Friday, May 24, 2013

Apply Sound Assets to Game

Integrate Audio into Game

Production Log - 

   I began to integrate my audio into the game; I went into (Create a Sound > Load Sound) and then loaded each of my sounds one by one. Once I had created a sound within GameMaker for each of the audio files I began focusing on the individual sounds.

  • (bulletbounce.wav) - I opened (obj_enemybullet1) and looked at the event list; I clicked on the collision event on (obj_myplane) then opened the (main1) tab and dragged (play sound) into the action list. I set it with the sound (bulletbounce). I then did the same thing within the (obj_enemybullet2). 

  • (explosion1.wav) - I opened (obj_explosion1) and went to (Add Event > Create). I then went into the (main1) tab and dragged (play sound) into the action list. I set it with the sound (explosion1). 

  • (gunfire1.wav) - I opened (obj_bullet) and went to (Add Event > Create). I then went into the (main1) tab and dragged (play sound) into the action list. I set it with the sound (gunfire1).

  • (propellers.wav) - I went to (Create an object) and didn't give at a sprite. I then went to (Add Event > Create). Next I went into the (main1) tab and dragged (play sound) into the action list. I set it with the sound (propellers). I then opened (room_main) and added (objectpropellers) to the room.

  • (scream.wav) - I opened the object (controller_life) and looked at the event list and clicked on the (no more health) event. I went into the (main1) tab and dragged (play sound) into the action list. I set it with the sound (scream). 

  • (wind.wav) - I went to (Create an object) and didn't give it a sprite. I then went to (Add Event > Create). Next I went into the (main1) tab and dragged (play sound) into the action list. I set it with the sound (wind). I then opened the (room_main) and added (objectwind) to the room.

  • (explosion2.wav) - I opened (obj_explosion2) and went to (Add Event > Create). I then went into the (main1) tab and dragged (play sound) into the action list. I set it with the sound (explosion2). 

  • (gunfire2.wav) - I opened (obj_enemybullet1) and went to (Add Event > Create). I then went into the (main1) tab and dragged (play sound) into the action list. I set it with the sound (gunfire2). I did the same thing to (obj_enemybullet2).

  • (lose.wav) - I opened the object (controller_life) and looked at the event list and clicked on the (no more lives) event. I went into the (main1) tab and dragged (play sound) into the action list. I set it with the sound (lose). 

  • (win.wav) - I opened (obj_button) and went to (Add Event > Create). I then went into the (main1) tab and dragged (play sound) into the action list. I set it with the sound (win).



Evaluation -



   The product isn't exactly what I expected; I originally planned it to be historically accurate and give the impression of danger. What I actually created was something comedic; since the game is rather 'arcade like' I don't think this is such a bad thing. '1943' isn't a really serious game so the light hearted theme of it is all right. The sounds that I created for this game will fit with the game but they don't sound the best they could. I think with a bit more time I could have made these sounds fit the purpose better. Also, the game is pretty limited with the range of sounds it needs because it is so basic. 
   Concerning technical qualities; some of the sounds sound clean however some of them sound a bit 'staticy'. The reason for this is because I recorded some of the sounds with the dictaphone (clean sounds) and some with the microphone on my laptop (static sounds). I did intend to use the dictaphone for all of the sounds but due to the impending due-date I had to improvise. 

Wednesday, May 22, 2013

Plan and Produce

"I have been appointed as the sound designer for the new 2D shoot em up, '1943'. I must produce the audio assets and implement them into the game."


Research and Analysis 

   Before creating my sound assets for the game I must begin research into other games set in World-War II. It is important to do so in order to gain an understanding of what sounds are needed for the genre. 


Medal of Honor: Allied Assault

   Medal of Honor: Allied Assault is an FPS game set in the areas of Europe and North Africa during World-War II. After doing some research on it and watching numerous videos on YouTube I gained an insight on the amount of sounds needed to depict the genre. Obviously, games are full of lot of sounds but only some are key to helping it correspond to the genre. Medal of Honor: Allied Assault is an first person shooter so that means it has a lot of weapons within the game; it is the sound designers job to create sounds which fit with these kinds of objects. After watching some game play from this game I realized just how many different sounds there was for different weapons. Characters in the game use shotguns, machine guns, rifles and more; all of which have their own unique sound. Similarly there are also sounds made especially for tanks and explosions in and out of water from hand grenades. One sound that really stuck out was the air raid siren that played at the beginning of the game. This was obviously put in place to set the scene. When the character is in heavy gun fire you can hear the whistle of bullets flying past and bullet shells falling to the ground. You can also hear the sound of plane propellers spinning coming from above. All of these sounds are important to the story line and the theme to help immerse the player into the game world. The point of these kind of games are to make the player feel like they are playing someone else's role and it is important that they feel as if they are actually there; the sounds add to this massively. 


Call of Duty 3

   Call of Duty 3 is also an FPS game set in North America, Europe and Australia during World-War II. Once I had done some research into this game I gained a greater understanding of the sounds needed for this genre. Since the game is set in the middle of one of the worlds most notorious wars it is important that the game is as historically accurate as possible. During the intro sounds of marching, army drums and a German Nazi yelling play giving the game a scary feel. However, once you begin the game it enters a platoon camp where 1940's music is playing. It gives the game some historical significance; the camp is soon invaded by Nazi's and warfare begins. During this scene a number of sounds can be heard; like Medal of Honor: Allied Alliance a lot of these sounds come from weapons. The sound of machine guns and rifles being fired can be heard all around; just like the sound of explosions and whistling bullets. The character that you play as also has some unique sounds; like the sound that the gun makes when you hit an NPC or the sound of a grenade hitting the floor once you throw it. The environment also makes sounds; for example when the character enters buildings you can hear the sound of it crumbling and falling down.


Wolfenstein: Enemy Territory


   Wolfenstein: Enemy Territory was the last FPS set in World-War II I researched as I believed I had grasped a fairly good understanding of the genre at this point. Much like the other two games this game has a lot of noises used to depict the sounds of certain weapons. The sound of machine guns, rifles, pistols and grenade launchers being fired can all be heard in the game play video I watched. Like the other two games the sound of explosions is a common one within WW-II games, just like the sound of fighter planes flying above the player. This game however seemed to pay a lot of attention to the audio; the sound designer included a noise for when weapons were reloaded, when items were equipped/un-equipped and when a fellow soldier contacted you on the walky-talky. As I have stated before it is very important for the sound designer to include as many sounds that would be in a war-zone into the game to make it believable. 



Planning


Sounds I Intend to Create for '1943':


  • Explosion Sounds (2)
I intend to produce this sound verbally then recording it with a dictaphone. The sound will be played when a plane explodes from a bullet or from crashing with another plane.



  • Scream Sound

I intend to produce this sound verbally and record it with a dictaphone. The sound will play when the player dies.



  • Plane Propellers Sound
I intend to produce this verbally and record it through a dictaphone. I will use this sound constantly to indicate that the planes propellers are always spinning.


  • Bullet Bouncing off Plane Sound
I intend to produce this by hitting two spoons together and recording it with a dictaphone. I will have it play when a bullet hits a plane but doesn't make it explode. 



  • Wind Sound
I intend to produce this sound verbally and record it with a dictaphone. I will use it constantly through the game.



  • Gun Fire Sounds (2)
I intend to produce this sound within a synthesizer and use it when the planes are firing.



  • Win Sound
I intend to produce this sound verbally and record it with a dictaphone. The sound will play when the player wins the game.


  • Lose Sound

I intend to produce this sound verbally and record it with a dictaphone. The sound will play when the player loses the game. 
Time Plan -



Recording Log -


  • (bullet bounce.wav) 0:00:330
  • (explosion1.wav) 0:0:628
  • (gun fire1.wav) 0:0:100
  • (propellers.wav) 0:2:638
  • (scream.wav) 0:0:808
  • (wind.wav) 0:2:726
  • (explosion2.wav) 0:0:440
  • (gunfire2.wav) 0:0:243
  • (lose.wav) 0:0:971
  • (win.wav) 0:0:456



Production Log (Sound Editing) -


   This stage went very well once I got the hang of the software. The sounds didn't need much editing so it was a rather fast process. 


  • (bullet bounce.wav) - Once I had imported the unedited sound into Adobe Audition I went to (Effects > Amplitude and Compression > Amplify) to make the sound much louder. The sound sounded a bit high pitched like thin metal had been hit together so I went to (Effects > Time and Pitch > Stretch and Pitch) and lowered the pitch to make it sound as if it was thicker metal. The size of the file was quite big so I went to (Favourites > Convert to Mono) to make the file smaller. I also faded the sound out. The sound was completed after I had cut the useless parts off where sound can't be heard and saved it as a wav.

  • (explosion1.wav) - Once I had imported this unedited sound into Adobe Audition I went to (Effects > Amplitude and Compression > Amplify) and made the sound much louder. This sound was also too high pitched so I had to go to (Effects > Time and Pitch > Stretch and Pitch) and lower the pitch. The sound was too slow so I went back into (Effects > Time and Pitch) and sped up. I went to (Favourites > Convert to Mono) to make the file smaller. I then cut the useless bits off again and saved the file as a wav.

  • (gun fire1.wav) - Once I had imported this unedited sound into Adobe Audition I went to (Effects > Amplitude and Compression > Amplify) to make the sound louder. I then went to (Effects > Time and Pitch > Stretch and Pitch) and raised the pitch. I also went back into (Effects > Time and Pitch > Stretch and Pitch) and sped up the sound then I faded the sound out. Lastly, I cut all the access sound off and went to (Favourites > Convert to Mono) then saved it as a wav.

  • (propellers.wav) - Once I had imported this unedited sound into Adobe Audition I went to (Effects > Amplitude and Compression > Amplify) to make it louder. I then went back into (Effects > Time and Pitch > Stretch and Pitch) and raised the pitch. I then cut the access off and went into (Favourites > Convert to Mono) to make it smaller and saved it as a wav. 

  • (scream.wav) - Once I had imported this unedited sound into Adobe Audition I went to (Effects > Amplitude and Compression > Amplify) to make it louder. I knew the scream was too high pitched so I then went to (Effects > Time and Pitch) and lowered the pitch. I faded the sound out then went to (Favourites > Convert to Mono) to make it smaller and saved it as a wav.

  • (wind.wav) - This sound didn't need much editing so once I had imported it into Adobe Audition I went to (Effects > Amplitude and Compression > Amplify) to make it louder. And then I went to (Favourites > Convert to Mono) to make it smaller and saved it as a wav.

  • (explosion2.wav) - For this sound I did exactly the same editing techniques as I did with (explosion1.wav). 

  • (gunfire2.wav) - For this sound I did exactly the same editing techniques as I did with (gunfire1.wav).

  • (lose.wav) - Once I had imported this unedited sound into Adobe Audition I went to (Effects > Amplitude and Compression > Amplify) to make the sound much louder. I then went back into (Effects > Time and Pitch) and lowered the pitch). Once again I went back into (Effects > Time and Pitch) and sped the sound up. Once I had done that I went to (Favourites > Convert to Mono) to make it smaller; I then saved it as a wav.

  • (win.wav) - Once I had imported this unedited sound into Adobe Audition I went to (Effects > Amplitude and Compression > Amplify) to make the sound much louder. I then went back into (Effects > Time and Pitch) and raised the pitch. I cu off the useless parts then went to (Favourties > Convert to Mono) and made it smaller then saved it as a wav.