interactive Sounddesign
Posted: Fri Sep 13, 2019 4:59 pm
TL;DR: There already is information in the background factory noise, It can, however be improved to increase information throughput and immersion.
Preface: So my general idea came while watching an Industrial Revolution LP: The assemblers make a rythmical noise. This is nice. When there are multiple, they form more complex patterns, this reminded me of games where the soundtrack is dynamically updated to reflext changes, Crypt of the Necrodancer is a good and easy example: the soundtrack switches depending on player position (near shopkeeper, hot/cold sides)
Idea: coordinate sounds of machines nearby (every doubling of machines in audible range makes rattling machine noises have 1/2, 1/4, 1/16th and so on notes in the rattling rythm) and/or have it affect the soundtrack in itself: Being inmidst of a busy Production line should have an industrial feel to it even in the soundtrack, while the more calm theme is perfect for small factories/ places with few buildings and being out in the wilderness should have another audible feel
Bonus: have outputstalled/underfed machines have subtle soundclues that you can listen for while walking around.
Preface: So my general idea came while watching an Industrial Revolution LP: The assemblers make a rythmical noise. This is nice. When there are multiple, they form more complex patterns, this reminded me of games where the soundtrack is dynamically updated to reflext changes, Crypt of the Necrodancer is a good and easy example: the soundtrack switches depending on player position (near shopkeeper, hot/cold sides)
Idea: coordinate sounds of machines nearby (every doubling of machines in audible range makes rattling machine noises have 1/2, 1/4, 1/16th and so on notes in the rattling rythm) and/or have it affect the soundtrack in itself: Being inmidst of a busy Production line should have an industrial feel to it even in the soundtrack, while the more calm theme is perfect for small factories/ places with few buildings and being out in the wilderness should have another audible feel
Bonus: have outputstalled/underfed machines have subtle soundclues that you can listen for while walking around.