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Footsteps

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B-Sharp Laboratories: Audio for Film, TV and Video Games: How to create generative footsteps in Fmod. Yesterday I finished working on the first of a series of videos to explore the possibilities of Fmod and Wwise when used as sound design and music tools within a game project.

B-Sharp Laboratories: Audio for Film, TV and Video Games: How to create generative footsteps in Fmod

Stay tuned because they will be released very soon on You Tube and Vimeo. When working on assets such as footsteps or gun shots, which typically require a lot of variations, middleware engines come in handy to make the most of the resources available. However, I always find myself working on Pro Tools (or Logic) first, before importing the assets in Fmod. The reason for this is fairly simple: on my DAW I have access to all my plugins and I can manipulate the sound in ways that are far more accurate.

What you can do for now though is to work out single layers of the sound effect in your DAW and import them into the middleware as multiple single files. In this very simple example, we created basic footsteps for our character, who we believe to be some sort of knight wearing heavy, metallic armour. Audiogaming's AudioSteps plug-in QuickOverview. Footsteps Retro Sound Study. Lost Chocolate Blog: Footsteps – Informal Game Sound Study. THE STOCK MARKET Lately, I've been taking stock.

Lost Chocolate Blog: Footsteps – Informal Game Sound Study

Not the usual “What have I done with my life?” Or “Where is everything headed?” (although those questions perpetually tumble around my brain stem on a regular basis); I somehow found myself obsessed with the minute details of movement sound and system design. If you're working in games today, chances are good that you've recorded, implemented, or designed systems for the playback of character footsteps and Foley at some point during the course of your career. It's even more likely that you've played a game where, at some point during your experience, footstep sound wrestled your focus away from the task at hand and demanded your listening attention. Yet, let it be said, all footsteps are not created equal – which seems obvious given that no two games are exactly the same, neither should their footsteps or the way in which they are implemented be (necessarily) the same. “the footstep system uses more than 1,500 original recorded samples.

IMPLEMENTATION OF STEPS - (CREATING A BASIC LEVEL PART II) Hace poco jugué Journey por primera vez.

IMPLEMENTATION OF STEPS - (CREATING A BASIC LEVEL PART II)

Tenía mucha curiosidad de jugarlo porque todo el mundo me decía “la música es increíble”, “la música me hizo llorar”, además “la música esto, y la música aquello”… en fin. Flores y más flores para la música. A mi, en cambio, lo primero que me impactó, fueron los pasos. Básicamente, se sienten hundiéndose dentro de la arena. Sí, se sienten. Los pasos en los videojuegos son cruciales para proporcionar información sobre la ubicación de personajes no jugadores (NPCs – non-playing characters) y para generar en el jugador un sentido de presencia dentro del mundo del juego.

Volviendo al tema de los pasos, debido a las limitaciones de RAM y de espacio y a que los juegos pueden durar varias horas, es probable que el jugador empiece a notar pasos repetitivos (y como vimos en el post anterior, la repetición interrumpe la inmersión). Una técnica común en los videojuegos es dividir cada paso en dos: el sonido de la punta, y el sonido del tacón. Footsteps Retro Sound Study.

Footstep sound effects. Obiwannabe Use the source...

Footstep sound effects

Footsteps are standard piece of foley work for film sound students. In most cases the footsteps signify the "other", an approaching menace in horror films or a way to reveal the presence of some unseen person. In games their function is slightly different. Notice that in films we don't hear constantly hear the footsteps of the first person, the camera through which we observe, but in games we need some way to let us know that we are moving,and to let others know we are moving around. One comical situation to avoid is what I call "odd feet". Footstep sounds are one of the applications that so clearly demonstrates where samples for games can be rubbish. Let's consider again the essential question. A B C A B C ____ ____ ____ ____ _ / \____/ \ / \____/ \ / _______________/ \______________/ \_________________/ Left foot ** overlaps ** ** ** ____ ____ ____ ____ / \____/ \ / \____/ \ ________________________________/ \______________/ \____ Right foot.

Lost Chocolate Blog: Footsteps – Informal Game Sound Study.