🎛️ Daniel Dehaan 🔊
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danielrdehaan.com
🎛️ Daniel Dehaan 🔊
@danielrdehaan.com
Design, creates, and enables sound.

Freelance sound/music designer.
Assistant professor of Digital Music Technology @ Columbia College Chicago.
Doctorate in Music Composition & Technology from Northwestern University.
Totally! I really like the think about what is “idiomatic” to a particular tool?
March 28, 2025 at 2:15 PM
Not necessarily a better sounding product, but I think the tools we choose can definitely have a major impact on our work experience. It amazes me the quality of sounds people are able to produce with even the DAWs like BandLab or Sound Trap.
March 28, 2025 at 1:07 PM
Oddly, I think it felt like a “good” dream. But I woke up questioning what that meant about me. Haha!
March 4, 2025 at 4:28 PM
Got it! I’d enjoy seeing it in action.
January 14, 2025 at 12:14 AM
How is this different from automating the tempo or using tempo markers?
January 12, 2025 at 2:21 PM
This is the coolest! Reminds me of old iMax movie that I probably saw when I was 14.
December 19, 2024 at 2:31 AM
Whoa! That’s awesome!
December 18, 2024 at 1:43 PM
Maybe an extension of the typical “SFX” and “Music” volume sliders given provided to the user in the game’s settings? Breaking up SFX into something like “critical” and “non critical”?
December 18, 2024 at 4:40 AM
I tried to answer that question near the end of the article. To summarize here “The challenges [likely] fall into three main categories: computational cost, implementation complexity, and creative control.”
December 17, 2024 at 1:14 PM
Haha! Dang! I thought maybe you’d be the one to save me and I could let this thing pass off to someone else. Don’t be surprised if I end up quoting some of your posts if I do end up writing this article.
December 17, 2024 at 12:55 PM
This is a great thread! Thanks for sharing. Maybe this is what the next article in the series should cover. Wanna write it?
December 17, 2024 at 12:47 PM
If I were writing a book instead of an article I would have loved to spend more time exploring the question of “How did we get here?” Especially given that on early consoles audio was rendered in real time. Then we switched in search of greater “fidelity”. Which kind of ironic in a way.
time.th
December 17, 2024 at 12:47 PM