Project Epsilon Dev log pt.2: Aims and Audio Detection

A prototype had been developed. This was accomplished in two stages. Hani had already begun working on a prototype level, this was produced using downloaded assets from the unity store. Hani wanted to see if the audio detection algorithm can be used for our purposes. He showed us that it was indeed usable. Because we were using Unity Collaborate. We were able to share the project and update the necessary files. As such I began to develop the game and separate the downloaded assets. The only assets that needed to be replaced was a script for character movement. We kept the audio detection scripts as we were not sure how best to creating our own. Doing so would also be outside the scope of this project.

Once this was accomplished Hani and Kevin were notified and shown this version of the game. The movement could be refined but it functioned as needed. For now our biggest focus was to implement the audio detection algorithm.

This version uses our own scripts and sprites

Aims for the project

Hani’s intial proposal interested me as it focused on using audio in a unique way, this is a part of games design which I have had a small amount of experience in. The main goal of the project is to use music, that is the song playing in the background, to affect other parts of the game. As such one of my aims for this project is to understand the different ways music/audio can be used in game design.

Another aim is to explore the best approaches to collaborative work with members who are not in games design. Both Hani and Kevin are both studying in the Sound Arts, as such they do not have experience in games design and me and Arthur do not have experience in sound engineering/production. This is a chance for us to learn skills in working and communicating with people outside of our disciplines. This reminds me of the workshop we did with animation students, I had worked with an animator on a short pitch and it was great discussing ideas and decisions with some one outside of my own field.

We are designing a game, specifically a 2D platformer. Then another aim of mine is to take this as a chance to expand my skills in 2D game design specifically concerning design for a platformer. I imagine this would involve focusing on how best to implement movement mecahnics and good level design, especially concerning platforms.

Audio detection

Both Hani and Kevin have far more experience with audio related technology and production. As such they are more suitable for understanding and engaging with the audio detection algorithm. Hani had linked the below youtube video explaining audio detection and the necessary scripts to use.

Link to code: https://github.com/coderDarren/RenaissanceCoders_UnityScripting

Here the code we used consisted of two scripts. The AudioSpectrum script acquires the spectrum data from the audio playing from that object.

Suprisingly, this was a case of getting the required data and making it available for use.

The second is the AudioSyncer scripts, these are child instances of the first. These are used to enact changes for objects, that is a script that takes the AudioSpectrum spectrum values and based on the chosen bias, will detect a beat or note to respond to.

These audiosyncer scripts are split into two parts. One is a IEnumertor function that enacts the change (this may change colour, size of an object or anything we wish to.)

This one changes the scale of an object.

The other part of this script listens for a beat and calls the above function. Because of this, we were able to implement our own scripts that accomplish different responses such as a change of colour on sprites. Because of this we will still be implementing different scripts of this type that should achieve different outcomes.

Meeting on wednesday

Arthur Audren de Kerdrel expressed he wished to join the group, on wednesdays meeting he joined in and I updated him on the project, our intentions and what progress we’ve made so far. We also began to discuss what could be added to the game. One main change was that Arthur posited the idea of a wall that chases the player.

Now the main focus would be to continue adding additional features/mechanics for the game. Certainly we would make changes and communicate these chagnes on meetings/messaging. We have proved that we’re able to work together.

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