Hi design team,
When you design the levels, think about these different ways of using the voice to influence the game physics :
- Direct control
voice parameters directly influence the game physics. Ex : if you sing/talk louder, the bubble is bigger. We can consider the loudness of the sound, its length and its pitch. Parameters can also evolve over time. Ex : crescendo (soft start –> loud end). We could do the same with the pitch, starting low and ending high for example.
- Indirect control
In this case, the effects on the game physics are defined by the relationship between the player’s voice and the background sounds/music. Ex : sing/talk in rhythm, sing the pitch of an existing ripple, try to match the loudness or length of a sound…