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Sound Island by The Virtools Behavior
Lab
Sound provides vital information for creating realistic sensations
in a 3D world. Sound Island lets you experience
a rich 3D sound environment, scripted in Dev's user friendly interface.
To navigate, use arrow keys and the mouse.
To return to the previous menu, use the ESC key.
You can experience Sound Island
three different ways:
as a Game: In this basic game, you must find objects
on the island within the allotted time, but there are good object
and evil objects. The only way to differentiate between the good
and bad is through the music. Listen carefully. When you get close
to a good object, the rhythm switches to a “good” pleasing
rhythm, and when you get close to a bad object, the rhythm switches
to a “bad” menacing rhythm. You gain time by taking
good objects and lose time by taking bad objects.
as a Walking Tour: In this demo, everything is
focused on experiencing island life. The island contains many hidden
animals in the trees and river. Depending on your stealth, you will
hear them when walking nearby… Be careful near the volcano!
as a Fly-through Demo: This non-interactive demo
has a camera looping on a path to give you a good view of the Island.
Technical Features to Look For in the CMO:
- Scenes: The composition uses 4 scenes - Interface,
Game, Demo and Walking. (One for each part of the demo.)
- Texture Animation: Use of “Texture Scroller”,
“Sine Deform” and Rotation to animate the sky, sea,
and river.
- Particles: the waterfall is made of particles.
- Background Sounds:
* Everywhere in the island, there is an environmental sound
that depends on your location. To know exactly where you are,
we use an invisible object (Position) and its texture with several
slots. Each color on this texture (Red, Green, Blue and Alpha)
corresponds to a given music. The array “Environment Zones”
describes the sounds and their settings for the different zones.
Depending on where you are on the texture of these objects,
the different environment sound merge to create a smooth transition
between the different zones.
* Step sounds are also Background sounds. Another texture is
used to know which step sound to play and where (so far, we
have only 2 areas, the river and the forest).
* The game's music is created in real time using background
sounds. The basic music is a repetition of the same sample 4
times as 4 bits. After each bit, if by chance you are closer
to a good (or a bad) object, we switch to the bad or good music
(that is also a repetition of the good or bad sample played
4 times). If you get further from the object, you get back the
basic music. If you take the object, a break is played (different
break for good and bad objects) and the music return to either
basic, good or bad one depending on your environment.
- 3D Cones: Some of the island animals are represented
by 3D Cones sounds that are played repeatedly but randomly. If
you get close to the sound source, the animal becomes frightened
and stops making sounds. If you remain static long enough, the
animal gets confident again, and you should hear it. When you
leave its proximity, it’s happy to see you go, so you should
ear it again. 3D Cone sound sources can be visualized through
cone lights (Son Light XX)- make them visible - they correspond
to the sounds’ cones.
- 3D Sphere: The birds in the trees are represented
by sphere sound that gives here better 3D effects for sound coming
from the top of the trees. Their behavior is the same then for
3D cones.
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Dynamic Copy & Grids: In the game, we dynamically
copy the statues and place them randomly using a grid. The layer
on the grid describes the area where we can put a statue. Only one
statue per square is allowed.
- Use of Variable Scripts: For each scene, we
have a script that contains only variables. Through these variables,
you can modify the composition’s behaviors without looking
at the scripts.
- Global Animation: On the walking tour, we
play a global animation that animates the camera.
Notes:
- River Frames are currently unused, but we could attach additional
sounds to them to have a movement sound effect on the river.
- We never change the volume of a sound more than once in a frame;
otherwise, you would not hear it, since sound volume is set in real
time, and the ear can only hear a difference after just 30ms.
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