Audio Bible - gamificalostudio/Tankerfield GitHub Wiki
Index
Introduction
This is a game project made by students, based on the original game Command and Conquer: Red Alert 2, so we will be using the original audio content from the game. All FX, musics and voice over belong to Electroinc Arts and its composer Frank Klepacki.
Sound
Ambience: The game is frenetic and consequently there are sounds reproducing every time. There are very few moments of silence, and in this moments the ambiance sound can be heard, for example, in the forest birds can be heard in the background. Each map has its own characteristic ambient sound. As for the music, it constantly joins the gameplay, and its volume varies depending on the situation of the game.
Characters: In the game, soldiers can be heard talking about the action that they are going to perform. in our game, we will use these sounds, and use them for the tank drivers.
Purpose in-game: Sound in this game is vital, specifically voice-over sounds and troops sounds. They constantly inform the player about the state of the game. Every action the player performs in-game, gets an immediate response of an specific audio.
Music
Style: The music in this game is very energic, which gives the player a sense of powerness that makes users more involved in the gameplay. There are rock and electronic music in the game that perfectly suits the gameplay to create a more frenetic atmosphere.
Implementation: Music will be always playing in the layer 3.We will also use the same music as the original game in all screens including menus and levels.
Voice over and Dialogue
Voice over is vital in this game, since all the missions are explained by the same voice. This voice provides the player with all the necessary information in order to start the mission. What is more, this voice also informs of all aspects of the game, dangers approaching, the creation and destruction of structures and the loss of troops.
There are also video scenes with actors, that explain the story of the game, and keep on explaining until the end of the game, this cinematics can mainly be seen between each map.
Tech Aspects
We are going to use the .wav format for SFX and .ogg for music.The software we are going to use in case of having to change file extensions or audio length will be Audacity.
Implementation
We are going to implement the audio in the same way that it has been done in the original game. We will use the original theme music and the FX. The sound will be organized in layers.
Layer1: Voice-Over that constantly informs of your advances
Layer2: Background music.
Layer3: State of the soldiers' dialogues.
Layer4: In-game sound effects, explosions, shoots, sounds of vehicles.
Audio assets
All audio assets have been extracted from the original file games. Audio assets can be found in the following links: