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 Asset List: https://docs.google.com/spreadsheets/d/1N99AbDrikNG1PTbUxLNHGKCLamSnPIo9Ohh_119tOp4/edit?usp=sharing
- Music Asset List: https://docs.google.com/spreadsheets/d/1riFGscBIaFnPZGXjhH3T_F2KVUfzMBWfGJATpxEP7gg/edit#gid=1198826540
- SFX Assets: https://drive.google.com/drive/folders/15yfdfmXaXwClorNlKirNFOBXrQYhV4sw?usp=share_link
- Music Assets: https://drive.google.com/drive/folders/1XC6ZbKJppG27X5K1Gg2mf7Mua-JjtC9d?usp=share_link
- FMOD Repositor: https://github.com/alexitsios/calamity_FMOD
Audio Guidelines
Style References
- Resident Evil 2 Remake (Spatialization)
- Post Trauma (Immersivity)
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
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