Posts Tagged ‘input’

Different kinds of voice control

Wednesday, October 19th, 2011

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…

  • Layers
It’s a special kind of indirect control. The player records his voice and puts it into the environment (ripples ?), thus creating a background sound. He must then record a second vocal sample that interacts with the first one to influence the game physics. With several layers the player could slowly create a whole “musical composition”.