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Sound design of the rooms

Yunjia Chen and I were in charge of the sound design part. After communicating with the room designers, we made the following table.

In the design of the basic sound, we hope to use a sense of unreality to express Alzheimer’s disease. For example, Sonic Detector and Radar, we used synth patches and reversed playback. In the sound design of each room, we communicated with each room designer and divided it into ambient sound and sound effects.

UI Sound

For the UI sound design, we continue the traditional non-realistic sound and make different sound designs based on the same style.

For the sound of the locator that explores the position of the room, we hope to use a sound that can be looped and not annoying, and this sound can also be distinguished in frequency from music and ambient sound.

You can audition some sound design:

Sonic Detector

Picture Appears/Disappears

Highlight Rubik’s Cube

 

 

Room Sound Design

We designed it based on ambient sound and sound effects, and recorded footsteps in different materials. In some rooms, we have made special designs, such as transfer Door.

Transfer Door

Also some items have more detailed sounds:

Microscope

 

In the original idea, we hoped to switch different ambient sounds in the classroom room according to the items we got every time, and made three kinds of sounds: exam, after class (noisy), after school (adding outdoor sound), but in the final game play, we chose after-school sounds to bring players a better gaming experience.

Also, we have a special sound production for dark rooms:

The dark room collapses after being triggered

For more details, refer to声音设计

One thought on “Sound design of the rooms”

  1. Good, it’s helpful to have a list of the necessary sounds. Are you working to the same specifications for each sound? (e.g. 48kHz, 16 bit)? How are you ensuring consistency of sound quality across the full set of sounds?

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