Design the final sound design that the player will get
In the current version of the game we have five different endings – all correct, one wrong, two wrong, three wrong and no correct. I start each sound design with a scenario, or a simple storyline, so that I have a clear goal in mind when designing the sound, and it’s easier for the listener to visualise what’s going on when they hear it, and it adds a bit of interest to the 20 seconds or so of sound design.
1.The first sound design is a version with all the right sounds, the sound materials used are: the sliding sound of the car, the spinning sound of the bowl, the sound of the water in the shower and the electric current sound of the lamp.
My idea for the first sound design was a man walking through the sand and mist as if he was searching for something, and then when he finally touched what he was searching for, his life was consumed and the object fell out of his hand and rolled away and disappeared permanently into the sand and wind. The sound of the water in the shower and the electric current of the lamp are the background sounds of this sound design, with echoes and reverberation superimposed after the use of an FFT filter. The sound of the bowl spinning after removing the bottom noise removes the high frequency audio as the main line in the entire sound design continuing to the end of the audio, the skidding of the cart appears as a coda and foreshadowing of the main line in the audio.
2.The second sound design is a version of the wrong one. The sound materials used are the gliding sound of the cart, the friction of the chopsticks, the sound of the water in the shower and the electric current of the lamp.
The scene and simple storyline I gave the second sound design was. A flower in the desert, a particularly precious flower that has been around for a particularly long time so it has its own perceptions and thoughts as well as extreme vitality. It intermittently senses a particularly large creature approaching it, so its heart beats more and more strongly, and eventually the creature just skims over its head and walks away. The sound of the heart beating is the main sound that guides the storyline, and is created by the sound of chopsticks being rubbed together, with the part of the wood hitting being chosen, and then convolution reverb and echo being used to create the illusion of looping.
3.The third sound design is a version of the wrong two. The sound materials used were the impact of coins in a coin purse, the friction of chopsticks, the sound of water in a shower and the electric current of a table lamp.
The action and scene I constructed for the third sound design was a man in a light rain with a glowing lightsaber slashing at a non-existent enemy, a lightsaber that disappears if not used correctly, disappearing every time it is about to hit the enemy. With one failed attack after another, the sword never exerts the great power it originally contained, and at the end it accidentally unleashes a force that defeats the enemy outright. The shower and current sounds remain ambient and ambient throughout the sound design. The sound of coins crashing gains an electronic sound with convolution reverb and pitch alteration, mimicking a digital sound and adding a different sense of material to this sound design.

4.The fourth sound design is a version of the wrong three. The sound materials used were the impact of coins in a coin purse, the friction of chopsticks, the sound of water in a shower and the current sound of a stereo.
The scenario I constructed for the fourth sound design was a person driving through an intersection on a foggy morning, the car’s headlights could be swept side to side to illuminate the road ahead, the road was wet and the air was humid, and because of the fog you couldn’t see anything, you had to grope your way through it while moving forward slowly. Because I wanted to have a sense of space to explore left and right, I carefully adjusted the audio direction to create a simulation of the action.
5.The fifth sound design is that there is no one correct version. The sound materials used were the sound of coins in a coin purse, the sound of chopsticks rubbing together, the sound of water dripping from a tap, and the sound of an electric current in a stereo.
The significance I give to the fifth sound design is a warning, because the player doesn’t get any of them right, and doesn’t get a very complete sound design with a storyline or scene setting. So a harmonic flanger and a convolution reverb were used to make the current sound of the stereo sound like the reverb of a police siren. An FFT filter was used to soften the high frequencies of all the currents to make them less harsh.


