I experimented with sound design to get an idea of what kind of atmosphere I'd like to create for the sound part of my project.
Here are 3 tests:
The two first tracks are more finished than the last one yet more freestyle. However, the last one is closer to what I think I'll make for the soundtrack. The slowed down voices are pansori songs and the computer generated voice will later tell the memories that I gathered.
This are "2D tracks" but the idea is to make a 3D sound atmosphere. It will be composed from a "core" that won't be spatialized (same level everywhere) and from different sounds which will be spatialized and located in different places of the 3D world. These spatialized sounds will be placed either randomly or either according to a meaning. They will consist of memories as computer generated voices and maybe some sound design elements to help make this 3D environment more natural. These 3D sounds will be perceived differently according to the position of the audience. If he/she is closer to the source of one sound, it will be louder, also these sounds will be subject to Doppler effect (the pitch will change according to the movement speed of the audience).
I will compose this 3D soundscape with the tools available inside Unreal Engine 4.
This is a screen capture from the last test I made.
And here is a quick follow up of what I've scanned this week.
Here are 3 tests:
The two first tracks are more finished than the last one yet more freestyle. However, the last one is closer to what I think I'll make for the soundtrack. The slowed down voices are pansori songs and the computer generated voice will later tell the memories that I gathered.
This are "2D tracks" but the idea is to make a 3D sound atmosphere. It will be composed from a "core" that won't be spatialized (same level everywhere) and from different sounds which will be spatialized and located in different places of the 3D world. These spatialized sounds will be placed either randomly or either according to a meaning. They will consist of memories as computer generated voices and maybe some sound design elements to help make this 3D environment more natural. These 3D sounds will be perceived differently according to the position of the audience. If he/she is closer to the source of one sound, it will be louder, also these sounds will be subject to Doppler effect (the pitch will change according to the movement speed of the audience).
I will compose this 3D soundscape with the tools available inside Unreal Engine 4.
This is a screen capture from the last test I made.
And here is a quick follow up of what I've scanned this week.



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