Here’s the revised version of my sound replacement demo. The clip comes from the game Arkham Asylum. All sounds and voices were created by me, except for the Harley Q voice, which was done by Ashley Banas.
Tonight’s songwriting started out with an attempt to make something renaissance-faire sounding but ended up turning into something more along the lines of a horror movie soundtrack, so I just went with the flow.
Unity3d project update:
The player engine sound came from a malfunctioning CD player. I’ll revamp this when I can cleanly record some rolling friction sounds that would fit better.
Dynamic music elements
Respawning pickups with random positions
More types of pickups and level features.
On a busy afternoon in the park, two lovers stopped in front of the gleaming brass fountain. She asked him for a coin.
He pulled one from his pocket and handed it to her. “What will you wish for?” He had to raise his voice just short of a yell to be heard over the drone of leaf blowers and shouts from a nearby soccer match.
She didn’t say.
The dime hit the water with a splash and then stopped, as if frozen in place. Little droplets of water hung suspended near the surface and glinted in the silent sunlight.
Here’s a video of my band Identity Collapse from when we played the legendary Churchill’s Pub last weekend.
The other day, I had just set up my microphone and recorder to get some squishy pasta sounds for alien brains. A minute after I got the take, the jackhammering started from across the canal. I couldn’t record anything else for a while, so I decided to point a shotgun mic at the construction site and roll tape.
Here’s a clip of a project I’ve been working on to cut my teeth on implementing and scripting sound elements with FMOD Studio. I’ve taken the Roll-A-Ball tutorial from Unity as a starting point, tweaked the scoring system and added bumpers.
Things I’d like to add/improve:
- Dynamic music
- Wall collision sounds
- Velocity-dependent ball rolling sounds
- Velocity-dependent pickup sounds
- Respawning/randomized cube pickups
The cube hums were synthesized in Alchemy and I recorded the bumper sounds from a lamp.
One of the sound clips I’m working on has footsteps on boardwalk and ladders. There aren’t any good environments to record nearby, so I’ve taken it upon myself to build a temporary foley stage in my living room using some leftover wood from my college dorm-room loft and a sheet of scrap plywood.
I’ve been able to get different sounds by changing the configuration (plywood above or below the boards, etc.).