Wednesday, 12 June 2013

sound in my level


powerpoint slides

















evaluation

Evaluation of my sounds

Ambient sound:
My ambient sound is made from a short violin tune slowed down with a lower pitch, this gives the sound an eerie feel and makes the player feel alone and disturbed.
The reason I chose a violin for this sound is because back in the Victorian period orchestras were very popular, this was a time before the birth of rock or jazz music, the twisted sound adds an old traditional feel but it’s been distorted enough to make it sound painful and unpleasant.
Compared to most ambient sounds in video games that contain ten or even hundreds of little sounds such as crickets and birds my sound seems pretty simple however this simplicity is what makes it stand out as it’s the sound the player will be hearing when there’s nothing around to hurt them.
Boiler:
My boiler sound is made up from three tracks (fire, a cauldron boiling and a kettle) I have blended this sounds on a multi-track with the boiling cauldron sound over the fire to make it sound like fire is the energy that is boiling the water. I think that I’ve pulled off this effect rather well as it took a while of raising and lowering the decibel levels so that the sounds merged perfectly.
Compared to the sound of a real old boiler I believe I am close in terms of the sounds however on looking over my sound now I realise I should have added the sound of rattling pipes after the steam to make it sound like the boiling water was leaving the system, this could also tell the player this is a bigger environment as the water has to be going somewhere.
Chains:
My chain sound was made from a chain rattling against a fence, the reason that I think this sound suits the purpose that I intended it for because I made the sound exactly how it would be made in the game.
Compared to other chain sounds in games I think that my sound is at the same level but only because it would have been made by a folly artist in the same way or similar.
Creaking door sound:
To make this sound I took the sound of a door opening and then slowed it down to a point where you could hear the hinges moving, this sound is meant to torment the player by creating a loud sound that could alert enemies, this sound is also designed to show the player that the building is old but used enough so that the door isn’t just sealed shut.
Compared to games like amnesia the dark descent my door sound is up to the same standard however I feel like I should have added the sound of the door handle moving to give the door more weight and a more realistic feel.
Creaking floor boards:
To make the floorboard sounds I went to an old building with wooden floors and then walked on them while recording with a shotgun mic, when I got back to college I took the sound into audition and then made it louder and cleaned it up.
As this sound is created by the same situation that is happening in game the sound fits the scene perfectly and I would not change this sound unless the player was walking on a different kind of wood floor however the player is expecting the same sound so I might not change it.
Screams:
To make the screaming sound I took the sound of a person screaming and then raised the pitch so that the scream sounded more feminine and painful, the reason I wanted the scream to sound painful is simple, I want to make the play feel that if he or she makes a mistake it will be them who is screaming.
I did not have a person that could make painful screaming sound but if I did I feel that this sound could have been much better however with what I had available I think that my sound is to a good standard.
Electric sounds:
I took a standard shocking sound and then altered it so that the sound repeated, the reason I did this was to show the player the electrical current was constantly going through the wires rather than every so often.
I had problems with this sound as when I duplicated it the sound got shortened but the whole sound was still there making it spit. If I was going to do this again I would look on youtube about how to use audition more effectively.
  Monster groans:
I took the sound of a man in plan and then slowed it down and lowered the pitch, however this just made the creature sound like he needed the bathroom rather than the sound of a scary monster, after this I started again but this time I tweaked the setting more finely rather than to the extremes.

I don’t think this is one of my best sounds however it still adds atmosphere to the game play and gives the player some indication that they are in danger. 

Thursday, 6 June 2013

audio games for the blind

3D Snake 

the first game i played was 3d snake, this game has no images at all however this helps you play the game as you are souly focusing on what you can hear through your speakers/ head phones.

when you launch the game music is played followed by the title of the game (3D Snake) and then a voice started explaining how to use the controls on your keyboard to navage the menu that you can not see.

what the person says:

  • main menu 
  • use your arrow keys to move up and down the selections 
  • press enter to select 
  • START NEW GAME
  • SPEAKER TEST 
  • EXIT
  • OK LETS GO 


how to play:

"You move the snake around in a 30 x 30 grid world with your arrow keys. Your objective is to collect as many fruits as possible but avoid collisions with the walls. The walls are represented by a wind sound"

"If you collide with a wall just once the game is over. Fruits will appear at random times, at random positions  The fruits are represented by a "bing bing bing"-sound that continues to loop until you catch the fruit"

how this game makes me feel: 

even though i could not see anything on the screen i never felt like the game had bad controls because it was very clear when i was in danger and when i was getting close to the fruit, one thing i would say is this game could be better if there was come kind of indication of how many points you have during the game like in the visual version, however this might interrupt the game play. 

Blindside
http://www.kickstarter.com/projects/600219258/blindside-the-audio-adventure-video-game

blind side is an attempt to create a survival horror game only using sound to create atmosphere that would usually be created with graphics/ visual displays.

 star trek final conflict



the first thing you hear is the iconic star trek theme song followed by a disclaimer, after the intro has ended you are shot into the game, you use the arrow keys to select options within menus.
this is as far as i got with this game as i couldn't work out what was going on. 

metal gear soild 3 snake eater





how this sound makes me feel:
in metal gear solid 3 snake eater there is scene where you have to clime a long ladder while listening to the song snake eater, this sound brings out emotions in the player because up to this point the main character snake has lost allot and been betrayed by the ones he cared about, on top of that he is on a mission to kill his teach called the boss. 

this song is inspired by the James bond films, the song is about all the things that snake has done up to this point and compares it to a dream.

the reason this song is so powerful is the player is forced to listen to it in an environment where it stands out, this was also done in red dead redemption as this forces the player to look back on the games story and admire the emotion connection you have formed with the characters.

while listening to this song i felt sad as snake has had everything taken away from him even though he tries his best and risks his life for what he believes in.

story board

 this is the first scene of the cinematic, in this scene the character Ashley is cleaning a room and hears a noise.
sounds heard:

  • creaking floor 
  • bed creaking
  • puffing pillows 
  • background ambient sounds
  • rattling chains 


 when Ashley hears a sound he/she moves towards the door to look out into the hall way.
sounds heard:

  • foot steps 
  • door creaking 

 Ashley moves out onto the landing to see when the noise was.
sounds heard:

  • foot steps 
  • creaking floor

 when Ashley looks down the stairs he/she sees a broken glass on the floor.
sounds heard:

  • breaking glass
  • ambient sounds

 Ashley hears the sound of wind blowing through a crack in a the old hotel.
sounds heard:

  • wind blowing through a crack 
  • ambient sounds 

 after seeing the trap door he/she moves over to it to see what it is and then proceeds to open it.
sounds heard:

  • foot steps 
  • creaking hatch 
  • metal on metal 






Saturday, 25 May 2013

audio design doc

Audio design doc
The level that I have designed is a horror level set in a Victorian mansion, because of this I will be using sounds that bring fear and disorient the player.
Sounds I need:
·         Chains
·         Creaking floor boards
·         Creaking doors
·         Foot steps
·         Boilers
·         Electrical sounds
·         Screams
·         Ambient dramatic tones
·         Monster groans
The main character starts in a small room covered in blood righting on the walls, at this part of the level the character can here looming ambient sounds such as old organ music or low violin tones.
(How I will make these sounds)
I will get some recording equipment out of the ERC and record myself walking on a concrete floor, I will take
These tones are designed to bring a sense of atmosphere to the game play, these sounds will become louder and softer at random points during the game even if the player is not in danger this is so that the player does not know when or where he/ she will have to run away from threats.
The player walks through the first and only door after reading the writing on the walls, as the player walks through the first door the door creaks slowly open.
The door creaking:
The creaking door sound effects tell the player that this building is very old, old enough so that the hinges are not well oiled but not left long enough so that the door does not open, this could tell the player that these doors have been used even though the area he/she is in was hidden.
(How I will make this sound)
For this sound I will take a royal free sound of a door opening and then take it into audition to first slow the sound down and then add an echo to the now slowed wave length, the reason I am adding an echo is because the character is in a confided space, in reality these sound waves would bounce around.
(Tools needed)
·         Audition

The main character moves into the second room and see the first fork in the road the sounds of chains can be heard rattling, even though there are no chains to be seen.
Chains rattling:
This sound will appear in random rooms/ corridors with in the game, these sounds also appear when the roaming enemies of the game are close.
 Difference between normal chains and the chains on enemies:
Normal chains:
The normal rattling chain sound will only rattle twice and then vanish; the start of this sound will be the same sound as the start of the enemies sound however the second rattle will be completely different telling the player that it’s a fault alarm.
Enemy chain sounds:
The enemy chain sounds will start with a rattle and then sound like they are being dragged along concrete, this sound will continuously loop until the player is far enough away from the roaming enemy.
This sound effect will also get louder the closer he/she is to this enemy, telling the player how close they are to danger.
(How I will make these sounds)
I will take out some recording equipment out of the ERC and then find some chains down on the hoe, when I find some chains I will rattle them against a wall or fence to produce the rattling noise, for the enemy sound I will take a royal free sound of scratching and then take both the rattle and the scratching sound into audition, from this I will have two completely different sounds.
(Tools needed)
·         Mic
·         Recorder
·         Batteries
·         Audition
·         Internet
·         chain
From this point onwards the player has complete freedom to move around the level as he/she pleases, because of this there will not be a set order in which the player will hear the following sound, how all of the following sound in the level ether to create atmosphere or help the player become immersed in the game.
Footsteps:
The footsteps will give the character weight; this sound will immerse the player more into the game as it is a sound you expect to hear when you are walking on a hard floor.
(How I will make this sound)
I will make this sound by recording me walking on concrete and then audition the background noise out so that the noise of the footsteps would not be interrupted by people moving or traffic.
(Tools I will use)
·         Mic
·         Recorder
·         Concrete floor
·         Audition
Boiler sounds:
In two places in the levels there are boilers which power the hotel, these boilers will be loud and affect the players ability to hear threats closing in on them.
(How I will make this sound)
Because I don’t have anything that sounds remotely like what an industrial sized boiler I will have to make the sound by mixing the sound of a flame with the sound of boiling water, I will get the fire and boiling water sounds off a royalty free site or go onto sites like YouTube to find the sound in background footage.
I will then take both sounds into audition and layer the boiling sound over the flame at certain points to give the impression that the boiler is increasing and decreasing in pressure.
(Tools I will use)
·         Internet
·         Audition

Electrical sounds:
Electrical sounds are also heard often because of the back wiring of the hotel, this sound might be found near open wiring or faulty lights, these sounds are in the game for effect only and will not handicap the player in any way.
(How I will make the sound)
I will get a royalty free electric and take it into audition, the only thing I need to do to this sound is rework the pattern of this sound so that the sound repeats in fast concession.
(Tools I will use)
·         Internet
·         Audition
Screams:
One of the main staples of a horror game is the painful screaming sound effects that taunt the player with the idea that someone is in extreme pain, this sound will be heard when the player walks a room with a fixed enemy and is designed to startle the player.
(How I will make this sound)
I was unable to find someone to scream for me that had the right tone and voice that I wanted for my game so I’m going to take a basic female scream then them warp and echo it in audition to give it the creepy feel that I’m after.
(Tools I with use)
·         Internet
·         Audition
Monster groans:
The monster groans will be simply to taunt the player as no enemy in my game will groan to the same extent of this sound; this sound will make the play be more aware in the areas that it is played.
(How I will make this sound)
I will take the sound of someone groaning and then stretch out the sound to make it appear more painful and on-going.
(Tools I will use)
·         Audition
Creaking floor boards:
Like the creaking doors this sound is in the game to make the environment feel old and in disrepair, this sound will only be heard on the upper floors of the game due to the first levels will take place far underground.
(How I will make this sound)
I will record myself walking on old wooden flooring.
(Tools I will need)
·         Mic
·         Recorder
·         Old floor

·         Audition 

Monday, 6 May 2013

200 word cinematic


200 words:
In the evening the main character is cleaning an upstairs bedroom, as the player puffs the pillow a deep groan whaling sound followed by rattling chains dragging on concrete, as Ashley hears the chains the lights flicker.
·         crickets
·         slight creaky floor boards
·         pillow rustling
·         bed creaking
·         light flickering
Ashley opens the old bedroom door and turns on the first floor corridor lights, as Ashley steps out onto the landing a sound of a glass smashing to the ground echoes from downstairs, a dead silence follows as the sound of the winding blowing through cracks in the old building can be heard clearly.
·         Foot steps
·         Creaky floor boards
·         Wind
·         Glass breaking
·         Old hinges creaking
·         Ashley breathing
Ashley gulps down his/her fears and makes the long journey down the old Victorian staircase to the ground floor.
·         Old stairs
·         Footsteps
·         Gulping
·         Hand running down the hand rail
The rattling of chains becomes louder as he sees the trap door which was once hidden under a large red carpet, he bends down and grabs the old handle and pulls with all his/ her might, the trap door creeks open and rests open with a thud. (fades to black)

Saturday, 4 May 2013

sound practical 3

Press specular button (looks like fire)

 Darker the air the quitter the sound is.
 Zoom in to the 13 second mark, there are three sound spikes, using the marquee tool to high light them one by one and press delete when you are happy with your selection.

 We continued to remove clicks and dings.

Noise reduction
   
  • Select background noise
  • Effects noise reduction/ restoration, capture noise print
  •  Press ok
  •   Effects
  •   Effects noise reduction/ restoration
  •   Noise reduction process





Wednesday, 1 May 2013

1 game one film

Metal Gear Solid 4 Act 4 Twin Sons Shadow Moses

 The first sound you hear when the game loads is the strong icy wind blowing; this gives me a feel of isolation as it is the only sound you can here, this sound also covers the sound of any movement that could be happening in front of the character. (The same way the AC in the class room covers the computer noise) both these sounds are adaptive sounds.

 Once you take a few steps forwards you hear the sound of your communicator giving the player some reassurance that they are not by them self because of the team keeping the character snake up to date with intelligence. (Snake’s footsteps are softened by the snow creating a quirt crushing sound on the icy ground) these are reactive sounds. Snake enters the outdoor helipad of shadow moses and the background song “the best is yet to come” begins to play, this song is slow and saddening (played on a flute) this gives me a feeling of remembrance as this is where the character snaked started in metal gear solid one and is a site of much death. (This is a Non-diegetic sound)

 The next sounds heard are flash backs from snakes passed, these sounds are echoed to show they are not happening in the present and also give loyal followers of the series fond memories of playing the first game. (Diegetic sound)

 The flash back voices continue to play as you progress through the hanger until you come the other second hanger door, as you proceed under it there is the sound of rushing air, this sound gives me the feeling of someone breathing down my neck as snake is entering a now sealed area. (Snakes foot steps are now sharper as he is on concrete) Snakes communicator rings alerting the player to incoming information.

 There is very little sound in the hanger, the only sounds that can be heard is snakes footsteps on the metal stairs until he pushes the elevator button, the sound of a winch can be heard followed by screeching metal as the elevator arrives. (this gives me the feeling that the lack of sound and the dramatic elevator sounds are building up to something soon)

 Suddenly there is a warping sound as snake gets out of the elevator, then sounds from snakes past play as he progresses down the corridor.
 • Punches
 • Screams
 • Gun shots
 • Slashes
 • Blood spraying
 All of these sounds give a sense of nostalgia to anyone who has played this second in the first game where snake fights the cyber ninja. There is some character dialog between snake and otacon, In the back ground the sound of what I think Is a strong storm begins to build getting louder as the cut scene goes on, snake groans and cough showing the player that his health is is getting worse with his age.

 After cut scene dramatic fight music plays as an enemy geko breaks through the ceiling and makes it iconic moooooo sound, all goes silent after the geko is killed. Snake picks up some items before getting into the elevator these give of a pickup sound that sounds like a laser.

 HERO A MENTAL BATTLE

 The two characters fighting clash their sword and spear together sending echoing clashing metal sounds towards the viewer, this gives me a sense of suspense as you do not know the outcome of the fight.

 A stringed instrument is playing in the background as the two characters fight; this adds suspense to the fight as the music is playing in time with the amount of action on screen.

There is a cut to the two characters with their eyes shut, the music is now calmer and makes you feel more at ease and relaxed, water slashes down into some open cups breaking the relaxing tone.

 Crys of warriors as water is kicked up and slashed onto the spears and swords blades, the sound of the water pings off both with a slight vibrating echo, this gives the impression that the blades are made of good steel and re-enforces the idea that both characters are well trained warriors.

 It cuts back to the characters with their eyes closed, the music is again much quieter and you can hear the rain tapping on the ground.

 The stringed music begins to increase in tempo and volume as the fighting begins to speed up, the faster the interment is being played the faster the characters fight, this causes even more suspense as it feels like the scene is building up to something.

The strings snap and you can hear water run down the heros blade as he swings towards his opponent, the music slows down as the sound of the hero chagrining threw the rain and the sound of a war cry can be heard before silence, this shows the battle is over.

Monday, 29 April 2013

sound practical 2

  • Adobe audition cs6 open 


  •          Open the sound we were sent from the C drive



  •   Height = amplitude
  •  Try not to go above -3 on the right side scale
  •  Preview bar at the top of the page
  • Can scale the bar to zoom in
  •  Left and right channels left on top and right underneath
  •   Play bar moves along the sound when you click play 

 We zoomed into the sound so that we could see the part we were are about to remove, click and drag over the part of the sound you want to delete, then hit delete to remove it.
By removing this unwanted audio you decrease the file size and make the sound trigger straight away. 
 Repeating this technique I removed all of the blank sections of this audio.
 Effects
Adding reverb
  • Go to effects 


  •  We changed the reverb pre-set
  • If you turn up the delay time the room the sound is coming from will appear bigger
  • Dry= original sound
  • Wet= the change
Reverse
·         Go to effects and chose reverse, this will reverse the sound.
·         Red markers at the bottom of the sound show that your sound goes over 0
·         We added reverb and then reversed it again to create a creepy sound.

Echo
·         Going to echo pre-set we changed which frequencies came back after the original sound had passed.
Stretch and pitch
·         Go to effects and go to stretch and pitch,( the stretch stretches the sound out slowing it down, this effect makes the voice appear to be slow and delayer.
The pitch section changed the height of the sound; this makes the person appear to have ether a squeaky voice at a high pitch or a deep voice at lower pitch.
Parametric equaliser
·         Go to filter and EQ and select parametric equaliser
·         The higher pitches are on the right and the lower pitches are on the left
·         by clicking on the points you can alter which pitches can be heard (for example you can make the person appear to be on the telephone) 





Using the techniques we have been show I made him sound like a chicken.

Cutting up the audio
·         I highlighted and coped certain sections of the audio that I wanted to put together to create a new sentence.
·         After copying a line of audio I went over to the files section- right click-new- audio file.
·         When the new audio file was open I pasted the sound I just copied into it.
·         I then repeated this process until I had all the sounds I wanted to mix together.
·          


Monday, 15 April 2013

sound practical one

 -Open content browser
-go to all types
- sound wave data  
- This gets you sound wave files.
 -          Select sound cue
-          -These files work on a random modulator and there for each time you click you get a different pitch. 
 -drag sounds into seen

Double click the sound icon and then go into the sounds property’s, from here you will see radius max and radius min, these change the size of the two circles (the inner circle is the max volume so if you are in this circle you will hear the sound 100%, the outer circle is a fall off from 100 to 0)

Low pass filter: filters the sound so you only here certain frequencies at different distances (further away less detail) 


Tuesday, 9 April 2013

sound for games research, looking at two games and one film

first game:
title: commando 3 

re-active sounds:


  • guns firing both the players and the enemies, when the player fires his/ her weapon a sound effect is produced, the sound is a short explosive sound that is repeated every time the player pushes the firing button and the character pulls the trigger.
  • explosions, when ever the player shoots a explosive barrel or vehicle it explodes, this explosion animation is followed by a long explosive sound effect which is loudest half way though its run time.
  • knifing sound, when the character uses his knife a sound effect triggers creating a slashing noise, this noise changes when an enemy is hit by the knife.
  • enemy kicking sound 
  • enemy flame thrower sound 
  • player being hit sound 
  • enemy dying sound 
why are these re-active sounds:
the reason these sounds are reactive is because they are a response the players actions and wouldn't be happening if the player was not interacting with enemies or the environment.

adaptive sounds:


  • background sound track 
  • enemies laughing 
  • laser sounds 
  • vehicle sounds 
  • robotic elephant boss sound track 
why are these sounds adaptive:
these sounds are adaptive because they are created to by the environment and not produced by the player creating a action.
second game:
title: Dino Strike 

re-active sounds:

  • player punching sound 
  • enemy getting hit sound effect 
  • player being hit sound effect 
  • player defeating dinosaur sound effect 
  • player shouting when punching 
  • crates being smashed 
  • player picking up items 
  • enemy chainsaw attack
  • enemy getting hit sound effect 2  
  • player stabbing sound
  • enemy being stabbed sound effect 
  • enemy shotgun sound 
  • whipping sound effect 

adaptive sounds:

  • games looping sound track 
  • enemy reeving his chainsaw
  • winning sound 

film:

re-active sounds:

  • main character drawing his sword 
  • main character screaming 
  • cannons firing 
  • enemies firing their muskets 
  • main character throwing his sword 
  • main character being shot 
adaptive sounds:

  • horses neighing and trotting 
  • background sound track 
  • samurai yelling in the background 
  • enemy soldiers running onto the battle field
  • cannon balls hitting the ground
  • enemies present there weapons 
  • samurai being hit by musket balls 
  • Gatling gun fire