blog post 10

Completed all the songs

Happy with how they sound mostly,

In honesty, unsure if they all fit into the world of RE2 – I’m not into games so much so I found it difficult to replicate sounds for other places, if that makes sense?

I just made a load of stuff that I liked n that felt natural to me, n then chose which I think would make sense for the game and intensity level

blog post 9

June 1st

Been working on the GOC music

Got 2 drafts ready for the little class with Mark and Steve

Researched into the mapping of Resident Evil, decided I’m going to write Music for the Police Station + Streets Behind R.P.D

Got useful feedback of Mark n Steve, they reckoned it sound a little too outside the world of RE, and a use of more ‘sinister’ sound design would be effective

Agreed

blog post 8

Footsteps

Similarly to the grunt + death production techniques, I used the same, or similar raw file for all of the enemies. I touched each of them differently though – be it through the use of pitch, EQ or scissor tool – so that they had different ‘weights’. The Goblin can’t have the same weight footstep as an Ogre! For the Player I used 8 different footsteps, for the enemies I just used 2 each. I thought that footsteps of the player would become repetitive far more quickly as these are hard constantly, whereas the Enemies will only sound when they’re seen. 

On the Cube events list, for the Footsteps, it only says Foot_Player etc. I understand that separate sounds are needed for both footsteps on sand + concrete, so at this point I’m unsure how to tackle this because it looks like only one Footstep type can be added. I’m sure this isn’t the case, I will seek answers from Mark/classmates. 

The speed of footsteps should differ between the enemies too. The Ogre’s footsteps should be much slower and louder/thicker than the Goblin’s, have added some distortion to and pitched down lower the Ogre’s footsteps, but I gotta look at how to make the them sound in slower succession in Wwise. 

Ends – e.g. End_Fireball_Monster – unsure what this means! Gonna move straight on to the ‘Fire’ ones just for current time saving purposes, will seek guidance from Joe probably, he’s usually pretty on the ball. 

blog post 7

May 4th – some more production of sounds today

Grunts

I have 4 different grunts, all from the same audio file. Like with the Enemy Death Sounds I’ve pitched em down a lot. I’ve manipulated the pitch, cut the end/beginning, and used different fade in lengths, so if there’s a few monsters chasing me then it’s not the same sound coming from each. 

Death Sounds

After creating some stock sounds for the enemy deaths, I went to put them into Cube. I then realised I was a few short, and they weren’t labelled (or really made) accordingly to their monster. So I went back and made/chopped some more and labelled/edited them accordingly to their names. I didn’t think massive attention would be required for adjusting the screams to their monster, I just thought that the bigger the monster the bigger their scream. So the rat’s is quite short, whereas the ogres scream FX is longer and has more breathing space. I thought this made sense. 

For all the death sounds (apart from the Player) I used Logic’s AUPitch shifter, shifting them all down between 6 n 14 odd semitones, I actually used the same raw file for most of them, but changed the pitch or length so they sound different. 

blog post 6

May 2nd

For the most part, I’m expecting to use pretty simple sound design, some chopping and editing, maybe a bit of layering. I will use some synth work for some of the electric things like the Teleport + Uncovering a secret etc. 

Pitched down the Enemy Deaths. Got three different types, will have these on a randomiser. 

Had a long recording of footsteps, chopped out 10 individual footsteps and whacked em in. Mark was saying a big range of footstep sounds will help it sounding real. I remember in class, during my footsteps practice run, I only had 2 different footsteps and it quickly sounded too robotic. 

blog post 5

May 1st (I was writing all the entries into my notes, just for simplicity, so that’s why they’ve all been uploaded on the same day)

Working on editing the sounds. Downloaded lots of the Adobe sounds + also pinched a sound library off a friend, scrolled through the Events Breakdown list and collected loads of FX I thought would be good for the sounds required. At this stage I was unsure what all the ‘End’ ones were for so I left these until I find the answer to that question. 

I sourced all the sounds I thought I needed, put them all in one folder so when I’m ready to edit them it’s simpler. Once they’re all edited I’ll go forth and place them in/spacialise them. Some of the sounds have very long tails, like some of the explosions and screams, I thought their opening sounded cool though so I made notes to just chop off their ends!

blog post 4. mon 2nd March

today made some decent progress, even though I’m a bit behind it’s good to come in and keep the familiarity with the program, I’m getting more used to what the buttons means, and understanding a bit better the different tools e.g. sequencer and so on

I started work on the first of my tunes, I had a little melody I had written last week and thought it would be a good building block, I got to about 2 minutes of a tune and then showed it to Joe, who was sat next to me, he thought it was cool but advised to keep it a bit simpler, he thought it progressed too much, I had a listen to his one and felt what he was saying; there was no need for mine to be so progressive as it was just the loading screen song – so I started to strip it back a bit and make it more of a simpler loop, noted for when I next work on it

we also today had a look at the water,

blog post 3. mon 17th Feb

not been as active the past couple weeks but I’m back in the room

I have gathered some more of the sounds, so they are ready to be thrown (carefully) into the game – I’m confident with placing the basic sounds into the game, as we looked into this already, I used the basic synths on Logic to create an electronic buzz which I used for the spinning pad thing (I forget the name of it right now! Will have to be reminded of it when I’m next in)

this bit in particular was cool because we looked at, I’m gonna say locational sound? for example the sound of this has a particular radius, we want it to become more n more audible the closer we get to it, so we looked at this, and also creating a low passing effect as we reach past a certain distance – replicating the sonic effect that is had by walls being in place

blog post no .2 – monday 3rd February

continued looking at wwise today

cracked on with learning how to implement footsteps, initially didn’t have the footstep sounds so just got 1 of each downloaded quickly – was good to get the practice however it sounded very rigid because of the lack of differentiation

also the footsteps were really fast, in way too quick succession for the game player – again it didn’t look too realistic

so there’s a couple of elements I need to work on regarding the footsteps, I need to use a greater range of sounds, so it sounds less robotic, and also to slow them down (or at least make them sound slower) – Mark says he’ll help us with this at a later date

furthermore, I’ve only looked at the footsteps for the middle sand area, it’s quiet whenever the game player goes on to different ground, so this is something else I need to look at

blog post 1 – mon 20th jan

had our first look at unity today

we first learnt the navigational basics which I quickly got used to, we continued by learning how to implement sound in the game and the possible variations

regarding the dimensions for example, as well as positioning, direction and distance – it is an interesting way of mixing sound because of the directional element, the mix of something will sound different at the end and start of a road, it’s cool to sound edit on an interactive rather than linear timeline

my implementation of sound for the sea

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