Wednesday, 6 May 2009

Clover Round Up - Creating the Sounds

Whilst Clover is slowly working its way through the peer reviewing process I bring you the second part of the Clover Round Up.

In this part we shall cover the creation of some of the source sounds before they are built into the final effect.












Lets start by indentifying some of the basic sounds which were used in Clover:

Door Unlock
Newspaper
Footsteps
Seaside

I call the above 'basic' sounds because they were generally recorded and mixed in one layer. That means they were made with a single building block before mixing.

The 'Door Unlock' was simply a recording of a door being unlocked. For the 'Newspaper', I went out and bought a copy of The Times and rustled a few pages infront of the microphone. For the seaside, if you have read my previous blog (clicky) you would know that I took a nice cold January trip to the beach.

All of the above sounds were recorded using the same source as to what the sound itself was representing with in the game.

However, the footsteps were slightly different. Recording the sound of real footsteps did not work too well in this case. The result was not punchy enough. Instead I found close micing some fingernail tapping on hard and soft surfaces gave me the result I was looking for.

On a side note, this technique is certainly not universal for footstep recording. Due to the cartoonish nature in the artistic design of the game I felt that this was best.


Now lets discuss some of the more complex sounds that can be heard in Clover:

Bow and Arrow
Rock Crumbling
Waterfall
Drips

These sounds are 'complex' because they were not taken from a singular sound source, but rather constructed from a number of different sources. The drips used a slightly different technique of construction during the mixing and post-production stage, which will be discussed in the next update.

Since the bow and arrow was touched on in a previous blog (clicky), we shall take a closer look at the construction of the 'Rock Crumbling' sound effect.

I used a number of materials to make this sound which can be seen in this photograph.
The big rocks were used to represent larger rocks, the pegs were used to create smaller crumbling stones, the sand papers was used to create a gravel effect and the wooden slab was used as a hard surface.

In addition to these materials, a hammer was used to make an impact sound.

In this audio sample you can hear each of individual layers which were recorded. These are all just small samples of the each recording.



In the next blog update I will discuss the mixing and post-production process of creating these sounds. This will include how the sounds in the audio clip above were constructed to create the sound used with in the game.

Please feel free to leave any comments or questions in regards to this blog.

2 comments:

Deejay said...

Ha, love the stone and pegs. Never would have guessed it was made that way!

Owen said...

That is the amazing thing about sound design.

What you hear needs to be able enhance what you are seeing on the screen. It doesn't actually have to be the sound made by the original object. Quite often that sound would seem out of place anyway.

My favourite example is using frying pan strikes for gun shots.