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15.10.07

amby

.aa - week ten.

To start with I created the ambient backdrop for the level "OA_RPG3DM2," for my open source Quake game. As far as I can tell, there is actually only one sound file being looped as the ambient background for this level, and I can't find the file yet. It sounds like the one file is just being mixed differently for when the player moves in and outside, rather than changing sound files. Not being able to be sure about the specific file yet, I just created a looping 30 second ambient background for the overal level. I used a started with one sample that comes with Reason, in the "Hardcore" Drum Samples for the ReDrum. I plugged this sample, which I called "wink," into my Granular Synth patch, and eventually came up with this:
gransynth.amby.jpg

level ambience.mp3 (356 kB)


In certain parts of my level a loud machine ambiance become very prominent - this sound file I was able to locate in the Open Arena package. The orginal "drone6.wav" (36 kB) sound was actually pretty good to begin with, so I tried to stick fairly close with it. This kind of engine rumble sound reminded me of my Bus environment project from last year, so I quickly fired up my old project patch in Plogue and came up with this asset:
engine.jpg

drone6 2.mp3 (90 kB)


The final ambiance I worked on was for the small underwater section. Again I was able to find the original sound files in the package - three sound files, being getting into the water, underwater and getting out of the water (or onset, during and offset). Each of these sound is enclosed in a compressed folder below. To create these sounds I grabbed a droplet sound of soundsnap.com, then processed in my Granular Synth patch. I also used Peak to reverse the offset sound and hack around with it in general:
water.jpg

original water.zip (132 kB)
| jake water.zip (384 kB)

.sources.

Haines, Christian 9.10.07, "Ambience (1)," EMU, Adelaide University.

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