtual world, determining a proximity of the other characters in the virtual world for each of the characters, altering the received audio data based on the determined proximity of another one of the characters for each of the characters, and providing the altered audio data to a client associated with the other character for which the audio data was altered for each of the characters. <br /><br />That is way too technical.  How about this instead "Your friend can hear you call him a noob if you are next to him.  He can't hear your incessant harassment if you are far away".<br /><br />Proximity-based, spacial audio chat has been used in Second Life as early as 2006.  Vivox was running a client in April of 2006 where you could gather near a group of people the software would detect your presence and be add you into a voice channel with the players in that area.  February 2007, DiamondWare  and Vivox began a collaboration which would name Second Life as the first MMO to have integrated voice 3D-positional sound.  DiamondWare developed what they call "3D Voice Positioning".  In September 2007 DiamondWare announced at the Austin Gaming Conference its "Next-generation 3D voice platform".  This technology boasted up to 10,000 active users in the same audio space.  Sounds good!  But&hellip;  Where the heck is it?  <br /><br />I haven't played an MMO yet that implements DiamondWare's technology and although I love all gamers but, I just can't bring myself to jump in Second Life to see if it actually exists on a large scale in the game.  I do know that Vivox has supported "Proximity Services" in the game.  An example would be a microphone that players can stand next to and they join in the same chat channel.  However, the object (microphone) is the catalyst for the group to converse which is different from a player being the catalyst for the voice interaction.  I cannot find any evidence of any MMO's that fully implements Proximity-based voice chat.  The technology exists and its ready!<br /><br /></span><span style="font:12px Arial, Verdana, Helvetica, sans-serif; font-weight:bold; font-weight:bold; ">Sticks & Stones <br /></span><span style="font:12px Arial, Verdana, Helvetica, sans-serif; ">MMO gamers are known for their rants exclaiming "There is nothing new".  Audio certainly doesn't seem on the surface to be the game-changing answer to the second-coming of MMO's.  However, according to studies done by communication educators in Australia, MMO players actually prefer proximity-based chat over traditional chat and wanted it in addition to server-style chat such as Ventrilo.  Players said that they felt it encouraged them to stick together in groups and play together.  <br /><br />We've been saying for years MMO's are getting more "single player oriented".  New ways to communicate could be what brings us closer together.  Sure you're going to have the occasional 13 year-old screaming "noobsauce" at you as you ride through town.  Imagine the possibilities of where a simple "Hello" could lead you.  When people are encouraged to socialize without the safety of a chat window, it could result in a very immersive and emotional experience.  <br /><br />Always play with the audio on<br />www.PacifierMusic.com<br /></span>]]></content:encoded></item><item><title>Can it play?</title><dc:creator>jrmcewen@pacifiermusic.com</dc:creator><category>None</category><dc:date>2010-01-27T21:00:00-05:00</dc:date><link>http://www.pacifiermusic.com/page7/files/c3c56e2f66282f8f360828a6163e5a3d-2.html#unique-entry-id-2</link><guid isPermaLink="true">http://www.pacifiermusic.com/page7/files/c3c56e2f66282f8f360828a6163e5a3d-2.html#unique-entry-id-2</guid><content:encoded><![CDATA[<span style="font:13px Arial, Verdana, Helvetica, sans-serif; color:#434343;">Today, 1-27-2010 Apple unveiled the iPad.  <br /><br /></span><span style="font:13px Arial, Verdana, Helvetica, sans-serif; font-weight:bold; color:#434343;font-weight:bold; ">What can the iPad do for musicians?</span><span style="font:13px Arial, Verdana, Helvetica, sans-serif; color:#434343;"><br />We all knew it was going to be a tablet. We all had a feeling that it would rely on an altered version of the iPhone operating system, I was really hoping that Apple would impress us with something new.  I am a serious Apple user with an 8 core Mac Pro Desktop and an iPhone both of which I really love.  I was dreaming of an interface that would support multi-touch mixing, VST&rsquo;s or even a serious multi-touch tool for editing audio.  What we got seems to be a big iPhone - or is it?  For those musicians out there thinking that this could have been &ldquo;The next big thing&rdquo; in surface control, don&rsquo;t lose hope!  The greatest asset of the iPhone is the ability for users to create App&rsquo;s.  Forums are already filling up with questions about what the iPad will do for musicians.  Enthusiasts are speculating hack-ability and copy-cat devices specifically for the use of Virtual Synthesis but no confirmation.  There is no doubt that multi-touch screens are the future of interaction with VST&rsquo;s.  It isn&rsquo;t clear yet what the iPad will do to enhance the music-making experience.  It was presented as a &ldquo;media center&rdquo; for the most part.  There has been no mention by Apple about what this could do for artists or musicians.  However, Apple won&rsquo;t be creating the iPad&rsquo;s most useful tools for musicians - that is up to us.<br /><br /></span><span style="font:13px Arial, Verdana, Helvetica, sans-serif; font-weight:bold; color:#434343;font-weight:bold; ">What can the iPad do for MMO Gaming?<br /></span><span style="font:13px Arial, Verdana, Helvetica, sans-serif; color:#434343;">Gaming isn&rsquo;t Apple&rsquo;s priority, we know this.  However, World of Warcraft has been very successful on the mac platform and the question has been raised, why not WoW on the iPad?  The data plans for the iPad staring at $14.99 would certainly appeal to the money-minded WoW player but there is not evidence that WoW can run on the iPad.  YouTube is probably filling up with false hopes and dreams of an MMO running on the iPad.  For the time being, those videos are just teasers of what could be.  Imagine though what multi-touch screen gaming could be in an MMO.  I can envision a much more active experience using touch screen than a mouse and keyboard.  Touch screen technology is already changed the way we work as musicians on keyboards like the Korg Triton and of course Open Labs line of workstations.  It isn&rsquo;t clear whether touch screen will have a similar impact on gaming.<br /><br />I never thought I would be working out drum patterns on my phone but Intua Beatmaker is as useful a tool as my NI Maschine when it comes to figuring out patterns.  I never thought I would spend hours playing a game on my phone but c&rsquo;mon... Sally&rsquo;s spa is the bomb.  It&rsquo;s going to be a lot of &ldquo;Wait & see&rdquo; with what creativity comes out of the App creation for the iPad but I have to say, I am very, very excited about the possibilities for Musicians and Gamers.</span>]]></content:encoded></item><item><title>Sweat-sucking in plaster pants</title><dc:creator>jrmcewen@pacifiermusic.com</dc:creator><category>None</category><dc:date>2010-01-24T02:43:29-05:00</dc:date><link>http://www.pacifiermusic.com/page7/files/1f7e5440d52868c79f93cc5d8a36c160-1.html#unique-entry-id-1</link><guid isPermaLink="true">http://www.pacifiermusic.com/page7/files/1f7e5440d52868c79f93cc5d8a36c160-1.html#unique-entry-id-1</guid><content:encoded><![CDATA[<span style="font:13px Arial, Verdana, Helvetica, sans-serif; color:#434343;">Let me say in advance that I am an avid gamer with a sweet-spot for free-to-play MMO's. I can play just about anything and get some enjoyment out of it. However, I have never felt so weak, low and incompetent as I felt in the first hour of playing Entropia Universe - and thats just the way they like it.<br /><br />I downloaded the Soundtrack for Entropia Universe the other day and found it to be engaging. I thought I would give the game a try. I did the usual research before downloading an MMO. I checked YouTube for a few gameplay vid's and took a look at the screenshots. I jumped over the website and it really smacked me in the face with it's beautiful graphics and stunning landscapes. It looked like an incredible island getaway where you could explore, meet people and get in some epic battles with some cool looking creatures. That was all I needed - I was convinced that this was going to be my new obsession.<br /><br />The first thing you notice immediately is that you are wearing plaster pants &amp; shirt. Thats right! it look like you are covered in some kind of weird flour and water mixture. I thought it was strange considering you look pretty snazzy on the character creator. Oh well, I figured they would give me the opportunity to get some normal clothes soon so no worries. The only other thing I had on me was some kind of gun. So I head out a bit into the wild to see if I could find something to kill with this gun. Quickly you learn that this is no gun. This is a sweat-sucker! I died a few times trying to get the sweat out of these low level creatures. With no quests and only a sweat-sucker and plaster pants to my name, I thought I would check out the city near my spawn point. Looking around the city I couldn't help but notice that everywhere you look there is an ATM machine. I walked around a bit and found that everything was for sale and now way I could afford it.<br /><br />During my time in the game, they bombard you with messages in chat "player x has just killed an x and earned x". These messages are constant and there doesn't seem to be a way to stop them. The pressure to get a gun is immense. There doesn't seem to be anywhere where you can get a weapon - you have to buy one with real money. You are also stuck in your plaster pants until you buy clothing with, you guessed it, real money. This game is designed to make you feel like a loser from the time you walk into it. The objective is to make you spend your real money. The dream is you will make real money. You see, Entropia doesn't only sell you stuff, you make money in the game - real money! You can make a lot of money, or so they say.<br /><br />No quests, no weapon, and nowhere to go without getting my butt handed to me, I decided I would do a bit more research about the game. What I found out on the internet actually made me feel a bit uncomfortable. I read some reviews and watched a few videos and discovered that this game is really no different from gambling. I read the story of a man who spent about $60 to get geared up enough to actually kill something and found that the sweat he was sucking wasn't going to get him nearly enough money to break even so he spent more real money. In the end, he was sucked in for over $100. I read that your money is taken instantaneously when you buy items but when you cash out of the game it takes 90 days to get your money - why? This was sounding more like a scam with every forum post and article I read.<br /><br />MindArk, makers of Entropia is no stranger to controversy. In 2002 the offices of MindArk were raided by 70 Swedish officials for not paying for the products they were using to make the virtual world of Entropia Universe. All this talk on the internet of scams, gambling, and MindArks claim of $180,000 spent on virtual property made me feel like I was way out of this league. This game seemed to be for people with money to burn or suckers with a penny and a dream. I figured I would break away from this game quickly before it sucked me into it's sweaty palms.<br /><br />But wait, I said to myself. What happened to my rebellious nature? I had a thought. I figured I would play the game without spending a dime. There must be a way to be able to enjoy this game without having to part with real money. I thought about the time in World of Warcraft where my guild-mates and I charged players to see "Old Ironforge". We racked up some serious coin sheeping players behind the wall and letting them see what Blizzard never wanted players to see. There has to be a way to make money without spending real money in this game. In reading the guides I didn't find any information on how to make money without spending real money in the game or even how to get a gun without spending your real money.<br /><br />The game for me has become "how to get money without spending real money". I am actually having fun trying to figure out this world and how to get something for nothing. So far, I still only have a sweat-sucker and a pair of plaster pants but I will let you know if figure out how to get rich in the world of Entropia without spending a dime of my own hard earned cash. This very well may be the shadiest game out there but it's still free if you don't get sucked in.<br /><br />PacifierMusic.com</span>]]></content:encoded></item><item><title>Welcome</title><dc:creator>jrmcewen@pacifiermusic.com</dc:creator><dc:subject>PM Blog</dc:subject><dc:date>2010-01-15T04:33:06-05:00</dc:date><link>http://www.pacifiermusic.com/page7/files/3382a26cbdb0bde062d4d510c431d980-0.html#unique-entry-id-0</link><guid isPermaLink="true">http://www.pacifiermusic.com/page7/files/3382a26cbdb0bde062d4d510c431d980-0.html#unique-entry-id-0</guid><content:encoded><![CDATA[<span style="color:#333333;"><br /><br />Welcome!<br />My name is John McEwen (AKA Pacifier).  This is the first entry of our new website.  I am so happy that you found us. Let me share a brief history of the site.  Pacifier Music or &ldquo;Passive Fire Music&rdquo; as it was formally known was founded back in 1996 when the web was younger and there wasn&rsquo;t much in the way of downloadable music or MMO&rsquo;s for that matter.  The idea of music for games was still in the infancy of what has become a sprawling industry.  In 1996, I created the solo project &ldquo;Pacifier&rdquo; and put out 2 CD&rsquo;s to be sold on the internet.  Through the years I found myself becoming heavily involved with gaming but still playing music while I raised a beautiful, smart and talented daughter.  <br /><br />For the last 20 years gaming and music have played a big part in my life.  At times it felt like a drag to come home after work and lead raids until the wee hours of the morning.  For sure it took valuable time away from the music that I wanted to create but never had the time.  NIN front man Trent Reznor once said that he could have done 9 albums in the time he spent playing Doom.  Trent later went on to create the music for Quake which by the way was one of my favorite FPS&rsquo;s.  Trent didn&rsquo;t do half-bad for a self proclaimed video game addict.  However, I wouldn&rsquo;t trade my gaming time for anything in the world.  Gaming, in particular MMORPG&rsquo;s sculpted my musical creativity and I met some incredible people over the years.  The possibilities are virtually endless in what the future holds for social MMO Environments.  Virtual worlds inspire commerce, social and entertainment activity that is unrivaled.  MMO worlds construct an alternate social reality where you can explore what you would never see or hear in real life and you can experience it all with friends from all over the world.  <br /><br />Lord of the Rings Online proved that a movie can inspire beautiful graphics and exciting gameplay.  Project Entropia and Second Life proved that you can make money (real money) in an MMO.  World of Warcraft proved that MMO&rsquo;s make money - lot&rsquo;s of money!  Runes of Magic proved that you don&rsquo;t need to charge money to make money.  Fallout 3 proved that even when you are not an MMO, we want you to be one.  Tabula Rasa proved that even when the game isn&rsquo;t popular, we hate it when they take it away.  There is one thing that remains even when the game is gone and that&rsquo;s the music.  The memories of your time in your favorite game are encapsulated in the songs and sounds that you heard while experiencing the world.<br /><br />That brings me to where we are today.  Our goals for the site and Pacifier Music are pretty simple.  We want to inspire others to download and enjoy MMO&rsquo;s, the sound and music behind these virtual worlds.  Remember your first MMO and how many hours you spent in certain cities?  Go back and listen to the music and I promise, buying that download is going to make you smile every time you hear it.  We want to start a weekly podcast to share music and discussion surrounding MMO&rsquo;s, the composers and the gear that help create the worlds we love to explore.  We want to create a place for composers to share their work and hopefully get noticed by game developers.  Lastly, we want to get involved with the MMO and gaming community musically and report on why virtual worlds have revealed some of the most prolific composers of our time.<br /><br />Always play with the music on!<br />John McEwen</span>]]></content:encoded></item></channel>
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