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Planning of Sound and Music (Sound (Ambiance (Droplets of water hitting a…
Planning of Sound and Music
Sound
Ambiance
Droplets of water hitting a surface in cave (Plymouth Sewer [Dungeon])
A stick hidden a hard surface as Foley Sound, adding reverb, altering the tune a bit will make it sound like water droplet.
A needed Ambiance in order to create a sense of thrill and horror to the player
Wind Blowing that resembles Barren Landscape (Mountain/Dartmoor Prison)
Foley Whistling Sound, recorded with a mic in a quiet room, altering using audacity for tune and reverb.
Noisy Party sounds (Beginning/Introduction)
Using a Mic in the public, to imitate background noises
Wind Blowing Against Trees/ Tree Rustling Sound (Forest)
Rustling sound of a tree can be achieved by Foley Sound - using Plastic Bag and flailing it around, then editing the sound in Audacity to make it sharper to imitate leaves swinging, duplicate it in multiple tracks and alter the delays slightly will create the forest leaf sound when there's wind.
Bird Chirping Noises (Forest/Forest Temple)
Original Sound - recording bird chirping noises in a local park/forest
Problem: Background Noise
Noise Cancellation tool in Audacity.
Sound Effect
Stepping Noises
Usage of objects hitting against a surface.
Surface: Carpet, Tiny rocks and Gravel. (Original sounds)
Limitation: Rocks and Gravel needs to be bought, or using effort to collect them.
The use of Crunching cookies or frozen vegetables, record it and edit it using audacity
Surface (Foley): Wooden Table, Plastic Bags,
Limitations - Advanced Editing required in Audacity, requires a good amount of sound editing knowledge which I don't have, causing loss of time from learning the tools.
The use of different objects hitting against the mentioned surface, editing with audacity for a clearer sound.
Key Unlocking Door
Original Sound: Using a key and unlocking, enhancing with audacity in case of sound not noticeable
Limitations: May not have keys or locks to open to create the sound effect.
Solution: Substitute it with a Foley sound with chains grinding to imitate key insertion.
Door Opening
Original Sound - Usage of Real Doors.
Opening of doors are easier to acquire in Original Sound that if I were to use Foley Sound, because I would have to gather up ideas for what could potentially sound like a door opening, while I could easily obtain that sound by opening and closing door, as well as a few slamming sound effects that imitates rush against the door.
To record that, I will be using a sound recorder and Audacity to enhance the effect, including the alteration of it so it could sound differently and used as a sound effect.
Limitation: Door may not be available at all times, to resolve that I will use something that can open and close like a door, then alter it using audacity to make it sound like a door opening and closing.
I'm definitely using this sound because it's simple, yet could be done in Foley Sound if desired. There will be a lot of door opening which fits the horror exploration theme.
Door Creaking
Original Sound - using an old door, opening and closing it.
Foley Sound substituting by creaking chairs, it generates a sound similar to door creaks, it can also be edited becoming a wide creaking sound to be used throughout the game.
I will definitely use this as it can show age of a building.
Voice
https://youtu.be/o4LdcMTYgVs?t=9m16s
This will be the way I show dialogues and texts as the character speaks.
Advantage:
Easy to produce, without needing to record every single dialogue by voice.
Doesn't use a lot of important skill aside from coding practice. It's a simple way of conveying message while understand how the character sounds like
Limitation
Requires Coding Knowledge, which could mean I will spend extended amount of time researching into implementation of the sound as the text scrolls.
This is a must use as it shows the sound of the NPC and Player, giving the player an idea of what they sound like when spoken.
Sound Track
Background Sound track
City and Sewer (First Level)
Techno Music for the city to show the advancement of technology in the City area, with the sewer being a groomy, creepy tune to create tension.
Both Music can be created in AudioTool, by mixing custom beats into one soundtrack for each music I need.
One Problem I might find is the lack of time in creating all the tracks needed, the solution is do as much of them until time's up, then just present the game with or without the track depending on how much it's done.
These soundtracks are a must as it will make the game less boring for the player as they traverse through the game world.
Forest and Castle (Second Level)
A serene tune, to represent tranquility inside the forest, compared to the busy times in the city.
The castle have a mysterious tune, encouraging the player to explore it.
Again, it can be done in Audiotool and finishing up adobe premiere pro to add relating sound effect that will finish the track.
Mountain and Prison (Third Level)
A Desolate tune, showing desperation and struggle, the tune will reflect what the world is truly about as the player advance further into the game.
In the prison, the tune reflects the resolve of the player, allowing them to gain courage and face the challenge ahead.
Music for Main Menu
A calming, relaxing tune that represents the initial stage of the game.