Hello!

I am a sound designer available for work anywhere in the UK. I have included in my portfolio some examples of work that I have undertaken.

If you are interested please drop me a line at: rorymcheyne@gmail.com

Replacement Sound Project - Prometheus

For a piece of university work I was tasked with creating a new sound environment for an excerpt of Prometheus. In this piece all sounds are edited and mixed by me. The vast majority of the sound effects are foley with a few samples for things like the electricity arcs and impacts.

In this piece I aimed to mix naturalistic and futuristic sound design elements - to create a sterile room tone I took a recording from the inside of a fridge and created a short, sharp delay and reverb effect chain to simulate the accoustics of a space with many hard flat walls. On top of this was layered self recorded foley of paper rubbing together and bending for the books strewn across the floor. I created the noise of the protofacehugger using foley with chicken breasts and ceramic plates for a wet and fleshy texture to the sound - these were generally pitchshifted and backmasked to create a more otherworldly sound.

Of particular interest to me was the opening of the sliding doors - it is a moment of great importance in the scene and needed attendant audio focus. It was ultimately a combination of two rough textured bottles rubbing against one another and a cocktail shaker being driven into place that created the movement and settling of the door. The rough rubbing sound had a primal element to it that I felt befit the nature of the scene which I married with a more pristine ‘click’ of the door settling to signal a new phase in the scene.

For the girl playing violin I wanted to make it sound as though a generative music machine had broken. I achieved this using an effects chain of volume and pitch modulation and an autotune set to a different scale to the played notes.

The fight scene utilised a mix of foley for smaller events (ie, axe blows, steam pipe breaking) and samples for the louder, deeper sounds that my foley set up was unable to replicate (body impacts against floors and walls). In this foley process I used knives, metal utensils and various fruits to emulate weapons and flesh impacts respectively.

In the final moments the control panel sound is a sine wave playing individual tones until the final press which plays a perfect fifth chord to create a sense of resolution.

Binaural Audio Project

This project, tenatively titled Surroundance, is a work of immersive audio designed as a mock up for a multichannel audio visual dance installation.
All composition/sound design/mixing by Rory M Cheyne.
(requires headphones/IEM for spatial listening)

This piece is designed to have dancers mirror the movement of the audio in an immersive space - to this end the sound design is, mostly, highly directional sounds such as percussive noise bursts and high pitched sounds without much harmonic content.

Selected Musical Works

I have collected here a few of my personal favourite tracks of mine - currently they are all electronic as that was my focus in the last few years.
All composition, sound design and mixing by Rory M Cheyne

This composition was an investigation into using Markov chains to generate a musical score, with a particular mind for use in a game development situation.

This piece was an exercise in algorithmic and chance based composition - after each repetition the program has option to take 1 of 5 pathways with differing odds for each pathway. Each individual sound is governed by velocity curves which, upon ending, trigger other musical events. Finally every two beats a compressor has a 50% chance of being triggered, ducking the mix at first gradually, but with increasing severity until the end of the piece.

The sound design of this piece is large and brash to compliment the minimal nature of the composition. The central piece of sound design to this piece is a reverb manipulated using chebyshev polynomials into which all sounds are routed.

Earworm - Audio Replacement

Kindly offered by Pipou (who’s work is viewable at https://www.pipou.blue/). All music and sound design, other than voice and whistle, synthesised or recorded by me. I aimed for a cartoony style of sound design to match the animation - with a focus on synthesised and manipulated sounds over recorded sounds. All mixed within online loudness standards.