This, is where Impact Soundworks shines.
Hey there, thanks for taking a few
moments to sit and chat about your business, Impact Soundworks!
Andrew Aversa: My parents encouraged me to try lots of
different activities growing up, and when I started piano lessons at
age 7, that quickly became one of my favorite things. I kept up with
that all through middle school, playing the classics by Mozart,
Beethoven, Gershwin, Liszt, etc. When high school came around, a
friend introduced me to digital audio editing and I was instantly
hooked. I loved the concept of manipulating audio on a computer, and
I got even more excited when the same friend showed me a program
where you could actually program your own notes and sounds.
From that point on, creating digital
music became a passion and my whole life changed around it. I went to
school for Music Industry, began writing original albums, and working
with small-time game developers and students on soundtrack work. It's
been great ever since!
I decided to do a professional re-recording of a personal sample library I had already made years ago and had been using ever since – a collection of metallic objects struck in various ways, played as though they were traditional percussion instruments. I posted some demos on a forum and the interest was so high that I decided to release it commercially. It became “Impact: Steel”, my very first commercial sample library. I formed Impact Soundworks as a means to distribute Impact: Steel and as groundwork for releasing new libraries in the future, and once I brought in my friend Andrew Aversa as a co-founder, it just sort of grew exponentially from there.
Q: Did your previous knowledge of
music help with the development of this company or did creating this
business take a considerable amount of time learning a new set of
skills?
Andrew: Definitely "yes" to both.
Without a background in music and specifically digital audio, not
only would ISW not have grown, I most likely never would have been
involved at all. Since we're creating and recording instruments for
composers, that background is simply essential. On the flip side,
I've had to learn tons of new stuff as well. There's the technical
end - how to actually take audio, chop it up, organize it, and get it
into a sampler - and then the much more extensive business end, which
ranges from web development to marketing, social media, accounting,
legal, and so on.
Though most of this I've learned
through experience and my own research, my college degree really
helped as well. I would have been a lot more lost without solid
fundamentals in things like copyrights, business law, and accounting.
Will: I had used various incarnations of sample development tools since the late 1990s. One of my first game scores was for “Spacestation Evolution”, a title where I wrote the music and programmed all of the instruments for playback using Microsoft’s DLS file format (a sort of pre-cursor to Soundfonts). That experience of editing, looping and optimizing DLS soundbanks formed the foundation of what I know about sample development; I eventually moved on to Soundfonts, Gigasamples, and ultimately Kontakt libraries. By the time I released Impact: Steel, I was already pretty familiar with Kontakt 2’s capabilities.
Will: I had used various incarnations of sample development tools since the late 1990s. One of my first game scores was for “Spacestation Evolution”, a title where I wrote the music and programmed all of the instruments for playback using Microsoft’s DLS file format (a sort of pre-cursor to Soundfonts). That experience of editing, looping and optimizing DLS soundbanks formed the foundation of what I know about sample development; I eventually moved on to Soundfonts, Gigasamples, and ultimately Kontakt libraries. By the time I released Impact: Steel, I was already pretty familiar with Kontakt 2’s capabilities.
Q: Seeing as how this was created back in 2008, how big was the market for sample libraries? How big is it today?
Will: It was a different world back then, though I should first point out that Impact: Steel was an early-2007 release. Back then, the concept of an “indie” sample developer was fairly unknown – all of my friends in various industries advised me to release through a major publisher like Native Instruments or Big Fish Audio. Both of them were very responsive and offered attractive deals, but ultimately I decided to self-publish.
Andrew: At that time, there were mostly a few
big companies doing big sample libraries; developers like
Spectrasonics, East West, Big Fish, and Sonic Implants (now Sonivox).
I think plenty of people were buying samples and virtual
instruments, but the diversity of developers was far smaller than it
is today. Now, thanks to better tools, cheaper internet connections,
and wonderful forums like VI-Control, lots of people have been
inspired to create and sell their own libraries. There are tons of
what I'd call "boutique" developers recording and
distributing unusual instruments, and the market has only expanded.
Q: In order to promote your
material, in what ways do you distribute your product?
Andrew: ISW takes a simplified approach to
distribution. Most of our sales are direct through our own site, and
we get the word out via forums, social media, our own mailing list,
music gear blogs, and magazines. We do work with some distributors
like Time & Space in Europe, and Crypton in Japan, plus
Propellerhead and Nucleus Soundlab for our Reason products. However,
most of the marketing comes from us, and sales are primarily through
our own channel (http://impactsoundworks.com).
Q: When you allow other composers to
test out your library, do you give them full versions? Is it
effective?
Andrew: The nature of sample libraries makes it
a little tricky to create demo versions, since you generally either
have the files or you don't. So, we've focused more on creating a
wealth of informational content like video walkthroughs and audio
demos (both 'dressed', with other instruments, and 'naked', with just
a single library) to give people a clear picture of what they're
buying. That being said, I've personally spent a good bit of time
creating things like Cinematic Synthetic Drums and the ISW Free Trial Pack, which are miniature patches and articulations culled from our
full catalog.
Q: How do you begin the process of
creating a library?
Will: Making sample libraries is
ridiculously hard and frankly I wouldn't do it unless there was no
other option!! Jokes aside, all of the libraries I have worked on
only exist because I wanted a particular sound for my musical
compositions, which I couldn't find anywhere else. For that reason
there’s usually a very long gestation period, sometimes lasting
months on end, where I’m doing research, experimenting, recording
demo patches, and so on. The Slavic Choir for example took over a
year of pre-production before we even went into the studio! But by
the time we begin recording I pretty much know exactly how it will
feel on the keyboard as an end-user, there aren’t any surprises.
Andrew: On a broad level, the process is
basically: (A) define the concept & scope, (B) record or create
the audio, (C) edit the audio, (D) program things in Kontakt, (E)
release.
Q: What is the hardest part of the
process?
Andrew: Years ago I would have said audio
editing, but now we've connected with some brilliant sample editors
that work far more efficiently than I ever could. Now, it's probably
the programming of the instrument using Kontakt's scripting language
(KSP). Scripting a complex interface is very time-consuming and
meticulous.
Will: Hard to say, it’s a difficult process throughout the whole development and each library has its own unique challenges. Some of them have tons of content and each sample requires extensive editing, others have complicated boutique scripts powering them, it really just varies. But for me the most fun part is that first time you load some edited samples into Kontakt, and start to play around a bit. Even when it’s script-less and only half-way realized, you can just feel the samples coming to life right at your fingertips. Nothing is more satisfying than that!
Will: Hard to say, it’s a difficult process throughout the whole development and each library has its own unique challenges. Some of them have tons of content and each sample requires extensive editing, others have complicated boutique scripts powering them, it really just varies. But for me the most fun part is that first time you load some edited samples into Kontakt, and start to play around a bit. Even when it’s script-less and only half-way realized, you can just feel the samples coming to life right at your fingertips. Nothing is more satisfying than that!
Q: What is your biggest selling
library?
Andrew: Shreddage II: Absolute Electric Guitar,
without a doubt! Though, Juggernaut: Cinematic Synthetic Drums isn't
too far behind.
Q: How can people find out about
your company?
Andrew: Everything we've created is on
http://impactsoundworks.com/ along with a bit of history, job
openings, news, and a blog where we write about our development or
general Kontakt stuff.
Q: After hearing Celestia, I'm
curious to find out, what else have you got planned for the future?
Will: We have a few in the works and a few
unannounced ones in pre-production. My pride and joy however is the
upcoming choral library, “Vocalisa: Women’s Slavic Choir”. It’s
been a huge labor of love spanning at least 3 years of development,
in a musical genre that’s been very influential to me as a
composer. I couldn’t be more proud of this collaboration between
the performers and the ISW extended family, and I can’t wait to
give more info on this release soon!
Exponentially increased, technology has. Producing something digitally that would fool even the most experienced musician, is a achievement in itself. Sure, there's something about seeing a live orchestra that can't be touched, but getting this close in areas of dynamics, subtle changes/flaws in a performer's technique, and overall quality of sound...it's amazing.
"I play live bass on most of my tracks. I say 'most' because my immune system's idea of high comedy is crippling my left hand with arthritis when I have a deadline in 48 hours. Thanks to Shreddage Bass' meticulous attention to detail, useful articulations, and smooth playability, nobody is the wiser. I even fooled one of my ultra-pretentious Bass Friends, who tried to pretend he knew all along it was a library. Good job, ISW!" - Jake Kaufman a.k.a. virt
I must insist, if you're at all interested in music production/composition and are looking for the sounds you never thought you could achieve in your music, check out Impact Soundworks. Great prices, great products, these guys are the real deal.
Thanks for reading!
Links:
Homepage: http://impactsoundworks.com/
Twitter: https://twitter.com/isoundworks
Facebook: https://www.facebook.com/ImpactSoundworks
Soundcloud: https://soundcloud.com/isworks
Exponentially increased, technology has. Producing something digitally that would fool even the most experienced musician, is a achievement in itself. Sure, there's something about seeing a live orchestra that can't be touched, but getting this close in areas of dynamics, subtle changes/flaws in a performer's technique, and overall quality of sound...it's amazing.
"I play live bass on most of my tracks. I say 'most' because my immune system's idea of high comedy is crippling my left hand with arthritis when I have a deadline in 48 hours. Thanks to Shreddage Bass' meticulous attention to detail, useful articulations, and smooth playability, nobody is the wiser. I even fooled one of my ultra-pretentious Bass Friends, who tried to pretend he knew all along it was a library. Good job, ISW!" - Jake Kaufman a.k.a. virt
Thanks for reading!
Links:
Homepage: http://impactsoundworks.com/
Twitter: https://twitter.com/isoundworks
Facebook: https://www.facebook.com/ImpactSoundworks
Soundcloud: https://soundcloud.com/isworks