audio

Audio – Combat Soundtrack

The combat soundtrack took me significantly less time to produce than the environment soundtrack.  It can be found here: https://drive.google.com/open?id=0BwkQcel8z31kS3lnamRDNmJEenc

The first part of the combat soundtrack to be created was the Bass Section Staccato track. This track was repeated throughout the soundtrack to act as a beat.

combat soundtrack1

The cavern kit drum set was added second, with a pause at the start to act as a sort of build up at the start of the fight before the rest of the instruments kick in.

combat soundtrack2

Violas were added after, at different playing the same notes but at different pitches to get a feel for which sounded more appropriate to the soundtrack.

combat soundtrack3

Different instruments were also tried to test for appropriateness in the place of the violas, such as Hard Rock and Sunburst Electric guitars. The Ghost Piano was the instrument chosen to be used, despite this I am still not particularly happy with it as it never sounded quite right.

combat soundtrack4

The last track to be added was the Organ Space track, which plays only at the start to try to highlight the build up there is meant to be during the pause at the start when only the Bass Section Staccato track is playing.

combat soundtrack end

I am not as happy with the end result of this track as I am with the environment soundtrack. I found it very difficult to find instruments I felt would sound appropriate within the track, and I struggled to come up with a base tune for the soundtrack, meaning that what I created sounds somewhat too simple to me, but I feel that at least the instruments used to convey some sort of melancholic tone appropriate to the boss’s character.

Having completed the audio for the game scenario next I will move onto working with the UE4 game engine.

Audio – Environment Soundtrack 2

Since the last entry I have completed the environment soundtrack. it can be found here: https://drive.google.com/open?id=0BwkQcel8z31kU2ZXdHc0bThiRWc

The first change made since the previous entry was the addition of the “phantom winds” instrument, however it was soon decided that the sound wasn’t right for the soundtrack and the notes were retained, but the instrument was changed to Galactic Static. The resonance was increased. This significantly changed the sound produced from another deep bass-y sound to being much shorter and sounding like a clicking or ticking sound.

The notes played were intentionally a mash-up of sounds because this clicking sound is meant to represent a part of the environment the player is in, as many of the walls are to be covered with gears constantly operating unseen mechanisms and ticking away.

environment soundtrack 4

The Unveiling Darkness track and the Modelled string pad tracks were added throughout the soundtrack to intermittently play the same notes occasionally, adding some variation to the sound of the music by not playing at a regular interval.

environment soundtrack 5

This is the end result:

environment soundtrack final

I am happy with the way this soundtrack has turned out. I do not think it is good as a musical piece at all, but I do think it will do a very good job of providing atmosphere to the environment.

Having completed the environment soundtrack next I will move onto the combat soundtrack.

Audio – Environment Soundtrack 1

The first thing I did when planning the environment soundtrack was look through and listen to as many of Logic’s built in loops as were classified in a way I felt appropriate to the theme of the level to get some sort of idea of what a good example of soundtrack would be.

environment soundtrack 1

The first part of the soundtrack I created was a deep rumbling bass noise by using the Dark Choir.

environment soundtrack 2

The Caribbean steel drums were added after. These were also played using deep,  long, drawn-out notes to contrast the comparatively varied sound of the jumbled noise produced by the dark choir track.

environment soundtrack 3