Tuesday, 11 November 2014

game clip audio creation


The game clip I am using is from Middle Earth Shadow of Mordor. I intend to re-create the audio pieces within the clip and possibly add to the video in an attempt to improve the video clip. I have chosen this piece of video becuase I want to re-create real world sounds into a piece of gameplay footage and create an eerie feeling with some background audio. This will be created using recordings I have done myself and edited to match the visual.

I am using from the clip from 04:18 - 04:36

Sounds that feature are rain, thunder, crawling of Gollum and footsteps - crouched running, walking & running in the rain on grass/mud.

04:18 - 04:20
Crouched walking in the rain on grass

04:20 - 04:23
Running in the rain on grass

04:23 - 04:26
Standing in the rain

04:26 - 04:28
Walking/running in the rain on grass with thunder

04:28 - 04:33
Crouched walking in the rain on grass

04:33 - 04:36
Crouched walking in the rain on grass with thunder

The clip will feature rain throughout and feature eerie background music.

04:18 - 04:36

Original video clip. Unedited.
https://www.youtube.com/watch?v=x1uCeX1sZEo&index=1&list=LLkZlLKDThUkUZ3NuqV0SwGA

FINAL EDITED PIECE
https://www.youtube.com/watch?v=Lpztxx3Vyds

final piece presentation feedback
the feedback I received was very positive as many people said I created the audio well and that I had created something which was better then the original clip. Some of the comments I received was that I created a realistic delay between the lightning and the thunder, the footsteps was synced well with the visuals and that I created a great atmosphere with the rain and the music in the background.   


Background music

https://archive.org/details/EerieCreepyAndScaryMusicForYourScoresDvds

I found the music that I used for my video clip on this site. The piece of audio is called 'DVD Theme Music-Horror-Private Reflection'. This piece of audio works quite well as it isn't too intense but given you a feeling that something is near you.

Audio edits

Rain
The rain audio has renamed unchanged as I felt that the audio was working well as original. I reduced the volume and I faded it into and out of the clip.

Footsteps
The footstep audio has remained nearly unchanged as the original audio clip was good enough to go straight in. I had to try and sync the audio with the visuals as best I could so it didn't look or sound unprofessional. It was a really difficult task attempting to sync the audio of the footsteps with the visuals of the footsteps for the main character and gollum to make it work well. I adjusted the volume and faded it into and out of the clip.

Thunder
The thunder audio is something I am rather proud of as it is something that I didn't get original recordings of. I experimented with different objects like dropping rice onto a tray, I later had an idea of crumpling up a crisp packet and editing it. I was able to create the kind of audio I needed to match the visuals in my video clip.

Here are the edits I made to the crisp packet audio with descriptions of how they effected the audio in order to create the thunder audio.

Crisp packet audio (ORIGINAL)
https://soundcloud.com/matteo-sardu/original-crisp-packet

Thunder audio (EDITED)
https://soundcloud.com/matteo-sardu/thunder-audio

Stretch and pitch
Stretch Shortens or extends processed audio relative to existing audio. For example, to shrink audio to half its current duration, specify a Stretch value of 50%.
Pitch Shift Tonally shifts audio up or down. Each semitone equals one halfstep on a keyboard.

Amplify
The Amplitude and Compression > amplify effect boosts or attenuates an audio signal. Because the effect operates in real time, you can combine it with other effects in the Effects Rack.
Gain sliders Boost or attenuate individual audio channels.
Link Sliders Moves the channel sliders together.

Underwater speech

Convolution reverb
The Reverb > Convolution Reverb effect reproduces rooms ranging from coat closets to concert halls. Convolution-based reverbs use impulse files to simulate acoustic spaces. The results are incredibly realistic and life-like.

Generate noise – brown noise
‘Brown noise - has a spectral frequency of 1/f2, which means, in layman’s terms, that the noise has much more low-frequency content. Its sounds are thunder- and waterfall-like. Brown noise is so called because, when viewed, the wave follows a Brownian motion curve. That is, the next sample in the waveform is equal to the previous sample, plus a small random amount. When graphed, this waveform looks like a mountain range.’


Extra noise
There is a bass noise which was taken from the thunder audio. I copy and paste segments together in order to create a long enough piece to give some depth to the audio background.

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