Audio Influences - UQcsse3200/2024-studio-1 GitHub Wiki
Audio Influences
Overview
The audio design for Beast Breakout plays a crucial role in enhancing the player experience, complementing the game's dark humor, rogue-like mechanics, and pixel art aesthetics. Our approach aims to create an immersive auditory environment that reinforces the game's themes of chaos, experimentation, and survival.
Music Style
Beast Breakout features a hybrid audio style, blending 8-bit/chiptune elements with modern electronic and ambient sounds. This approach serves multiple purposes:
- Nostalgic Appeal: The 8-bit elements resonate with the pixel art visuals, evoking nostalgia for classic rogue-like games.
- Modern Twist: The incorporation of contemporary electronic sounds adds depth and complexity, reflecting the game's modern take on the genre.
- Atmospheric Depth: Ambient elements contribute to the eerie, unsettling atmosphere of the experimental facility.
Justification
Research has shown that matching audio style to visual aesthetics can significantly enhance player immersion. As noted by Lipscomb and Zehnder (2004), "audio elements that are congruent with the game's visual style can lead to a more cohesive and engaging player experience".
Music Influences
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Hotline Miami Soundtrack
- Influence: Intense, driving electronic beats
- Application: Creates urgency and tension in action-packed moments
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The Binding of Isaac Soundtrack
- Influence: Eerie, atmospheric tracks
- Application: Establishes a dark, unsettling mood for the facility's lower levels
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Undertale Soundtrack
- Influence: Distinct musical themes for different areas
- Application: Helps differentiate levels and reinforce the sense of progression
-
FTL: Faster Than Light Soundtrack
- Influence: Ambient sci-fi tones
- Application: Incorporates subtle sci-fi elements to reinforce the experimental nature of the facility
Justification
These influences were chosen to support the game's core emotional goals. As Phillips (2014) states, "Music in games can serve as a powerful tool for eliciting specific emotional responses from players" [2]. By drawing from these diverse influences, we aim to create a soundtrack that enhances tension, emphasizes progression, and reinforces the game's themes.
Sound Effect Influences
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Resident Evil series
- Influence: Tension-building ambient sounds
- Application: Creates an oppressive atmosphere within the facility
-
Dead Space
- Influence: Atmospheric sound design in hostile environments
- Application: Enhances the feeling of isolation and danger
-
Animal Crossing series
- Influence: Stylized animal sounds
- Application: Basis for creating unique vocalizations for mutated creatures
-
Portal
- Influence: Mechanical and robotic sound effects
- Application: Reinforces the clinical, experimental nature of the facility
Justification
These influences help create a rich soundscape that supports the game's narrative and gameplay. Grimshaw and Schott (2007) highlight that "sound plays a significant role in shaping the player's perception of the game world and their place within it" [3].
Types of Audio
Background Music
- Each level features a unique musical theme, intensifying as players ascend the facility
- Boss battles incorporate more dramatic, high-energy tracks
- Adaptive music system adjusts intensity based on player's health and nearby threats
Ambient Sounds
- Facility sounds: Alarms, flickering lights, distant animal noises
- Level-specific ambience: Dripping water (lower levels), electrical buzzing (higher levels)
- Dynamic mixing adjusts ambient sound levels based on player actions and location
Character Sounds
- Player character: Footsteps, damage grunts, labored breathing at low health
- Mutated animals: Distinct vocalizations for each creature type, becoming more distorted in higher levels
Weapon and Item Sounds
- Melee weapons: Swish of attacks, impact sounds
- Ranged weapons: Unique sounds for each weapon type (e.g., shotgun, experimental energy weapon)
- Power-ups: Distinct activation and deactivation sounds
UI Sounds
- Menu navigation: Subtle clicks and swooshes
- Item pickup: Unique sound for each item category (weapons, health, power-ups)
- Level transition: Short musical stinger to signify progress
Audio-Gameplay Integration
Procedural Audio
To complement the game's procedurally generated levels, we implement a system of procedural audio generation. This system dynamically creates variations in sound effects and ambient noises, ensuring a unique auditory experience in each playthrough. This approach is supported by research from Farnell (2007), who argues that "procedural audio can greatly enhance the replay value and immersion in games with procedurally generated content" [4].
Adaptive Music System
The game's music dynamically adapts to the player's situation:
- Intensity increases as players encounter more enemies or take damage
- New layers are added to the music as players progress through levels
- Boss battles trigger seamless transitions to more intense tracks
This system is designed to enhance the player's emotional engagement, as suggested by Kromand (2008): "Adaptive music in games can significantly impact the player's emotional state and perception of challenge" [5].
Technical Implementation
- All audio elements are implemented using Java LibGDX's audio capabilities
- Music tracks are designed for seamless looping
References
[1] S. D. Lipscomb and S. M. Zehnder, “Immersion in the Virtual Environment: The Effect of a Musical Score on the Video Gaming Experience,” Journal of PHYSIOLOGICAL ANTHROPOLOGY and Applied Human Science, vol. 23, no. 6, pp. 337–343, 2004, doi: 10.2114/jpa.23.337.
[2] W. Phillips, A composer’s guide to game music. Cambridge, Massachusetts: The MIT Press, 2014.
[3] M. Grimshaw and G. Schott, “Situating gaming as a sonic experience: The acoustic ecology of First-Person Shooters,” in 3rd Digital Games Research Association International Conference: “Situated Play”, DiGRA 2007, 2007, pp. 474–481.
[4] Farnell, Andy. (2007). An introduction to procedural audio and its application in computer games.
[5] D. Kromand, “Sound and the diegesis in survival-horror games,” in Proceedings of the Audio Mostly Conference - A Conference on Interaction with Sound, 2008, pp. 16–19.