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Sound Design: The Auditory Construction of a Dual World_yunqi Tang

在开始声音制作之前,我们列出了所需声音的详细清单,并按角色、物体、环境声音 (AMB) 和用户界面进行分类。

音效分类

声音设计

我们声音设计的核心逻辑基于对比。首先,MM 和 NN 两个角色会听到不同的声音。MM 角色的声音设计遵循真实逻辑,运用拟音技术模拟真实物体,例如脚步声、落水和水流声,以及环境音录制和合成器制作。NN 角色的音效则运用变形、模糊、失真等手段模拟“感知损失”,具体使用:FabFilter Pro-Q3 低通滤波营造失真感,Pitch Shifter 轻微改变音调,Valhalla Supermassive 营造虚幻感。每组声音都会先制作成清晰版本,再处理成模糊版本,并在不同的播放环境下对比听觉体验,确保情境差异的稳定性。

由于游戏的艺术风格和故事情节带有某种荒诞或超现实的特质,我们希望声音能够以某种夸张的方式体现这一点。因此,使用合成器是唯一的选择。我们使用 Massive X 处理 MIDI 键盘音符并产生短促的打击垫音。真实的琴键和门听起来平静而扎实,而虚假的琴键和门听起来则更加尖锐刺耳,令人不适。对于游戏场景中雕塑的声音设计,我选择了炼金术中天使的音色,并添加了混响,营造出一种神圣而空灵的声音氛围。

雕塑

音乐声音参考:

背景音乐设计

本项目中,背景音乐的设计旨在营造卡通、温暖且具有互动性的游戏氛围。我们构建了简洁的八小节循环,使音乐具有辨识度,并易于在游戏场景中自然衔接。乐器部分则采用电子钢琴、钟声合成器等轻盈的音色,营造轻松愉悦的听觉体验。同时,音乐与角色状态或场景变化(例如接近雕塑或切换角色)动态联动,实现“音乐与互动”的融合表达。

音乐声音参考:

 

Wwise动态系统集成 

1. Switch Group:区分NN和MM的听觉状态,控制声音版本的切换。 

2. RTPC:控制音量/滤波器/混响参数,实现角色听觉状态的动态变化。 

3.随机容器:避免音效重复,增强沉浸感(例如脚步声、物体碰撞声)。 

4.触发器:绑定事件声音与交互行为,推动音频响应逻辑。 

5. 定位:MM正常立体声/NN降频至窄声场+中央混响

随机容器

切换组

问题与解决方案 

在声音设计过程中,我们发现过度滤波或破坏性失真会导致重要的声音细节丢失,而音效之间过于明显的区分又会破坏聆听体验。因此,我们采用了一种多层方案,不再仅仅基于一个插件,而是将多个插件轻盈地叠加在一起。 

在将 Wwise 接入游戏引擎的过程中,我们遇到了事件不触发、RTPC 无响应、3D 音频定位异常等问题。通过仔细排查 Wwise 与引擎之间的通信路径,确保 SoundBank 生成和加载正确,并调试 RTPC 参数传递,最终实现了声音与交互逻辑的无缝衔接。未来,我们计划通过自动化测试和事件日志记录,进一步优化声音触发的准确性和效率。 

通过打造两套不同的音效,NN 和 MM 在同一个游戏场景中获得完全不同的声音信息,营造出良好的听觉差异感。通过 Wwise 系统中的 RTPC、Switch、Random Container 等模块,我们实现了强大的声音逻辑联动,提升用户的游戏体验。 

  未来工作方向 

  1. 引入人物语音对话,记录人物的语言和交流声音,并根据人物的身份处理不同的清晰度或语调。
  2. 拓展声音谜题的机制,利用频率识别、节奏模仿等设计听觉谜题。
  3. 多人在线语音空间处理,若未来支持在线语音,可根据角色所在位置、状态实时进行语音变化及定位。

概括

通过创建两套不同的音效,我们可以让NN和MM在同一个游戏场景中获得完全不同的声音信息,营造出良好的听觉差异感。通过Wwise系统中的RTPC、Switch、Random Container等模块,我们可以实现强大的声音逻辑联动,提升用户的游戏体验。

sound design—Yunqi Tang

Key Sound Elements

Ambient Sound Design

(1) Dynamically changing ambient sounds

Daytime: breezes, running water, birdsong (but somewhat misplaced, e.g. birdsong at night).

Nighttime: strange echoes, vague whispers, occasional clashing of metals, creating a sense of an unstable world.

(2) Abnormal sound cues

Sound of waves (on a clear, windless day) → Indicates some false space or hidden passage.

Early morning birdsong (occurs at night) → Indicates a faulty memory or an incomplete world.

Spatial reverberation changes → The distance, direction and reverberation effects of the sound vary when the MM is standing in different positions to guide the player’s exploration.

 

Character interaction sounds

NN’s drawing sound:

Sound of brush rubbing on paper (normal state).

Brush strokes become rapid and erratic (when he has questions or anxiety about the world).

MM’s auditory feedback:

When MM hears an unusual sound, the background sound briefly becomes muffled or distorted, showing his anxiety.

MM’s volume increases as he moves closer to the source of the sound, and the reverb effect is enhanced to suggest the true direction.

 

Interaction and Puzzle Sounds

(1) Sound as a clue

Spatial sense construction:

3D sound effects help the player determine the location of sounds.

Echoes simulate hidden passages or maze structures (e.g. more echoes in closed spaces, less in open spaces).

As MM approaches the correct path, the sound becomes clear and steady.

When going in the wrong direction, the sound may gradually become distorted or disappear

 

(2) Dynamic Music System

Music changes with MM’s exploration progress:

When discovering new clues, a mysterious but gentle melody is added.

When entering a dangerous area, music adds low, disturbing electronic sounds or ambient noise.

 

Sound references

unravel2

https://www.youtube.com/live/iUeFObew5mI?si=0Q5hS9ioQjOA_94-

it takes two

https://youtu.be/yZ2VB6nbsUI?si=ed-hYOd0d3ehk6ia

Character Voice Reference

https://youtu.be/WHHGOYu6Fl0?si=W_yl0X3bdQSW0X93

 

 

 

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