I want audio sound effects. Like Animal crossing, and Bob's Game.
#2 Members - Reputation: 298
Posted 19 December 2012 - 05:58 AM
I think this kind of sound is really appealing and would improve my game.
Does anyone know how this is done?
Sounds like cut up vocals stuck back together again in different orders. That's my best bet. (assuming your talking about the talking).
I'm sure there's a better quality video out there somewhere which might help people with discerning exactly what's going on with the audio better.
#3 Members - Reputation: 280
Posted 19 December 2012 - 06:54 AM
I'm sure there's a better quality video out there somewhere which might help people with discerning exactly what's going on with the audio better.
Here is a much better quality version. Yes I am referring to the speech. Some have different voices though. Deeper and higher pitches.
Edited by black_darkness, 19 December 2012 - 07:02 AM.
#4 Members - Reputation: 881
Posted 19 December 2012 - 07:07 AM
I've been wondering about that too, back when I was a bit addicted to this game... (Before I went to Animal Rehab.)
When you type in this game (e.g. write down your name at the beginning), there are very short samples of each letter - definitely some recorded and sped up voices!
When talking to the villagers, it's a very similar sound. Sometimes pitched up and down a bit depending on who's talking to you. The sound you refer to is those letter samples jumbled up in some kind of way.
My best guess is that they programmed some kind of algorithm that picks out a few letters from each word, or maybe just plays back every third-or-so letter. Maybe it's a lot more complicated, it's hard to tell.
They probably experimented quite a bit before they ended up with that cute babbling sound - the overall sound direction in the game is great!
Hope that helped a bit.
EDIT: Oh, I'm referring to Animal Crossing: Wild World for the NDS, by the way. Sounds like the voices in the other versions are done in the same way, though!
Cheers,
Moritz
Edited by Moritz P.G. Katz, 19 December 2012 - 07:10 AM.
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#6 Members - Reputation: 298
Posted 19 December 2012 - 10:42 AM
Mortiz - AC audio is.... oh my, one of my favourites! I'm very tempted to get back into the game ; )
Good luck black_darkness! Let us know how it goes.
#7 Members - Reputation: 881
Posted 19 December 2012 - 12:06 PM
Yes, I'd love to hear how it turns out as well.Good luck black_darkness! Let us know how it goes.
By the way Calum, it's "Moritz" - don't worry, it's a very common mistake! People seem to think of the name "Mort", but it's actually related to "Maurice" and "Morris" (from "Mauritius", a dark-skinned saint who was very popular in frescos of early medieval times). The more you know!
Cheers,
Moritz ;)
Check out my Music/Sound Design Reel on moritzpgkatz.de
#8 Marketplace Seller - Reputation: 8961
Posted 19 December 2012 - 01:20 PM
Apparently, this trope is called Speaking Simlish, and for Animal Crossing has the following note:
Animal Crossing uses this, with the added bonus that it's created by using samples from FM synthesizers distorting the words in the text box. In the options, you can leave them speaking this "language" ("Animalese"), switch it to "Bebebese", which is the standard RPG blips, or just make it silent.
Each of the three games also has its own varient on this synthesizer. The GameCube game uses a slower-paced synthesizer that's actually fairy comprehensible (your Gyroid assistant is almost understandable, as is mail-lady Pelly). The Wii game, City Folk/Let's Go to the City, uses a faster-paced one that scrambles the sounds more, so it sounds more Simlish-esque and is less understandable. But the DS game is pure gibberish.
Playing the game in Spanish makes Animalese fairly understandable.
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#10 Members - Reputation: 237
Posted 08 January 2013 - 03:52 PM
It sounds a bit like a vocal sample running through an arpeggiator. I don't know about other DAWs, but I'm sure I could make a patch in Reason if you'd like me to try.
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#11 Members - Reputation: 207
Posted 11 January 2013 - 10:41 AM
I would go a bit further and, besides speeding up the sample, I'd also tweak the formants.
Personally, I think that manipulating the formant could help you adjust the voice, so it would match the character appearance. You know, like a fat character, or tall and thing, or small and cute. By tweaking the formant, you wouldn't have to rely on additional pitching, which could be more time- and resource-consuming.
Edited by Kristoff K., 12 January 2013 - 10:13 AM.
#12 Members - Reputation: 518
Posted 12 January 2013 - 10:56 PM
There's another technique for "gibberish" dialogue called Grammelot, originally used in theater, which I think is a bit more sophisticated than a procedural solution; it also produces incomprehensible dialogue.
You can hear it in games like Rayman 2 (please head to 1:40):
http://www.youtube.com/watch?v=IHyQf5YKo9w&t=1m38s
The technique consists of having the actor speak by joining random phonemes that recall to a certain language. It feels like talking - especially when the actor conveys emotion and intonation as he performs - but the message won't mean anything.
In case of Rayman 2 it sounds like french grammelot (probably related to the fact that the game was developed in France...).
#13 Members - Reputation: 881
Posted 13 January 2013 - 06:46 AM
Cheers,
Moritz
Edited by Moritz P.G. Katz, 13 January 2013 - 06:46 AM.
Check out my Music/Sound Design Reel on moritzpgkatz.de






