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Selecting and processing the audio for the correct answer in the game

One of the roles I held in the group is to select the sounds that determine the correct sound answers for the game and to do initial simple manipulation of these sounds to increase the difficulty of the choices in the game. We had four rooms in total and the themes are children’s room, kitchen, bathroom and studio. The sounds I chose were the sliding of a toy car, the spinning of a bowl, the running of a shower and the sound of electricity from a lamp. (Since the current sound itself is very difficult to distinguish, there is no need to increase the difficulty of the game any further and the last room’s sound is not treated.)

  1. The sliding sound of the toy car is very different from the other items in the first room, such as the bouncing sound of the bouncing ball and the shaking sound of the change jar, so I intercepted some of the sounds of the wheels and added filters and convolution reverb to their sounds to get the correct sound for the first level.

2. The sound of the bowl turning will be slightly similar to the sliding sound of the pot in the second room, so I didn’t use too many effects to change the original sound as I did in the first room, and again, I intercepted a part of the turning sound and added reverb.

3. Since the third room was a bathroom, our idea for the bathroom was to have all the objects that made the water sound at different strengths or made of different materials. The sound of running water from the shower, dripping water from the tap, flushing water from the toilet, and the sound of water being squeezed out of a damp fabric. So only the frequency and intensity are different, and in dealing with that I try to confuse the original correct frequency of the water sound and lengthen the original sound.

4. The fourth room correct sound in the choice, chose the electric current emitted by the table lamp because, the most regular, and will not have too much harsh murmur, it is easy to go as the final sound design of the background sound padding.

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