akaudio

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  1. Sounds in Roundrick

    Hi, My name is Alex Mars from sound design studio AK Audio. In this video, I would like to show you an interesting approach I've made for making sounds in the game called Roundrick. First of all, let me show you a quick clip of the gameplay. Pay attention to the sounds. Here I split sounds into 3 categories: Sounds of the gameplay, Sounds of the map city builder, UI sounds. Let's start with sounds we hear while we are on the map. Besides the music, we decided to create sounds for objects that you can see on the map. This is a forest level, so to make the background music more interesting we created a system with bird sound effects. I have recorded 11 samples of singing birds which fit each other. In FMOD Studio these samples play in random order with a random delay, pitch, volume, and panning. This creates a nonlinear ambiance of the forest from just 11 short samples. There are several background objects which live their own life: waterfall, sawmill, elixir farm and so on. When you scroll closer to any of these objects, the sound gets louder and clearer. We paid lots of attention to the sounds of resources. Because resources are an essential part of the game, we decided to create variational sounds. Sounds of gold, crystals, wood, and elixir sounds that reflect what happens on the screen. For example, for gold, I recorded the sound of dropping different coins. I recorded the sound of a single coin and a bunch of coins. When resources appear on the screen, FMOD plays a random sound of a bunch of coins. But when coins are dropped to the player's wallet I created another simple system. I chose eight coin samples, and when the gold drops into the wallet, FMOD plays a random sample of a coin dropped with pitch and volume variation. This way it sounds like a different sample is played every time. As a result, no matter how much gold you have you'll continue to hear very nice and catchy sound of gold. I used the same system for other resources. For example, for the elixir, I recorded the sound of perfume bottles. After processing, I chose six different samples and programmed it like the gold. The windmill needs to be fixed to advance to the next map of the game. So to help the player figure this out, we made the sound of the windmill get louder and clearer when you scroll closer to the mill. This sound is synced to the animation. When the gear is bouncing, you can hear the sounds of knocking metal and broken mechanisms. When you fix the mill the sound changes, and it syncs to the moving blade's animation. For this sound, I've recorded whoosh sounds of a moving rope and lowered the pitch. One more important object in the game is the daily treasure chest. When the chest is ready to be opened, it starts to glow. I created a magic sound which sounds louder when you get closer to the chest. Now let's talk about gameplay sounds. In the main gameplay, most of the sounds are connected to the ball movement. When audio samples play over each other, they can sometimes create phase distortions. That's why it's important that we have different sounds. For the sound of the bouncing ball, I've made two layers: sounds of two balls. Each layer has some variations. In the end, they layer with many different combinations. In each layer, sounds have random pitch and volume modulation. This way we have more variations. The ball runs faster in the game by a specific algorithm, that's why I needed to change its sound compared to the speed of the ball. If the ball runs faster, the sounds are brighter and louder. A similar system is used on the impact sound when the ball hits the enemy. In this sound, we have three layers with different variations. This sound also changes compared to the speed of the ball. The sound we hear when we shoot the ball is also quite interesting. The player can shoot very fast, or slowly when finding the direction to start the ball. That's why this sound should follow the behavior. When the ball has been shot, the trigger OnStart is set. That makes FMOD move to the marker Start. When the player cancels the shot, the OnCancel is set, and we no longer hear the sound of the shot. All enemies also have their own variations. Each level contains the same type of enemies with the same type of sounds and variations. After a while, you'll grow tired of hearing the same enemy sounds. With FMOD Studio I not only have the possibility to implement sounds with variations but also control the overall mix, loudness. I also set different file size compressions on different events which help to decrease the size of the game. For example, less important mid frequency sounds have more compression to make them a smaller file size. You can find more information about AK Audio sound design studio at akaudio.com Thanks for watching. I'll see you soon.
  2. Sounds in Roundrick

    Hi, My name is Alex Mars from sound design studio AK Audio. In this video, I would like to show you an interesting approach I've made for making sounds in the game called Roundrick. First of all, let me show you a quick clip of the gameplay. Pay attention to the sounds. Here I split sounds into 3 categories: sounds of the gameplay, sounds of the map city builder, UI sounds. To implement all sounds and music we use FMOD Studio. This program helped me implement all sounds without bothering the programmers' team. Let's start with sounds we hear while we are on the map. Besides the music, we decided to create sounds for objects that you can see on the map. This is a forest level, so in order to make the background music more interesting we created a system with bird sound effects. I have recorded 11 samples of singing birds which fit each other. In FMOD Studio these samples play in random order with a random delay, pitch, volume, and panning. This creates a non linear ambiance of the forest from just 11 short samples. There are several background objects which live their own life: waterfall, sawmill, elixir farm and so on. When you scroll closer to any of these objects, the sound gets louder and clearer. We paid lots of attention to the sounds of resources. Because resources are a very important part of the game, we decided to create variational sounds. Sounds of gold, crystals, wood, and elixir sounds that reflect what happens on the screen. For example, for gold, I recorded the sound of dropping different coins. I recorded the sound of a single coin and a bunch of coins. When resources appear on the screen FMOD plays a random sound of a bunch of coins. But when coins are dropped to the player's wallet I created another simple system. I chose 8 coin samples and when the gold drops into the wallet, FMOD plays a random sample of a coin dropped with pitch and volume variation. This way it sounds like a different sample is played every time. As a result, no matter how much gold you have you'll continue to hear very nice and catchy sound of gold. I used the same system for other resources. For example, for the elixir, I recorded the sound of perfume bottles. After processing I chose 6 different samples and programmed it like the gold. The windmill needs to be fixed in order to advance to the next map of the game. So to help the player figure this out we made the sound of the windmill get louder and clearer when you scroll closer to the mill. This sound is synced to the animation. When the gear is bouncing you can hear the sounds of knocking metal and broken mechanisms. When you fix the mill the sound changes and it syncs to the moving blade's animation. For this sound, I've recorded whoosh sounds of a moving rope and lowered the pitch. One more important object in the game is the daily treasure chest. When the chest is ready to be opened, it starts to glow. I created a magic sound which sounds louder when you get closer to the chest. Now let's talk about gameplay sounds. In the main gameplay, most of the sounds are connected to the ball movement. When audio samples play over each other they can sometimes create phase distortions. That's why it's important that we have different sounds. For the sound of the bouncing ball, I've made 2 layers: sounds of two balls. Each layer has some variations. At the end, they layer with many different combinations. In each layer, sounds have random pitch and volume modulation. This way we have more variations. The ball runs faster in the game by a specific algorithm, that's why I needed to change its sound compared to the speed of the ball. If the ball runs faster the sounds are brighter and louder. A similar system is used on the impact sound when the ball hits the enemy. In this sound, we have 3 layers with different variations. This sound also changes compared to the speed of the ball. The sound we hear when we shoot the ball is also quite interesting. The player can shoot very fast, or slowly when finding the direction to start the ball. That's why this sound should follow the behavior. When the ball has been shot, the trigger OnStart is set. That makes FMOD move to the marker Start. When the player cancels the shot, the OnCancel is set and we no longer hear the sound of the shot. All enemies also have their own variations. Each level contains the same type of enemies with the same type of sounds and variations. After a while, you'll grow tired of hearing the same enemy sounds. With FMOD Studio I not only have the possibility to implement sounds with variations but also control the overall mix, loudness. I also set different file size compressions on different events which help to decrease the size of the game. For example, less important mid frequency sounds have more compression to make them a smaller file size. You can find more information about AK Audio sound design studio at akaudio.com Thanks for watching. I'll see you soon.
  3. Creating music for the game trailer

    Hey, Nate Thanks for your question. I didn't use any of in-game music tunes. I think this is because I wanted to create something new. This video should be is about 20-30 seconds. it's hard to use any leitmotifs here I guess. My main goal there was to make feeling that you played the game while you watching this video to make you download the game. So music should be nice, fast, fun. I think you had a fun time in FUNimation. I never worked with anime cartoons before, but I bet it's cool.
  4. Creating music for the game trailer

    Thanks, Nate. Glad you liked it. Yeah, I've done every single note and sound in the game. You can watch the video about interactive music I've done for the music: All these melodies and chords in the trailer done by myself.
  5. Hi, my name is Alex Mars from sound design studio AK Audio. A few days ago I was working on creating audio for the trailer of the video game called "Roundrick". It was quite challenging for me. In this video, I will show you the way I've made music.
  6. Composing Adaptive Music (Non-linear)

    Hey guys, check out our new tutorial on Interactive Music with FMOD https://www.gamedev.net/topic/688749-interactive-music-for-roundrick/
  7. In this video tutorial, we would like to show you our techniques on how to prepare and utilize musical techniques using a program called "FMOD." [media]https://www.youtube.com/watch?v=003YVFAenp4[/media] When working for clients that have no musical ideas on their projects, we utilize a system that best helps us find what music works best. Find a reference track Create several demos Get an approval from the developers [attachment=35933:Untitled2.png] Once we get the ok from our developers, we then begin to utilize FMOD to create non-linear music. But why use FMOD? It gives the composers more freedom Requires less feedback from developers Is easy to use Requires little coding work Resembles a DAW layout that is familiar to us [attachment=35934:Untitled.png] The linear music is composed of three parts: Intro music Part 1 Part 2 Within each parts of the music we composed three different variants to each part. When composing multiple variants, we want to make sure that the music is similar but different. We do this by using similar chord progressions, use different melodies, and use interchangeable percussion parts. This keeps the music flowing but keeps it fresh and always new. FMOD gives us the ability to use randomized music choices. When the music hits a transition marker, the music is randomized selecting one of three variants in the specific sections of the music. We do the same thing for our sound effects as well. We hope these tutorials help you on your journey to become the next video game composer! Leave a comment if you have any questions! Thanks! AKAudio.com
  8. Composing Adaptive Music (Non-linear)

    Thanks, Nate Glad you like it.
  9. AKAudio is an online Sound Design Studio. We compose music from youtube jingles, cinematic shorts and adaptive video game music. In this video tutorial we would like to show you some of the techniques that we use when composing non-linear music for our clients. 1. Themes 2. Instrumentation 3. Transitions 4. Sound Design When composing music, you must remember to stick to the theme of the game. In this case we wanted to portray a magical atmosphere with a few aspects of horror since the game is about a baby who dreams of fighting off toy enemies. Instrumentation inlcudes woodwinds that are set to the tempo of the enemies when they walk. You can hear that we implemented a Celesta to help keep the music "magical" You'll notice the instrumentation changed while we kept the same musical motif implemented by adding brass. The transitions are always short and include a tempo change. The end transition also changes to a slower tempo. We incorporated a randomized Volume and Modulation wheel to help to keep the sounds effects fresh and new. You can contact us with any questions and job inquiries at audio@akaudio.com or visit our website at AKAudio.com https://soundcloud.com/akaudioak/survival-shooter Thanks for watching!
  10. Hi,  In this video we would like to show you some of the techniques that we use when composing non-linear music for our clients. Themes Instrumentation Transitions Sound Design [media]https://www.youtube.com/watch?v=wdO22oWEyUI[/media]   When composing music, you must remember to stick to the theme of the game. In this case we wanted to portray a magical atmosphere with a few aspects of horror since the game is about a baby who dreams of fighting off toy enemies.    [sharedmedia=core:attachments:34692]   Instrumentation inlcudes woodwinds that are set to the tempo of the enemies when they walk.  You can hear that we implemented a Celesta to help keep the music "magical" You'll notice the instrumentation changed while we kept the same musical motif implemented by adding brass.  The transitions are always short and include a tempo change.  The end transition also changes to a slower tempo. We incorporated a randomized Volume and Modulation wheel to help to keep the sounds effects fresh and new.    You can contact us with any questions and job inquiries at audio@akaudio.com or visit our website at AKAudio.com