Posts Tagged ‘audio’

SHHH DONT TELL ANYBODY

Posted by (twitter: @Phantom_Green)
Saturday, April 16th, 2016 11:38 pm

HERE’S A SUPER SNEAK PEAK AT A SONG I’M WORKIN ON FOR OUR GAME

Tactical Superiority – Post-Jam V.1.1: Web player!

Posted by
Thursday, September 3rd, 2015 2:53 am

Screen4

Play it here

Got the web player running afterall. It was somekind of a temporary problem somewhere, weird stuff.

Do try and rate the jam build as well will ya?

Tactical Superiority – Post-Jam V.1.1: Sounds!

Posted by
Tuesday, September 1st, 2015 12:27 pm

Screen4

Play it here

The first Post-Jam version is now out! Had some technical difficulties with the web builds (HTML5 build has terrible audio support and itch.io didn’t like the Unity web build for some reason) so now there aren’t any! Desktop builds all the way, eh.

Do try and rate the jam build as well will ya?

Hello Ludum-Darees!

This is my first post-mortem butchery and I am very excited to share my experience doing the music and sound design for our entry:

“Cataphilla”

21417-shot0-1440484896

Given the fact that we started slightly off schedule and that we changed the mechanic and aim of the game in the course of only 2 days we were

slightly limited regarding fine tuning the game but we made due with the resources we had…

For this game we (tried) implementing Fmod into making the audio behave a lot more dynamically and react to inputs rather than just looping seamlessly from beginning to end.

 

 

This is only the 2nd time I have used Fmod inside a Unity game and I was relatively happy with what we achieved but I there are several hurdles that I would like to get over for future jams:

 

Challenges:

-Making instruments come in after each other

-Changing the snare-sound when switching between left arrow key and right arrow key

-Creating a “muffled” effect when entering the giant peaches

-Transitioning from the main beat to the transition and into the new section

Making things sound cool and glued together

-Switching between sound effect stings

fmod

Fmod for an audio person is fairly simple to use as it acts just like any other “DAW” (Digital Audio Workstation ie. Ableton/Fruity Loops/Pro Tools/Reason)

Its main purpose is to make the programmers life a bit easier by creating parameters that the programmer can tie to an event/instance in the gameplay, hopefully making

the programmers life a lot easier (in theory at least  :D)

It also serves to create a bit more interesting audio flow which is really essential because hearing a loop over and over is annoying.

fmod2

The music track is ssplit into 7 separate audio layers:

Layer 1: Basic Groove with Snare 1

Layer 2: Basic Groove with Snare 2

Layer 3: Synth Pad

Layer 4: Rhythmic Synth 2

Layer 5: Melodic Synth 1

Layer 6: Melodic Synth 2

Layer 7: Drop

 

These layers are “Events” in fmod and I have several parameters that affect these layers on the fly:

Parameter 1: Switch between Layer 1 + Layer 2

I wanted to have a different snare sound for when you go left with the catapillah then when you go right. This feature was purely experimental and maybe a bit unecessary but definitely added to the dynamic of the audio.

When you change the parameter, the audio layers should crossfade “smoothly” from one into the other.

fmod3

Parameter 2: Bring in layer 3-6

The different synths that you hear when you fly through the golden pips (located on the inside of the fruit) were initially meant to be 3D objects that you have to find but we ran into time constraints and just made them add to the track.

 

Parameter 3: Trigger “Drop sound”

Because the game was centered a lot around the music everything had to be synchronised to the tempo of the track; the transition time from the basic groove to the drop layer and back could be set in musical increments which was just what we needed. I set it to be 1 bar, which might be a bit too long but was the most musically pleasing variant.

 

What I learned :

-Transitioning between layers/events and having the transition happen rhythmically while maintaining a fairly immediate response is a very delicate task

-Too many dynamic changes in the audio can be positively tributing to the gameplay but shouldn’t be overused. Repetition is very important too.

-Learn your programs beforehand; knowing the ropes of Fmod/Wwise or even just Unity’s native audio mixer can help save time when you are crunching to get general gameplay polished before the deadline.

21417-shot3-1440455644.png-eq-900-500

We had a lot of fun making “Cataphilla” and there are so many more opportunities on the audio side that I would like to explore – maybe a post-jam version is soon to follow :)

If you are interested what I’m talking about check it out:

http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=21417

 

Thanks for reading/scanning through!

-Mexicanopiumdog, Pomb, Brendon

First-time LD: Soundtrack to “Fire Fight”

Posted by (twitter: @cbstegeman)
Tuesday, August 25th, 2015 11:37 am

This was my first time doing music for LD and it was a blast. Will definitely be coming back. Full soundtrack is below.

The game is called “Fire Fight”. You beat up fire hydrants and boxes of puppies in order to collect “Fire Power” and assume your Demonic Form. There are two versions of every piece of music in the game: one version that plays during your Normal Form and one version that plays during your Demonic Form. Both versions are pretty over the top.

It took me all 3 days to do 8 minutes of music and SFX. I would have liked to have worked faster; I got asked to do more than one game and it would have been fun to do more than one. But I realized that this is pretty much as fast as I can work.

That being said, some people contacted me for music at the very last second; don’t wait until that late! Maybe I could have planned in advance how to do more than one game, if I had enough warning time.

Side note: I’d like to rate everybody’s game, but I guess I can’t vote since I wasn’t the one who posted our game… oh well. I’ll still be playing them.

“Fire Fight” is here: http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=55627

 

 

Free Game Jam Menu Template for Unity 5

Posted by
Tuesday, August 18th, 2015 5:22 pm

I posted this a while back when we released it but I figured I’d repost as things heat up for LD33. This is a simple menu UI / audio package that you can download for free from the Unity Asset Store. There’s a list of functionality below, as well as a live training session I did for Unity’s YouTube about how to set it up and use it here.  If you have questions there’s a forum thread here. Hopefully this helps you focus on making fun games and less on boring stuff during the jam! If you end up using it drop me some feedback on the forum or via twitter (@mattmirrorfish).

 

gameJamTemplate

You can download it from the Unity Asset Store here, for free

Functionality:

Main Menu
-Placeholder title image and title text
-Start Button
– Options Button
– Quit Button
– Fade to black (or any color assigned to FadeImage) when transitioning out of main menu to main scene

Options Panel
-Music Volume
-Sound Effects Volume
-Back Button

Pause Panel
-Music Volume
-Sound Effects Volume
– Resume Button
– Quit Button

Music
– Change or loop music clips when starting game
-Music pre-routed to Audio Mixer, connected to UI

Other functionality:

-Can be used either with single scene or multi-scene games.

Free Game Jam Menu Template in Unity 5

Posted by
Tuesday, June 30th, 2015 2:53 pm

After my participation in LD32 (my first!) I experienced the pain of having limited time to work on making some cool mechanics, art and audio, only to realize at the last minute that I didn’t have time for basic functionality like a menu, pause screen and music and sound options.  Since I would like to be able to use these things myself in the next jam I decided to make a template package that’s publicly available for everyone to use, and since in between making jam games I work at Unity as part of the online content team (we make the tutorials for the Unity learn site)  we decided to publish it as an Official Unity Thing™.

See below for a download link and a list of functionality built in. The package has a read me file inside with setup instructions and I’ve done a live training for our live training series which walks through setup and also how the scripts work.

gameJamTemplate

You can download it from the Unity Asset Store here, for free

Functionality:

Main Menu
-Placeholder title image and title text
-Start Button
– Options Button
– Quit Button
– Fade to black (or any color assigned to FadeImage) when transitioning out of main menu to main scene

Options Panel
-Music Volume
-Sound Effects Volume
-Back Button

Pause Panel
-Music Volume
-Sound Effects Volume
– Resume Button
– Quit Button

Music
– Change or loop music clips when starting game
-Music pre-routed to Audio Mixer, connected to UI

Other functionality:

-Can be used either with single scene or multi-scene games.

Just finished my little orchestral medley, you might know the game!

Posted by (twitter: @qrchack)
Monday, June 1st, 2015 2:16 pm

Post Mortem: Chiptunes are fun!

Posted by (twitter: @qrchack)
Tuesday, May 12th, 2015 4:24 pm

So, seems like the best (music-wise) Ludum Dare game I made music for scored #84 out of 1468 (in Jam). Not bad, glad I focused on just audio this time. Looking forward to beat the record next time!

gameplay24

 

Full of FM synthesis, Sega arcade-quality goodness.

Get it HERE or, better yet, play the GAME

In need of last-minute music for your Jam game?

Posted by (twitter: @qrchack)
Sunday, April 19th, 2015 1:16 pm

I finished music for the game with @Sigrath and am sort of bored so hit me up if you need anything audio. Pretty much anything, from chiptune, through industrial to orchestral epic stuff will do (though silently I’m wishing someone with an art-like game will get in touch with me – think Nihilumbra, Journey)!

 

Clickies for listening to help you decide!

Chiptune music time!

Posted by (twitter: @qrchack)
Sunday, April 19th, 2015 3:01 am

This Ludum Dare I’m not coding, decided to go with what I’m best at: sound! Teamed up with a buddy who makes the game, and I focus on just the audio part. Anyway, a happy Ludum Dare chiptune for you all :)

Crystal Planet – post mortem

Saturday, August 30th, 2014 5:46 am

Crystal Planet

Entry: http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=29762

Description:

You have to send special signal to make connection to another planet.
Signal is a result of adding multiple lasers with different colors (RGB).
Lasers beam are created from generators(flying balls).
You can apply specific color to generator using crystals and your laser.

Your task is to prepare your SIGNAL similar to TARGET signal.

To change target, press [space].

Gameplay:

I started with idea of making 3d “laser and mirrors” type of game. Where you would have mirrors with different colours, and your beam react different on each one. I even succeed but find it very difficult to control beam direction. After fighting 1 day to make it enjoyable I dropped it. Finally I ended up with concept of split colour to R G B code and make objective to generate given colour (RGB code) to connect to another planet.

Graphic:

After last LD where I fight a lot with creating graphic by my own, I decided that next (this) LD I will start in jam. Possibility to use already created assets so I could spend few hours on creating effects, or level design and then focus on gameplay was good decision.

Audio:

First time I used electric guitar for sounds effect and I’m very happy of it. I planned to spend more time on recording audio, but because of loosing time on first idea that I dropped I could use only audio that I recorded for tests. Anyway final result is ok, and I’m sure I will make something better next time!

Evolve:

I’m thinking about possibility to run over planet, explore new crystals and then prepare special signals. Then each signal could create something, or make special attack for different targets.

Do not hesitate to try!

http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=29762

Drempt – Progress #5 Audio and Video!

Posted by (twitter: @wetdesertrock)
Saturday, August 23rd, 2014 9:33 pm

I have spent all of today getting over my aural creative block! This video is meant to show off the audio in my game. Tell me what you think about it, I’m not quite sold on the sound effects.

Also, try to see if you can start spotting which enemies are dreams and which aren’t! (Hint, some turn faster than others).

Previous Progress Post

Announcing jfxr: a tool to quickly make sound effects!

Posted by (twitter: @frozenfractal)
Saturday, August 2nd, 2014 7:51 pm

Ladies and gentlemen, in time for the next Ludum Dare compo, I bring to you: jfxr! It’s a browser-based tool to quickly generate sound effects for your games.

jfxr

Give it a try here – simply click the preset buttons on the left repeatedly to come up with new sounds. If you got something you like, fine-tune it with the many available options. Or if you know exactly what you’re going for, you can start from scratch, that is, the Default preset.

Jfxr should work in any recent version of Chrome and Firefox. Opera and MSIE users are out of luck because I can’t be bothered to test on those, and mobile devices might be a bit slow.

As you can probably tell, jfxr was heavily inspired by bfxr, but jfxr was designed to be more powerful yet more intuitive to use. It presents you with graphs of the most important parameters, so you can see what effects your edits have, and what modifications you need to do to achieve a particular result. I also find that jfxr’s randomized presets produce more useful output than bfxr’s.

I would love it if you would try it out! Please send any feedback my way via the issue tracker, or just comment on this post. Also, the source is fully open and should be fairly hackable (though I still need to clean it up a bit). Tip: you can easily share sound effects with others by clicking the Link button!

2nd LD = Bronze in Audio! Thanks!

Posted by (twitter: @JarcasStudios)
Friday, September 20th, 2013 1:19 pm

ratings

Just wanted to say thanks to everyone who took the time to play and rate my game!

My previous entry (LD26) was a decent game but was rated very poorly in audio because I ran out of time and didn’t get around to adding any at all. I actually managed to score a 1.31 in Audio that time. I guess there were actually some reviewers out there who felt that silence was worth more than a 1. heh.

Anyway, I knew I wanted to make sure that I didn’t have a repeat of my audio performance this time for LD27. I wanted to make something where the audio was central to the experience of the game. So, I got all crazy and ended up deciding to make a music game with some original music that I’d record over the weekend.

I knew I’d do better in Audio this time around… but I still didn’t have a full complement of sounds – no UI sounds or anything – just 30 seconds of original music. I definitely didn’t expect to get 3rd place in Audio across all Jam entries, and I’m not entirely sure that I deserve it, but I appreciate it all the same!

Anyway, this has been a great 2nd Ludum Dare for me. I’m very happy with how everything turned out and am looking forward to the next one!

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