Sunday, October 19, 2008

AA2 Sem 2 Week 10

Open Arena doesn't offer the best ambient sounds, so i picked one of the most interesting ones to recreate, the second sound however isn't in the game, i made it because i believe it would suit what I'm doing or something that i could use in future, a night street ambient sound.

For the first sound i took a sample of a jet plane cabin noise, reduced the bit rate, slowed it down and put it through a dynamic shifting eq to create that creepy slightly changing ambient drone.

The second sound was created from a field recordings of a night scene with crickets and general night ambiance, like from a pond. And mixing this with a background street sound. I found for this i needed the most ambient of noises, anything too close to the mic, or individual wouldn't work for the outcome.

References:

Haines, Christian. Lecture. "Ambience." Adelaide University. 14/10/08

Bernstein, Daniel. 1997, Creating an Interactive Audio Environment, Gamasutra, 2006,
. (Available Online)


pp173-174, 182-189. Sonnenschein, David. 2001, Sound design: the expressive power
of music, voice, and sound effects in cinema, Michael Wiese Productions, Seattle, Wash.

Tuesday, October 14, 2008

Forum Week 9

Well im blown away by ben's patch. That rhythm operator is fantastic, i wanted to do something like that in my patch, but i didnt have the time to take it on. The interface is amazing and all the bug fixes were great. Great work.

Looking at all the supercollider patches dont interest me very much, everything that im seeing is something that could be done in max, im sure the precision and quality wouldn't be the same, but the result would be something simmilar. Jake's 5.1 surround patch had an interesting sound, but again something that could be done in max and im glad im not doing this next year.

Jakes advertisement was pretty average, but the sound was done well and the rock riff at the end sounded pretty sweet.

It was a shame that Will's game was never finished, but i always like to see people working on films and games and general sound audio work in SA.

Sunday, October 12, 2008

AA2 Sem 2 Week 9

Recreating these game assets was fun and it got me thinking about the sounds i need to create for the final project. Its already given me some ideas.

The rocket fly sound was created using a noise generator in Bidule and the sound of a Harley Davidson through a low pass filter.

The no ammo sound was created from me tapping on the table, clicking, rustling paper and a toy gun.

The Regeneration sound was created using the subtractor synth in Reason.

And the Reload/weapon pickup sound was created using a toy gun.

References:

Haines, Christian. Lecture. 'Assets'. Adelaide University. 7/10/08.


"Chapter 5 - Sound Design: Basic Tools and Techniques" and "Chapter 6 - Advanced
Tools and Techniques". Childs, G. W. 2006, Creating Music and Sound for Games,
Thomson Course Technology.

Kelleghan, Fiona. 1996, Sound Effects in SF and Horror Films, 2006,
.

Wednesday, September 24, 2008

Forum Week 8

What a crazy movie. At first i thought it was funny, but then it just became quite disturbing. And i was struggling to sit through it by the last half. Is there hidden messages in this movie, or should you take this at face value? Or should you just take it how ever you want to? So many unanswered questions. I can see the appeal of the film purely from the fact there is nothing like it out there, but its not my taste.

The premature baby(?) was the most odd thing Ive ever seen, it wasn't the lady in the radiator, or the pencil eraser, that baby was just disturbing. And when it turned into that huge monster, WTF is going on? Was that his guilt for killing it, or is that Wat happened? haha. I can see the appeal, but it just doesn't appeal to me.

CC2 Sem 2 Week 8 (9)


I'm really happy with this week's result, I've always wanted a quick way to use my midi controllers with my patches and my midilearn object is the answer to this. I'm sure its a little in efficient, but the main concept is there. The Midi learn function in Reason is so helpful so using it in MAX is going to save so much time.
Check it out in the Box Widget

References:
Haines, Christian. Lecture. "MIDI and MSP." Adelaide University. 9/10/08
Cycling'74 2006, MSP Tutorials and Topics,<http://www.cycling74.com/twiki/bin/view/ProductDocumentation>.

AA2 Sem 2 Week 8


Ive chosen Open Arena as my AA assignment this semester. I decided on this game because there is lots of support for it, and i used to play Quake III Arena and Unreal Tournament lots when i was 13 and 14. So it was also a kind of nostalgic choice as well. Also i am quite familiar with FPSs. Although I'm familiar with the style of game, i am really uncertain about the process of this assignment and have many questions to ask. I am also very unsure of the preproduction form and i suspect that there may be several errors in the way Ive filled it out. But Ive given it my best shot and i hope its ok.

Check it out in the box widget.
Haines, Christian. Lecture. "Asset Integration." Adelaide University. 16/9/08

Anon 2007, List of Open Source Games, Wikipedia, viewed 7/9 2007,
http://en.wikipedia.org/wiki/List_of_open_source_games.

Wednesday, September 17, 2008

CC2 Sem 2 Week 7


No problems this week, Fairly straight forward. The GUI version is different from the individual patches, however the concepts are the same. Ive built the individual patches as an easy and simple way to recording and playback to use in future patches. This is why they dont use computer keys to control it.


Control Keys are Shift + P = play, Shift + R = record, Shift + S = stop record

Note the image shown of week 7 GUI patch has been modified.

References:

Haines, Christian. Lecture. 'Music and Signal Processing.' 11/9/08. Adelaide University.

Cycling'74 2006, MSP Tutorials and Topics,
.