Skip to content

farbrausch debris Soundtrack

  • Published: 2024-03-19 11:43

Project briefing

Technically, the demo sports a new particle engine. Capable of drawing an insane amount of cubes. As well as a new, spline-based bone(?) animation procedure. Thematically taking the cube-trope to new extremes with a cinematic approach to direction.

Overarching, technical goal: The demo, including all assets, must fit into a 100kb executable file. Soundtrack must use Farbrausch V2 without samples.

State of project at time of briefing, three weeks before deadline

  • Incomplete timeline
  • Missing scenes
  • Crashing tool
  • Preview of screenshots only

Fundamental sound-design decisions

  • 0:57 ‘Cube particles’
    • Sound-design goals—convey:
      • A 'floating lack of weight'
      • Presence of many, uncountable amount
    • Hint at 'being many' > sprinkly sample & hold modulation on the filter
    • Some semi random, sparkly FM modulation on top
    • Along with mod envelope depth for different scenes on the filter
  • 2:03 'Snakey pipes'
    • Slow, LFO modulated highpass filter cutoff frequency
    • Enveloped pulse-width modulation
  • 2:27 Bridges 01
    • Try low-passed, rumbling noise & FM
  • 3:15 ‘CCTV/Dancing buildings’
    • Band-pass sum, drive bus compression
  • 4:18 ‘Splashy credits’
    • Try noise, steep band-pass filter < s&h
  • 6:10 Bridges 02
    • Intensify the frequency modulation and fx
  • General decisions
    • Key scene changes accompanied by a sweepy sound