To prepare for the final Bob The Blob game, I was tasked at experimenting with how to import sounds into Construct 3. This task allowed me to find pre-recorded audio that I could add to a game that I created in a previous project. The steps I went through to import this audio to the game were very easy and simple to pick up, the first way of importing audio I used was by calling and playing the audio when a specific condition is met, for example I programmed the game to play a groaning noise when the character was attacked by an enemy. This method was very effective but I found that this would take up a lot of lines of code and it was very hard to distinquish between the different lines. Overall, I am very happy with how this task turned out as I have now got a better understanding on how to import sounds into Construct. I have included a link to the finished game here: https://soundsnomute.netlify.app/ and an embedded version is below. The code has also been attached.
Following on from my previous experimentation, I was tasked at experimenting with how to add a mute and unmute buttons to the game to allow the player to control what elements of the game they want to mute. This task allowed me to reuse some built up knowledge and apply it some new knowledge on how to add a mute button. Overall, I am really pleased with how this turned out and I will apply all of this understanding to the Bob The Blob game when I add sounds to that. I have included a link to the finished game here: https://soundswithmute.netlify.app/ and an embedded version is below. The game code has also been attached.
After learning the basics to importing audio and adding different mute functions in Construct, I went on to learn and experiment with a completely different method to adding sound in Construct. This new method involved me using functions and global variables to call a specific sound when it was needed. I also learnt a new skill of using a Panning feature that makes the audio sound as if it is coming from different angles, E.G. If the player is walking right the footsteps will come from the right headphone. This new method was really helpful in allowing me to expand my knowledge and understanding on how to use functions and different audio features in Construct. I found this method to be cleaner and easier than calling an audio file on every single event, because all I have to do is link the function to the event. This method allowed the code to feel more cleaner and less cluttered, it also allowed me to work efficiently. Going forward, I will ensure that I use this method every time I need to call an audio file, I can apply this to the Bob The Blob game. The link to the game can be found here: https://panningfunctions.netlify.app/ I have also embedded the code and game below.
This Games Jam was very beneficial in learning the basics to audio and the importance of hitboxes. During this Games Jam we were tasked at creating a musical instrument in Construct that could be played on a mobile device. The importance of this task was to understand how to import and call audio sounds in Construct, also it was important that we completed this Jam to aid us in the practical work that would come with this new Bob The Blob project. I was really happy with how this turned out because I was able to successfully and independently import and utilise the audio functions in Construct. The link to the game can be found here: https://musicmayhemjamxylophone.netlify.app/ I have also embedded the code and game below.
This practical Foley sound task was very helpful in allowing us to use everyday objects to create sounds that are traditionally used by Foley artists for movies, TV shows and Video Games. I liked this tasked because I was able to experiment with Foley sound design and I feel even more confident with creating my own sounds for the Bob The Blob game. Overall, we were able to identify most sounds straight away but others required us to take a second reflection before we were able to successfully match the objects to their sounds. I have included a few videos showing us experimenting with the objects we were given, also a photo has been attached showing all the objects and their correct sounds. A link to the Google Drive folder is below if the audio files are not loading on the website.
At first we thought celery might have been used to recreate the sound of breaking cartilage in the nose but we quickly changed our mind and found that celery better reflects the sound of bones breaking.
We had a very vague idea of what the towel could be used for, but we found that it could reflect the sound of a rattle snake. We found this to be incorrect as the towel is often used in industry to recreate the noise of a heart beat.
At first we thought that the metal and spoon could be used to recreate the noise of a heart beat but we changed our minds and saw that the spoon and metal recreated a perfect beat for a ticking clock.
When we experimented with the noise that could be recreated with the spanner and scissors we found that it made a really good sword unsheathing sound.
Following on from the research that I carried out surrounding how to add distance relative audio and sound effects I went ahead and experimented with the adjustments in Construct. I really enjoyed this task as the distanced relative audio will really add another level of detail and immersion into the game and this is something that I want to apply when it comes to the final Bob The Blob game. Overall, I was very pleased with the results in this experimentation task and I can't wait to apply this to my own foley sound effects. Below is a link to the game where I implemented distance relative audio to the cannons in level 2. https://distancedsoundbtb.netlify.app/