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.