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Sound Design – Storyboard Cues

Sound Design – Storyboard Cues

 

Following the final storyboard being shared with the group and posted on the blog, I have adapted the ideas discussed in my previous post in accordance with the storyboard. Upon reading the storyboard, I decided that it would be a good idea to compose this document, and for it to serve as a plan for the soundscape of each cue/stage in the storyboard. It marks a slight change in approach to the overall structure of the sounds. It takes a more linear and rigid approach that more closely follows the cues in the storyboard – rather than thinking of it more fluidly, as I did in the previous post. Having a solid idea of what each stage needs and how it should sound I believe will prove very useful when it comes to deciding what sounds are needed for the project, gathering and organising them, and as something to refer back to when crafting the soundscape in Wwise.

 

1 – The seeds are in the soil, and the player sees darkness.  

The sound in this stage is perhaps the most important stage in terms of sound. Not only is it the very first stage that will be experienced by the player, but it is also the only stage where the player is not given anything visual to direct their focus towards. The context must instead be given to the player by what they can hear. Under the soil, the player will be able to hear the muffled sounds of wind, and the rain hitting the ground above them, the sounds of other plants nearby growing, the sound of insects and worms moving in the soil around them. As the player is underground, the sound that will be most present will be the insects and worms. The other sounds are happening above the soil, so they will need to sound a little more distant and muffled. The main aims of the soundscape in this stage are to give the player something to latch on to, to provide some context of where they are and the environment around them, and through achieving these, give the player a positive first impression of the experience.

 

2 – After the rain, the seed break through the soil and the player can see a light, as well as the soil around them, player can see the sky and some trees.

The second stage is also a very important moment when it comes to sound. It marks the player’s first proper introduction to the environment above-ground. The soundscape in this stage will start to open up and flourish, much like the seed that the player is experiencing the world through. The player finally sees the world, and the soundscape needs to reflect this new place the player now finds themselves in. Sounds that were muffled and distant begin to move closer to the player in this stage, and new sounds that were unable to reach the player in the previous stage are now audible, such as the sound of grass and leaves blowing in the wind and a cacophony of birdsong.

 

3 – The seeds turn into saplings and see the big trees around them.

As the seed grows into a sapling, the soundscape continues to open up and encompass more of the forest around the player. Birds can be heard more clearly, including the flapping of their wings as they pass by. The wind is now also heard whooshing through the trees, instead of just the sounds of the grass and leaves being blown around.

 

4 – The sapling is gradually growing taller and the player can see flowers, mushrooms and other plants around it.

In this stage, the player now begins to see much more of the plant life that surrounds them close to the ground. The presence of flowers and mushrooms, while not typically sources of sound, I feel should still be represented sonically in some way. The sounds of insects that live above ground are also now present in the soundscape, such as bees, wasps and other winged insects.

 

5 – Players can see some animals running around

Following the introduction of flowers and mushrooms, as well as the introduction of winged insects to the soundscape, the player is then introduced to the mammals that inhabit the forest. These could be animals like rabbits, foxes, deer, squirrels, and frogs. I am aware that terrestrial animals are currently being modelled, and that considering the scope of the project, it is likely only a select few will be visible to the player. However, at this stage the player’s view of the forest is confined to a reasonably small area, which leaves room for the soundscape to give sound to animals that are not visible to the player, to help create a sonic atmosphere suitable for a forest that is full of life. The soundscape can suggest things beyond what the player is able to see during this stage. For the animals that are visible, the sounds of their footsteps on the grass and leaves will be heard, and there will need to be a good deal of variety in these to match the size and weight of the particular animal in question.

 

6 – The small tree gradually grows into a large tree, looking at the surrounding landscape from a top view.

As the player grows to a height where the environment is seen from a near bird’s eye view, the sounds of the forest take on a different nature, that is appropriate to the newfound heights the tree has reached. The environmental sounds, while still very much present, become more distant, as the tree’s growth moves the player’s perspective further and further from the ground. The wind sounds will also take on a different character.

 

7 – The player can see small animals on the trunks of the surrounding trees, e.g. pine trees,birds.

In this stage, the player’s view now includes the leaves and branches of taller trees. This is the first time that the player will be able to see and hear the sounds of leaves that are not on the ground, but are part of other trees – at least this closely. The sounds of animals on the branches of these other trees can now be heard.

 

8 – The tree grows taller and taller, becoming the largest tree in the forest, overlooking the whole forest

This stage marks the peak in the height of the tree, as well as the peak in how much of the environment the player can see. Just as the player overlooks the entire forest, they should also be able to hear the entire forest. The growth of the tree throughout the previous stages has all culminated in this moment, and the scope of the soundscape should serve to reflect this.

 

9 – At night, the forest caught fire. The trees were in flames.

This stage in the story represents an incredible shift in the soundscape. The tree has caught fire and is now burning down. The sounds of the fire will need to be intense and feel very close and immediate to the player.

 

10 – The tree was consumed by fire and plunged into darkness; it rained and doused the fire

Following the destruction of the tree and many of its surrounding neighbours, rain begins to fall that extinguishes the fire, an event that demands quite an intense accompanying soundscape.

 

11 – Large trees transfer nutrients to other trees through the Wood Wide Web before they die out completely.

As the nutrients from the dying tree the player has been inhabiting transfers through its roots to smaller trees in the surrounding area, synthesised sounds will be heard, that represent the final act of the tree – providing nutrients so that another tree may take its place. The sounds of the nutrients flowing will begin very close to the player and become more distant and spacialized as they travel underground through the forest.

 

12 – A small tree by a lake gets the nutrients of a large tree to grow fast.

During the final stage, the player is no longer inhabiting a particular tree, but is instead watching as the final act of the tree breathes new life into the forest following the blaze, with soft music accompanying this renewal.

Sound Design Part

To match the style of our game, we decided the sound in this game  will basically consist of real ambient sound and some synthesized sound effects and music.

For the recording part:

We have recorded some ambience sound in outdoors. Birds, insects, water.

 

Foley part:

Materials:

Dead leaves, dead flowers, ivy, soil, pipe, rice, tissue, crushed chili, tin foil, celery, bubble wrap, cornflakes, pill tin packaging, effervescent tablets, paper and paper box, electric toothbrush.

We used two kinds of microphones to compare the different recording effects, one is a dynamic microphone and the other is a condenser microphone.

 

Plant growing sound: for the tree growing from soil to ground sound, we used some fibers and twisting them. The sound of snapping celery is used as the seed crackling and drilling out of the soil.

Leave sound: We used some sounds of rubbing plastic as the sound effect of leaves shaking.

Fire sound: To simulate the big fire, I use a combination of the sound of rubbing tin foil, crushing crisps, twisting bubble wrap, breaking off celery and small size impact and whistling wind sound to create more layers of a fire. By adjusting their frequencies and proportion to achieve a balance.

 

Music part:

When making music, I decided to follow the storyline. When the tree is growing and at the experiencing stage, the music is soft and light. This style of music is designed to make players feel relaxed, because the scenes are also relatively healing. The second part of the music is for the fire part. When the tree is burns and gradually dies, the background music is a piece of tragic and sad melody. After that we will add some synthesizer sound effects according to the fire scene. The third part of music is used for the reborn part. Based on the principle of the “Wood Wide Web”. When a tree is dying, it passes its nutrients to other trees through its underground root system. So basically their cores are  same. So the third music has the similar melody but with another instrument. The ending music is composed by piano and cello, also is a soft, relaxing major melody.

 

Code Part:

Many sound events follow the events in the unity scene, such as the sound of burning fire, raining , so most of the functions of playing sound are through “AkSoundEngine. PostEvent(“Event name”, gameObject) in C# inside the unity project.

RTPC in C#:

Because the change of our unity scene is not achieved by the timeline code, when using RTPC to change the ambient sound day and night, I cannot directly correspond the  RTPC to time, so with the help of our tutor, we use “0” and “1 ” to correspond to “day” and “night” events.

VRController button sound:

We want to play the sound of the tree growing when the VR controller button is pressed, because pressing the button is the player’s own control of the growing process.

The code we used(But not worked, still not to debug):

void Update()
{
if (Input.GetButtonDown(“ButtonName”))
{
AkSoundEngine.PostEvent(“Play_Growth”, gameObject);
}
}

void Update()
{
if (Input.GetButtonUp(“ButtonName”))
{
AkSoundEngine.PostEvent(“Stop_Growth”, gameObject);
}
}

Some Brief Ideas for the Overall Structure of Sound for the Project

The following is some of my general ideas for how sound could adapt and change in response to changes in the environment. This was written before the updated storyboard was shared with the group, so ideas from the post below will need to be adapted and altered to fit – it was more of a brainstorming session regardless.


Based on the idea for the project, there are three different aspects of gameplay that will change the characteristics of the ambient sounds that are heard throughout the experience. These are: growth stage (1-3), day/night (1 or 2), and season (1-4). This creates 24 possible states that the ambient sounds can be in at any given time, through a combination of these environmental characteristics. The ambient sounds heard will be controlled using states in Wwise. For instance, the different stages of these characteristics could affect the ambient sounds like this:

  • Growth Stage
    • Stage 1
      • Sounds that occur closer to the ground (such as insects, or flowing water) are louder and are the most present
    • Stage 2
      • Sounds that occur closer to the ground fade slightly and sounds that occur higher up (such as birds, or the wind) begin to be heard
    • Stage 3
      • Sounds that occur close to the ground fade even more and the higher up sounds take centre stage
    • Day/Night
      • Day
        • Animals that are diurnal can be heard
      • Night
        • Animals that are nocturnal can be heard
      • Season
        • Spring
          • As flowers bloom, the sounds of insects such as bees and wasps are present
          • Rain and wind are present, but are sporadic and not very intense
        • Summer
          • The weather is at its warmest and calmest
        • Autumn
          • Any animal movement sounds have an extra layer, as the animals may be treading on fallen leaves or twigs from surrounding trees
          • Rain and wind are present, but are sporadic and not very intense
            • The sound of the wind on the trees has a different character, and the leaves on the ground are dead and dry
          • Winter
            • The sound of water becomes less noticeable, as much of it begins to freeze
            • The weather is at its worst and most intense
              • Snow/rain and wind happen often and are more intense than the other seasons

The sounds of the tree growing should also reflect the characteristics of the environment. For example, as the tree grows larger, the sounds of it growing should have more low frequencies, as the tree is bigger. Perhaps in autumn and spring – since the tree is drier than in the spring and the summer – the growth sounds could be more crunchy and dry sounding?

I also had the idea that any music that the game has can also follow this pattern. Perhaps the music could start very sparse in terms of instrumentation, and then fill out as the growth stages progress. A good example of this is the hub in Super Mario Galaxy – as the player progresses through the game and more areas of the hub are revealed, the music for this area becomes much grander (Mario Galaxy Comet Observatory 1-3). There are definitely ways of representing the other environmental characteristics of gameplay through the music. Perhaps a different piece of music for each season, or depending on whether it’s day or night? Or even a change in the instrument playing the lead melody? These changes don’t need to be drastic – as there is some clear variation based on these environmental changes.

Sounds that have a clear visual source will definitely need spacialization, but perhaps sounds that don’t have a clear source that the player can be mono. Or perhaps it could lead to some interesting results if these unseen sounds were spacialized – even just some of them.

Overall, the environment and the changes in it that happen throughout the experience have a lot of potential for creating a lot of variety in the sounds heard by the player. I’m feeling quite optimistic about all the challenges this could present, as I believe it is a wonderful creative opportunity for everyone working on sound for the project.

Final Polt

In the end we discussed and decided on the final plot. The player, as a tree, and experiences the life of a tree from the tree’s point of view. From sprouting to death, and eventually feeding other trees with nutrients through the Wood Wide Web. This in a way means rebirth. And as a tree, the player has more visibility and more interaction.

This is the storyboard link:

https://docs.google.com/document/d/1NL8X9pe7b3pm9L8X6YRv2nq0pACQ6yUOT4ZK-qC92y8/edit?usp=sharing

I m not sure sound part, please sound design classmates can help me finish the sound parts.

My idea of group project

Qiandai Sun:

My inspiration comes from the food chain in the ecosystem. Players experience the perspective of flowers from the beginning, sprouting from the soil, growing out of the ground, and being eaten by rabbits. Then start to experience the rabbit’s perspective, explore on the vast grassland, you may meet its family and friends, interact with them, and then be eaten by flying eagles. Then the perspective turns to the eagle, which catches rabbits to feed its children every day, until one day it is too old to fly and dies on a cliff. Its corpse was decomposed by microorganisms and entered the soil, and the perspective returned to a seed in the soil.

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