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Top - P4W9

Phase 4

Week 9

Sound Library

I've started a library to collect all the possible sounds that we might require when it comes to starting development for the project. I also want to create a sound bite of the possible ambience and some of the typical sounds that will occur in the environment; bird song, water running, leaves crunching under footfalls. I've also been collecting some sound effects that relate to the interactions mood board we have

created as a team. I'll need to research the process of creating solid sound effects and how they will work within our game engine but for now, I can at least be confident that I'm starting off in the right direction. 

https://www.gamedesigning.org/learn/video-game-sound/

Interactions

The interactions we have come up with is a starting point for exploration into meaningful scenarios on a journey. Beginning with categories to generalise the interactions, we now can comb through as many of these as we need to find the ones that work for the experience and aesthetic we are currently aiming for. This is what I will use to guide me in building up the sound library.

Prototyping and Version Control

Working with Jamie on the Harmonica prototype to show that the character learns to play a song over repeated attempts. He worked on the code to have a character sit on a log and only play the melody while sitting. I was working on applying the translated score melody 'On Top of Ol' Smokey' to the music library script. As we were both working on the same project in Unity, we wanted to use Github's version control. Allowing us to create a branch of the master version of the Unity project, making our independent changes and applying them, updating the master. 

I created a translation from the score sheet to implement into our Unity prototype [see Sketchbook 1, page 18]. This was turning the score sheet notes into the programmable notes used in the engine. Taking a couple of iterations to iron out the pacing and understanding of how the machine read and played the music, I now have an understanding of how this works. So if we continue with this feature in the game, while Jamie programs the functions, I can work out the musical element, saving him time and hassle with tedious labour. 

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