farbrausch debris Soundtrack
- Published: 2024-03-19 11:43
Project briefing¶
Technically, the demo sported a new particle engine. Capable of drawing an insane amount of cubes. As well as a new bone-based(?) 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
- Along with verbal conceptualization
My decision making process¶
1. Identify visual key ‘agents’ from briefing¶
- Environment, sense of place/space
- “Dark City”
- Degrading from familiar > unfamiliar > destruction > noise
- Light & shadow
- Cube particles, tons of them
- “Alive” bridges
- Cinematographic arch with distinct parts
- Transitions
- Greetings, shattering glass-like\
- .hund
- Destruction
2. Synthesize cardinal sound-design decisions¶
- Cubes and bridges require parametrized sounds
- “Brutalist” hook
- Key scene changes have a type of sound (sth sweepy?)
- Every sound except the bassdrum “moves”
- Avoid musical tropes as much as I can (except for a brief, fake-303)
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'
- Sample & hold modulation on the filter
- Delay to increase the perceivable quantity
- Subtle amounts of random modulation (FM) to create further variation
- Syncable mod envelope depth for different scenes on the filter
- Sound-design goals—convey:
- 2:03 'Snakey pipes'
- Slow, LFO modulated high-pass 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 are accompanied by the same sound
- Incl a sweeping filter envelope (sweep > wipe, transition)