@Socks said:
If you send me the ripple sound I can work it out for you if you want, pretty sure a simple piece of maths would generate random pitches that are all in key/tune.
Anyway, If it takes you to much time I really don't want you to work for nothing, as I don't plan to update the app for some time yet, as my Pro subscription have just ended... But I am really curious for the result.
I very quickly chopped up a bit of your background music so I had something to work against, so ignore the fact that it is hacked to bits (so I could get rid of the out of tune/key stuff - there are a couple of bum notes still in there), but it's something to play the pitches against - and of course you can throw it in the bin and use your actual music.
Click on the squares, see which notes you like the best, there are no rules in music (well, maybe a couple) so use whatever sounds good to you.
I also tuned the 'water' noise up a semitone (actually a semitone and +17 cents), so it is now an A#, but to be honest there is so little harmonic information in it, I'm not sure it's really necessary.
Also I did an experiment - in radio and TV broadcasting / advertisements music is often 'ducked' (or side-chained) by sound effects or a voice over (etc) - this is basically a trick to make everything sound loud and clear . . . . normally you set the volume of your music up . . . hmmmm . . . sounds good . . . so you throw in a couple of sound effects . . . and they get a bit lost, so you turn them up, they are still lost, but you can't turn them up any more . . . so you turn the music down . . . now the music is too quite in places . . . so what to do . . . . radio and TV broadcasting / advertisements get around this by momentarily turning down background music when a sound effect plays, you'd think that you'd really notice the level of the music going down, then back up, but your ear is drawn towards the sound effect and a psychoacoustic trick takes place where everything just sounds louder and clearer, you hear this effect every time you listen to the radio or watch TV or a film . . . and it's really straightforward to do in GameSalad . . . . so I tried a little bit on the water sound, whenever the water sound is played the background music ducks, I'm only doing it subtly, but if you ever want a really loud backing track with big sounds (explosions and so on) then this is the way to go . . . . . ! (although admittedly it might not be too relevant to your game!! )
But . . . you can dump all the extraneous crap and just copy the pitches you like (the values in the pitch field).
And finally, as the in key pitches rise and fall like this [3 semitones > 2 semitones > 3 semitones > 2 semitones> 3 semitones . . .] in theory you could compress all this pitch stuff into a single equation, so a single play sound behaviour can - randomly - produce all these in key pitches . . . I can see how you'd do it, but I'd need to sit and stare at the screen for an hour to work it out exactly . . . so for simplicity you can of course just generate a random number and have a few rules under it - if random = 1 play at this pitch, if random = 2 play at this pitch, if random = 3 play at this pitch . . . etc
Wow, you really know your stuff. Thank you very much, I will include this in my next update! It surely sounds much better, thanks! My musical skills are null, so your advice is very welcomed! The duck effect of the music when other sound plays is an excellent trick!!!!
That was a very useful piece of advice. I've had that issue of sounds getting lost to music in one of my games, definitely going to play around with adjusting the volume dynamically. Thanks!
@imjustmike said:
That was a very useful piece of advice. I've had that issue of sounds getting lost to music in one of my games, definitely going to play around with adjusting the volume dynamically. Thanks!
Comments
@Chechesoft charming game. Definitely send @socks that sound file, he did the same for my latest game and definitely nice having it in key
Thanks! Is very nice from you! Here is the dropbox link:
https://www.dropbox.com/sh/d8xncjdxcxx4k6t/AAD8pRUy2lmeYZNIFbWElRCla
Anyway, If it takes you to much time I really don't want you to work for nothing, as I don't plan to update the app for some time yet, as my Pro subscription have just ended... But I am really curious for the result.
Thanks!
Thanks for the suggestion , here is the updated Video:
youtu.be/bgiOo3p9gvE
Thanks again!
Here you go, a bunch of pitches that work with your music.
Link: https://www.mediafire.com/?ivs8vaa8vfdwy95
I very quickly chopped up a bit of your background music so I had something to work against, so ignore the fact that it is hacked to bits (so I could get rid of the out of tune/key stuff - there are a couple of bum notes still in there), but it's something to play the pitches against - and of course you can throw it in the bin and use your actual music.
Click on the squares, see which notes you like the best, there are no rules in music (well, maybe a couple) so use whatever sounds good to you.
I also tuned the 'water' noise up a semitone (actually a semitone and +17 cents), so it is now an A#, but to be honest there is so little harmonic information in it, I'm not sure it's really necessary.
Also I did an experiment - in radio and TV broadcasting / advertisements music is often 'ducked' (or side-chained) by sound effects or a voice over (etc) - this is basically a trick to make everything sound loud and clear . . . . normally you set the volume of your music up . . . hmmmm . . . sounds good . . . so you throw in a couple of sound effects . . . and they get a bit lost, so you turn them up, they are still lost, but you can't turn them up any more . . . so you turn the music down . . . now the music is too quite in places . . . so what to do . . . . radio and TV broadcasting / advertisements get around this by momentarily turning down background music when a sound effect plays, you'd think that you'd really notice the level of the music going down, then back up, but your ear is drawn towards the sound effect and a psychoacoustic trick takes place where everything just sounds louder and clearer, you hear this effect every time you listen to the radio or watch TV or a film . . . and it's really straightforward to do in GameSalad . . . . so I tried a little bit on the water sound, whenever the water sound is played the background music ducks, I'm only doing it subtly, but if you ever want a really loud backing track with big sounds (explosions and so on) then this is the way to go . . . . . ! (although admittedly it might not be too relevant to your game!! )
But . . . you can dump all the extraneous crap and just copy the pitches you like (the values in the pitch field).
And finally, as the in key pitches rise and fall like this [3 semitones > 2 semitones > 3 semitones > 2 semitones> 3 semitones . . .] in theory you could compress all this pitch stuff into a single equation, so a single play sound behaviour can - randomly - produce all these in key pitches . . . I can see how you'd do it, but I'd need to sit and stare at the screen for an hour to work it out exactly . . . so for simplicity you can of course just generate a random number and have a few rules under it - if random = 1 play at this pitch, if random = 2 play at this pitch, if random = 3 play at this pitch . . . etc
Hope some of that makes sense.
Can you tell I have nothing to do ?
@Socks:
Wow, you really know your stuff. Thank you very much, I will include this in my next update! It surely sounds much better, thanks! My musical skills are null, so your advice is very welcomed! The duck effect of the music when other sound plays is an excellent trick!!!!
No problem !
That was a very useful piece of advice. I've had that issue of sounds getting lost to music in one of my games, definitely going to play around with adjusting the volume dynamically. Thanks!
@Chechesoft lovely little game you've got there. I built a prototype for something similar a while ago, but not with fish.
Any chance it's coming to android any time soon?
I stuck a quick demo in this thread . .
http://forums.gamesalad.com/discussion/comment/482066#Comment_482066
. . . 6th post down.