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This final sprint was also rather short, with the deadline for final changes being last week. I spent most of the time fixing critical audio bugs to ensure our build was stable on the audio side.
Most of the work I did was bug fixing. I attended the final work session last week for four hours and did some work afterwards, tackling most of the audio bugs that were reported in the game. I reiterated the ambience and mixed different versions for build, battle, and narrative scenes, and got them to play in game. I also created a system to duck the music, ambience, and non-UI SFX when the game is paused, and added a stop all audio event for stability when restarting. Later, I did a few final fixes on my hazard implementation. I also made the majority of SFX stop when the game ended, this was particularly annoying and I ended up having to make a custom UnityEvent to disable certain components to get it to work.
I attended the last studio-wide meeting also, where we had an extensive post-mortem session, discussing what went right/wrong and how we can improve next semester. Overall, I felt like the studio was very professional and organized, even if it did feel slow and inefficient at times. I don’t personally consider myself an audio developer, but the feedback and help I received helped me immensely and allowed me to make professional sounding SFX and music.
In total, I spent around 5 hours bug fixing and 3 hours in meetings. This past semester has been great, and I look forward to finally being a part of the programming department next semester!
This past sprint is shorter than previous sprints, due to Thanksgiving break. We’re at the end of our production, so now we have been focusing on getting components working and polish.
During the last work session, I spent my time playing the current build and fixing various things. Although I didn’t end up doing much, I did manage to fix a couple bugs relating to the hazard audio as well as update the ambience SFX. Later, I also polished my intro music and started taking a look at the bugs with the UI SFX.
I attended last week’s meeting, where the audio team met up to finish all of the remaining voice acting in the game. Recording went quite smoothly this time – we set up the same way we had it last week, and everything worked perfectly. We currently have the VO structure implemented, so now all we have to do is process the dialogue.
In total, I spent around 1.5 hours fixing some audio bugs, and another 1.5 hours polishing my intro music and looking through the UI. I spent 4 hours recording VO, for a total of 7 hours this sprint. Next sprint is our last sprint, and I’m looking forward to having everything finished!
This past sprint was our last production phase of the game, so we made sure to finish our last audio pieces to focus on implementation and polishing in the upcoming sprint. Here is all I accomplished these past two weeks.
I was tasked with creating ambience tracks, creating an intro music track, creating an stinger when entering battle, and reiterating the crew death sound effects. I had already created an ambience track during the summer, so I simply updated it and added effects for two of my ambience tracks. For the third, I wanted a much lower humming sound to make it sound darker, so I took a sub-bass and distorted it until I liked the sound. Something I wanted to do is add random, un-obtrusive ambience stingers that would play during the ambience, kind of like Minecraft cave sounds, so I made a couple of low-end harsh sounds. These may or may not be in the final game, it depends on how it sounds when we ultimately implement them.
The intro music track was not too hard to make, although it still took around 4 hours. I was aiming to make a calm yet lonely track, inspired by FTL’s intro music. I played a series of odd chords that slowly descend, backed only by a few quiet synth pads and some light crackling to give the feeling of loneliness. Overall, it turned out nice, and I think it serves its purpose well.
I attended both studio-wide meetings this sprint. For the first meeting, I discussed the issue of music implementation with the audio team. Our plan was to have a build and battle variant of each song similar to FTL, each variant being rather similar to each other. However, with the addition of a narrative, there is now an issue of what audio to play in the cutscenes between the build and battle phase, not to mention that other audio members had developed music that did not fit cleanly into the build vs battle structure. Our solution was to play the same track during build phases – a diegetic track that would get distorted later in the game, play ambiences during cutscenes, and play battle music during the battle phases. We discussed this with the rest of the team at another meeting last Monday, where we decided which tracks would get played where – the ambience tracks would be the ones I had made the week previous and I would also adapt my concept piece into an intro music track.
In our most recent meeting, we went to one of the audio studios here at the University of Michigan to record some voice acting. It was my first time at a real audio studio, and it kind of surreal to see the real life equivalents of my tools in FL Studio. We spent about an hour getting everything set up, and then I helped record some voice acting for another hour.
In total I spend around 3 hours developing ambience tracks and SFX, 4 hours developing an intro track, and 5 hours in meetings. You can find some samples of the audio I made below.
These past two weeks, I was tasked with developing a variety of SFX, as well as a concept music piece. Here is a description of all I finished this sprint.
I was tasked with reiterating the current door sounds, and making exterior door variants. I also was asked to create a drone shoot and drone damage sound. For the door sounds, I took the existing door sounds, and added more layers and effects to make it sound more complex, and added a heavy low-pass for the exterior door sounds. The drone damage SFX is a collection of various explosion/damage sounds I had lying around, and the drone shoot SFX was made similarly. Overall, these SFX took around 1.5 hours total.
More pressingly, I was tasked with making a concept music piece. I am admittedly quite poor with making music, particularly with synthesizing nice sounding instruments. I wanted to make a dark yet somewhat somber soundtrack, based off of FTL’s Milkyways and Deepspace tracks, and I started by making similar sounds to Ben Prunty’s synths, which worked rather well, although it took a long time. I am very new when it comes to operating a synth, I spend most of my time studying and playing around in Sytrus. I struggled heavily trying to write decent sounding melodies and planning the structure of the music, and I ended up settling with a vi 6/3 – V 6/3 – vi 6/4 – V 6/4 structure, arpeggiated with a collection of synths with delay effects. I am still missing some instruments, and this piece is still a work in progress. I can estimate that I have spent around 9 hours working on the piece so far.
I was also tasked with implementing the door/drone SFX, as well as updating the hazard SFX after some programming changes to the hazards. This did not take particularly long, the programming implementation for the door and drone SFX particularly made it quite easy, as there were distinct events for when a door opens/closes and when a projectile is launched/destroyed. The hazard SFX was tricky as it usually is, flooding was recently added, but fixing flooding was not implemented, making it difficult to test. It also did not help that fire spreading and a fire starting used the same event, making it difficult for me to create separate Wwise events. Currently, the electric and fire sounds work well, although I cannot fully test the flooding SFX.
I spent 4 hours attending the weekly studio-wide meetings, discussing the current state of the game and what needs to be finished. There were some new designs for the crew AI and a new ship system, although there wasn’t much to be added from an audio perspective. We will likely be finishing and implementing our new music this upcoming sprint, and filling in any missing SFX.
I spent an additional hour communicating over discord, particularly detailing my weekly work and communicating with my leads over my progress.
In total, I spent 1.5 hours making SFX, 2 hours implementing SFX, 9 hours developing music, 4 hours in meetings, and 1 hour in other communication, for a total of 17.5 hours. I am used to development becoming more cramped as deadlines approached, so I do not mind having to spend extra time working, although I hope that this next sprint will be somewhat easier.
Below are samples of the SFX I made, as well as snippets of the concept piece.
This sprint, we are finally getting some new elements added into our prototype. Below is a record of my work these past two weeks.
My first task were to get last week’s hazard sounds working in the game. Unfortunately, this ended up being quite annoying, as I ran into many merge conflicts with the WWise architecture, and I ended up having to redo many things.
For the hazard SFX, I wanted to have a small, continuous sound that would increase in volume as the hazard spread. As this could play for a while, I wanted to keep most of the sounds “small” as to not annoy the player. Essentially, when a hazard starts, it plays a “hazard start” sound, which is quite loud to alert the user. After which, it will play the “hazard continuous” sound, a sound that plays until the hazard is completely cleared. Each time the hazard spreads, it plays a small “hazard spread” sound, and the continuous sound has its volume slightly increased. Each time a hazard is extinguished, it checks if all hazards are extinguished, if so, it stops the continuous sound, and otherwise it simply decreases the volume. This system is able to handle multiple disconnected hazards of the same type, and all sounds can be reset by a custom hazard reset WWise event.
Due to a multitude issues, this ended up taking forever. I don’t anticipate future tasks will take this long, however, as I am now more experienced with avoiding and solving these merge issues.
I did not have much audio to develop these past two weeks. We will be developing our concept music snippets for next week, I spent about an hour making those, although they are not finished yet. I will be making door sounds and a few drone SFX alongside the concept music for next week.
I attended both of the weekly studio-wide meetings, to discuss progress, features, and next steps. We plan to implement custom ships soon, and start implementing ladders and doors for our new sideview perspective, and I will be working on the necessary sound effects during the next sprint. I also spent an hour finding some source material for our sound palette, a collection of audio of a consistent style that we can reference for ideas.
In all, I spent 6 hours implementing hazard SFX, 1 hour developing audio, and 5 hours in meetings and developing a sound palette.
My first blog post! This is my second semester working in WolverineSoft Studio, developing thematically consistent audio SFX and BGM and implementing them to react to in-game events. Below is a record of my work these past two weeks.
This sprint, I was tasked with completing all remaining hazard SFX, in addition to the new electricity hazard. Most of my time was spent on the electric SFX, as I struggled to produce the erratic sound I was hoping for. I was eventually able to create a close resemblance to electric sparks with a heavily distorted noise signal, on which I added a few low sine waves and filters to produce a droning sound. I added some appropriate explosive SFX for when the hazard is introduced, which covers most of the SFX I made.
In general, I wanted to keep all of the hazards sounds small, as they would be playing in the background quite often.
I spent 4 hours in the team meetings, where we discussed audio direction, overall tone, and which tasks needed to be completed. I am a part of the ships and systems team, where we design ship components, hazards, and crew AI. I spent an additional 30 minutes posting my finished work and detailing my work process in the preview channel, and an additional 30 minutes communicating with my audio team and with production.
Along with the rest of the audio team, I was asked to play both FTL, the game Project Light is based off of, and the current prototype of the game, where I took notes on any audio elements that needed to be made or reiterated. I spent another 30 minutes familiarizing myself with the Unity WWise integration API, as I will be implementing my effects in the next sprint.
In all, I spent 7 hours developing a variety of hazard SFX, 4 hours in studio-wide meetings, 30 minutes communicating my finished work, 30 minutes on other communications, 30 minutes on playing FTL and the prototype, and 30 minutes familiarizing myself with the Unity WWise integration, for a total of 13 hours. I will be detailing my exact time spent on each category like on this in all future blog posts on Project Light, as it is required for credit.
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