Eins Herbert Takawijaya Tee
0365993
Bachelor Of Computer Science (Honours)
Week 12 - Week 14
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1.0 Instructions
Fig 1.0 Module Information Booklet
Final Project - Game audio - 40%
In this assignment, student must create an audio for the game from a few choices that was given to us, all the sound must be created and edited by the student.
2.0 Final project
Out of all the games that was given, i find hollow knight the most familiar out of all of them so i decided to select it, out of all the others i also feel like hollow knight is the most doable due to it only has basic controls only.
Fig 2.0 Hollow knight gameplay with no audio
2.1 Audio List
Before i start doing the project i started listing out the possible sound in the video in google docs and to think how to make the audio using various objects, i keep updating the list until the final recording and this is the result of what i recorded it with.
Fig 2.1.1 PDF of sounds list and sound source
Then i put them on a audio storyboard on google spreadsheet based on the video of hollow knight given and split them based on different group on the video such as The knight (The MC), Vengefly (The flying enemy), Wandering Husk (The walking enemy), Coins (Included hitting the pile) and finally the Charged Lumafly (The lightning flies)
Fig 2.1.2 Audio storyboard
3.0 Sound Recording
For the recording, instead of doing in the studio where sir advised us to use to get good audio recordings, i decided to record it in my own set up since i have a pretty decent condenser microphone (Audio Technica AT-2020) and since i'm also recording the game of hollow knight which has a cave atmosphere i feel like the roomy feeling on the audio might also help, and when i tested it my room also has little to no background noise if i turned off my air conditioner. With the microphone, i bring it around to record various noises around my apartment unit, such as the kitchen to record water boiling
Fig 3.0.1 A picture of my recording setup
3.1 Audio Editing (The Knight)
For the first one is the knight which is the main character of hollow knight, for the knight, there is only 4 audios that i need to record which are: Step, Jump, Land, Sword Swing. The other interactions such as impact sound i place it with the specific enemy.
Fig 3.1.1 The orange audio is the players cue
For the effects of the audio most of them has the same effects that is parametric equalizer, but most of them are modified for their own, the same as pitch shifter to make them work pretty good together. But for the similar things, i added studio reverb and echo to all of the sounds to make it sound like were actually in a cave
Fig 3.1.2 Effects section for most audio
3.2 Audio Editing (Vengefly)
Before i started working on the vengefly, which are the flying enemy, i did a little bit of research on it to know what sound it makes and its lore, since i play hollow knight i decided to make the sound similar to the one in game but in my own way, i tried to improvise the one from the game. So the sound of the vengefly is simply Squeaking when it notices the player, and its death sound, so i decide to add flapping wing noises but not like buzz sound like a fly to make it more lore accurate. I also added an impact noise if it hits a vengefly so there is a different in sounds made if it hit different stuff. When the vengefly is hurt it will make a noise similar to the death sound just less louder
Fig 3.2.1 Vengefly noises is color coded in blue
For the effects of the vengefly it is similar but i might also add different effects as well for more realism.
Fig 3.2.2 Vengefly Impact sound
For the wing flap sound, since the enemy doesnt stay in the same position all the time i added noise volume manually depending on the enemy position.
Fig 3.2.3 Example of wing flap
3.3 Audio Editing (Wandering Husk)
There is only 3 audios for the wandering husk which are step sound and a slight grunt noises and finally a death sound.
Fig 3.3.1 Wandering husk noise is color coded in purple
On the game the wandering husk made no noise, so i decide to think what sound it might make, and improvise it. For the bug walking, i use the same as the step noises but give it different effects to differentiate it from the player walking, For the death sound, i used the same as the fly noise just different pitch so all doesn't sound to similar, but since in the lore this bug is just a dead bug reanimated i feel i didn't need to add the hurt sound since its technically a dead zombie, So just bug grunt noise i feel is enough.
3.4 Audio Editing (Coins)
The coins sounds are made from playing around with actual coins since i feel like that is the most suitable for the job, I have a pile of unused coins to play around with, so i played around with the coin and find the most suitable recording for taking it.
Fig 3.4.1 Coin noises color coded in pink
For the effects of the coin i just used parametric equalizer, reverb and echos to make it sound more like a cave.
There is a coin pile as well which are quite challenging to make but i figure out to mine the coins by using a mix of 3 sounds which are Coin noises, hitting a pan cover with a tong and a little bit of brown noise as small vibrations, and finally for the final hit where the piles break i used it loud brown noise for the vibration.
Fig 3.4.2 Breaking coin pile sequence
3.5 Audio Editing (Cave Ambience)
The cave ambient noises is one of the most important noises to make the scene feels more alive, without the ambient noises, it will not feel like a cave, for the cave ambient noises i tried many different things such as blowing to the mic but for the final i feel like air conditioner noises is great for cave noises, With a little bit of effect such as parametric equalizer, chorus, echo, reverb it works perfect as a cave noise.
Fig 3.5.1 Cave noise
3.6 Audio Editing (Charged Lumafly)
Finally, the charged lumafly which is the electric thing is the hardest to come up with ideas for, in the end i have decided to turn the stove so hot and throw a few amount of water to make it like a frying noise, then squeeze it so it sound higher pitch and more consistent.
Since there is not only 1 but a lot of charged lumaflies, i made 3 different channels so each of them can make a noise in the scene, at most there are 3 charged lumaflies in a scene and i need to make sure all of them has sounds, and also i lowered the volume of the farther one to simulate distance.
For the passive lumafly i used an audio of me playing around with aluminum foil to make like a staticy noise when its not active, the sound can only be heard if im pretty close to it since its not really a noise that should be listened to all of the time but only as a warning that there is a charged lumafly nearby. As you can see in figure 3.6.1 i player around with the sound direction and volume a lot for the distance with them
4.0 Compilation
For the all of the effects i just copy and pasted and added a little bit of variations to not make everything sound so familiar, once its done i exported it and went into a video editing software to combine the video and audio. After a little bit of adjustment here is the result
Fig 4.0 Final Result
5.0 Reflection
I really enjoyed doing this module due to always wanting to be a solo developer and feel like i don't have the skills to do everything, After doing my final project in sonic design, i can say i'm pretty confident i got the skills to create a SFX myself and now i am 1 step closer in being able to be a solo developer. At first when i started doing the final project, i am not very confident with myself being able to successfully create SFX for this assignment, but once i tried it is way easier and funner than i thought it would be, I realised how you can turn noises from the most random items into a noise for game in a matter of few effects, Thank you so much.
6.0 Audio Journal
Fig 6.0 Audio Journal
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