Sunday, January 13, 2013

SoundScape


 Soundscape Strange Day

Click Link -> Strange Day 

Scene 1

The air conditioner is on blowing cold air around the room as he gets up and puts on some clothes for his daily walk. He turns left and right in a confusing state to gather his thoughts on where the exit might be. For this part, we used automation for his footsteps panning them left and right as he searches around the room.  He finds it and proceeds to walk forward and has an abrupt cough leaving his room down the hallway towards the front door.  Again we used automation fading out from his room and then fading in to the hallway. For the dimensions effect we used a AVerb plug-in. The desired effect was accomplished by, setting the Pre delay to 9ms, Reflectivity to 24%, Room size to 34, density/time to 75% and finally the mix to 20%. He finally approaches the door and twists the doorknob to open it as a gust of wind blows directly in his face as he steps down from the porch into the mud.

Scene 2


He then walks along his muddy pathway to the sunny sky as he hears bird’s chirping and wind blowing. His dog is then startled and begins to bark and move closer to him to finally recognize him as his owner and stops. For this part we used another form of automation as the dog approaches him from a distance to a few feet in front of him. As he walks further an airplane soars above his head traveling from his left and fading towards his right. Further along, he is approached by a swarm of bees that start to irritate him by moving from ear to ear. Again automation comes in to play with the insects approaching him and panning them left to right to create a realistic feel of bugs in your ear.

Scene 3


For this scene… I made the atmosphere a little brighter with reflections and harmonics. Along his walkway; he enters the green forest where he hears brighter sound coming from the birds and trees around him.  The walk is so calm and relaxing that he eventually drifts off into the deep woods just admiring the nature and sound around him.

Scene 4


He finally approaches the cave where the path cuts off and continues to walk deeper inside where the sunlight dimmers out and the sound becomes ambient. We inserted another reverb for the cave to give it that spacing feel along with automation arriving into the cave to make it seem like he has entered a whole new environment. He walks along the rocks as they scramble beneath his feet and water trickles down his side.  The deeper he walks into the cave, the harder it is for him to walk and see at the same time.

Scene 5


As he’s walking in the cave, it gets spookier and quieter as his nerves go into shock.  And the next thing you know…. Boom he trips and plummets a few feet down into an underworld he has no idea about. For this scene we used an intense build up for the character using automation and a creepy effect to give it that spooky feel. Along with the fall, we gave it some more ambient noises with screams and high cut filters to make it sound like he’s descending. He then hears creepy sounds echoing from all spaces around him scaring him and keeping him trapped forever. 

Sunday, August 26, 2012

Lava Mine - Sound Design




Lava Mine Sound Design Audio

Hello my name is Jackson John-Maire, today I will go over some sounds that I did in the above video. the clip is from a lava mine level created in UDK. Under the video clip I also included the sounds.

The Ambients:
 When I was creating the ambient sound my goal was to have an eerie type of environment. In order to get the sound the way it was envisioned. I went through my library for quite some time until the sounds poped out. The sound consisted of wind gust time stretched, then pitch shifted slightly; a kick drum loop that I ran through a low pass filter. After that they were blended to get the sound I was looking for.

Lava Flow:
For the lava flow I knew in my head what I wanted it to sound like, so once more I went to my library and started searching. It is strange, but I would hear the most unrelated sound and know that the sound would some how make sense later on and I would take it. To get the lava flow, I used a recording of frying bacon, a recording while inside a carwash machine, wind, and crowd clapping then blended them till it was to my liking. For all the sounds  I used spectral pitch shift and bin shift. The carwash audio was all over the place so I used a vocal riding plug in to I guess tame it down to my liking.

Fire Pot:
The fire pot out of all the sound I felt was the easiest to recreate. Once more while listening to the sounds in my library, I came across sound of clothing rustling and rain drops falling on a roof top. what I did was put the clothing sound through a lowpass filter and the raindrops I ran it through pitch shift Plug in.

Steam:
This sound gave me the most grief I went through countless amount of variations, and none of them worked. It's crazy, but the last sound that I attempted was a storm loop with rain fall on a metal shed. when I heard the sound right away I new it would work. what i did was time shift the loop then pitch shifted it slightly, and finally slightly EQ the loop to my liking.

My main goal for the sounds where to get a realistic sound. listening to my final sounds I felt that the main goal was accomplished. The sounds where created from the most unrelated sounds, but I felt at the end they sounded like the end product that was intended. With the sound I tended to stay away from over processing. The closer to being natural, I felt would give it a more realistic feel and a more immersive experience to the consumer.

The project in all was educational and fun, but at times frustrating when the sounds did not work as expected. The end clip did not demonstrate the quality of the sound I created. This was due to some technical difficulties with my DAW. Logic that night was just not working for me it crashed countless amounts of times, and the one time I did not save is when it happened. Then the next day in Lab for what ever the reason my sound where phasing and for the life of me I could not figure out what was causing it to phase. Unfortunately this was the last day in lab and ended up running out of time. I have included the audio files in a link above. So you have a better view of what my intentions where, but do to unforeseen circumstances I was not able to get the expected end project.












Monday, August 20, 2012

AIA Weapons Sound Design






Hello, My name is Jackson John-Maire.
On the Video above it is demonstrating weapons in UDK. The sound were all created by me. Today I will go over what sounds I used, what mixing, and processing techniques I chose.

First lets start with the sounds used when you pickup a weapon.
Sounds
    .45 caliber springfield xd compact being chambered.
    velcro being ripped apart
My thought process was I wanted realistic feel. when you pick up a weapon to fire you take it out of the holster then chamber it. so I implemented this process when you pick up a weapon it give it that effect of unholster and chamber ready to fire. To get the sound I layered the velcro sound with the firearm being chambered making sound like one, two step without lapse.

The riffle regular fire
Sounds
     Barret .50 Snipper Riffle
     First 3s of a youtube video clip from FPS Russia
     Tail end of a Fired 40mm Machine Gun Recording from FPS Russia page.

My main goal for this weapon was straight raw power. by blending the blast from the .50 barrat and the tail end of the 40mm machine gun. the end result was a weapon with insane force of power. after achieving this I wanted it to sound to also match the look of the firearm, I did this by adding an electrical element when it is fired. the electrical element was the sound of a popular youtube page I took the sample and blended it at the end of the rifles firing cycle. the sound where not processed much my intentions where to keep them simple and more organic than synthetic sound.

Specialty Fire, and Explosion
 Sounds
    electrical loop
    wind gust
    car impact glass shatter loop from logic
    bone breaking loop from logic
    explosion from 40mm Fired
    .50 Barret Snipper Riffle tail end of a firing cycle

   My goal for this option in the rifle was to create fire power that will make your enemy surrender.
So in order to achieve this i figured put two powerful weapons together, I took the initial blast from a barrat and the explosion from the 40mm then eq the low-end to give it more impact. after doing so I added the electrical element to it as a final touch of insanity, the wind gust is subtle but without it you dont get the full impact of power. I then added the sound of impact from a loop i found in logic the loop is impact and glass shatter but, blended in with the rest of the sounds it gave it a more agressive element to it. with all the sounds used I stayed in the organic mode, by not over processing the sounds and just eq, and blending to get the end results.

Picking up ammo
Sounds
 Type writer loop
    For this sound I was looking for a sound that was subtle but got the main objective. I came to making this choice from listening to other sounds most popular games used, and came up with my own. what I did was get the sound of a old type writer and did a slight pitch shift and that was all.

After completing all the sounds I implemented them into the udk engine, by using sound cues. by using the sound cues the weapon dosent sound exactly the same this gives the player a more realistic experience.