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Game Audio​

This is the work I did while working towards recording, synthesizing and implementing audio for a test game, from DAW (Ableton/Pro Tools) to the middleware (FMOD) to the game engine (Unity).

Below can be found an audio que sheet of all of the sound for the game.


#CategorySound Cue:SceneType:Sourced fromM/S2D/3DImplementationNotes
1Ambiencespaceshipamb1AmbienceSynthesisedM3DOne Looppink noise with EQ applied
2Ambiencejungle_amb1,2 & 3AmbiencelibraryS2D2 Loops + scatter instrumentlayers are different lengths playing in async
3Player Characterellen_footstepsAllFoleyRecordedM2D> 5 variations neededpitch being modulated using randomisation tool
4Player Characterplayer_jumpAllDialogueLibraryM2D> 5 variations needed
5Player Characterplayer_hurtAllFoleyLibraryM2D> 5 variations needed
6Player Characterlaser_attackAllSFXSynthesisedM2D> 5 variations neededpitch being modulated using randomisation tool, made using wavetable in ableton
7Player Charactermelee_attackAllFoleyLibraryM2D> 5 variations neededvolume being modulated using randomisation tool
8Environmentacid_loop3 & 4SFXLibraryM3Done loop
9Environmentacidsplash3 & 4SFXLibraryM3D> 5 variations needed
10Interactionboxslide1 & 4FoleyRecordedM3DLooped to sync with box being pushed
11Interactioncrystal_on2 & 4SFXSynthesisedM3Done variation neededsynth made using collision in ableton, also plays for door In zone 2
12Interactionhealth_pickup3,4 & 5SFXSynthesisedM3Done variation neededsynth made using collision in ableton
13Ambiencezone5_amb5AmbienceLibraryS2Dloop + scatter instrumentreverb applied in FMOD
14Environmentmoving_platform3,4 & 5SFXSynthesisedM3Done loopsynth made using wavetable in ableton
15Ambiencecave_amb4AmbienceLibraryS2Done loop
16Interactionkey_pickup2, 3 and 4SFXSynthesisedS3Done variation neededsynth made using meld in ableton
17Environmentdoor_open4SFXLibraryS3Done variation needed
18Interactionenemy_fs3 & 4FoleyLibraryM3D< 5 variations neededmany needed due to the amount of enemies in one zone
19Player Characterellen_deathAllSFXLibraryM2Done variation needed
20Interactionwall_break2 & 3SFXLibraryM3D3 sounds layered
21Musicmenu_songMain MenuMusicSynthesized/lLibraryS2D3 instruments within ableton, loopedmade up of wavetable synthesizer, Kontakt 5, India Spotlight Collection sample instrument, Kinetic Metal sample instrument 
22Interactionstaff_pickupZone 3SFXSynthesizedM2Done variation neededmade using collision in ableton

An explanation of how i created the more complex sounds - 

Spaceship Ambience:

This was done in pro tools, I used the noise generator in Audiosuite to generate pink noise, in FMOD I then filtered out everything except the low end of stuff below 1000 Hz, while letting through some frequencies at around 5 kHz, I also boosted the low end.

I got it to loop within FMOD, I set the distance attenuation to be quite high as it is a big object producing this sound.

Jungle Ambience:

the Jungle Ambience was made in pro tools, it is made up of 2 jungle ambience tracks acquired from SoundQ which i set to loop in FMOD, there is also a scatter instrument, which plays sounds at different intervals, ranging in volume and location within game (panning).

Player Footsteps:

I recorded the footsteps for the two different material types, grass and stone, both of which were recorded with a Rode NTG2, I captured multiple footsteps and then picked the best out of the recorded ones to use in FMOD.

Video of the grass footsteps recording:


Video of the stone footsteps recording:


Laser Attack: I created a laser using wavetable, I used envelope 2 to automate the frequency of each of the filter bands, giving it that laser sound, i used pro Q to cut some of the loud low frequencies and a particular frequency around 300 Hz that was too loud. I used the utility tool to turn it up since it was very quite, after getting a few recordings of the synth, I put them into a multi instrument in FMOD, I then automated the pitch slightly to make each shot from the laser more unique.

Box Sliding sound: 

for this I dragged a piece of slate off another piece of slate, I then pitched it down after recording, I made it loop in FMOD, it loops until the player stops touching the box in game, FMOD then plays after the sustain point made on the timeline.


Music:

The wavetable synthesizer is a simple sine wave, first there is a high pass filter being automated by the amp envelope generator, its a subtle change that makes the synth sound a bit more interesting.

I then made use of Kontakt 5, and particularly the Indian Spotlight Collection, which has samples of many Indian instruments, I used the Dhol drum for the music. as the drum fit the theme of this game which is mostly set in a jungle.

For the final instrument within the music, I again used Kontakt 5, the Instrument was the Kinetic Metal instrument, which creates unique sounding textures, I used the Aluminium Scratches texture, it sounded like some ambience you'd hear in a Sci-Fi movie based in space, which fit the feel of the game, which is seemingly based on an alien planet.

I made a 16 bar loop of the song in ableton, and bounced the audio into FMOD, where I then made the audio loop.

LUFS:

After playing through every section of the game, my loudness meters intergrated LUFS came in at around -23.9 LUFS, my target was -23 with a leeway of 0.9 LUFS.


To head to my final artefact, click the button below.

Artefact 4