Week 7 – Foley Pt 2

As this project has progressed I have come to realise that the Foley will now need to be done in three parts. This is the second part. The reason why the Foley is going to be done in three parts is because the development time of the game. As the game development progresses so do the small sounds that need to be added. This second part of Foley recording has been used for small sounds such as the door closing and a light switch.

 

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All Foley no matter how small has been recorded using a stereo recording technique called a spaced pair. The stereo recording technique is used with two microphones, the microphones were Rhode NT5 matched pairs. Stereo recording gives a better sonic depth to the sound and this will work very well in the game for some sounds as the user will be listening through headphones. Not all sounds will be used as stereo but they will be available if needed. Research on stereo microphone techniques can be found in my research tab.

The recordings have been processed through Pro Tools and using Waves Gold plug-ins have been manipulated to improve the sound. For example the door needed to have more bass to give it a more realistic feel ( bass or other frequencies can sometimes be lost in the recording progress) I used a digital EQ to boost the signals around the 120k and 500.

Over the next week I plan to manipulate the sounds more and use Omnisphere to start to build a Horror atmosphere.

Week 6 – Discussions, Synths and Horror

At the start of week 6 both me and the games developer Rhys met up to discuss the projects progression. After suffering from illness Rhys decided that he would now purchase the room design through the programming software called Unity so that the project won’t fall behind. This has turned out good for me because it now means that I am able to start designing the sound to match the actual room. You can see a screen shot below. Also during this weeks meeting with Rhys we discussed the running order for the game, Rhys has provided me with a document (see attachment at the bottom of the post) that breaks down what will happen during the game. This has helped me to understand what sounds are going to be needed and at what point they will be needed for. Now I have the picture of what the room will look like I will start to create the sounds to build the atmosphere of the room, sounds that you would expect to hear in an operating theatre such as, oxygen machine, heart monitor and buzzing lights. All these sounds will help to build the atmosphere.

Room Design Screenshot

Room Design Screenshot

This week I have also purchased a new plug-in called Omnisphere, this is a synth plugin that has many adaptable sounds that can be used for effects and post production atmospheric tracks. I have started to record and capture ideas that I think may be able to work well in the game. For example I have created a dramatic heart beat sound, this sound was created by using a synth but instead of holding the note for a long period of time to allow the music side of the synth to start, I played the synth very short each time increasing in speed to make the synth sound like the pumping of a heart slowly getting faster. I also added some extra reverb to the synth to help with dramatic effect.

Overall at the minute I understand that the sound design is still very much in the early stages. However now I have the running order of the game and a more detailed plan of the room I feel more confident to start to develop the sounds that are needed.

Oculus Project Running Order