Wednesday, March 25, 2009

Foley Moley Batman!

ftp://student-iat.ubalt.edu/Audio/White_B_Sounds.zip

This is the first batch of sounds for my Gooze game. I tired to focus mainly on getting the base sounds necessary to play with all the powers. Essentially all the sounds I could put in a demo without having to learn how to program AI.

I'm not going to lie, about 70% I made by making sounds with my mouth and editing them, some a little, some a lot, but the slithering and moving variant sounds I made by stirring up hamburger helper. It was hard to get the mic to pick up the sound and amplifying added a ton of noise; noise removal removed the noise but left this terrible distortion in a lot of my sounds. I tried EQing it out, and several other tricks, but finally I found the click removal, which seems to be designed especially to remove that distortion. It worked beautifully and saved me about a dozen sounds throughout the project. Unfortunately some of those sounds were deleted anyways as I sought to find better methods.

The biggest obstacle was half way through deciding my sounds were not modular enough and redoing them. For instance, originally there was several bubble pattern tracks, it was not until an hour or so of trying to make patterns that could loop endlessly without getting repetitively that it would just be much easier to call 2 or 3 of them randomly and add a pith variance on the fly. Using this logic I restructured how a number of the sounds I had worked on previously. The slither sound for moving would be augmented by randomly selected pitch modified versions of Move001 and Move002. If the Gooze is in red form there would also be randomly called bubbles, or if it is yellow form and charged it would have passive electric sounds and so on.

Probably the most fun part of it all was trying to find the appropriate sounds to mimic Gooze actions. What sound does Gooze increasing it's surface tension and becoming a latex-y ball make? Well apparently it sounds an awful lot like twisting a handful of small hot glue sticks together.

As for the honor's project, I included several emotional sounds that I have polished to a mirror shine. The base sounds are made with a mandolin, cleaned up, tweaked, and in some cases, sample pencil edited until they sounded just right.

Wednesday, February 25, 2009

Sound Based Game

Sound based games have been primarily musical up until now, and include visual ques (i.e. guitar hero, dance dance revolution etc.) I propose a more abstract game, a first person view adventure with a character that is going blind. As the game progresses the player will have to depend more and more on their sense of hearing and less on the visual cues.

Mechanically the game will function through classical conditioning. Throughout the early parts of the game the layer will have normal vision, and the player will play the game as though it were a basic game. However every footstep and every action will have a very characteristic sound. As the game progresses the visual effects will still coordinate with the game but will get more surreal and abstract; The audio effects, by contrast, stay consistent for each action.

The really progressive part of the game comes after the visual cues are lost. The game will sill have visual effects that correspond with game play, but they will be more cryptic than direct relationships. The challenge comes when new elements are introduced after the player loses sight. The player will have to make assumptions based on the game play up until that point and react accordingly. The player has never seen certain enemies before going blind and thus will not know how they actually appear. In many senses this game will stimulate the imagination in a way similar to reading.

Game Project Soundscape

My soundscape is going to be built around the Gooze game I have discussed with you earlier. For my Honors addition to this project I will be creating gesture drawing sounds in the tradition of Akira Yamaoka.

I plan to make my unaltered sounds primarily with water, pasta, and jello. I want to record various boiling, squishing, stirring, swirling and splattering sounds to be used for motions of the Gooze. These sounds should work well for smacking against surfaces, sliding across the ground, forcing through small holes in walls and other similar basic abilities. For the more advanced abilities such as bouncing, traveling through hot water pipes, storing electricity and generating heat, these sounds will need to be heavy altered and synthesized with other sounds to make a full effect. For instance combining pasta squishing with the twang of a rubber band being plucked would be a good starting place for the bouncing sound, boiling water mixed with rapid pasta stirring could work for the heat generation sound, and an organic sounding crackling or popping (perhaps knuckles cracking?) could be used to supplement electrical effects.

As for the gesture drawing with sound, I plan for many of these sounds to be heavily altered products of several sounds combined. A sound to represent anger or happiness, or pain or pleasure. There are over used conventions of screams birds chirping, grunts and moans, but all of these are examples of instances of the emotion, not a full representation of the emotion. If I am unable to generate sounds which fulfill my goal of nonverbal, non musical, non visual emotions, I have devised a contingency plan. If emotions prove to difficult to fully conceptualize I will make sound effects for the colors in the white light spectrum i.e. a cyan sounds, or magenta sounds.

Wednesday, January 28, 2009

My thoughts

student-iat.ubalt.edu/sde/students/White/Cosc414/household028.wav