Wednesday, 12 June 2013
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
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
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
sounds heard:
- creaking floor
- bed creaking
- puffing pillows
- background ambient sounds
- rattling chains
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.
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.
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
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.
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
-
Select sound cue
-go to all types
- sound wave data
- This gets you sound wave files.
- -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:
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:
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
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
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
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