Production process and feelings

After our VR students completed most of the visuals, I set about creating the sound effects. For the initial interface menu of the game, I designed two sound effects, the first being the sound when we navigate through the menu is crossed, while the second is the sound of a click. This is because I observed that many games have a sound when the menu bar is navigated but not clicked so as to add to the richness of the game’s menu sound effects.

The first act of our game was a very peaceful and comfortable indoor scene. So I recorded the sound of birds chirping outside the window and the corresponding sound of the characters stepping on the wooden floor. I also sampled an upbeat jazz track, setting up the scary atmosphere later. For the footsteps, I used mix pre6 to help me record a higher-quality footstep sound.

When the character finishes drinking the water, the scene changes to a nightmare scene. I added some samples of crow calls and some thunder samples. And in the indoor space, I recorded some footsteps with creaking wooden floors. And I turned the upbeat jazz into a staccato recorder sound. I knew that the steering and position of the character in Unity would affect the size and orientation of the sound heard from the vocalist, so I added some pan and volume automation to the DAW to make the video presentation fit the sound better, and so simulate the realistic effects of the game. However, it is much more complicated to do this automation directly in the DAW than in Unity or Wwise.

For the subsequent skyscraper scene, I recorded some ambient city sounds and some wind sounds. This creates the impression that the character is in a very high environment, making the player feel more in danger. This scene has many different textures of footsteps, such as wood, glass, and iron. So I have recorded three different types of footsteps. I think footsteps are very important, especially in an adventure game like this. Because the realism created by the footsteps makes the player feel like they are in the world. Unfortunately, in the group’s version, footsteps were not included in the game due to time constraints and technical complexity. Let’s be more efficient and expand our technical capabilities.

For the later playground scenes, I recorded a lot of footsteps on the grass and recorded some natural ambient bird calls. I used an alchemy synth to create a few dark and low tones for the background music. I also sampled some waterphone and cone tones to add to the creepy atmosphere. I think the most difficult sound to record and produce for this part was the sound of the clown crawling past because at the beginning, I didn’t imagine what kind of sound to overlay or how to record the fast crawling sound directly. Because I tried to record a few, but none worked very well. So I recorded the sound of a quick shaking of clothes, which was similar to the sound of a clown crawling.

For the final confinement phobia section I followed the previously recorded concrete footsteps and sampled some pick up and throw away sounds. I didn’t do much with the sound effects in this section, as the other group members’ background music was already the best in this scene to make the game more puzzle solving and meaningful.

Anyway, I put all the sampled and produced sounds into the film, and I think the result is still excellent and we can continue to work on the game if we have time. This project also gave me the experience of working with students from different disciplines and prepared me well for my future career direction.

Scream and Wilhelm scream

There are many screams in our games to create a sense of terror, and adding screams can create a scare effect. There are many places in our games where clowns suddenly appear, and screams are one of the sound effects that play an essential role in these moments. The sudden high-pitched sound of screams can make our games even more terrifying.

In final Crits, Ingrid told me about the Wilhelm scream, a familiar sound effect used in film and television, which has been used in over 200 films since the 1951 film Distant Drums. The sound effect is often used when a character is shot, falls from a height, or is thrown from an explosion. The most likely source of the scream is actor and singer Shelby Woolley, named after a character, soldier William, who is hit by an arrow in the 1953 western The Charge at Feather River. Although the film is the third in history to feature this sound effect, this is the first use taken from the Warner Bros. sound effects library.

After listening to this sound effect, the scream might be more suited to a comedic film than to create a scary atmosphere. And having sampled the William scream to fit in our game, this William scream may not be suitable.

Ethical standards and decolonization in VR

In VR, we must abide by the same moral theories as in reality, although it allows us to enter a virtual world. I remember some previous news reports of criminals committing violent acts against others in the virtual world and even molesting women. Back in 2005, someone was arrested by the Japanese police after using software to beat up virtual people and loot their belongings in a virtual game of life and then selling them for real-world money. I remember a story from last year that was much discussed on the internet about a female VR character being raped by another male character while sleeping. While the victim didn’t physically cause some effects, there can be colossal damage psychologically. I have checked some information, and there is no clear law written out about what penalties are received for some criminal activity in the VR world. Nick Brett, a lawyer at a London law firm, has commented on these phenomena, saying, “If a woman is sexually assaulted virtually, that in itself should be illegal, but it isn’t at the moment.”

Some VR games have also added necessary measures to protect women from new forms of harassment. Meta’s Horizon Worlds, for example, has gone live with a “personal space” feature: each avatar is given a private space with a 2-foot boundary to prevent overly intimate interactions.QuiVr, a game in 2016 where female players were chased and harassed, also features a ‘power gesture’: the player simply crosses their arms to move from the current space. The creators of some games need to keep up with the times and make them more comprehensive and safe. That’s what game designers have to do.

I believe that a good VR game is not only a great experience in terms of graphics, sound, and story but also needs to have mechanisms in place to protect the user’s privacy. And to avoid unethical content and behavior, such as virtual violence and sexual assault to ensure that users can play legally.

Equally, decolonizing VR is important. Colonization is the process by which a country or region is dominated and influenced by the political, economic, and cultural power of another country or region. In the VR field, the concept of decolonization implies reflecting on and addressing issues such as racism, cultural hegemony, and Western centrism that may be present in VR technology and content. It emphasizes the importance of marginalized and oppressed voices, cultures, and perspectives and promotes the principles of equality, diversity, and inclusion. The goal of decolonizing VR is to promote multicultural participation and representation, foster creative work and storytelling based on non-Western perspectives, reduce prejudice and preference for Western culture, and provide more platforms and opportunities for oppressed communities and non-mainstream perspectives.

Reflection of outcome

In my sound work, I have combined the topic of my dissertation, which is the relationship between nature and sound.

My sound work can be divided into four parts, the first part is when nature was not yet destroyed, and the second part is when nature was destroyed due to the outbreak of war, industry, and technology with the advent of the industrial age. The third part is when mankind is involved in cutting down or destroying the natural environment. The fourth part is when mankind has done this damage and nature has taken its revenge so that environmental and natural measures are taken.

In the first part, I used some harmonious synthesizer sounds, representing the most pristine untouched sounds of the natural world. In the second and third sections, I added some sound effects, such as the sound of some bombs and artillery. This represents the world going to war as the human industry grows more and more ambitious. In addition to some of the perceived sounds, I also recorded some thunder, which can represent the beginning of climate change in the natural world, representing the occurrence of some natural disasters. In the last part, the music turns back into harmonious synthesizer sounds. This represents mankind starting to value the harmony in nature and to make up for the mistakes they have made, by using technology to develop products that are better for the environment rather than mass warfare. And it is partly a vision of a better future for mankind.

Cathy Lane

Cathy Lane is an artist, composer and academic. She works primarily in sound, combining oral history, archival recordings, spoken word and environmental recordings to investigate histories, environments, our collective and individual memories and the forces that shape them. She is inspired by places or themes which are rooted in every day experience and particularly interested in ‘hidden histories and historical amnesia and how this can be investigated from a feminist perspective through the medium of composed sound.  

I listened to her work Hidden lives, in which I could hear a lot of voice repetition around the left and right channels. This left me with a feeling of overwhelm and a gradual reduction of the lower frequencies of the sound. In the synopsis, Cathy Lane’s inspiration for this piece was the repetition of domestic tasks performed by women around the house, and I think the repetitive musical sounds may have come from the command of the male gaze. In different times women have been the ones who have taken on this invisible work in the home. They are confined to the house and don’t spend too much time outside or away from this confined life.

After listening to this piece, I was very moved by it. Because in our family too it is my mother who does the various chores, and we some times take for granted that we will leave this matter of housework to the women in the family. We men sometimes don’t even do the housework, or even complain about the women in the family because of some work pressure or other pressures, which is also a sign of male gazing. I think we should reflect on this.

Sound Arts Lecture AUDREY CHEN

AUDREY CHEN is a 2nd generation Chinese/Taiwanese-American musician who was born into a family of material scientists, doctors and engineers, outside of Chicago in 1976. Parting ways with the family convention, she turned to the cello at age 8 and voice at 11. After years of classical and conservatory training in both instruments, with a resulting specialization in early and new music, she parted ways again in 2003 to begin new negotiations with sound in order to discover a more individually honest aesthetic.

I listened to the piece In The on Audrey’s album and I was amazed at how much she could transform her voice and do so without post-production.The interplay of vocals and cello in Chen’s piece creates a powerful sonic impact. She pushes the vocals to their limits, from a low growl to a whisper-like whisper that becomes part of her work. At the same time, her approach to the cello is unique, utilising a variety of unconventional techniques to explore new sonic expressions from this familiar instrument.

After listening to “In the,” I had the feeling that I had entered an unknown forest, where every sound was like a creature of the forest, some low, some murmuring, some silent, some wild. I was lost in this forest of sound and found a new self in it.

Thin air

I went to Thin air, a new media art exhibition in London this weekend, which featured an excellent combination of light and sound and showcased the work of contemporary artists from around the world. The exhibition is a large-scale immersive exhibition that makes the element of light infinite.

The works that surprised me the most were those by the artists Kimchi and chips and Dutch artist Rosa Menkman, who used a combination of video projections, mirrors, and speakers to produce moving cross-beams of light and reflections to reveal volumetric light, the forms of which are materialised in the form of haze on the work.

After seeing the exhibition, I searched for other works by Kimchi and chips. On their website, I saw the work Halo, a bespoke installation in front of Somerset House in London, transforming sunlight into a visible and invisible form. The work consists of over 100 motorized mirrors arranged in a 15-metre track that changes direction as the sun moves, concentrating the sun’s rays in one place and using water mist as a medium to draw a large halo in mid-air. The artist created a mathematical model and developed a virtual simulation for each mirror. In order to achieve a clear halo of light, each mirror was set with a set of parameters to ensure its unique position, steering, axis offset, and polynomial correction parameters. Technology is used to create the infinite possibilities of art.

Annea Lockwood’s ‘Piano Transplants’

After listening to Annea Lockwood’s ‘Piano Transplants’, I was deeply impressed by her unique approach and the concepts she presented.

First and foremost, Piano Transplants is a challenge and a critique of traditional musical concepts, with Lockwood’s use of discarded pianos as the main object of the work, burning and drowning in extreme ways, shattering my perception of the piano as an instrument. This is no longer the kind of musical composition that we know as an expression of emotion and skill through an instrument but more of a revolution against musical tradition.

The sound of the burning piano, the blistering sound of the submerged piano, and even the visual impact of the acts themselves all become part of this musical work. This makes ‘Piano Transplants’ transcend the boundaries of music and become a multifaceted expression of sound art, visual art, and performance art.

The combination of sound art with visual art can also be seen in Susan Philipsz’s visual art Turner Prize for her work ‘Lowland,’ a Scottish ballad (a lament about a drowning sailor saying goodbye to his lover in his dreams) that she hummed and played on a loudspeaker under the ‘suicide mecca’ under the George V Bridge in Glasgow. The artist’s intention is to transform this bleak public space with a private voice, encouraging the listener to reconsider the meaning of life. The bridge is here like a passage between life and death, a river that you cross to enter the world of the dead. The echoes coming from the bottom of the river are also like a chorus of the deceased. This sound art can also be called visual art.

https://issueprojectroom.org/video/annea-lockwood-piano-transplants-piano-burning-piano-garden-piano-drowning

Mike Nelson: Extinction Beckons

I went to see Mike Nelson’s exhibition at the Hayward Gallery in London, his immersive show where he collects materials and objects from recycling depots, car factories, charity shops, and other places, transforming and reconstructing them. Referencing science fiction, failed political movements, dark history, and counter-culture, he touches on alternative ways of living and thinking: lost belief systems disrupted histories and cultures.

negative comment; rather, I feel uncertain when I step into each of the galleries and feel uneasy. This may have been due to my fear of being in a dimension of time that is unfamiliar to us.

One of my more impressive works is The Deliverance and The Patience. It is a vast interior space that is divided into many different rooms with different scenes, all of which are rather neglected and can be seen as traces of time.

I was most excited about a sand-filled space called The Bluff Canyon. First exhibited in Oxford in 2004, this work can be seen as a tribute to Robert Smithson’s Partially Buried Woodshed. When I first saw the installation, I thought of a film: Dune. There is a scene in it where modern concrete and desert come together.