Audio - alexitsios/Calamity GitHub Wiki

Foreword

All the file asset information can be found in the Asset Links below (Links to Google Sheets). They are living documents subject to change and so all the files are still WIP, we use Google Drive to make organization of large volumes easier. When we have finalized all the sounds they will all be posted here on GitHub.

Links

Audio Guidelines

Style References

Spatialization: the spatiality and reverberation of the rooms are impeccable.

Immersivity: the dark and silent atmosphere is pure eeriness.

The Audio Style

A - Aiming (stylistically) to the audio of the late ps2 era, with dirty sounds. More reduction, saturation, and soft dist maybe.

Pros:

  • more consistency with the graphical appearance.

Cons:

  • limitations on the technical side to maintain consistency between old style and new techniques.
  • not very original.

B - Aiming to the audio of current horror games: clean sfx, music and technical side to the best of our ability.

Pros:

  • no technical limitation = an easy plus for immersivity.

Cons:

  • we may have more difficulty in giving consistency between audio and video.

C - A middle ground between A and B. Pros:

  • fewer technical limitations.
  • video consistent with audio.

Our choice: The middle route C. This means vintage audio, closer to a classical experience in terms of personalization (saturation, reduction, etc) with an integration of cutting-edge innovations such as spatialization, priority of sounds, detailed ambient reverberations, etc.

SFX should be kept as "clean" as possible in order to later saturate them according to a common process. There will be a post production pipe-line written for this.

Music

Sections

Menù Music: total freedom to composers in accordance to dynamic music technical documents.

Cutscenes Songs: total freedom to composers.

Combat themes: Might be layered sections on the regular environmental music.

Cemetery Environmental Music: as "empty" as possible, it must act as a filler

Laboratory Environmental Music: as "empty" as possible, it must act as a filler

Morgue Environmental Music: as "empty" as possible, it must act as a filler

Priority order

Menù/Cutscene - Only thing to keep in mind: keep consistency and main sounds for all tracks, you could agree beforehand on the mood to be achieved and the types of sounds to be used more.

Combat - Create multiple variations* that are very similar to each other, to avoid being repetitive but still give a clear sign to the player.

Ambiences - Music not too "full", must complement silence and sfx. Possibly 3 - 4 variations* of the same theme per each area.

Audio asset files

Format

We are using .ogg for all audio asset files. (This is because Unity encodes audio files as .ogg anyway)

Git

We have a dedicated GitHub Audio Repository for FMOD to test changes before merging them in the Main.

Naming Convention

AudioGroupName_SubCategory_Sound_Number.ogg

The audio group name refers to the first row of information in the Tech Design Doc "Audio Group Name" or "Audio Name". The sub category is only when there are lots of variations on a similar theme and we need to break up the information to make the naming convention easier to follow.

Examples:

  • PlayerController_FootstepWalk_Ceramic_01.ogg
  • PlayerController_FootstepWalk_Ceramic_02.ogg
  • PlayerController_FootstepRun_Ceramic_01.ogg
  • BasicStats_HeartBeat_01

Integrated LUFS

  • 17/-18 for the SFX
  • 20/-21 for ambiences and musics

Recommended plugin is YouLean Loudness Meter 2, it's a free meter and at it's good if everyone has the references.

Audio File Upload

SFX: https://drive.google.com/drive/folders/15yfdfmXaXwClorNlKirNFOBXrQYhV4sw

Music: https://drive.google.com/drive/folders/1XC6ZbKJppG27X5K1Gg2mf7Mua-JjtC9d?usp=share_link

Audio Asset Lists

SFX: https://docs.google.com/spreadsheets/d/1N99AbDrikNG1PTbUxLNHGKCLamSnPIo9Ohh_119tOp4/edit#gid=0

Music: https://docs.google.com/spreadsheets/d/1riFGscBIaFnPZGXjhH3T_F2KVUfzMBWfGJATpxEP7gg/edit#gid=1198826540

Unity

One solution is using a dedicated script that works as a separate audio manager to recall all the various FMOD Events. This simplifies the work for the programmers.

Here is a video that explains the basis of FMOD implementation for sound management according to their type: https://www.youtube.com/watch?v=rcBHIOjZDpk

FMOD

For those who want to help with implementation or want to learn how the software works, here is a useful playlist about FMOD: https://www.youtube.com/playlist?list=PL2Xua6FTuk2Kbtyt4nsaVllcNrMS_aQtv

SFX: Follow the sounds assets list found in the "Adding audio files" section.

Each sound is assigned to a specific person on the audio team. Don’t be afraid to try out different ideas! If you get stuck or have difficulty with a sound you are very welcome to ask for advice or a second hand opinion in the Audio Corner :)

Audio Programming

WIP