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



