Music – Kevin Gulling http://www.kevingulling.com Game Development, VR, and more Mon, 20 Nov 2017 18:17:48 +0000 en-US hourly 1 https://wordpress.org/?v=5.9.13 81085834 360 Music Video for “710 Dabs” Set on the Moon of 1000 AE’s Sol II https://kevingulling.com/2017/11/360-music-video-710-dabs-set-moon-1000-aes-sol-ii/ Mon, 20 Nov 2017 11:17:48 +0000 https://kevingulling.com/?p=1754 360 Music Video In this 3 minute music video you can take a 360 degree look at the moon of Sol II: Lua from the title currently in development, 1000 AE for the Vive. How to watch This can be viewed from PC or mobile phone, or with the proper hardware/software it can also be […]

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360 Music Video

In this 3 minute music video you can take a 360 degree look at the moon of Sol II: Lua from the title currently in development, 1000 AE for the Vive.

How to watch

This can be viewed from PC or mobile phone, or with the proper hardware/software it can also be viewed from a VR device.

PC – simply play the video as you would a normal YouTube video. To look around, using your mouse you can click and drag anywhere on the video to rotate the current view.

Mobile Device – Make sure you have an updated YouTube app. Using a mobile device, you can look around just by aligning your phone/tablet in the direction you want to look.

I’ll be making more of these in the future, make sure to like and subscribe to help support development!

Click here to watch more 360 videos on YouTube

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Die Antwoord Font – Love Drug – Free Zef Font https://kevingulling.com/2017/05/die-antwoord-font-love-drug-free-zef-font/ Sat, 13 May 2017 20:06:21 +0000 https://kevingulling.com/?p=1592 Die Antwoord Font After I watched the music video for “Love Drug” (below nsfw!) I was inspired by Ninja and Yolandi’s handwriting to create a font in homage to Die Antwoord. I left a comment about the idea on YT, and from the likes and comments I received it’s apparent that the world needed this! […]

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Die Antwoord Font

love drug truetype font

After I watched the music video for “Love Drug” (below nsfw!) I was inspired by Ninja and Yolandi’s handwriting to create a font in homage to Die Antwoord. I left a comment about the idea on YT, and from the likes and comments I received it’s apparent that the world needed this! If you haven’t heard, according to many sources the duo announced that they will be releasing one last album later this year and then calling it quits, but hopefully the Love Drug font shall live on in art and design for years to come!



What I ended up with is a pretty unique font, free for anyone for personal use so feel free to download it, use it to create graphics, fan art, or even set your browser to display text in “Love Drug” font and read it everywhere! If you are wondering if the Yolandi and Ninja smiley’s are part of the font, the answer is yes! Yolandi is the @ symbol and Ninja is the $ symbol. Any comments and/or suggestions are appreciated. Feel free to share in the comments what you created with the font! If I have time in the future I may make a “sequel” to this, which would be a smoother looking variant, and possibly more glyphs like the Yolandi and Ninja smiley’s.

Font styled after Yolandi Visser and Ninja’s handwriting:

Also available from fontspace.com: http://www.fontspace.com/kevingullingcom/love-drug

If you have any questions about what, where, when, why you can use this font, feel free to contact me.
Stay Zef out there!

The Font “Love Drug”
(https://kevingulling.com/2017/05/die-antwoord-font-love-drug-free-zef-font) by “KevinGulling.com”
is licensed under a Creative Commons Attribution Non-commercial Share Alike
license (http://creativecommons.org/licenses/by-nc-sa/3.0/).

KevinGulling.com has no affiliation, sponsorship, nor any partnerships with Die Antwoord or Zef Records, LLC

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12 Days of Arduino – Day 5 – Photoresistor Pitch Slide/Bend Keyduino https://kevingulling.com/2016/12/12-days-arduino-day-5-photoresistor-pitch-slidebend-keyduino/ Sat, 17 Dec 2016 17:55:32 +0000 https://kevingulling.com/?p=1304 Hello again and a warm welcome to my series “12 Days of Arduino” Day 5. Today we use a photoresistor to alter the pitch of our tone, effectively enabling us to reach every single note, making this a truly practical instrument of 8 bit glory! Project requires –Arduino Uno –Active buzzer –3x button touch switch […]

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arduino day5
Hello again and a warm welcome to my series “12 Days of Arduino” Day 5. Today we use a photoresistor to alter the pitch of our tone, effectively enabling us to reach every single note, making this a truly practical instrument of 8 bit glory!



Project requires
–Arduino Uno
–Active buzzer
–3x button touch switch
-220 ohm resistor
-4x 10k ohm resistor
-2x 220 ohm resistor
-Jumper wires
-Tip120
-SN74HC595
-Photoresistor

I know it’s hard to see the circuitry in the video, things are starting to get crowded. Maybe I’ll upload a diagram if I get some time after the series is complete.

Photoresistor sketch

Photoresistor Sound FX Sketch

//Pin connected to ST_CP of 74HC595
int latchPin = 8;
//Pin connected to SH_CP of 74HC595
int clockPin = 12;
////Pin connected to DS of 74HC595
int dataPin = 11;
int number = 1;
int speakerPin = 6;
//Buttons
int button1Pin = 2;
int button2Pin = 3;
int button3Pin = 4;
int photoresistorPin = A0;
int sensorValue = 0;

void setup() {
pinMode(latchPin, OUTPUT);
pinMode(clockPin, OUTPUT);
pinMode(dataPin, OUTPUT);
pinMode(speakerPin, OUTPUT);
pinMode(button1Pin, INPUT);
pinMode(button2Pin, INPUT);
pinMode(button3Pin, INPUT);
}

void loop() {

if(digitalRead(button1Pin) == HIGH){
sensorValue = analogRead(photoresistorPin);
tone(speakerPin, 790 +(sensorValue*2));//A5
digitalWrite(latchPin, LOW);
// shift out the bits:
shiftOut(dataPin, clockPin, MSBFIRST, number);
digitalWrite(latchPin, HIGH);
delay(10);
number++;
}

else if(digitalRead(button2Pin) == HIGH){
sensorValue = analogRead(photoresistorPin);
tone(speakerPin, 1750 +(sensorValue*2));//A6
digitalWrite(latchPin, LOW);
// shift out the bits:
shiftOut(dataPin, clockPin, MSBFIRST, number);
digitalWrite(latchPin, HIGH);
delay(10);
number++;
}

else if(digitalRead(button3Pin) == HIGH){
sensorValue = analogRead(photoresistorPin);
tone(speakerPin, 3510+(sensorValue*2));//A7
digitalWrite(latchPin, LOW);
shiftOut(dataPin, clockPin, MSBFIRST, number);
digitalWrite(latchPin, HIGH);
delay(10);
number++;

}

else{
number = 0;
digitalWrite(latchPin, LOW);
// shift out the bits:
shiftOut(dataPin, clockPin, MSBFIRST, number);
digitalWrite(latchPin, HIGH);
delay(10);
}

}

If you aren’t a registered member of KevinGulling.com, and don’t want to register, feel free to comment on the YouTube video, I read those as well.

Visit ICStation.com for the best prices on sensors:


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12 Days of Arduino – Day 4 – Tremolo FX With Shift Register https://kevingulling.com/2016/12/12-days-of-arduino-day-4-tremolo-fx-with-shift-register/ https://kevingulling.com/2016/12/12-days-of-arduino-day-4-tremolo-fx-with-shift-register/#comments Fri, 16 Dec 2016 19:31:58 +0000 https://kevingulling.com/?p=1284 Welcome back to day 4 of 12 days of Arduino! I’m glad you’ve been following this far, things are about to get exciting! Today I take the keyboard and using a SN74HC595 Texas Instruments Shift Register I create a tremolo effect Project requires –Arduino Uno –Active buzzer –3x button touch switch -220 ohm resistor -3x […]

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shift register tremolo

Welcome back to day 4 of 12 days of Arduino! I’m glad you’ve been following this far, things are about to get exciting! Today I take the keyboard and using a SN74HC595 Texas Instruments Shift Register I create a tremolo effect



Project requires
–Arduino Uno
–Active buzzer
–3x button touch switch
-220 ohm resistor
-3x 10k ohm resistor
-220 ohm resistor
-Jumper wires
-Tip120
-SN74HC595

SN74HC595 Shift Register datasheet.
Tip 120 datasheet from adafruit.

arduino keyboard with tremelo

Keyboard with Tremolo Sketch


//Pin connected to ST_CP of 74HC595
int latchPin = 8;
//Pin connected to SH_CP of 74HC595
int clockPin = 12;
////Pin connected to DS of 74HC595
int dataPin = 11;

int number = 1;
int speakerPin = 6;

//Buttons
int button1Pin = 2;
int button2Pin = 3;
int button3Pin = 4;

void setup() {
pinMode(latchPin, OUTPUT);
pinMode(clockPin, OUTPUT);
pinMode(dataPin, OUTPUT);
pinMode(speakerPin, OUTPUT);
pinMode(button1Pin, INPUT);
pinMode(button2Pin, INPUT);
pinMode(button3Pin, INPUT);

}

void loop() {
if(digitalRead(button1Pin) == HIGH){
tone(speakerPin, 1000);
digitalWrite(latchPin, LOW);
// shift out the bits:
shiftOut(dataPin, clockPin, MSBFIRST, number);
digitalWrite(latchPin, HIGH);
delay(10);
number++;
}
else if(digitalRead(button2Pin) == HIGH){
tone(speakerPin, 2000);
digitalWrite(latchPin, LOW);
// shift out the bits:
shiftOut(dataPin, clockPin, MSBFIRST, number);
digitalWrite(latchPin, HIGH);
delay(10);
number++;
}
else if(digitalRead(button3Pin) == HIGH){
tone(speakerPin, 3000);
digitalWrite(latchPin, LOW);
shiftOut(dataPin, clockPin, MSBFIRST, number);
digitalWrite(latchPin, HIGH);
delay(10);
number++;
}
else{
number = 0;
digitalWrite(latchPin, LOW);
// shift out the bits:
shiftOut(dataPin, clockPin, MSBFIRST, number);
digitalWrite(latchPin, HIGH);
delay(10);
}

}

One thing to note here is that MSBFIRST means “most significant bit first” and LSBFIRST means “least significant bit first”. We want to use MSBFIRST to accomplish this effect. Basically what’s happening here is we increment 0 by 1 each time the loop is ran and as a result we have an alternating effect on pin 1 of the shift register. A cleaner way to run this would be to increment by 1 and then subtract by 1, but really this is all pointless in the first place, it’s definitely a “Rube Goldberg” way of going about this since you could simply program it with code, but there are opportunities here to utilize 7 more pins, so maybe tomorrow I can make this into something “practical” (I use this term loosely!) and utilize more of the 8 bits of memory we can store here! The possibilities are endless, exciting!

Here’s a tutorial for ShiftOut I highly recommend if you are getting started with shift registers!

Please check out the sponsor of this series:


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12 Days of Arduino – Day 3 – Pitch Shift and LED FX https://kevingulling.com/2016/12/12-days-arduino-day-3-pitch-shift-led-fx/ https://kevingulling.com/2016/12/12-days-arduino-day-3-pitch-shift-led-fx/#comments Thu, 15 Dec 2016 21:34:46 +0000 https://kevingulling.com/?p=1273 Hi and welcome back to “12 Days of Arduino”, Day 3! On the third day of Arduino Kevin gave to thee: Arduino Piano/Keyboard Pitch Shifter Sort of like a whammy bar! Makes a fantastic 8 bit horror effect! If you read from day 1 – (Arduino Morse Code Keyer) you can see the simple progression […]

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12 days of arduino day 3

Hi and welcome back to “12 Days of Arduino”, Day 3! On the third day of Arduino Kevin gave to thee:

Arduino Piano/Keyboard Pitch Shifter



Sort of like a whammy bar! Makes a fantastic 8 bit horror effect!

If you read from day 1 – (Arduino Morse Code Keyer) you can see the simple progression that lead to this point.


Project requires

–Arduino Uno
–Active buzzer
–4x button touch switch
-RGB LED
-220 ohm resistor
-4x 10k ohm resistor
-220 ohm resistor
-Jumper wires
-Ball switch

The sketch:

Pitch Shift Sketch


int switchPin1 = 2;
int switchPin2 = 4;
int switchPin3 = 7;
int switchPin4 = 8;
int tiltSwitch = 9;
int ledPin = 13;
int ledPinG = 12;
int ledPinB = 10;
int speakerPin = 11;
int lowA = 880;
int lowBb = 932;
int lowB = 988;
int C = 1046;
int D = 1175;
int E = 1319;
int F = 1396;
int G = 1567;
int A = 1760;
int B = 1976;
int wa = 25;

void setup() {
// put your setup code here, to run once:
pinMode(switchPin1, INPUT);
pinMode(switchPin2, INPUT);
pinMode(switchPin3, INPUT);
pinMode(switchPin4, INPUT);
pinMode(tiltSwitch, INPUT);
pinMode(ledPin, OUTPUT);
pinMode(ledPinG, OUTPUT);
pinMode(ledPinB, OUTPUT);
}

void loop() {
// put your main code here, to run repeatedly:
if(digitalRead(switchPin1) == HIGH){
digitalWrite(ledPin, HIGH);
if(digitalRead(tiltSwitch) == HIGH){
tone(speakerPin, lowA-wa);
}
else{
tone(speakerPin, lowA);
}

}
else if(digitalRead(switchPin2) == HIGH){
digitalWrite(ledPin, HIGH);
digitalWrite(ledPinG, HIGH);
if(digitalRead(tiltSwitch) == HIGH){
tone(speakerPin, lowBb-wa);
}
else{
tone(speakerPin, lowBb);
}
}
else if(digitalRead(switchPin3) == HIGH){
digitalWrite(ledPinB, HIGH);
if(digitalRead(tiltSwitch) == HIGH){
tone(speakerPin, C-wa);
}
else{
tone(speakerPin, C);
}
}
else if(digitalRead(switchPin4) == HIGH){
digitalWrite(ledPinG, HIGH);
if(digitalRead(tiltSwitch) == HIGH){
tone(speakerPin, E-wa);
}
else{
tone(speakerPin, E);
}
}
else{
digitalWrite(ledPin, LOW);
digitalWrite(ledPinG, LOW);
digitalWrite(ledPinB, LOW);
noTone(speakerPin);
}

}

I made some minor alterations along with the new additions.

A tilt switch is a simple component. A ball switch is a more specific type of tilt switch, similar to amercury switch only using a metal ball that rolls up and down the cylinder and connects to two contacts to open and close the circuit. Let’s see if I can ascii art an example 😉

╬ ╬
║0║
╚-╝
When upright, ball sits on bottom, contacts are open
╔-╗
║ ║
╬0╬
When tilted the metallic ball hits both of the contacts, closing the circuit

If that didn’t do it for you, you can find a datasheet here.

Please check out the sponsor of this series:


Day 4 →

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Top 10 Resources for Sound FX to use in Indie Games https://kevingulling.com/2015/11/top-10-resources-indie-game-development/ Sat, 28 Nov 2015 21:59:13 +0000 https://kevingulling.com/?p=645 For the independent game developer, due to time constraints it is sometimes necessary to reuse existing assets rather than create every single element of the game from scratch. Sound and audio effects are no exception. Unfortunately if you don’t know where to look, finding quality SFX for your game can take just as long as […]

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For the independent game developer, due to time constraints it is sometimes necessary to reuse existing assets rather than create every single element of the game from scratch. Sound and audio effects are no exception. Unfortunately if you don’t know where to look, finding quality SFX for your game can take just as long as creating them yourself in some cases, so below I have compiled a list of the resources that I use most often for SFX when creating a game. They are simply ordered by the resources I use most often. There are many sites out there similar to these, but using the list below I have never needed to search further.

#1 – Audio Jungle
Audio Jungle is by far my favorite and most used resource for both SFX and game music when I’m not making my own. The quality control is impeccable, and there is no need to cull out the low quality sounds because for the most part, they don’t make it past Audio Jungles screening process. There are sounds starting from $1 each and when you need a sound in a jiffy, Audio Jungle is the way to go.
Professional Quality SFX Visit site

#2 – FreeSound.org
FreeSound.org has a ton of audio clips, effects, recordings, and a lot of unmastered stuff – all free Creative Commons Licensing.

#3 – CCMixter
CCMixter is a great resource for free music. Most of the genres you’ll find here ‘dance’ style music, but there is an occasional pop or rock song available too.

#4 – Sound Bible
Search preview & download free sounds for instant use in your game.
Visit site

#5 – Flashkit
I’ve been using Flashkit since the 90’s, and even though most of the stuff on here is pretty old, it still remains to be one of the best resources for free sfx that I have found.

#6 – OpenGameArt.org
OpenGameArt is another site that is human edited for quality assurance. This site has a lot of free licensing option.

#7 – SoundDogs
Another site that I have been using for years to find simple sound effects.

#8 – Newgrounds
Newgrounds has been online since the early 90’s but it was only a decade or so ago that they began the ‘Audio Portal’. A massive collection of user-submitted audio free to use in your NG projects.

#9 – Unity Asset Store
If you use Unity, don’t rule out the asset store for SFX. You can find a lot of free and low-cost sound packs available, which could cover every sound you need for your project in one package.


#10 KevinGulling.com/assets

I’ve put together a compendium of my sounds and other assets and made them available for download here for use in your personal or commercial projects.

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