Category Archives: General

Recording project: rolling ball friction

For my Ball-rolling game project in Unity 3d, I needed to replace the temporary engine sound I used as a placeholder. I wanted to record actual rolling friction sounds that would be modulated by the FMOD autopitch function for a more realistic experience. After a bit of experimenting with things I had around the house, I decided on using the big red marble from an optical trackball.

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First, I tried the inside of a computer case. It had a nice resonance, but I had difficulty getting more than a half-second’s worth of rolling before it smacked into the side of the lid.

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Similar to the metal lid problem, I couldn’t get much of a good roll. I found I could rock it back and forth to sustain it a little longer, but this gave it a seesaw effect of pitching up and down. Note, that this was just a quick test recording I did with the air conditioning running, so the quality is not up to snuff.

A few days later, I took inspiration from the wall of death/wheel of death motorcycle stunts. I started looking for round surfaces that I could rotate the ball around the inside of, centripetally.

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The cake carrier gave me quite a few variations in tone. I could use the clear plastic part with or without the bottom lid for different effects.

The metal pot is one that I’ve used in the past for PVKII, to impart the voice of the Heavy Knight with a ringing, metallic resonance. Whether or not the bottom of the pot was damped help give some extra tonal possibilities to the pot as well.

The watering can didn’t end up working out very well for the ball-rolling project, but I did end up sampling it as percussion for the game’s music. Look for a new video of the game project shortly.

100 word story: Fountain

On a busy afternoon in the park, two lovers stopped in front of the gleaming brass fountain. She asked him for a coin.

He pulled one from his pocket and handed it to her. “What will you wish for?” He had to raise his voice just short of a yell to be heard over the drone of leaf blowers and shouts from a nearby soccer match.

She didn’t say.

The dime hit the water with a splash and then stopped, as if frozen in place. Little droplets of water hung suspended near the surface and glinted in the silent sunlight.

Learning FMOD Studio through Unity

Here’s a clip of a project I’ve been working on to cut my teeth on implementing and scripting sound elements with FMOD Studio. I’ve taken the Roll-A-Ball tutorial from Unity as a starting point, tweaked the scoring system and added bumpers.

Things I’d like to add/improve:

  • Dynamic music
  • Wall collision sounds
  • Velocity-dependent ball rolling sounds
  • Velocity-dependent pickup sounds
  • Respawning/randomized cube pickups
    • The cube hums were synthesized in Alchemy and I recorded the bumper sounds from a lamp.

The cheap-ass foley stage experiment

One of the sound clips I’m working on has footsteps on boardwalk and ladders. There aren’t any good environments to record nearby, so I’ve taken it upon myself to build a temporary foley stage in my living room using some leftover wood from my college dorm-room loft and a sheet of scrap plywood.

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I’ve been able to get different sounds by changing the configuration (plywood above or below the boards, etc.).