Thursday, 6 June 2013

Creating Video Game Music

I am on a Games Development course in college and in this unit, I am producing music and sounds for a 3D game I am creating using the Unity engine. The type of game I'm making is a first person horror adventure. With it being horror, the music isn't going to be very upbeat with a high tempo. It will be slow, rather calm but unsettling at the same time. Like as you see in horror movies when it's quiet and the tension rises due to the music. This came as an advantage for me. Because in games like Super Mario Galaxy or Street Fighter, the music is generally more fast, upbeat and needs a lot of time and effort put in to perfect the music. However, all I need to make music in my game are some low pitched windy sounds which create a dark atmosphere.

I had some sound recordings that I recorded in college. I have recorded a wav file of wind which I used as the min part of the background music. I also downloaded some freeware non commercial (as my game is made for educational purposes, not commercial) off the internet. The two sound files I used in the game music was the sound of metallic objects banging together and a horror sound effect of screaming.

I first used Adobe SoundBooth to edit the sound of the wav files. I started off with the metallic banging.
I wanted to change the pitch and tempo to make it sound more creepier, so I selected 'Pitch and Timing' to edit it. I kept previewing what it would sound like with a specific pitch and tempo and stopped when I found a Pitch and Tempo that sounded good for the sound. I did this method with the next two sound files.
For the screaming sound, I deleted parts of the sound I didn't want and left just one of the screaming sounds. However, I didn't want it to be a human screaming sound. So I changed the pitch and tempo to make it sound more low pitched and rumbly, which made it not sound human.
For the wind sound, the original file was rather loud and fast so I also changed the pitch and timing which calmed the music down a bit, as well as making it deeper and slower. I selected 'clean up audio' then selected the 'noise' button and altered the 'reduction' and 'reduce by' percentages to block out any louder noises from the wav file which made it sound a little less fuzzy.
I equalised the volume for each file so no sounds are considerately louder that the other sound.

I was done with SoundBooth now. I loaded my 3 sounds into GarageBand and had the wind noise on the top bar, which plays for the entire duration of the sound file. Then the metallic sound and low pitched screaming both on the second bar playing at different points of the sound file. I lowered the volume of the low scream and the metallic sound just a bit so it would blend in with the windy noise properly. Having finished it, I exported it as an mp3 file.

For sound effects, I also used a freeware sounds website. But the footsteps sound effect I had was recorded outside. Because it was windy that day, I used the 'clean up audio' tool to block out the windy noise from the file.

I created the intro music for my 3D game in Garageband and SoundBooth respectively. I took some already existing sounds from garageband then mixed them together. I changed the pitch a bit and then loaded it into Soundbooth to distort the sound more. As for the 2D game music, I used the keyboard on garageband to create various sounds to put together to make a backgoung music loop for my game.

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