Cube DCP Event Triggers
- Charlie Carroll
- Jun 14, 2019
- 2 min read
Although we needed to do the sound design for the whole game we mainly focused on the DCP level in Cube. This was because it has scripted events which entail when you press buttons throughout the level. We had a script which tells you what each event triggers. I recorded myself saying these events for example "Drainage System access granted" I did this for all 11 spoken events. I put some delay and filters on these and implemented them however I felt it didn't quite fit the aesthetic of the environment. As the level predominantly revolves around water I wanted to make it sound as if water had affected the speaker system. To make it sound broken I played the recordings out my speakers with my coil mic up against it and fed this back into Logic. This created a feedback loop which sounded perfect for the level.
The alarm which can be heard in the video below was a slight challenge as after I had made it I didn't know how / if / where it should stop. I implemented so that it faded out however, I didn't think this sounded the part. To then further the broken audio system in the level I decided to end the alarm by it malfunctioning. So it starts off clear and then there are gradually electrical sparks, after each spark I add more and more distortion to the alarm sound this then leads to a continuous spark and electrical drone until it cuts out all together. I think this works well in the level as it spooks the player out early on but is also a good way to end the alarm.
All the DCP events were very easy to implement as each on was listed in the event list. All that I had to do was to create an audio hierarchy in the audio window in Wwise and then drag it in.
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