Any views expressed within media held on this service are those of the contributors, should not be taken as approved or endorsed by the University, and do not necessarily reflect the views of the University in respect of any particular issue.

Ideas for Musical Soundtrack

Music is an essential part of our game in helping to communicate the unique emotions and atmosphere of each room design to the player. With the layout of twenty seven different rooms in our Rubix Cube of Memories, there is an opportunity to explore a range of different music styles and aesthetics.  I have composed some musical tracks, using Logic Pro X, as examples which demonstrate the variety of different emotions and styles that we can include:

The first example is titled Mysteries seeks emulate mystery and intrigue whilst also building to a dramatic climax that keeps the player engrossed in the game. 

The second example is titled Mines that seeks to the Nightmare theme of the visual designs with ghostly sounding atmospheric pads.  

The third example is titled Memories and reflects on the immersive Inner World visual design that is a more calming and immersive piece. 

Whilst I have used numerous different synth sounds as the instruments in the pieces, there is also an opportunity to record live instruments that can further push the music to new levels of dramatic nuance. Further styles and genres can also be explored to fit the different art designs and emotive intentions of each room. 

Methods for implementing spatial audio

I have done some searching and research into implementing multi-channel audio for games in order to enrich the sound as much as possible, and have included some solutions and relevant information below.

  1. In Unity——Convert multi-channel sound to video files using VideoPlayer and Audio Source playback.
I checked some Unity documentation and found a setting in the Unity manual for AudioSpeakerMode. I tried this but without success, so if we only use unity for this function, we can play it by turning the sound of a multi-track into a movie.
There is a setting in the unity manual for AudioSpeakerModel

  1. Implementation based on Steam Audio

    With Steam Audio, we’ll be able to integrate both environment simulation and listener simulation into one.

    This is the operating documentation I found in the user manual, using an Ambisonic source to implement a spatial environment.https://valvesoftware.github.io/steam-audio/doc/unity/guide.html

    1. Implementation based on Wwise
    1. Use RTPC-Based 3D Positioningthis is based on theHead-related transfer function.
    2. Integrating Spatial Audio in Unity,

      This is an introduction to this function and provides basic settings for Unity and Wwise projects.

      https://www.audiokinetic.com/en/library/edge/?source=Unity&id=pg_spatialaudio.html

The following are examples and solutions that I have found that may be relevant to our project:
In some cases, they require Wwise’s Bus Configurations
      • Using Ambisonics for Dynamic Ambiences, requires audio material in (conventional 1st-order ambisonics) format.
      • A number of Wwise plug-ins are available to assist with this function: Wwise Convolution, Auro-3D®, Resonance Audio, etc 
css.php

Report this page

To report inappropriate content on this page, please use the form below. Upon receiving your report, we will be in touch as per the Take Down Policy of the service.

Please note that personal data collected through this form is used and stored for the purposes of processing this report and communication with you.

If you are unable to report a concern about content via this form please contact the Service Owner.

Please enter an email address you wish to be contacted on. Please describe the unacceptable content in sufficient detail to allow us to locate it, and why you consider it to be unacceptable.
By submitting this report, you accept that it is accurate and that fraudulent or nuisance complaints may result in action by the University.

  Cancel